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<blockquote data-quote="Dannyalcatraz" data-source="post: 6958610" data-attributes="member: 19675"><p>HERO does have a big rulebook...because damn near everything you need to run a game is in it. There are rules supplements, but they mainly contain info on how to run campaigns, plus some time-saving tips (see below).</p><p></p><p>The system's strength is that it does a reasonable job of modeling a huge variety of options because of its Lego-like approach to character design. There may be literally a half dozen ways or more to design a particular power like a fireball, depending on how you want it to work. I've personally run fantasy campaigns in HERO where characters had D&D style character mechanics from 1st, 2nd & 3Ed...<em>for the same class.</em></p><p></p><p>Also, despite the large rulebook, you don't actually use it much in game. Once characters are designed and everyone is playing, 90+% of everything needed to play is actually on the character sheet. The time is mainly used during initial PC design and when expending character build points earned in play.</p><p></p><p>The weaknesses: </p><p></p><p>1) daunting LOOKING math. It's really all basic, but there's lots of it, sometimes presented in odd-looking formats, like tables.</p><p></p><p>2) LONG character generation process. All those options make deciding how to do something a lengthy process. The few supplements out there can help, though, by doing some of the math for you. That is, instead of everyone figuring out how to make their own laser blaster & other tech gear, a sci-if supplement will provide a table of predesigned items. Relevant to your situation, Fantasy HERO contains a lot of predesigned spells.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6958610, member: 19675"] HERO does have a big rulebook...because damn near everything you need to run a game is in it. There are rules supplements, but they mainly contain info on how to run campaigns, plus some time-saving tips (see below). The system's strength is that it does a reasonable job of modeling a huge variety of options because of its Lego-like approach to character design. There may be literally a half dozen ways or more to design a particular power like a fireball, depending on how you want it to work. I've personally run fantasy campaigns in HERO where characters had D&D style character mechanics from 1st, 2nd & 3Ed...[I]for the same class.[/I] Also, despite the large rulebook, you don't actually use it much in game. Once characters are designed and everyone is playing, 90+% of everything needed to play is actually on the character sheet. The time is mainly used during initial PC design and when expending character build points earned in play. The weaknesses: 1) daunting LOOKING math. It's really all basic, but there's lots of it, sometimes presented in odd-looking formats, like tables. 2) LONG character generation process. All those options make deciding how to do something a lengthy process. The few supplements out there can help, though, by doing some of the math for you. That is, instead of everyone figuring out how to make their own laser blaster & other tech gear, a sci-if supplement will provide a table of predesigned items. Relevant to your situation, Fantasy HERO contains a lot of predesigned spells. [/QUOTE]
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