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<blockquote data-quote="Dannyalcatraz" data-source="post: 6959010" data-attributes="member: 19675"><p>HERO is my favorite system, so I do understand the prep-time pitfall. I'm glad you made clear what I only implied. Cutting GM prep time is one of the reasons why HERO supplements exist, after all. </p><p></p><p>In them, a lot of NPC types get statted out, as do powers & gear. In some supplements- mainly fantasy or sci-fi- races/species get the same treatment. Want to have an orc warrior, and it is probably statted up. For a group of them with identical gear, copy/paste. Want a group of orc brigands with variations in gear, find gear with comperable costs.</p><p></p><p>...or don't, and just wing it using the gear stats but ignoring the differences in build costs because they're not going to be that big a deal in most combats.</p><p></p><p>Want an orc wizard of the blaster orcatype...errr...archetype? Sub the warrior's gear for a magic item. Or use a similarly priced "blaster rifle" from a sci-if supplement renamed "wizard's staff".</p><p></p><p>The big prep time comes when stating up more important combatants with more unique abilities. But again, the same time savers lighten the load. A villainous caster's "Fire seeds" spell might be modeled well by a grenade launcher, with a couple of tweaks.</p><p></p><p>And after a while, doing that on the fly becomes much easier. You'll just <em>know</em> a 60pt power with 1/2 level worth of disads costs 40pts.* So if the above grenade launcher has a 1/2 level worth of disads not available in your campaign for your Fire seeds spell, all you need do is sub 1/2 levels of more appropriate ones. </p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>* doing that from memory, and having not played HERO in a decade due to my current group. Feel free to check.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6959010, member: 19675"] HERO is my favorite system, so I do understand the prep-time pitfall. I'm glad you made clear what I only implied. Cutting GM prep time is one of the reasons why HERO supplements exist, after all. In them, a lot of NPC types get statted out, as do powers & gear. In some supplements- mainly fantasy or sci-fi- races/species get the same treatment. Want to have an orc warrior, and it is probably statted up. For a group of them with identical gear, copy/paste. Want a group of orc brigands with variations in gear, find gear with comperable costs. ...or don't, and just wing it using the gear stats but ignoring the differences in build costs because they're not going to be that big a deal in most combats. Want an orc wizard of the blaster orcatype...errr...archetype? Sub the warrior's gear for a magic item. Or use a similarly priced "blaster rifle" from a sci-if supplement renamed "wizard's staff". The big prep time comes when stating up more important combatants with more unique abilities. But again, the same time savers lighten the load. A villainous caster's "Fire seeds" spell might be modeled well by a grenade launcher, with a couple of tweaks. And after a while, doing that on the fly becomes much easier. You'll just [I]know[/I] a 60pt power with 1/2 level worth of disads costs 40pts.* So if the above grenade launcher has a 1/2 level worth of disads not available in your campaign for your Fire seeds spell, all you need do is sub 1/2 levels of more appropriate ones. * doing that from memory, and having not played HERO in a decade due to my current group. Feel free to check. [/QUOTE]
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