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<blockquote data-quote="Dannyalcatraz" data-source="post: 6966744" data-attributes="member: 19675"><p>It isn't, but if you get a feel for the system, it should speed up. </p><p></p><p>When I ran D&D sims in HERO 4th, I used Fantasy HERO and Ultimate Martial Artist* as pretty much my sole supplements. Fantasy HERO has stats for a bunch of weapons & armor, familiar spells and for "package deals"** for the more common versions of your typical fantasy races, like Orcs, Dwarves and Elves.</p><p></p><p>Ultimate Martial Artist does a lot of things, but it's main feature to me is that it adds a few dozen martial arts maneuvers to the base list. To clarify, the HERO martial arts system is not like D&D's, which seperates melee into unarmed vs armed combat. Instead, there are just maneuvers to be learned, most of which can be used with weapons if the PC has spent XP to do so. Every PC knows the basics- haymakers, dodges, etc.- but all the rest comes via training.</p><p></p><p>All that said, even as a HEROphile, I would also reiterate you look at GURPS (plus it's magic and martial arts supplements) and M&M with the W&W and Book of Magic supplements. Both of those other systems should do a good job of scratching the itch with more flexible mechanics.</p><p></p><p></p><p></p><p></p><p></p><p>* 5Ed had versions of those as well, but I'm not sure about an Ultimate Martial Artist for 6th.</p><p></p><p>** a "package deal" is just a HERO term for a group of stats, skills, powers, disadvantages etc., typical of a particular group. Across HERO supplements, there are package deals for policemen, thugs, agents of certain organizations, fantasy or alien races, classifications of robot types, etc. I think they're also called "templates" in 6th.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6966744, member: 19675"] It isn't, but if you get a feel for the system, it should speed up. When I ran D&D sims in HERO 4th, I used Fantasy HERO and Ultimate Martial Artist* as pretty much my sole supplements. Fantasy HERO has stats for a bunch of weapons & armor, familiar spells and for "package deals"** for the more common versions of your typical fantasy races, like Orcs, Dwarves and Elves. Ultimate Martial Artist does a lot of things, but it's main feature to me is that it adds a few dozen martial arts maneuvers to the base list. To clarify, the HERO martial arts system is not like D&D's, which seperates melee into unarmed vs armed combat. Instead, there are just maneuvers to be learned, most of which can be used with weapons if the PC has spent XP to do so. Every PC knows the basics- haymakers, dodges, etc.- but all the rest comes via training. All that said, even as a HEROphile, I would also reiterate you look at GURPS (plus it's magic and martial arts supplements) and M&M with the W&W and Book of Magic supplements. Both of those other systems should do a good job of scratching the itch with more flexible mechanics. * 5Ed had versions of those as well, but I'm not sure about an Ultimate Martial Artist for 6th. ** a "package deal" is just a HERO term for a group of stats, skills, powers, disadvantages etc., typical of a particular group. Across HERO supplements, there are package deals for policemen, thugs, agents of certain organizations, fantasy or alien races, classifications of robot types, etc. I think they're also called "templates" in 6th. [/QUOTE]
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