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<blockquote data-quote="Dannyalcatraz" data-source="post: 6296344" data-attributes="member: 19675"><p>1) For every edition prior to 6th, all you needed to play HERO is the basic book, your sheet, a pencil and dice. </p><p></p><p>2) all other books are still unnecessary, but very helpful.</p><p></p><p>3) 6th split the 1 core book into 2.</p><p></p><p>Since in HERO there may literally be thousands of ways of producing a particular effect, what sourcebooks in prior editions did was save the players and ESPECIALLY the GM time in figuring out how to model things. You don't have to follow those guidelines, but if you do...</p><p></p><p>So Fantasy HERO in prior editions showed ways of making elves and orcs; had a bunch of spells; discussed different kinds of magic systems, and how they could be modeled. And provided a sketched out setting and some NPCs as well... all, some or none of which might apply to the campaign you want to run.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6296344, member: 19675"] 1) For every edition prior to 6th, all you needed to play HERO is the basic book, your sheet, a pencil and dice. 2) all other books are still unnecessary, but very helpful. 3) 6th split the 1 core book into 2. Since in HERO there may literally be thousands of ways of producing a particular effect, what sourcebooks in prior editions did was save the players and ESPECIALLY the GM time in figuring out how to model things. You don't have to follow those guidelines, but if you do... So Fantasy HERO in prior editions showed ways of making elves and orcs; had a bunch of spells; discussed different kinds of magic systems, and how they could be modeled. And provided a sketched out setting and some NPCs as well... all, some or none of which might apply to the campaign you want to run. [/QUOTE]
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