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<blockquote data-quote="Dannyalcatraz" data-source="post: 6068721" data-attributes="member: 19675"><p>Well, as mentioned above, since everything is point build & nearly structureless, you can make whatever kind of character you want. Tis is the system's great strength- if you can imagine it, you can make it.</p><p></p><p>This also means that HERO could be a nightmare for a GM who doesn't have good system mastery...so many decisions to make about character design could turn into a mountain of work.</p><p></p><p>Fortunately, like any other RPG, there are resources & supplements that have a lot of that stuff already statted out. And, unless your campaign is using special rules- higher or lower base starting points before disadvantages, power restrictions, etc.- all of the material is completely interchangeable because it all uses the same structure and math. A machine gun from a book of gadgets literally could be used as a magic wand if you want. A modern era cop can be reskinned as a FRPG city watchman with only a little difficulty.</p><p></p><p>The current edition includes a sourcebook called Powers that is just a big, ole collection of pre-designed powers organized by type- fire, earth magnetic, etc.- all ready to go.</p><p></p><p>And once the data is on the character sheet, you almost never need the book during gameplay.</p><p></p><p>As for making all the decisions, it is essentially true because there really are not fully fleshed out campaign worlds. But that means you could basically run any other RPG's campaign world you want...with any mix of fantasy archetypes. I've run a FR type game using PCs designed to mimic D&D characters from 1Ed, 2Ed, and 3Ed side by side, alongside PCs with no anchoring in D&D at all.</p><p></p><p>And one of my current pet projects is designing a Fantasy HERO campaign based on M:tG.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 6068721, member: 19675"] Well, as mentioned above, since everything is point build & nearly structureless, you can make whatever kind of character you want. Tis is the system's great strength- if you can imagine it, you can make it. This also means that HERO could be a nightmare for a GM who doesn't have good system mastery...so many decisions to make about character design could turn into a mountain of work. Fortunately, like any other RPG, there are resources & supplements that have a lot of that stuff already statted out. And, unless your campaign is using special rules- higher or lower base starting points before disadvantages, power restrictions, etc.- all of the material is completely interchangeable because it all uses the same structure and math. A machine gun from a book of gadgets literally could be used as a magic wand if you want. A modern era cop can be reskinned as a FRPG city watchman with only a little difficulty. The current edition includes a sourcebook called Powers that is just a big, ole collection of pre-designed powers organized by type- fire, earth magnetic, etc.- all ready to go. And once the data is on the character sheet, you almost never need the book during gameplay. As for making all the decisions, it is essentially true because there really are not fully fleshed out campaign worlds. But that means you could basically run any other RPG's campaign world you want...with any mix of fantasy archetypes. I've run a FR type game using PCs designed to mimic D&D characters from 1Ed, 2Ed, and 3Ed side by side, alongside PCs with no anchoring in D&D at all. And one of my current pet projects is designing a Fantasy HERO campaign based on M:tG. [/QUOTE]
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