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One thing I REALLY liked about HERO over D&D
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<blockquote data-quote="Sir Whiskers" data-source="post: 1498883" data-attributes="member: 6941"><p>I recommend new players try out Sidekick first. It's a shortened version of the rules designed to introduce newbies to the game in a manageable way. Also, it's cheap ($9.95). If it turns out Hero is not your cup of tea, you won't be out too many dollars. (Looks like Intrope beat me to the post.)</p><p></p><p>Concerning Psion's point about D&D imposing balance by eliminating options (rather than using warnings), I have to agree. It seems that 3E trusts GM's much less than Hero does. </p><p></p><p>In Hero, a campaign succeeds or fails in large measure by how well the GM and players cooperate on character design. It's so easy to design unbalanced characters that then ruin the game. Everyone involved has to show a measure of maturity and restraint for the system to work. Hero assumes that will happen.</p><p></p><p>In D&D this is less true. Unless PrC's are allowed, it's more difficult to break the system within the rules. Not impossible, but much less likely. The system accomplishes this by <em>eliminating</em> options within the core rules. As BG mentioned, this is likely a reaction to the imbalances within 2E, but enough is enough. If 3E is really about "options, not restrictions", then the rules should reflect this and put the burden where it belongs: on the GM and the players.</p><p></p><p>One way to accomplish this is to have "balanced" core rules, with optional rules for those groups who wish to use them. I personally hope that's the direction 4E goes, but we'll see. In the meantime, I'll keep house-ruling D&D, and enjoying the greater flexibility in Hero.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1498883, member: 6941"] I recommend new players try out Sidekick first. It's a shortened version of the rules designed to introduce newbies to the game in a manageable way. Also, it's cheap ($9.95). If it turns out Hero is not your cup of tea, you won't be out too many dollars. (Looks like Intrope beat me to the post.) Concerning Psion's point about D&D imposing balance by eliminating options (rather than using warnings), I have to agree. It seems that 3E trusts GM's much less than Hero does. In Hero, a campaign succeeds or fails in large measure by how well the GM and players cooperate on character design. It's so easy to design unbalanced characters that then ruin the game. Everyone involved has to show a measure of maturity and restraint for the system to work. Hero assumes that will happen. In D&D this is less true. Unless PrC's are allowed, it's more difficult to break the system within the rules. Not impossible, but much less likely. The system accomplishes this by [I]eliminating[/I] options within the core rules. As BG mentioned, this is likely a reaction to the imbalances within 2E, but enough is enough. If 3E is really about "options, not restrictions", then the rules should reflect this and put the burden where it belongs: on the GM and the players. One way to accomplish this is to have "balanced" core rules, with optional rules for those groups who wish to use them. I personally hope that's the direction 4E goes, but we'll see. In the meantime, I'll keep house-ruling D&D, and enjoying the greater flexibility in Hero. [/QUOTE]
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One thing I REALLY liked about HERO over D&D
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