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One thing I REALLY liked about HERO over D&D
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<blockquote data-quote="WizarDru" data-source="post: 1498953" data-attributes="member: 151"><p>Wow. There's certainly no shortage of confidence at the Hero website:</p><p> <span style="font-size: 10px"><span style="font-size: 12px"> </span></span>[/font]Heh. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p> Anyhow, my biggest problem with Hero has always been that it seem to be too much work. Too many stats, too much math, too much work involved balancing a game, too much ongoing balance issues for the GM. This may be an incorrect assumption, but Hero has always struck me as a 'catch me if you can' system, where the DM has to number-crunch every character and watch for every one of many extensive loopholes. </p><p> </p><p> If the 5th edition actually highlights those problem areas, that's certainly something in it's favor. My limited exposure to Champions, back in the day, showed me that it was interesting system, but I found Villains and Vigilantes and GURPS Supers (with all of the many flaws those systems had) more satisfying (albeit for different reasons).</p><p> </p><p> Now I'm gearing up for a Mutants & Masterminds game. Against it joyous simplicity and clean design, I'm doubting that Hero could really entice me. As for their flexibility versus D&D...well, they require it more, what with their emphasis on Superrheroes. They require a whole different standard for what characters are expected to accomplish, and how they accomplish it. Further, they don't have a big 3rd-party market to develop non-standard stuff....there's no Mongoose for the Hero System, AFAIK, so they have to be more lax in that style.</p><p> </p><p> I see advantages to both approaches...and sometimes some DMs don't want to have to spend a large amount of time playing "Mother, may I?" with some players.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1498953, member: 151"] Wow. There's certainly no shortage of confidence at the Hero website: [size=2][size=3] [/size][/size][/font]Heh. :) Anyhow, my biggest problem with Hero has always been that it seem to be too much work. Too many stats, too much math, too much work involved balancing a game, too much ongoing balance issues for the GM. This may be an incorrect assumption, but Hero has always struck me as a 'catch me if you can' system, where the DM has to number-crunch every character and watch for every one of many extensive loopholes. If the 5th edition actually highlights those problem areas, that's certainly something in it's favor. My limited exposure to Champions, back in the day, showed me that it was interesting system, but I found Villains and Vigilantes and GURPS Supers (with all of the many flaws those systems had) more satisfying (albeit for different reasons). Now I'm gearing up for a Mutants & Masterminds game. Against it joyous simplicity and clean design, I'm doubting that Hero could really entice me. As for their flexibility versus D&D...well, they require it more, what with their emphasis on Superrheroes. They require a whole different standard for what characters are expected to accomplish, and how they accomplish it. Further, they don't have a big 3rd-party market to develop non-standard stuff....there's no Mongoose for the Hero System, AFAIK, so they have to be more lax in that style. I see advantages to both approaches...and sometimes some DMs don't want to have to spend a large amount of time playing "Mother, may I?" with some players. [/QUOTE]
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One thing I REALLY liked about HERO over D&D
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