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[OT] Hero System Fifth Ed Review
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<blockquote data-quote="KDLadage" data-source="post: 144470" data-attributes="member: 88"><p>Psion: Thanks for responding. But I still feel that the <strong>hero works</strong> comment was unfair.</p><p></p><p><strong>Linear Point Scales</strong>: In HERO, skills were (as you stated) an afterthought. Thus, the 1 point in a skill costs you one point argument is a little unfair as well. Also, one has to look at the fact that a point in GURPS is not the same thing as a point in HERO.</p><p></p><p>In HERO, all character points are a measure of pure combative effectiveness and overall ability. Granted, balance between characters can be tough given the number of choices afforded players, but HERO does a damn good job melding the value of a point to be relatively even accross the board. Hero is a good game and handles its focus very well.</p><p></p><p>In GURPS, a character point represents a blend of two things -- effectiveness and time. For advantages / disadvantages / attributes, there is generally a a cost-to-effectiveness. For skills, it becomes a cost-to-time. The more time needed to learn a skill to a given level, the more it costs. This was a design choice -- and a valid one -- but not a reason to call the system convoluted in its application. It is a general double-cost to a plataue scheme that is quite intuitive, in my opinion. They are considering doing away with this in GURPS 4/e, and it makes me a bid sad to see the debate on it.</p><p></p><p><strong>...no kidding cap on it...</strong>: your opinion, I suppose. Can't do much about that.</p><p></p><p><strong>...low end and playability</strong>: again, your opinion and I am not here to change it. But in my opinion, the closer you come to "normal" humanity in HERO, the stranger the results of the game. These are simply due to design considerations (the game was originally designed to reasonably handle the likes of <em>Spiderman</em> and <em>the Hulk</em>, not <em>Aunt Mae</em> or <em>David [Bruce] Banner</em>). This does nto make HERO a bad system, it just means that a good GM needs to be aware of a few things.</p><p></p><p>Some of the things that have been noted over the history of the game (not sure about 5th edition, mine will not be here until Wednesday):</p><ul> <li data-xf-list-type="ul"> A normal human can completely demolish a car in less than 60 seconds using nothing but his bare feet.</li> <li data-xf-list-type="ul"> A typical baby can throw a football over 80 meters.</li> <li data-xf-list-type="ul"> A character with a high speed score gets more actions per turn -- and thus can drive faster than someone with a low speed score (I cannot recall, but this may have been corrected in 4th edition).</li> <li data-xf-list-type="ul"> etc...</li> </ul><p></p><p>Now, before you go and list off a bunch of areas where GURPS breaks down, don't bother. I known them better than you, I would suspect. But most of the areas where it breaks down are as you move away from normal human capabilities, not as you approach them.</p><p></p><p>Although I have ran HERO games at the extreme low end, many rules simply had to be ignored for reality to pervail. And the same holds true for very high end GURPS.</p><p></p><p>Both are great systems. I like them both. But in my opinion, they each haev thier nitch. They each have thier zone in which they shine. They each have the areas where they start to falter.</p><p></p><p>YMMV, IMHO, yada yada yada....</p></blockquote><p></p>
[QUOTE="KDLadage, post: 144470, member: 88"] Psion: Thanks for responding. But I still feel that the [b]hero works[/b] comment was unfair. [b]Linear Point Scales[/b]: In HERO, skills were (as you stated) an afterthought. Thus, the 1 point in a skill costs you one point argument is a little unfair as well. Also, one has to look at the fact that a point in GURPS is not the same thing as a point in HERO. In HERO, all character points are a measure of pure combative effectiveness and overall ability. Granted, balance between characters can be tough given the number of choices afforded players, but HERO does a damn good job melding the value of a point to be relatively even accross the board. Hero is a good game and handles its focus very well. In GURPS, a character point represents a blend of two things -- effectiveness and time. For advantages / disadvantages / attributes, there is generally a a cost-to-effectiveness. For skills, it becomes a cost-to-time. The more time needed to learn a skill to a given level, the more it costs. This was a design choice -- and a valid one -- but not a reason to call the system convoluted in its application. It is a general double-cost to a plataue scheme that is quite intuitive, in my opinion. They are considering doing away with this in GURPS 4/e, and it makes me a bid sad to see the debate on it. [b]...no kidding cap on it...[/b]: your opinion, I suppose. Can't do much about that. [b]...low end and playability[/b]: again, your opinion and I am not here to change it. But in my opinion, the closer you come to "normal" humanity in HERO, the stranger the results of the game. These are simply due to design considerations (the game was originally designed to reasonably handle the likes of [i]Spiderman[/i] and [i]the Hulk[/i], not [i]Aunt Mae[/i] or [i]David [Bruce] Banner[/i]). This does nto make HERO a bad system, it just means that a good GM needs to be aware of a few things. Some of the things that have been noted over the history of the game (not sure about 5th edition, mine will not be here until Wednesday): [list] [*] A normal human can completely demolish a car in less than 60 seconds using nothing but his bare feet. [*] A typical baby can throw a football over 80 meters. [*] A character with a high speed score gets more actions per turn -- and thus can drive faster than someone with a low speed score (I cannot recall, but this may have been corrected in 4th edition). [*] etc...[/list] Now, before you go and list off a bunch of areas where GURPS breaks down, don't bother. I known them better than you, I would suspect. But most of the areas where it breaks down are as you move away from normal human capabilities, not as you approach them. Although I have ran HERO games at the extreme low end, many rules simply had to be ignored for reality to pervail. And the same holds true for very high end GURPS. Both are great systems. I like them both. But in my opinion, they each haev thier nitch. They each have thier zone in which they shine. They each have the areas where they start to falter. YMMV, IMHO, yada yada yada.... [/QUOTE]
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