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[OT] Hero System Fifth Ed Review
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<blockquote data-quote="Michael Tree" data-source="post: 144634" data-attributes="member: 1455"><p>Hero is technically capable of doing freeform magic, but doesn't do it especially well, let alone quickly.</p><p></p><p>I recommend Ars Magica. The game mechanics are very similar to D20's (go figure, both were created by Johnathan Tweet), which may help, but isn't level or class based, unless you consider the fact that some characters are magi and some are n't 'classes.' Ars has the best RPG magic system in creation, and tons of flavour. Actually, Ars has several of the best magic systems, if you include the non-hermetic magic traditions in the setting books, like the scottish Gruagachan, the norse Vitki (rune-masters), or the various types of hedge magicians. One of the things I like best is that different traditions or styles of magic actually work differently in game. </p><p></p><p>The only possible problems are that the system is more lethal than D&D, as it isn't geared to the same heroic level of play as D&D, and magi are very powerful in it, since the game is geared towards them. The latter can be helped by giving the magi less points in magic, and giving non-magi more virtues and skill points.</p><p></p><p></p><p></p><p>I've never played Fantasy Hero, but Champions is by far the slowest combat system I have ever used, and I've used quite a few. That isn't because of lack of experience either - I've played Champions quite often, with all the shortcuts others have mentioned, and it's still cumbersome and slow.</p><p></p><p></p><p>Fair enough. </p><p></p><p>I feel the need to point out some of Hero's shortcomings and faults which havn't been mentioned yet.</p><p></p><p>1) Despite the hype, the Hero powers system isn't supremely flexible. For 95% of power concepts it works well, but for the other 5% it's abyssmally awful. Those 5% can still be technically done, but not at all elegantly or sussinctly.</p><p></p><p>2) The slowness in character creation isn't becuase the math calculations are difficult, it's because there are so damn many calculations to make, and much of the system is non-intuitive to those who havn't memorized the game from cover to cover. If Hero still makes the Heromaker software, buy it. I find the game all but unplayable without it.</p><p></p><p>3) Hero is not a good system for GMs who like playing fast and loose, or improvising. It's rigid structure has benefits, but also drawbacks, especially since it takes an hour or more to create a new character or monster.</p><p></p><p>4) The system doesn't encourage player creativity during the game. It's almost impossible to create 'power stunts' on the fly. By 'power stunts' I mean creative new uses of powers that are thought up during play. All PC powers must be bought and calculated during character creation or advancement, and no improvisation is possible during play, unless you have a power pool. This isn't a big concern for fantasy games, but is very important to me in superhero games.</p></blockquote><p></p>
[QUOTE="Michael Tree, post: 144634, member: 1455"] Hero is technically capable of doing freeform magic, but doesn't do it especially well, let alone quickly. I recommend Ars Magica. The game mechanics are very similar to D20's (go figure, both were created by Johnathan Tweet), which may help, but isn't level or class based, unless you consider the fact that some characters are magi and some are n't 'classes.' Ars has the best RPG magic system in creation, and tons of flavour. Actually, Ars has several of the best magic systems, if you include the non-hermetic magic traditions in the setting books, like the scottish Gruagachan, the norse Vitki (rune-masters), or the various types of hedge magicians. One of the things I like best is that different traditions or styles of magic actually work differently in game. The only possible problems are that the system is more lethal than D&D, as it isn't geared to the same heroic level of play as D&D, and magi are very powerful in it, since the game is geared towards them. The latter can be helped by giving the magi less points in magic, and giving non-magi more virtues and skill points. I've never played Fantasy Hero, but Champions is by far the slowest combat system I have ever used, and I've used quite a few. That isn't because of lack of experience either - I've played Champions quite often, with all the shortcuts others have mentioned, and it's still cumbersome and slow. Fair enough. I feel the need to point out some of Hero's shortcomings and faults which havn't been mentioned yet. 1) Despite the hype, the Hero powers system isn't supremely flexible. For 95% of power concepts it works well, but for the other 5% it's abyssmally awful. Those 5% can still be technically done, but not at all elegantly or sussinctly. 2) The slowness in character creation isn't becuase the math calculations are difficult, it's because there are so damn many calculations to make, and much of the system is non-intuitive to those who havn't memorized the game from cover to cover. If Hero still makes the Heromaker software, buy it. I find the game all but unplayable without it. 3) Hero is not a good system for GMs who like playing fast and loose, or improvising. It's rigid structure has benefits, but also drawbacks, especially since it takes an hour or more to create a new character or monster. 4) The system doesn't encourage player creativity during the game. It's almost impossible to create 'power stunts' on the fly. By 'power stunts' I mean creative new uses of powers that are thought up during play. All PC powers must be bought and calculated during character creation or advancement, and no improvisation is possible during play, unless you have a power pool. This isn't a big concern for fantasy games, but is very important to me in superhero games. [/QUOTE]
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