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[OT] Hero System Fifth Ed Review
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<blockquote data-quote="Galfridus" data-source="post: 146010" data-attributes="member: 119"><p>Heh, when I posted my comparison of 3E and Hero, I was actually going to write that 3E flames don't hold a candle to Hero System rules arguments. Good thing I didn't. <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>To address some of the points that people have made: <ul> <li data-xf-list-type="ul">Yup, there are powers/concepts that Hero doesn't do well. Many of them involve absolutes: always hitting; the power to do, copy, or create anything; stopping time; etc. No system is perfect.</li> <li data-xf-list-type="ul">You can improvise effects in Hero just as well as any other system. My favorite example is a mage using an "aspect of fire" spell to emulate Dryness, which saved the party from poisonous steam in the air. </li> <li data-xf-list-type="ul">I've seen low and high fantasy in Hero with no problems. It's my system of choice for fantasy. If you are trying to emulate D&D you'll have a lot of issues; but in that case why not just run D&D? <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=":)" /></li> <li data-xf-list-type="ul">I've encountered and overcome gamespeak issues in Hero; they're no tougher than what I am finding in 3E. I actually find it easier in Hero to come up with NPCs and monsters that use the rules creatively, to the point where the players can't figure out how the rules are working and have to just roleplay with it.</li> </ul><p></p><p>My GenCon Psi Hero game uses characters who range from 150 to 600 points: some can crush skyscrapers, some are merely talented scientists. The players get a written description of their powers -- my co-GM and I have the powers written up in Hero terms so we know what they do, but the players are forced to work off the effect, not the game mechanic. Not once have we had someone say "Oh, I must have Mind Control so I can use Rule Q to blah blah blah..." It's all in how you run the game (and how your players approach it).</p></blockquote><p></p>
[QUOTE="Galfridus, post: 146010, member: 119"] Heh, when I posted my comparison of 3E and Hero, I was actually going to write that 3E flames don't hold a candle to Hero System rules arguments. Good thing I didn't. :) To address some of the points that people have made:[list] [*]Yup, there are powers/concepts that Hero doesn't do well. Many of them involve absolutes: always hitting; the power to do, copy, or create anything; stopping time; etc. No system is perfect. [*]You can improvise effects in Hero just as well as any other system. My favorite example is a mage using an "aspect of fire" spell to emulate Dryness, which saved the party from poisonous steam in the air. [*]I've seen low and high fantasy in Hero with no problems. It's my system of choice for fantasy. If you are trying to emulate D&D you'll have a lot of issues; but in that case why not just run D&D? :) [*]I've encountered and overcome gamespeak issues in Hero; they're no tougher than what I am finding in 3E. I actually find it easier in Hero to come up with NPCs and monsters that use the rules creatively, to the point where the players can't figure out how the rules are working and have to just roleplay with it.[/list] My GenCon Psi Hero game uses characters who range from 150 to 600 points: some can crush skyscrapers, some are merely talented scientists. The players get a written description of their powers -- my co-GM and I have the powers written up in Hero terms so we know what they do, but the players are forced to work off the effect, not the game mechanic. Not once have we had someone say "Oh, I must have Mind Control so I can use Rule Q to blah blah blah..." It's all in how you run the game (and how your players approach it). [/QUOTE]
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