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<blockquote data-quote="Dannyalcatraz" data-source="post: 2737706" data-attributes="member: 19675"><p>Logrom has taken many words out of my mouth...I'm also a<em> HERO</em> nut. <em>HERO</em> is a generic system that allows you to model ANY PC you want...within the framework of the point totals your GM gives you to build your PC.</p><p></p><p>Attributes figure into your skill checks by altering your base chance of success.</p><p></p><p></p><p></p><p>While it is possible to have a base chance of success of 19 or more (on 3d6), that doesn't mean you automatically succeed. It means that basic use of the skill might not require a roll, but more difficult tasks still would...</p><p></p><p>If you know <em>D20</em>, you're familiar with this- its an opposed skill check.</p><p></p><p>As for the funky stuff...building special abilities is a process in which you choose to mix and match effects, advantages (think Metamagic Feats) and disadvantages (think bad Metamagic Feats) to model the ability you want.</p><p></p><p></p><p></p><p>and so forth...</p><p></p><p>Depending on the GM's campaign, each spellcaster's Fireball spell could be unique to him, but teachable. The more D6 damage it does, the more expensive it is. The more advantages it has, the more expensive it is. The more disadvantages it has, the less expensive it is.</p><p></p><p>The same process would be used to make spells, special abilities, racial attributes, and so forth.</p><p></p><p>The reason it takes a long time to design a PC is 2-fold: 1) There is no one way to do anything, as you can see from the Fireball example, so you wind up doing a lot of tweaking with your build points, and</p><p></p><p>2) Everything the game book and the GM don't predesign must be designed by you from scratch, so you wind up doing a lot of tweaking with your build points.</p><p></p><p>For the record, <em>Mutants & Masterminds</em> is the <em>D20</em> equivalent to <em>HERO</em>. In a very real sense, it is halfway between <em>HERO</em> and <em>D20</em>, having nearly <em>HERO's</em> flexibility, but using <em>D20</em> mechanics to do it.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2737706, member: 19675"] Logrom has taken many words out of my mouth...I'm also a[I] HERO[/I] nut. [I]HERO[/I] is a generic system that allows you to model ANY PC you want...within the framework of the point totals your GM gives you to build your PC. Attributes figure into your skill checks by altering your base chance of success. While it is possible to have a base chance of success of 19 or more (on 3d6), that doesn't mean you automatically succeed. It means that basic use of the skill might not require a roll, but more difficult tasks still would... If you know [I]D20[/I], you're familiar with this- its an opposed skill check. As for the funky stuff...building special abilities is a process in which you choose to mix and match effects, advantages (think Metamagic Feats) and disadvantages (think bad Metamagic Feats) to model the ability you want. and so forth... Depending on the GM's campaign, each spellcaster's Fireball spell could be unique to him, but teachable. The more D6 damage it does, the more expensive it is. The more advantages it has, the more expensive it is. The more disadvantages it has, the less expensive it is. The same process would be used to make spells, special abilities, racial attributes, and so forth. The reason it takes a long time to design a PC is 2-fold: 1) There is no one way to do anything, as you can see from the Fireball example, so you wind up doing a lot of tweaking with your build points, and 2) Everything the game book and the GM don't predesign must be designed by you from scratch, so you wind up doing a lot of tweaking with your build points. For the record, [I]Mutants & Masterminds[/I] is the [I]D20[/I] equivalent to [I]HERO[/I]. In a very real sense, it is halfway between [I]HERO[/I] and [I]D20[/I], having nearly [I]HERO's[/I] flexibility, but using [I]D20[/I] mechanics to do it. [/QUOTE]
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