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General Tabletop Discussion
*TTRPGs General
Quest for the "perfect" all-in-one game
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<blockquote data-quote="Argyle King" data-source="post: 5217993" data-attributes="member: 58416"><p>I totally understand the idea behind points; the system I ended up choosing instead of Hero was GURPS. I'd be open to trying Hero again; it was fun, but there were times when -from what I can remember- virtually everything required that it be built as an ability. I highly enjoyed the flexibility of the system, but there were times when I wasn't always thrilled with the implementation of that flexibility. It's possible that it was just bad experience which threw me off the system; I don't know because I only had a Hero experience with one group. </p><p> </p><p>To give some background on my view, I remember in the campaign I played that my character picked up a weapon that I was not familiar with. At first I wasn't charged anything, but, once I started to use that weapon regularly, I was told by the GM to buy that as a special ability. I wasn't able to just learn skill with the weapon; I had to learn a special ability for anything I wanted to be able to do with the weapon. Likewise, I mentioned driving previously; I had to (according to the group I played with at the time) buy that as a special ability if it was something I planned to do regularly with my character.</p><p> </p><p>The other thing I noticed was that Hero seemed to lean a bit more toward the cinematic than it does realism. It does awesome for high powered games with super heroes and such, but (at least in the edition I played... it was either 4th or 5th, but I'm not sure which because it was a while ago) it didn't perform as well when running something more mundane like a realistic WWII campaign or Bum Fights. For many people this isn't a problem because many people enjoy high powered games, but, for an "all-in-one" system, that is something I consider.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5217993, member: 58416"] I totally understand the idea behind points; the system I ended up choosing instead of Hero was GURPS. I'd be open to trying Hero again; it was fun, but there were times when -from what I can remember- virtually everything required that it be built as an ability. I highly enjoyed the flexibility of the system, but there were times when I wasn't always thrilled with the implementation of that flexibility. It's possible that it was just bad experience which threw me off the system; I don't know because I only had a Hero experience with one group. To give some background on my view, I remember in the campaign I played that my character picked up a weapon that I was not familiar with. At first I wasn't charged anything, but, once I started to use that weapon regularly, I was told by the GM to buy that as a special ability. I wasn't able to just learn skill with the weapon; I had to learn a special ability for anything I wanted to be able to do with the weapon. Likewise, I mentioned driving previously; I had to (according to the group I played with at the time) buy that as a special ability if it was something I planned to do regularly with my character. The other thing I noticed was that Hero seemed to lean a bit more toward the cinematic than it does realism. It does awesome for high powered games with super heroes and such, but (at least in the edition I played... it was either 4th or 5th, but I'm not sure which because it was a while ago) it didn't perform as well when running something more mundane like a realistic WWII campaign or Bum Fights. For many people this isn't a problem because many people enjoy high powered games, but, for an "all-in-one" system, that is something I consider. [/QUOTE]
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