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Superhero systems?
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<blockquote data-quote="Synicism" data-source="post: 346912" data-attributes="member: 489"><p>One of the best benchmarks for judging how well a superhero RPG system will work is how well it deals with the various superhero types. Hero system can do them all.</p><p></p><p>You want Batman? Easy. Basic gadget-based powers, cool talents and perks, and skills through the roof, combined with some interesting psychological traits, and so on.</p><p></p><p>Green Lantern? Again, easy. A pool of points that he can devote to variable powers all based on a ring that needs recharging once a day.</p><p></p><p>Spider Man? No problem.</p><p></p><p>You want a character that is a very normal 10 year old child until he turns into a 30' long, fire-breathing dragon? It's actually fairly simple.</p><p></p><p>You can even make anime-heroes who speak magic words, undergo flashy transformation sequences, and pull mecha armor out of nowhere.</p><p></p><p>And so on. Unlike a class and level based system, you don't have to worry about how to break down your character. Is superman a multiclass brick, flyer, blaster, speedster? (or however your system breaks it down) Or is he just superman?</p><p></p><p>The greatest strength of the Hero system is its flexibility. You are not constrained by any limitations that the GM does not decide to set.</p><p></p><p>Of course, this makes character creation take a LONG TIME. And that's the downside. With great power comes great responsibility.</p><p></p><p>Hero has a steep learning curve. The less you know about it, the longer it takes to generate a character. And if one of your players knows more about it than you do, they can pull off some amazingly munchkin combinations.</p><p></p><p>There are lots of ways around this. My favorite is to have the players work up their character concepts and backgrounds, give some guidelines regarding desired abilities, and have the GM generate all the stats. Other people do other things.</p><p></p><p>Hero also plays pretty slowly if you use all the combat rules. But the new book has a lot of suggestions for speeding it up to a reasonable pace.</p><p></p><p>All in all, the best part about Hero is that anything is possible. And there have been some pretty weird character concepts out there in superhero comics. The nice thing about Hero is that it can easily accommodate all of them.</p></blockquote><p></p>
[QUOTE="Synicism, post: 346912, member: 489"] One of the best benchmarks for judging how well a superhero RPG system will work is how well it deals with the various superhero types. Hero system can do them all. You want Batman? Easy. Basic gadget-based powers, cool talents and perks, and skills through the roof, combined with some interesting psychological traits, and so on. Green Lantern? Again, easy. A pool of points that he can devote to variable powers all based on a ring that needs recharging once a day. Spider Man? No problem. You want a character that is a very normal 10 year old child until he turns into a 30' long, fire-breathing dragon? It's actually fairly simple. You can even make anime-heroes who speak magic words, undergo flashy transformation sequences, and pull mecha armor out of nowhere. And so on. Unlike a class and level based system, you don't have to worry about how to break down your character. Is superman a multiclass brick, flyer, blaster, speedster? (or however your system breaks it down) Or is he just superman? The greatest strength of the Hero system is its flexibility. You are not constrained by any limitations that the GM does not decide to set. Of course, this makes character creation take a LONG TIME. And that's the downside. With great power comes great responsibility. Hero has a steep learning curve. The less you know about it, the longer it takes to generate a character. And if one of your players knows more about it than you do, they can pull off some amazingly munchkin combinations. There are lots of ways around this. My favorite is to have the players work up their character concepts and backgrounds, give some guidelines regarding desired abilities, and have the GM generate all the stats. Other people do other things. Hero also plays pretty slowly if you use all the combat rules. But the new book has a lot of suggestions for speeding it up to a reasonable pace. All in all, the best part about Hero is that anything is possible. And there have been some pretty weird character concepts out there in superhero comics. The nice thing about Hero is that it can easily accommodate all of them. [/QUOTE]
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