If you don't fancy yourself as a gearhead, you could do worse than pick up Fantasy HERO and/or Ninja HERO. Lots of templates there to get you going in 5 minutes.Felon said:If all of your players are great at fleshing out their character's concepts--both their strengths and their weaknesses--then HERO's an ideal system. But if you have people that want to generate a character in 5 minutes and jump in and smash and kill things, you have a problem.
It might be said that with 3E, D&D is reaching that stage as well especially at high levels.As a player, think of playing HERO kind of like playing a CCG, a la Magic or Pokemon. In those games, the strategy has largely to do with how well you put your deck together. In HERO, you had better be the type of person who enjoys pondering over your character sheet to see where you can squeeze that 12 points you need to buy that power that's vital in defining your character.
GURPS hasn't aged well. Right now, the system is quite unbalanced (e.g., Attribute Costs) and overcomplicated (e.g., the skill list).Thimble the Squit said:... GURPS can be quite complicated too, and is also a point-buy system, like HERO. I think it's much easier to approach, however, and certainly laid-out better. If there are options for basic or advanced play, these are dealt with in separate sidebars or different chapters. Character generation may still be based on purchasing advantages and disadvantages but the actual statistics are much, much easier than HERO to "wing". There are far fewer formulae for derived attributes and you'll probably not need to look stuff up in the book more than two or three times per session. (This is except when you're using the optional hit location / critical damage charts, 'cos I can never remember any of that kind of stuff.)
Sir Whiskers said:Champions II followed and was an improvement, but the system (IMO) didn't really come into its own until 3rd Edition.
Fourth Edition (IIRC, called Fuzion)
Fifth Edition is the latest. The rulebook is fairly well organized and, best of all, has tons of examples of powers, rules, and campaign ideas.
The system is incredibly flexible, and has the potential to create virtually any character concept you can imagine.
I recently had one player suggest (as a joke) creating a character with 60 points in Presence. The way the system works, he would basically walk into a room, make a presence attack, and every enemy would fall down in awe.
Chupacabra said:I only tried to GM a Fantasy Hero game once, so my experience with that sub-set of the HERO rules are quite limited. After a few sessions, everyone got kinda disenchanted with the experience. Character creation was fun and everyone really liked being able to create cool backstories and tweak out their characters w/o being pigeonholed into fixed character classes....But after awhile the fantasy game mechanics were just not working for us. We felt that Warhammer FRPG or AD&D covered the much the same ground in a better way.
Fantasy HERO was, to me, like using a fork to eat soup with: maybe you're gonna finish the bowl but you are going to make a mess doing it. Simply the wrong tool for the job.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.