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The HERO System
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<blockquote data-quote="Thimble the Squit" data-source="post: 1485187" data-attributes="member: 6756"><p>It would also help if we knew what kind of genre you're wanting to play. If it's multigenre stuff you're after (like HERO), then I'd probably recommend GURPS, although that's not all that "one book"-ish, when you consider all the world books you can get for it... Don't worry, though, the basic rules cover most bases.</p><p></p><p>As for <strong>felon's</strong> criticism above 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.)</p><p></p><p>If it's a purely fantasy system you want, I'd opt for <u>RuneQuest III</u> (if you can find it anywhere -- check out eBay maybe), <u>Warhammer Fantasy Roleplay</u>, <u>Earthdawn</u> or <u>Ars Magica</u>. All of these games have several sourcebooks but you really need only the main rulebooks for each. I'd also suggest checking out the extremely wierd (and also extremely rare) <u>Tales of Gargentihr</u>. It's nice. But it's wierd.</p><p></p><p>Then again, if you want modern day, go <u>d20 Modern</u>, like <strong>barsoomcore</strong> suggests. For sci-fi, how about either of the RPG spin-offs for <u>Star Wars</u>? I didn't like <u>Traveller: The New Era</u> all that much (compared to its various other incarnations), but it <em>did</em> come in a single book.</p><p></p><p>So: a bit of a clearer idea of what you're after would probably help...</p></blockquote><p></p>
[QUOTE="Thimble the Squit, post: 1485187, member: 6756"] It would also help if we knew what kind of genre you're wanting to play. If it's multigenre stuff you're after (like HERO), then I'd probably recommend GURPS, although that's not all that "one book"-ish, when you consider all the world books you can get for it... Don't worry, though, the basic rules cover most bases. As for [b]felon's[/b] criticism above 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.) If it's a purely fantasy system you want, I'd opt for [u]RuneQuest III[/u] (if you can find it anywhere -- check out eBay maybe), [u]Warhammer Fantasy Roleplay[/u], [u]Earthdawn[/u] or [u]Ars Magica[/u]. All of these games have several sourcebooks but you really need only the main rulebooks for each. I'd also suggest checking out the extremely wierd (and also extremely rare) [u]Tales of Gargentihr[/u]. It's nice. But it's wierd. Then again, if you want modern day, go [u]d20 Modern[/u], like [b]barsoomcore[/b] suggests. For sci-fi, how about either of the RPG spin-offs for [u]Star Wars[/u]? I didn't like [u]Traveller: The New Era[/u] all that much (compared to its various other incarnations), but it [i]did[/i] come in a single book. So: a bit of a clearer idea of what you're after would probably help... [/QUOTE]
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