pawsplay
Hero
pawsplay said:HUMAN SORCERER
Okay, I did pretty good, but I forgot Crossbow-12 [1], and my 3e trained brain forgot to include Magery in Thaumatology (saves 8 points) and buy an Innate Attack skill - 12 [1].
pawsplay said:HUMAN SORCERER
runs directly counter to this:pawsplay said:my previous experience was with D&D, AD&D, TMNT and Other Strangeness, Star Wars (D6), Marvel Super Heroes, Talislanta 2e, Runequest, and GURPS. Piece of cake.
You, sir, are not by any stretch of the imagination a "green player". Neither was I when I picked up the book and learned it on my own.me said:a green player
Once you have a certain level of mastery over multiple RPG systems, you get to bypass a whole heap of hurdles that afflict newcomers. Yes, to an experienced gamer, Hero really isn't that bad. It's still a lot harder for someone new to the hobby (or a casual participant) to pick up than, say D&D.
Mercule said:Once you have a certain level of mastery over multiple RPG systems, you get to bypass a whole heap of hurdles that afflict newcomers. Yes, to an experienced gamer, Hero really isn't that bad. It's still a lot harder for someone new to the hobby (or a casual participant) to pick up than, say D&D.
You guys are just nuts. In GURPS, an average person can inflict maximum sword damage to an average unarmored man and they would still live. To suggest that this is realistic is utterly ridiculous. With handguns it is not much better, here the system at least acknowledges that you can die from single shot (unless you have high HT or a "poor" handgun like walther PPK, that is).pawsplay said:Neither is true. Most handgun wounds are not immediately fatal, and more people died of infected wounds than ever died of super ninja sword moves in history.
Choranzanus said:You guys are just nuts. In GURPS, an average person can inflict maximum sword damage to an average unarmored man and they would still live
I have doubts. D&D doesn't lend itself well to minmaxing (at least compared to GURPS). Minmaxing is very detrimental to games, because it creates player imbalance and causes wrongly priced abilities or more obscure and interesting abilities to be overlooked. I am a strong believer in class based systems, largely due to my experience with GURPS. In GURPS character creation yuo have essentialy two classes: DX types and IQ types. Niche protection is unheard of. In the end you have classes whether you wanted them or not.Jürgen Hubert said:You failed to make your point.
Min-maxers will find something to exploit in every game system - definitely including D&D. True, GURPS lends itself to abuse when the GM isn't careful about what kinds of advantages and disadvantages he permits in his campaign. But with some care, most abuses are easily avoidable.
Choranzanus said:You guys are just nuts. In GURPS, an average person can inflict maximum sword damage to an average unarmored man and they would still live. To suggest that this is realistic is utterly ridiculous. With handguns it is not much better, here the system at least acknowledges that you can die from single shot (unless you have high HT or a "poor" handgun like walther PPK, that is).
Dannyalcatraz said:I don't know if I can agree with that 100%.
When I picked up HERO (then called Champions) in 1982 or so, I had been playing D&D and Traveller since 1977. Yes, that's 5 years of experience in the hobby, but it was only with 2 games.
And really, the math of the system hasn't changed any- its just the number of powers from which you have to choose has exploded.
Sure, the more you play, the easier it is to pick up a new game, but I found HERO to be fairly easy to understand. Its like RPG Legos- all I had to do was pick my PC's building bricks. After slogging through some simple math during PC creation, the game pretty much ran itself.
pawsplay said:HUMAN SORCERER
ST 9 [-10]
DX 12 [40]
IQ 10
HT 11 [10]
Will 13 [15], Perception 11 [5], HP 12 [15]
Advantages: Charisma 2 [10], Magery 2 [25], Sorcery Energy Reserve FP 4 [20]
Skills: Thaumatology IQ+2 - 12 [16]
Expert Creatures of Magic IQ+2 - 12 [8]
Meditation IQ+2 - 12 [12]
Knife DX -12 [1]
Staff DX - 11 [1]
Axe/Axe 11 [1]
Thrown Knife DX - 12 [1]
Sorcery Power
Power modifier: Magic -10%
Light: Perk, magical "candle" [1]
Ghost Sound: Perk, magical sound [1]
Magic Missile: Innate Attack, 2d pi, Accurate 5 (+25%), Armor Divisor (5) (+150%), Sorcery (-10%), Costs Fatigue (-5%) [26]
Sleep: Affliction 2, Unconscious (150%), Malediction (150%) , Area Effect, radius 3 (100%), Sorcery (-10%), Costs Fatigue (-5%) [97]
Total: 295 points (maybe, check my math)