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<blockquote data-quote="Dannyalcatraz" data-source="post: 4561278" data-attributes="member: 19675"><p>I tell you what- HERO is a great system for fiddling about in- IMHO, the best toolbox RPG ever. I use it quite often to design PCs that I later translate into other games because I can usually get EXACTLY what I want in HERO.</p><p></p><p>IOW, the HERO version becomes the ideal to which I aim.</p><p></p><p>I also use it the same way when designing characters for characters in pieces of fiction. When you know exactly what a character can and cannot do, its less likely that you'll make a continuity mistake down the road.</p><p></p><p>The are also elements of the game that are quite translatable. In HERO 4Ed, they released a book called "The Ultimate Martial Artist." It was a sourcebook for all things martial artsy in HERO...but it also had some conversion rules for its martial arts powers. I bring this up because, in HERO, martial arts is generally more effective (and crunchier) than in D&D, but they were presented in such a way that you really could drop the maneuvers into (what was then) 2Ed. And the thing of it is, you could do the same thing with all of the 30+ maneuvers for your 3Ed or 4Ed D&D game with a feat/prereq system. In some ways, it would be similar to, but IMHO, better than, the Bo9S stuff.</p><p></p><p>If you do pick it up, you'll find that PC design can be quite math intensive, but once you do that bit, the game runs itself.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4561278, member: 19675"] I tell you what- HERO is a great system for fiddling about in- IMHO, the best toolbox RPG ever. I use it quite often to design PCs that I later translate into other games because I can usually get EXACTLY what I want in HERO. IOW, the HERO version becomes the ideal to which I aim. I also use it the same way when designing characters for characters in pieces of fiction. When you know exactly what a character can and cannot do, its less likely that you'll make a continuity mistake down the road. The are also elements of the game that are quite translatable. In HERO 4Ed, they released a book called "The Ultimate Martial Artist." It was a sourcebook for all things martial artsy in HERO...but it also had some conversion rules for its martial arts powers. I bring this up because, in HERO, martial arts is generally more effective (and crunchier) than in D&D, but they were presented in such a way that you really could drop the maneuvers into (what was then) 2Ed. And the thing of it is, you could do the same thing with all of the 30+ maneuvers for your 3Ed or 4Ed D&D game with a feat/prereq system. In some ways, it would be similar to, but IMHO, better than, the Bo9S stuff. If you do pick it up, you'll find that PC design can be quite math intensive, but once you do that bit, the game runs itself. [/QUOTE]
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