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<blockquote data-quote="M.L. Martin" data-source="post: 4580964" data-attributes="member: 4086"><p>This remains one of the fundamental principles of the HERO System: It gives you the tools to, in theory, not only build just about <em>anything</em>, to just the level of detail you want, but to set a point cost relative to the rest of the game and be reasonably confident that it's an accurate measure of power and usefulness.</p><p></p><p> It's not perfect--you have to accept a fairly high level of 'minimum' crunch, there's more math than a lot of people want to deal with, there are some effects that require somewhat involved rules constructs, and the system is flexible enough that if you don't keep a close eye on some things, it can be broken--but it's very good at what it does, from my own reading and all reports.</p><p></p><p> The HERO System was the third RPG system I picked up, after (A)D&D and MERP/Rolemaster. I've never had a chance to play it, but I've owned and read the 4th and 5th Edition rulebooks and numerous supplements, can think in HERO terms, have a profound respect for it. It's too heavy for me in some moods, but it's arguably the best in the business if you want to replicate something in a mechanically-oriented way (as opposed to the 'story-oriented' way of games like FATE). And I'm intrigued to see what they do with 6th Edition next year.</p></blockquote><p></p>
[QUOTE="M.L. Martin, post: 4580964, member: 4086"] This remains one of the fundamental principles of the HERO System: It gives you the tools to, in theory, not only build just about [i]anything[/i], to just the level of detail you want, but to set a point cost relative to the rest of the game and be reasonably confident that it's an accurate measure of power and usefulness. It's not perfect--you have to accept a fairly high level of 'minimum' crunch, there's more math than a lot of people want to deal with, there are some effects that require somewhat involved rules constructs, and the system is flexible enough that if you don't keep a close eye on some things, it can be broken--but it's very good at what it does, from my own reading and all reports. The HERO System was the third RPG system I picked up, after (A)D&D and MERP/Rolemaster. I've never had a chance to play it, but I've owned and read the 4th and 5th Edition rulebooks and numerous supplements, can think in HERO terms, have a profound respect for it. It's too heavy for me in some moods, but it's arguably the best in the business if you want to replicate something in a mechanically-oriented way (as opposed to the 'story-oriented' way of games like FATE). And I'm intrigued to see what they do with 6th Edition next year. [/QUOTE]
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