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jimmyjimjam
May 14th, '08, 06:11 PM
Ive been a GURPS fan since the last edition. Im a total noob at HERO. Now, im sure there have been thousands of threads about the differences between the two systems. But I want someone who is very knowledgable about both of them to enlighten me about the specific differences of the two systems' character generation systems. If possible.:)

ghost-angel
May 14th, '08, 07:40 PM
The biggest thing to keep in mind when building in Hero vs GURPS is Special Effects.

In Hero always always always think BACKWARDS from The Special Effect to the Mechanics.

It catches GURPS people up all the time. I'm not absolutely familiar with GURPS, but a friend of mine is and he and I have exchanged hundreds of emails on building things in the two systems. 90% of the time the Reasoning From Effect concept catches him up.

Special Effects and Mechanics in Hero are (99%) completely separate.

Cargus10
May 15th, '08, 05:19 AM
HERO is also more "granular" than GURPS - more stats, more powers, and finally, more customization. A case in point: in Fantasy settings, GURPS has magic sourcebooks that you use with reams of predefined spells and a set way in which magic works. For HERO, you can literally define how magic works and tailor spells to match that. More work for the GM and players, but more satisfying (IMO) in the end.

boomer
May 15th, '08, 07:56 AM
HERO is also more "granular" than GURPS - more stats, more powers, and finally, more customization. A case in point: in Fantasy settings, GURPS has magic sourcebooks that you use with reams of predefined spells and a set way in which magic works. For HERO, you can literally define how magic works and tailor spells to match that. More work for the GM and players, but more satisfying (IMO) in the end.

Exactly. Our Fanatasy Hero setting's magic system is similar to Jordan's "Channelers" in the Wheel of Time series. You determine what flows you are better at then you determine, with CP's of course, what "spells" you know. A bit more involved (like mentioned above) but highly customizable.

Ryhope Wood
May 16th, '08, 01:15 AM
I've flirted with both GURPS and HERO in recent years and there are a couple of important differences to add to those listed above:

(1) Skills versus powers.

GURPS is very much a skills based system. Many advantages / disadvantages work as modifiers to skills. Some HERO powers are skills in GURPS.

In HERO it is easier to build cinematic abilities such as D&D feats because powers are much more modular and customisable than skills. However, GURPS has a much better link between disadvantages / mechanics than HERO and it is much easier to develop and assign penalties (such as -1 to Will rolls versus hypnotism spells) and -1 to fighting in deserts than HERO.

These are both issues that matter when converting from D20 systems.

(2) Cinematic versus realism.

While both systems can ultimately do both, HERO starts from a cinematic perspective and GURPS starts from a realistic perspective. As a newbie to the games, it is easier in GURPS if you start realistic and add cinematic, and vice versa for HERO.

Hope this helps,

Ian

CSgeekHero
May 18th, '08, 11:51 AM
The biggest thing to keep in mind when building in Hero vs GURPS is Special Effects.

In Hero always always always think BACKWARDS from The Special Effect to the Mechanics.


I tend to think of it as a top-down approach. You start at the top with a concept (what you want to do) then drill down creating and refining the build (how to make it do what you want it to do).

GURPS tends to be here are the pieces; put them together.

Susano
May 21st, '08, 07:39 AM
For what it's worth, I have this on converting GURPS to Hero.

http://surbrook.devermore.net/herosource/gurpshero.html

TheQuestionMan
May 22nd, '08, 08:25 PM
HERO Characteristic Conversion (Str)
http://www.hierax.com/hero/house/cha.html


Forgot this one.


QM

DreadDomain
May 25th, '08, 03:57 AM
For what it's worth, I have this on converting GURPS to Hero.

http://surbrook.devermore.net/herosource/gurpshero.html

Jimmyjimjam, this one is a good ressource but be aware it's based on GURPS 3rd so be carefull with STR conversion.

CourtFool
Jun 1st, '08, 05:01 PM
However, GURPS has a much better link between disadvantages / mechanics than HERO and it is much easier to develop and assign penalties (such as -1 to Will rolls versus hypnotism spells) and -1 to fighting in deserts than HERO.

I do not understand what you mean. Would you please elaborate.