Tech Posted October 17, 2005 Report Share Posted October 17, 2005 Re: Best bit The versatility of the system most of all. I have created well over a hundred different heroes (of which less than about 20 survived to actually exist more than 1 adventure). I really enjoy creating characters. There may be certain areas of the Hero System I don't use (ex. Multiple Power Attacks) but then again, no system is perfect. If the system wasn't as flexible and funas it is, Champions (now a genre)/ the Hero System would not be around right now. Quote Link to comment Share on other sites More sharing options...
RDU Neil Posted October 17, 2005 Report Share Posted October 17, 2005 Re: Best bit Already mentioned, but I'll second it... Stun and Body as two types of damage Normal Attacks and Killing attacks as two types of attack normal defense and resistant defenses While no more "realistic" than Hit Points as a mechanic... this allows you to simulate a great deal more nuance in combat and damage... allowing a lot more variance in character construction... more flavor to game play combat, etc. That and the first game (I know of) to have damage reduced by defenses. Add in the generic scalability of 1d6 per 5 points... and you have the most flexible system I've ever seen that still has a structural balance built into it. Quote Link to comment Share on other sites More sharing options...
Susano Posted October 17, 2005 Report Share Posted October 17, 2005 Re: Best bit Already mentioned, but I'll second it... Stun and Body as two types of damage Normal Attacks and Killing attacks as two types of attack normal defense and resistant defenses While no more "realistic" than Hit Points as a mechanic... this allows you to simulate a great deal more nuance in combat and damage... allowing a lot more variance in character construction... more flavor to game play combat, etc. That and the first game (I know of) to have damage reduced by defenses. I'll second all of this (as well as the comments on HERO letting you build whatever you want), but will point out that (AFAIK) Melee and The Fantasy Trip had armor that reduced damage back in (oh....) 1979? Quote Link to comment Share on other sites More sharing options...
Lucius Posted October 17, 2005 Report Share Posted October 17, 2005 Re: Best bit That and the first game (I know of) to have damage reduced by defenses. Actually, both Runequest and Melee/Wizard had that. In fact, I strongly suspect Melee/Wizard AKA The Fantasy Trip (By Steve Jackson, Legendery Game Designer) had a lot of influence on the original Champions, as Champions & Hero System had a lot of influence on GURPS (Also by Steve Jackson.) But this is getting into history and analysis in a thread that's supposed to be a simple love-fest. Feel free to move my post. Lucius Alexander Or feed it to the palindromedary Quote Link to comment Share on other sites More sharing options...
RDU Neil Posted October 17, 2005 Report Share Posted October 17, 2005 Re: Best bit Actually, both Runequest and Melee/Wizard had that. In fact, I strongly suspect Melee/Wizard AKA The Fantasy Trip (By Steve Jackson, Legendery Game Designer) had a lot of influence on the original Champions, as Champions & Hero System had a lot of influence on GURPS (Also by Steve Jackson.) But this is getting into history and analysis in a thread that's supposed to be a simple love-fest. Feel free to move my post. Lucius Alexander Or feed it to the palindromedary Like I said "that I know of" I'm not a fantasy fan, so I've never heard of or played the mentioned games. It was certainly THE key reason we dropped D&D for Champions. For me, to play supers... but the big thing was "Armor eliminated damage... doesn't make you harder to hit" was the greatest "Finally! A system that makes sense!" feeling, way back in '81. Quote Link to comment Share on other sites More sharing options...
Susano Posted October 17, 2005 Report Share Posted October 17, 2005 Re: Best bit Like I said "that I know of" I'm not a fantasy fan' date=' so I've never heard of or played the mentioned games. It was certainly THE key reason we dropped D&D for Champions. For me, to play supers... but the big thing was "Armor eliminated damage... doesn't make you harder to hit" was the greatest "Finally! A system that makes sense!" feeling, way back in '81.[/quote'] Melee, Wizard, and The Fantasy Trip (along with Advanced Wizard and Advanced Melee) had a lot of innovations IIRC. It only have three stats: STR, DEX, & INT, with STR equalling HERO BODY & CON. Wizards could cast spells over and over, provided they had the BODY (i.e. END) to do so. Armor stopped damage, and INT determined things like how powerful your spells could be and what you could learn. Movement was based on DEX (higher DEX went first) and Advanced Melee various swordfighting tricks and the like. Oh, and you built your character from a pool of points, not from any a random die roll. It was far better than AD&D, that's for sure and made a good spring board to HERO. Quote Link to comment Share on other sites More sharing options...
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