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smount83

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Posts posted by smount83

  1. My plan isn't so much about making players buy skills so much, as it is making equipment that will be needed and squired throughout the game. What I mean about building skills is that if I need a certain skill for something in the game, and I can't find a fitting one in the book, how to I develop the skill from there? Do I have to shoehorn another similar ability into what I need it for, or can I develop one based off of a set of options. Also, which system will offer me the most flexability.

  2. I am currently at the point of leaning more towards GURPS, I feel like I haven't gotten enough info about Hero to finalize my decision though. I will say so far, the only thing that is keeping my interest toward Hero over Gurps is that Hero has more of an open developing system where it seems that Gurps developing will consist of taking something that might be close but not exactly what I want, and make it work. I understand that can be an easier way to go about things, but with my players, they will want to make sure that what they can do is exactly what they think they can do. So, a question I have is how easy will it o be to create a skill or ability with Hero from scratch compared to Gurps?

  3. Hero, of course.  :D  

     

    The book you'll want to start with is Champions Complete.  I would recommend HERO System Sixth Edition vols. 1 and 2 but they're out of print (but they are available in PDF).

     

    I have Champions Complete and the 2 core books, just glad to know that CC will work for a good starter if I need it.

    If you're gonna do a science fiction setting, I'd strongly recommend picking up Star Hero. Even if you go with gurps, Star Hero will be a useful resource. The reverse is also true; I've found gurps Space useful even though I don't play gurps. And the planetology info in gurps Traveller's First In (the Imperial Scout Service book) is second to none.

     

    (Also, you might want to go check out all the awesome SF settings from Blackwyrm Games.)

    From what I've heard so far, it will be likely I will pick up both books, just for the awesome amount of info in both. Thanks for the Blackwyrm tip though. :)

    I'll pitch in my two cents, coming from someone who has played Hero System since the mid-80s. I've also played GURPS among many other systems.

    Hero does have a quick and understandable combat system, and I've been able to explain it to new players in only a few minutes.

    Hero has the most adaptable character creation system that I've ever seen. It is also the most balanced system that I know of if you want to get in "under the hood" and create homebrew abilities and special setting rules that will mesh with the standard rules.

    I've found the character creation system to be an enhancement to roleplaying because it encourages players to come up with dramatic complications for their characters, from personality motivations to friends and enemies.

    Unless you use the optional wounding and disabling rules, a character at full health fights as well as a heavily injured character. This promotes a more cinematic experience. More realistic and gritty simulations are possible by adding the wounding and disabling options.

    You can start with Hero with Champions Complete, which has the complete rule set. The two books for 6E expand on that with a tremendous amount of examples and explanations.

    It's good to know this is a system that can be quickly picked up, hopefully I will be able to do that. From what I can tell, Hero characters grow (or level, depending on the game you use) to the point where the characters will eventually outgrow the capabilities of their base race or piers, where Gurps characters maintain their race characteristics while adding on their skills on an external level.

    You are going to want:

    Champions complete

    Star hero

    Hero system vehicles (is that out yet)

    Hero system martial arts (because its awesome)

    The ultimate mentalist (if you plan to include psionics. a must have book if you do)

    Books from the 5th edition that will be invaluable:

    Terran empire (maybe. its a fully fleshed out space opera campaign setting. lots of ideas to add to your own)

    Worlds of the empire (ready made planets to drop into your setting. invaluable to keep you from having to design your own worlds. i also recommend the GURPS space atlas books...all 4. that will give you more than enough worlds to populate your campaign with)

    Spacer's toolkit

    Other game system books for reference:

    GURPS Space atlas 1-4 (mentioned above)

    Battlelords of the 23rd century: lock and load (this one book includes all the equipment and weapons you will ever need. you will have to convert them, but once you understand the system its not a huge issue.)

    Battlelords: uncle ernie's minions of doom (a book of nasty alien beasties you can use. you'll have to convert, but the book is chocked full of inspirational material)

    Thanks, I will be looking into all of these resources. :)
  4. I am new to GMing,

    I am also new to both of these systems,

    I am planning on creating a Sci Fi setting from scratch.

     

    I know this will be a lot of work, and reading. I have asked the people who are wanting to play in this game ( which we are aiming to be playing a long time ) many questions about what they want. These are a few types of things they want.

     

    A quick and understandable battle system ( after being learned, of course ),

    Highly adaptable character creation,

    More of a 'Role Playing' type game, ( more Star Trek, than Star Wars )

    Limited or no reduced abilities from damage.

     

    I have collaborated on homemade RPGs and got tired of the lack of a stable game system to develop stories with. I am planning for this to be a long term project so any recommendations would help ( I hope, anyways )

     

    Also, if I do decide on Hero, which book should I start with Hero System 6th basic or Champions Complete

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