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RE: Fanbtasy choices: HERO or GURPS?
Post originally by SteveC at 2005-02-01 07:49:03
Converted from Phorums BB System
Thanks,
I own GURPS and most of the third edition materials, including Fantasy and Magic, and I was wondering if there was anything new that I was missing in the 4th edition. If these are your complaints, this is really nothing new. Let's just say that your experiences with the HERO rules don't mesh with mine and leave it at that.
From the review, it sounds like GURPS Fantasy 4E is another good GURPS supplement. I'm wondering if there's anything in it that you can't find in Fantasy Hero as far as running a campaign.
--Steve
Polaris wrote:
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Guys,
Let's start with sword and sorcery magic (a'la Jack Vance or DnD). GURPS can support it (and in fact has multiple ways of doing so).
HERO breaks into a million little pieces if you try to incorporate magic because spells look, taste, and behave like super-powers....and are priced at an absurdly high rate to boot. This is NOT a new problem with HERO either.
Even worse, however, is that ALL characters suffer from the "perceptive stupids" syndrome in HERO at these low point totals typical of most generic fantasy. That is because it is always better for any character (and dirt cheap) for even WIZARDS to buy Strength up to 20 (normal human max) and it is actually cheaper to buy perception and drop your INT down to 8 or even 3 unless you have many more INT skills than normal. [Also because skills cost three points a pop which is insanely expensive for even 75 point characters no one will be very skilled.]
I could go on, but that's plenty enough to nix HERO for most 'cla....
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