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Post by tikiman on Jun 15, 2014 15:53:00 GMT
I'm curious, as I have both Hero and GURPS (among many other great games), what others think one does better than the other and why? I'm not interested in GURPS-bashing (or Hero-bashing, for that matter), just your views as to what each game has going for it when compared to the other. I like them both. I admire GURPS' use of only a few attributes as it makes character creation (to me) easier at least with regard to thinking about the basic underlying abilities before slapping on advantages/powers/etc. I also prefer the math in GURPS.
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Post by tikiman on Jun 15, 2014 15:56:38 GMT
For the record, while I have Champions/Hero 1st through 5th editions and Champions Complete, I use 4th. And I only have GURPS 3rd edition.
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Hyper-Man
Double Digit Master
FREAK OUT!!!
Posts: 25
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Post by Hyper-Man on Jun 15, 2014 18:51:11 GMT
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Post by tikiman on Jun 15, 2014 19:43:04 GMT
Cool, I will check that out! Thanks, Hype.
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Post by tikiman on Jun 16, 2014 0:48:02 GMT
They're comparing/contrasting Hero 6th and GURPS 4th, neither of which I have. Anyone know how much change there was from GURPS 3rd to 4th? The basic book(s) seems to be twice as long as it was. Of course, the same happened to Hero, which is part of why I ignore 6th's existence.
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Post by Tasha on Jun 16, 2014 8:14:45 GMT
Champions Complete is the whole 6e tool kit in less pages than 4e's BBB Champions. 6e1 and 6e2's increased page count is mostly a TON of Full color artwork. The rules are by word count nearly the same size as 5th Edition Revised edition.
So Champions Complete gives you the whole 6e set of Rules (with less explanations that are in 5er and 6e1 and 6e2) plus the Champions Genre mini book in less pages than 4e's Champions BBB (Perez cover).
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Post by tikiman on Jun 16, 2014 14:13:22 GMT
Champions Complete is the whole 6e tool kit in less pages than 4e's BBB Champions. 6e1 and 6e2's increased page count is mostly a TON of Full color artwork. The rules are by word count nearly the same size as 5th Edition Revised edition. So Champions Complete gives you the whole 6e set of Rules (with less explanations that are in 5er and 6e1 and 6e2) plus the Champions Genre mini book in less pages than 4e's Champions BBB (Perez cover). Except to me the writing in Champions Complete is difficult to get through without my eyes glazing over and it lacks personality and the great advice section that 4th had toward the back. Also, the cover artwork on CC is poor and sets the tone for the interior artwork. I was hoping CC would be a concise new version that I would use, but it languishes on the shelf. I found it pretty poorly done after all the hype, no to mention overpriced for a softcover. It was disappointing as I really wanted to like it and I kept hearing "It's like the BBB for 6th edition!" But it ain't.
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Post by CRTaylor on Jun 16, 2014 15:26:54 GMT
GURPS was designed to be a very simple system but over the years has gotten more bloated and complex, which seems to defeat its primary selling point. In my opinion the system has too much GM hand waving, but then Hero lately seems to be too rules-driven and precise where it doesn't need to be.
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Post by tikiman on Jun 16, 2014 22:47:39 GMT
GURPS was designed to be a very simple system but over the years has gotten more bloated and complex, which seems to defeat its primary selling point. In my opinion the system has too much GM hand waving, but then Hero lately seems to be too rules-driven and precise where it doesn't need to be. Bloat seems to be a recurring trend in RPGs. Wonder why. I suppose the desire to sell more product drives publishers to "fix" games that already seemed just fine to me. WEG Star Wars and Ghostbuters come to mind as 1st editions that didn't need "corrections," and resulted in new versions that (to me) couldn't hold a candle to the originals. I suppose eliminating Comeliness and breaking out figured characteristics are perfectly fine, but most of the other changes to Hero just seem like rules lawyer minutiae. The legacy of Steve Long, I guess, is why explain a power in one paragraph when you can do it over the course of three full pages and try to cover every conceivable hypothetical abuse of the system rather than rely on the GM. Has GURPS suffered the same? 3rd edition GURPS is pretty concise; I haven't read 4th but I know it takes two books, both longer than 3rd in themselves, to do the same job. I'm more interested in comparing/contrasting their respective approaches than "can Hero/GURPS do this?": frankly pretty much any game system can be made to do anything so I'm more interested in HOW and WHY it does it one way or another.
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Post by Tasha on Jun 17, 2014 7:42:37 GMT
To paraphrase something that I read in a Star Fleet battles forward. Players always want to "take the rules to where no rule has been made before". Players tend to call those "holes" in the rules. Companies are always looking for ways to plug holes and fix rules exploits. 5e Hero was an attempt to fill those holes and to tighten up the wording of everything. They specifically hired Steve Long because he was a Lawyer. It was thought that he would be able to see the rules from a different perspective and tighten them up. He did and turned in a manuscript that was nearly double the size of the Rules part of the BBB. Bruce edited that manuscript down into the document that we call 5e Hero. Before publishing the DotComs crashed and Hero Games was one of the Casualties. So it languished until an investor group the most public of which was Steve Long bought Hero games and Published the 5e rules. When that print run ran out, Steve decided to publish his unedited manuscript 5th Edition Revised. Most of the "bloat" is descriptions of how stuff works. Also Steve has a philosophy that people must pay for every little bit of power that something gives a PC. That's lead to 6e's Skill levels becoming more expensive and less attractive for players.
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mhd
New Member
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Post by mhd on Jun 17, 2014 15:44:36 GMT
I think one of the big differences between GURPS and HERO is the attitude towards additional rules and subsystems. GURPS has no problems with that, if done expertly. And heck, it does have some experts in its ranks, especially when you look at some monographs and Pyramid articles (cf. "technical grappling" or "the mighty spring"). No problem with adding a new magic system or two.
HERO on the other hand is more like Lego: Sure, you can build a castle, but please use the existing building blocks. This won't give you perfect emulations of both Carcasonne and Neuschwanstein, but you don't need to be an architect to assemble them -- or disassemble them to create something closer to your individual wishes.
And once you made that conceit, strict simulation becomes less important in general. Let's just compare the martial arts subsystems: Both systems have dedicated books for that subject. Both list a huge number of styles. But if you take a look at the maneuvers, you'll find that most of the things in HERO boil down to attack/defense/damage modifications and some side-effects. No special task resolution mechanisms, basically your whole martial art can (and does) fit on the character sheet. GURPS on the other hand again tries to simulate a few specifics, and thus you might have maneuvers that don't balance out (e.g. bonuses and penalties don't add up the same), or require some additional steps.
But to be fair, there were some steps in a more "unified" direction with the release of GURPS 4E. Powers became something you can use in any kind of game, not just supers. And some subsystems are based on that or at least refer to it (so the cost structure might be different for an ability/spell, but it'll use the mechanics of e.g. the "Afflication" power). At some points, the philosophies of HERO and GURPS are within touching distance there, especially if you compare it with some of the more abstract magic systems in hero (perk- and/or skill-based, where you basically pay your huge "Magic!" VPP in installments). To pick up an item of Tasha's post: You do notice the change in editorship, with a physicist at the helm now (IIRC Steve Jackson was a lawyer, too, unless I'm confusing him with the UK one again).
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Post by tikiman on Jun 18, 2014 1:24:30 GMT
I enjoyed reading those insights. Anyone else knowledgeable enough to add?
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Post by steamteck on Aug 7, 2018 2:39:13 GMT
To me GURPS is like a alcarte cafeteria whereas HERO they show you to the kitchen. GURPs gives you modules whereas HERO gives you building blocks
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