02-14-2014, 12:11 PM | #41 | |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Can't decide on Gurps 4e or Hero 6e
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I'd also recommend playing, or at least sitting in on, a sample game with both systems; does anyone else in your group have experience with either system? Does anyone else local to you?
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02-14-2014, 12:34 PM | #42 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Can't decide on Gurps 4e or Hero 6e
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Incidentally, the skill Electronics Operation (Matter Transmitters) is in the Basic Set.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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02-14-2014, 12:51 PM | #43 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Can't decide on Gurps 4e or Hero 6e
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Bill Stoddard |
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02-14-2014, 12:59 PM | #44 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Can't decide on Gurps 4e or Hero 6e
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The great lifesaver in GURPS is unreasonably high HT. A character with HT 16 can do a Rasputin. The second great lifesaver is a high Dodge, amped if possible by Combat Reflexes, Acrobatics, and maybe Daredevil; if they can't hit you, it doesn't matter how hard they hit. The third is straightforward good armor. All of those are possible for normal human beings with at most some cinematic abilities; GURPS Powers and GURPS Supers offer some higher-end options if you want "nothing less than a bursting shell." Bill Stoddard |
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02-14-2014, 01:02 PM | #45 |
Join Date: Sep 2006
Location: Luxembourg
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Re: Can't decide on Gurps 4e or Hero 6e
Of course, if it is 'off the shelf' gear, that can be bough in store, you don't need to stat it in Gurps, its point value is (mostly) meaningless.
Just write what it do, assign dice of damage and special effect, decide a $ cost (and perhaps a legality class), and you are good to go. You only need to stat it if -It is build as a gadget (ie an item linked conceptualy to a character) -It is build as an innate ability -It may be summoned or invoqued (unlikely in this case) -It act as an ally (unlikely in this case) Celjabba |
02-14-2014, 01:03 PM | #46 | |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Can't decide on Gurps 4e or Hero 6e
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For the Skill, using it as an attack would require a Weapon Familiarity (probably with a Heavy Energy Weapons group). System Operation would work to run it, possibly Transport Familiarity: Molecular Transport, or possibly Power Skill: Molecular Transport.
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Chris Goodwin I've started a subreddit for discussion of INWO and Illuminati. Check it out! |
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02-14-2014, 01:06 PM | #47 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Can't decide on Gurps 4e or Hero 6e
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What happened with Hero is that it created a new genre related to the superhero narratives of the comics, just as D&D created a new genre related to classic sword and sorcery by Howard or Leiber or Vance. Bill Stoddard |
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02-14-2014, 01:13 PM | #48 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Can't decide on Gurps 4e or Hero 6e
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I think the biggest gripe is character creation where the guy the writer thought was awesomely powerful is actually limited, the guy he thought was a novelty actually has a great power, and the guys meant to be in the middle most definitely are not... ...which relates to this discussion because it can be hard to sort out when it isn't a flaw with the game system (be it HERO or GURPS) and more just "This story wasn't thought out with an RPG or reality in mind."
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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02-14-2014, 01:19 PM | #49 |
Join Date: Aug 2004
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Re: Can't decide on Gurps 4e or Hero 6e
To me, high point value GURPS combat feels like this: (gritty, kind-of-sort-of-real-feeling, but actually extremely cinematic combat)
And low point value GURPS combat feels like this: (in my view, the most absolutely realistic fight scene ever filmed). Whereas high point value HERO combat feels like this: (clip) and low-point value HERO combat feels a bit like this: (clip) I'm just being silly. If I have a serious point (a big "if") it's just what others have said: if you run them straight out of the box, GURPS defaults to realism, and HERO defaults to a more comic-book feel, at least in its combat - which the rules assume you will focus on. Each can do the other, with a bit of tweaking. Last edited by Joe; 02-14-2014 at 01:22 PM. |
02-14-2014, 01:42 PM | #50 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Can't decide on Gurps 4e or Hero 6e
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Bill Stoddard |
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Tags |
gurps 4th edition, hero system 6e |
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