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kiwifarms.net
- Joined
- Jun 13, 2020
I would 100% recommend HERO 6e with two caveats.Would you recommend Hero? I never played it.
1) No matter how you obtain it, the HERO Designer software is pretty much necessary at the very least for the GM. Even if you can do the point cost math yourself, it's convenient for building powers super fast.
2) You have to figure out the game balance for yourself. The system gives you the tools for it and they work well (I have a lot to say the issues with those tools, but those won't start cropping up until you played the game for a long time), but it's extra work for the GM.
It's a very different point-buy from GURPS though. GURPS is "there's rules for everything" while HERO is "with these rules you can make anything". It's 100% mechanics and the players are supposed to make the flavor for those mechanics themselves. Basically, you don't buy a defined Fireball power, but instead buy Blast 8d6 vs Energy Defense (Fire), AoE (Sphere 4m) (+1/4) (50 points) and call it Fireball. (Though I think HERO Grimoire has a fireball spell premade for you). If you're into making distinct characters and tinkering with the system, it's a great game and the power system is incredibly flexible once you get into the mindset it requires. Mutants and Masterminds is similar to HERO, but it's much more limited in what you can do with it and while learning HERO requires more effort, it's well worth that effort.