Anyone ever use the Generic Classes rules option in UE? Thinking of using it with some houserules for a limited campaign. Thanks in advance!
RE: HERO
From past experience, I know that with a a bit of work, HERO can be used to emulate other game systems. The reason to do so? Sometimes the mechanics of HERO give you unexpected benefits.
For instance, while HERO isn't a perfect RPG- no system is- its balance between powers and skills is much better than D&D's. Build some package deals for the races and classes you want in HERO, and your Fantasy HERO game will play a LOT like D&D, but you won't notice a gap between the efficacy of your "Rogue" and your "Wizard."
And I'm sure you can say the same of other toolbox systems like GURPS or M&M.*
* M&M has a FRPG version called Warriors & Warlocks which essentially does this.
The main problem with Hero is that the 3d6 system it uses (particularly with heroic characters) requires combat values to stay artificially close to each other and makes bonuses extremely valuable.
IME, that's not much of an issue- there are so many sources of combat bonuses that you don't have to rely on stats alone. Skill levels, for instance, are much cheaper than dex points...(see below).
The REAL issue with HERO is that people with system mastery could squeeze about 33% more power out of a given amount of points than a newbie by knowing where breaks occurred in the formulae. Especially with derived stats.
6Ed dumped that issue with the stats, at least. Now you pay for all stats, just like you lay for all talents, skills, and powers.