The first edition of Stormbringer was also very unbalanced in favor of casters.
I think Saelorn mentioned that. But repeating it reinforces: the Decker problem was very real. It even killed some campaigns.
As long as everyone is building characters for the same setting, you'll be perfectly fine albeit with people using widely different game subsystems. But as soon as you mix and match settings, things will not get along well. Not only will you be using widely different game subsystems, but they don't work on the same assumptions. Low level abilities for a magic using wizard are balanced with a guy wielding a dagger, and scales up to a guy who is wearing armor and using a sword and shield. Low level abilities for a psionic are balanced for a guy using a .45 caliber revolver, and quickly scale up to a guy using an assault rifle or a raygun. And how different subsystems interact won't necessarily be specified.
Yep.
Contrast that with HERO, and that difference becomes crystal clear. HERO PCs are- generally speaking- going to translate across genre conventions quite easily as long as the PCs are all built with the same base character points. Even different magic types are easily modeled within the same framework.
GURPS, OTOH, has several different magic systems that are not compatible. The one in the core book, for instance, has magic that is on a par with low-magic D&D games. The cost to be able to use telekinesis to move a 16lb weight is quite pricey. In the magic splatbooks, that same level of telekinesis would be a trivial build-point expenditure.
And in HERO, the base cost would be identical across genres, with final cost depending on what kind of advantages and disadvantages applied to the PC's power
The topic of magic is a little different, but I do not feel your responses accurately represent what is presented in the "splat books." The systems which differ significantly from the baseline assumptions say that; as a matter of fact, the splat book which introduces most of the alternative systems has several pages which explain that some of the alternative systems differ significantly from the baseline game. As such, it's not some sort of surprise which is sprung upon the GM or players. If a group is choosing to use those systems, they go into it knowing that they work differently.
Which was kind of my point: in HERO, it doesn't matter what book you're looking in, the costs remain virtually identical. The only reason why something would change costs across genre/setting, etc. is somewhat like the prices of metal equipment in a DarkSun campaign.
Most of the time, it will cost you the same amount of build points to make a typical fantasy longsword in HERO. If it were a magic longsword, the price again remains the same regardless of setting, as long as it has the same powers, advantages and disadvantages. The one exception would be if an advantageor disadvantage in one setting is substantially weaker or stronger in that setting than normal.
For example, if the magic sword drew its powers from the gem in its hilt being exposed to 8 hours of natural sunlight, the pricing might be higher if the campaign were in a setting with 2+ suns (the limitation isn't much of a limitation), or lower if the world were a one face planet (the limitation is more of a liability than usual).
The costs for the same power do not change in GURPS though.
How does HERO work if the sword is not built as part of my character? If I pick up an item during an adventure, do I pay points for it?
The costs for the same power do not change in GURPS though.
If you intend to make it a long term or permanent part of your PC, yes, you'll have to find the points to pay for it. But if you're just looting in the here & now, and the sword is discarded relatively soon- defined by the GM- you don't.
Been playing HERO since the very first edition of Champions, all the way through 6th. It's been a while though. Could be I'm misremembering or recalling a house rule. Could be we differed in rules interpretation.
But we always played it so that you didn't have to find build points to pay for gear you didn't use long term. That way, looting the fallen was perfectly feasible, and the odd bit of gear could be grabbed and used without the game being an exercise in accounting. But a Flaming Sword of Awesome you intended to use from that point forward? That you had to pay points for.