Psion
Adventurer
MoogleEmpMog said:I'll admit, I don't own a copy of the HERO core rules (yet), nor have I ever GMed the system. As a player, though, I've used and observed many powers and seen basically all of them follow the same core mechanic. They don't have their own rules.
Perhaps when I've gotten the core book and had a chance to really look through it, I'll change my mind.![]()
Well, a lot of them use variations of a theme. Like mind control, illusions, etc. use Xd6 to beat stat, stat + 10, etc. Some use the offense/defense mechanic. And some are their own beasts, like just about every power or advantage with a stop sign on it. Some use the feat-like "you can do this" (breathe in space, etc.)
But really, that's not so different from the way 3e is, especially if you contrast it with 2e and before. For example, it would used to be that armor enchantment gave you bonuses, but the shield spell gave you a straight up AC, which was different depending upon what you were defending against. In 3e, it's just a typed bonus. Shield of faith is a typed bonus. Magical vestement is a typed bonus. And they follow the standardized mechanic of typed bonuses of the same name don't stack.
Similarly, many spells rely on standardized effects. All fear effects are standardized. Helpless is standardized. Stun is standardized. Entangle is standardized. They all use the same rules regardless of which spell caused them.
So, as I see it, the cheif difference between HERO and D&D spell-wise is that D&D spells are like end product constructed powers in HERO.