Sir Whiskers said:
KS, Eosin, RJC: Thanks for posting your viewpoints. Part of the reason I started this thread (besides wanting to vent a bit) was to see if my perceptions matched others.
A few comments:
1. I already guessed that Dan is the somewhat stereotypical techie, who can do wonders with software, but could use a visit to a charm school.

This should not be taken as a knock on the guy:
everyone has strong and weak points, and programmers are usually hired for their programming skills, not people skills (project leaders are a different kettle of fish, of course). That said, I found his posts on the boards many times to be very off-putting, not at all what I've come to expect from Hero Games in general.
If you check I think you'll find that his more "colorful" posts have been secodary or tertiary replies to subjects where a question was asked and answered, and then asked again by the same person, often several times. Dan, for all his strengths, doesnt seem to handle interactive discussions well; he seems to get agitated when he says "NO" and someone says "BUT,...". We all have our idiosyncracies, and Dan's seems to be the "NO MEANS NO, NO DISCUSSION" mindset.
I've been on the receiving end of it, as have others. I dont see any point in taking it personally; people are just different is all.
To offset this however, if you approach Dan reasonably and respect his opinions, I think you'll find that he is a very skilled developer, and turns out a very high-quality product. He can do tremendous things in a very short period of time. So, you can either be put off by his personality or take the good with the bad and respect him for his "mad dev skillz".
Granted, Im a developer and have worked around a lot of other developers, and we're all a little crazy in our own ways, so maybe Im just innured to edgy coders. When you pound caffeine all day so you can get an extra 3-4 hours of coding in, you can get a little agitated
Sir Whiskers said:
2. I based my comment on version 2 from what I read on the boards. I freely admit I may not have read a full list of new features, especially since KS mentioned that features are changing on a regular basis.
Well, a lot of the features are subtle and difficult to describe. They are enhancements and improvements, additional under-the-hood intelligence, and things of that nature. The interface still looks largely the same, for instance.
One of the main improvements is the performance. v1 suffered from some Java related memory hog issues. v2 doesnt -- I regularly work on 10 or more characters at once without slowing down.
Other improvements lay in the expanded Export Templates. The v1 Export Template capability was really good, the v2 model is absolutely fabulous AND retro-compatible so that v1 ETs still work with it.
Also, v2 features the Combat Export Template, which allows you to select from the open characters and then output data for each of them, allowing the quick creation of speed charts and a wide variety of other team or group oriented outputs. Ive been working on expanding the number of CETs myself, and thanks to Dan's willingness to expand the Export Templates by request, have added 15 different ones to date (though a couple are still being tweaked, 13 are available for other's use). Everything ranging from Disadvantage sheets, Defenses Sheets, Combat Ability w Martial Arts Sheets, Movement Sheets, Skill Sheets, and combinations thereof, with and without powers in cases where that is appropriate. It's extremely cool.
Editable Campaign Rules, with numerous toggles and the ability to set AP and Category point caps if you wish to.
Save As Template, a major addition, allowing you to make a character and then at any point save it as a Template which can then be used to create new characters off of. This is great for making variant races for Fantasy and Space games, for doing iterative buildups off of "base" agents (make the "base" a template, make a new character off of it & add to it, make that an "expert" template, and so on), or any of a number of overloading to do things like Character Versioning and baselining.
Plus, for those a little more technical, Dan also added in an extensible Template model allowing the creation of custom templates that change the rules of the game, like altering Normal Characteristic Maxima, adding new abilities, and the like.
Sir Whiskers said:
3. I still don't like game aids which insist on enforcing the game rules to the point that the program will not then allow me to create a creature as printed in an official supplement. It's one thing for the program to let me know when I'm breaking the rules - it's quite another for it not to allow it at all, even in cases where the publisher did so. I read a number of comments on this feature, so I'm not the only person to notice this, and Dan's response was very disappointing. I'm pleased to hear that version 2 has added a toggle for one rule, but I still believe the customer base would be better served if such toggles became the norm, rather than the exception.
The HERO System is a very complex rules-heavy game. Many people, myself included, find value in a program that prevents players from either accidentally or purposely breaking the rules. Hero Creator was a good piece of software in its day, but it was easy for a player that knew what they were doing to hack the way things were calculated to make illegal characters and it could be difficult to detect. This led to a lot of hesitancy by many regarding characters produced by that application. HD does not have this problem -- if the character is using one of the built in templates, they are almost certainly "book legal" or within the realm of "GMs Permission" options as presented in the rulebook.
As far as not being able to model a character in a book, its possible that the character as printed is in error. You might want to check the erratta or post a question to Steve Long about it. Or post a question in the HD forum asking if anyone else has encountered the same character with the same problem and if so how did they deal with it.
As far as toggles, v2 has added toggles for many rules actually.
Sir Whiskers said:
BTW, I did try the negative characteristic solution, but didn't get it to work (the program wouldn't accept a negative number). Since you say it can be done, I would conclude I just couldn't figure out how - which is one difficulty in the program, both with the interface and the documentation. This is a program that requires a real commitment from the user to learn it. Designing a simple "brick" is a breeze - it's the custom stuff that's hard. But it's also the custom stuff that is much of the attraction of the Hero rules in the first place.
Actually, I just tried it in v1 and you are right, even using the negative characteristic as power trick it still catches the Figureds and wont let you do it. However, Im assuming you are talking about the skeleton? The Skeleton only has 1 sold back characteristic -- END. It doesnt have any STUN at all because it's an automaton. Use the Automaton template (FILE->SET TEMPLATE->AUTOMATON) to make it and give it the "AUTOMATON->TAKES NO STUN (looses ability when it suffers BODY" power. It doesnt have 2 sold back figured characteristics; the Automaton Power removes it's STUN bcs as an unliving creature it feels no pain.
Sir Whiskers said:
4. Along these lines, I'm not sure about the focus of the product. KS, you say the program is invaluable to newbies learning the system, but the program doesn't do much, if any, of the expected hand-holding for that target audience. An interactive tutorial that walks the user through many of the features would be outstanding - and probably expensive to create, so I don't expect it. But this program really needs a way to ease users into the product. As it is, it seems to me that's it's really only for the hard-core fans who are willing to figure it out, no matter how long it takes.
I have 3 HERO System newbies in the group currently. They all bought HD v1 on my advice, and all 3 were very pleased with its ability to protect them from their own ignorance and do all the math for them.
Personally, I dont know how you would hand-hold in the HERO System -- the whole purpose is there are many ways to do just about everything. How do you wizard a open ended system with tons of options? Poorly at best IMO.
Personally I find the program to be extremely simplistic. Each type of ability gets its own tab, all the tabs look the same with lists of options on the right and things you've bought on the left. All the buttons are in the same place from form to form, and high degree of consistency exists throughout the program.
Sir Whiskers said:
5. BTW, how easy is it to customize the export if a user doesn't know HTML? One thing that was a breeze in Heromaker was adding extra lines, organizing powers on the page, etc. What I've seen so far in HD is that I'll have to learn (at least passably) HTML to get what I want. Even then, I noticed a couple requests on the boards that Dan admitted simply aren't possible as the program is currently designed. That said, the fact that Dan is adding to this functionality is commendable and appreciated.
Well, HTML is only one of several file types that the Export Templates can be used to create. However if you want to make an HTML ET, then you would need at least a little bit of familiarity with HTML, which seems reasonable to me. You can even use a WYSIWYG editor for the layout, put placeholders where you want things to be, and then edit the actual HTML replacing the placeholders with the appropriate Export Tags. The Export Tags are formatted as HTML comments, so you might even be able to use a comment insertion option in some editors. Personally I just create the HTML raw so I cant point you at an editor, but I know that MS Frontpage can be used on an HTML Export template because I used it once to rearrange some table structures on an existing Template quickly rather than hand code them and it didnt hack up the Export Tags.
Also, there are dozens of Character Export Templates provided. I myself have done around 10 for HTML alone, and so have others. You could always just ask in the HD v2 forum if someone would make a certain Template for you. Youd be suprised at the response more often than not.
As far as there being some things the program cant do natively, well yeah. All programs are finite. Some things are outside the scope of any program. There are things that people want sometimes that are outside the bounds of what the application does. This is true of any program.
Sir Whiskers said:
6. To be fair, I should have mentioned the lack of bugs. I've yet to encounter a single one - that's truly amazing considering the normal state of software.
Yeah, it's a big deal. Its refreshing to get a piece of software these days that isnt bug ridden. I blame off-shore outsourcing, but Dan's from Chicago IIRC so maybe that explains it
