If you DO follow through on the D&D in HERO campaign, start a new thread in here with the HERO header. There's enough HEROphiles on ENWorld to help with the heavy lifting of campaign design.
Come on! _Nothing_ can be compared to Rolemaster, unless it requires looking up multiple tables for every action... (Well, I guess Harnmaster might qualify...)
I wouldn't necessarily consider Burning Wheel a rules-light game, though.
There's no playing 5e 'wrong,' just not adjusting it enough to the way you want to play.I did allow myself to be put off somewhat by some posters here. Oddly it wasn't the people making criticisms of the 5e system that started me looking at other options, it was those who kept attacking such criticism with "you're playing it wrong" style responses.
What are the steps back? Very often, as DM, you can change/ignore/restore something that's bothering you. Might as well take the perks of DM Empowerment.That said, whilst I'm out of time to replace it for this week's game and we'll be continuing with 5e a little longer, I am starting to find it not quite to my taste. I like much of it but it's also something of a two steps forward one step back affair for me.
Actually, wrecan, over on the WotC boards came up with a system he called 'SARN-FU' to run even 4e what we'd now call 'TotM.' 13A used something similar. Better than what 5e has in support of the style that's meant to be it's default.It seemed unplayable without a grid (ironically I'm now using a grid)
Skill Challenges represented more support for non-combat than any edition of D&D before or sense. Of course, they didn't work as originally presented, but once they were fixed up. If you ever do decide to dust it off and try it, check out the Skill Challenge system in the Essentials Compendium.it seemed to focus everything on combat and had the barest bones for non-combat
That was a myth "dissociated mechanics" perpetrated by the edition war, one of many. The reality was that the fluff of powers was subject to re-skinning just like the fluff of character appearance and gear had been in 3e.mechanics seemed to divorce entirely from in-game meaning.
Characters went up to 30th levels and stats were all but open-ended. A human "Demigod" could be as strong as a giant. Size really doesn't matter when things get that super-human. It was an issue I remember being put off by the first time I saw it in a superhero game, having been accustomed at the time, to the detailed race/gender limits on Strength in 1e AD&D - but once you take a moment to think about it, it's fine.The halfling is a fighter? Well they'll have 20 strength and arm-wrestle the minotaur cleric to the ground.
Like everything else, it depends on how you visualize it. Why is a 15th level wizard +7 to basically everything? Probably because he's pulling minor magic to aid himself.That old grey-bearded wizard is 15th level? Well then they'll be bouncing up and down the mountain side like a frisky goat because that's how level bonus works whilst the strapping young peasant man will be out of breath and tumbling to his death.
The only thing ever sacrificed on the altar of balance was imbalance.4e was always the edition that I wished I could run. It was so perfect in so many ways, but everything was sacrificed on the alter of sacred balance.
There's really nothing 'clever' about abusing a spell or ability, it's usually just pulling something counter-genre or anachronistic.Sword of Spirit mentioned the Flight spell which is interesting. It was so clearly written to prevent a player finding anything special or clever to do with it.
IIRC, Overland Flight was a ritual.[/sblock]I actually thought 4e did a very good job of addressing this with its rituals system. As a GM I thought that looked pretty liberating - I could just make up a ritual, give it whatever timing or ingredients I felt like if I wanted to restrict use, and then apply whatever I wanted. An overland flight ritual? Sure, not a problem!
I've never heard it called 'simple' - consistent, perhaps or elegant, maybe, at the outside.Hero is unique in my experience in that it's simple and heavy.
OK, you meant consistent or elegant.That's not a criticism, it's a complement. I should explain what I mean. The core approach is very simple and very consistent. Learning it wont take more than an hour or so. It's elegant and thus fairly easy to learn and balance. What it also has are copious listings of powers and circumstances based on upon that simple core and that's new.
You could do a lot worse than Hero, the question is usually if your players are up for the challenge of learning it and building characters using it. You can not only do anything, in concept, you might in other systems, D&D quite easily included, you can even model the system artifacts, if you like. I've seen Champions! or FH characters with "D&D Armor" in the form of focused DCV levels (so it literally just makes you harder to hit), for instance. Or half damage reduction on an activation roll so you can 'save for 1/2.'Of the recommendations, Hero seems to be the only one that will satisfy my obsessiveness. I'm still getting a feel for it and the work required to make a D&D clone out of it is not trivial.
Hit locations are a bit iffy, but work for some genres. You probably want to fiddle with KA's and stun multipliers a little, anyway...However, it has a number of elements that I'm finding much to my tastes. Endurance as a core mechanic pleases me - I like the notion of different characters being able to battle on through slowly depleting reserves of stamina. Hit locations could be more elegantly implemented but I do like the idea of a bit more grittiness to combat.
The last ed of Hero (6th) I'm not familiar with, but what I heard about while it was in development didn't fill me with confidence. Even what I'd consider the best versions of Hero suffer from an excess of skills, especially open-ended categories of skills (KS, Sciences, Professions, etc). By the end of the 5th edition, it could cost you 60-100 points of skills to be lawyer. When the 'professional' skills were first introduced in ChampionsII (c1982) being a lawyer cost 2 points.[/sblock]For example, one of the first things I did to try and get my head around the system was to create a magic item. In this case, a flaming long-sword that exhausts the wielder over time (costs endurance each round it's used) but burns the wielder's foes and dazzles those who try to attack her in hand to hand. Making ports of D&D monsters seems relatively easy. I'm currently toying with creating different classes as templates, e.g. warlock, paladin, fighter, etc. If I can find a little time to do this, I will probably post it somewhere as a D&D conversion for Heroes.
In any case, unless the perfect system falls into my lap unexpectedly, I'm going to try and see what I can come up with in Hero 6e whilst the campaign carries on a little longer with D&D 5e. Really appreaciate so many helpful replies!
Or maybe you didn't set the penalty high enough.Small illustration of why linear perception penalties are bad:
Suppose that there is something very far away, but which has such a tremendous penalty to stealth that no one could possibly avoid missing seeing it. Consider for example your world's Sun. In our game, let's suppose that the Sun has a stealth penalty such that at even at the vast distance it is from your fantasy world, the difficulty of perceiving the sun is 0. Anyone that isn't completely blind notices the sun anytime it's present, even without really thinking about it. Now, let's apply a simple linear penalty to perception. For every 10' further away the object is, the difficulty of perceiving the option increases by 1. Move the sun 210' feet further out, and now suddenly only the keen eyed will notice the sun (and presumably, the Earth gets plunged into darkness.). If we on the other hand adopt a table, and an exponential scale, how much further out must the Sun be to become noticeable only to the keen eyed observer? Roughly 5000 times its original distance.
D6 is not bad, but...Take a look at this.
Come on! _Nothing_ can be compared to Rolemaster, unless it requires looking up multiple tables for every action... (Well, I guess Harnmaster might qualify...)
I wouldn't necessarily consider Burning Wheel a rules-light game, though.
With hero system and any other game my advice is to not try to make a clone of D&D. If someone is an experienced mage, fighter, etc build one with the rules but without trying to give them all the specific powers of D&D, pick the "spirit" of the character or class.Anyway, after all the replies, which have been interesting, I should say that I've been following a recommendation from early on and looking into the Hero system. It's, well... quite something. People weren't kidding when they said there was a lot of front-loaded work. But they also weren't wrong when they said it plays pretty quickly and elegantly once you start play. Usually a system leans towards being simple and light or more complex and heavy. Hero is unique in my experience in that it's simple and heavy. That's not a criticism, it's a complement. I should explain what I mean. The core approach is very simple and very consistent. Learning it wont take more than an hour or so. It's elegant and thus fairly easy to learn and balance. But then so are systems like Doctor Who: Adventures in Time and Space. What it also has are copious listings of powers and circumstances based on upon that simple core and that's new.
Anyone who has read this far through my post will have picked up that I am a fantastically picky and perfectionist person. Of the recommendations, Hero seems to be the only one that will satisfy my obsessiveness. I'm still getting a feel for it and the work required to make a D&D clone out of it is not trivial. However, it has a number of elements that I'm finding much to my tastes. Endurance as a core mechanic pleases me - I like the notion of different characters being able to battle on through slowly depleting reserves of stamina. Hit locations could be more elegantly implemented but I do like the idea of a bit more grittiness to combat. It's certainly capable of managing high level magic and whilst some of it is fiddly, it's pretty capable. For example, one of the first things I did to try and get my head around the system was to create a magic item. In this case, a flaming long-sword that exhausts the wielder over time (costs endurance each round it's used) but burns the wielder's foes and dazzles those who try to attack her in hand to hand. Making ports of D&D monsters seems relatively easy. I'm currently toying with creating different classes as templates, e.g. warlock, paladin, fighter, etc. If I can find a little time to do this, I will probably post it somewhere as a D&D conversion for Heroes.
In any case, unless the perfect system falls into my lap unexpectedly, I'm going to try and see what I can come up with in Hero 6e whilst the campaign carries on a little longer with D&D 5e. Really appreaciate so many helpful replies!
If you DO follow through on the D&D in HERO campaign, start a new thread in here with the HERO header. There's enough HEROphiles on ENWorld to help with the heavy lifting of campaign design.