One thing I REALLY liked about HERO over D&D

Hm. Could we get some specific examples of "stuff that was cool but that R&D cut because of the fans' whining"? Apart from maybe the long-duration buff spells, I honestly can't think of anything else.


Ozmar: that's pretty interesting. I haven't played HERO. However, I feel I can at least provide my thoughts on Ozmar's "Guy who likes HERO" comments, because what he's talking about is "HERO vs. d20", rather than "what's good in HERO".
1) No classes.
2) No levels.
3) Point-based.
4) Bell curve.

Points 1 to 3 have no value in themselves. Who cares about classes or no classes, I want to have fun. However, they can be summed up in "versatility", which is a pretty good propriety for a system. Still, versatility outside the setting is useless: computer hacking rules in the D&D PHB would certainly make the game more versatile, but they wouldn't improve it one bit. There is a limit to how much greater versatility can improve the game; sacrificing other good proprierties (balance, ease) must be done with caution. The perfect balance is, of course, a matter of opinion and therefore nonexistant. D20's levels of versatility/balance/ease very closely match what I desire. I'm not interested in a system which increases one and decreases the rest.

Point 4 can be basically reduced to skills vs. randomness. It may be proved that 3d6 puts more emphasis on skills (though that's debatable, in D&D it heavily depends on the power level we're talking about). But why bother? Even if you could, that doesn't prove that 3d6 is a superior method. Because, again, skills vs. randomness is a matter of opinion. Few enjoy nonrandom games, and a game without skills can hardly be called a RPG. However, between the extremes, there are lots of interesting options, not only one.
 

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Zappo said:
Point 4 can be basically reduced to skills vs. randomness. It may be proved that 3d6 puts more emphasis on skills (though that's debatable, in D&D it heavily depends on the power level we're talking about). But why bother? Even if you could, that doesn't prove that 3d6 is a superior method. Because, again, skills vs. randomness is a matter of opinion. Few enjoy nonrandom games, and a game without skills can hardly be called a RPG. However, between the extremes, there are lots of interesting options, not only one.

I'd have a different argument on the point 4. What I dislike about 3d6 is that it makes it a bit harder to have a firm idea of your probability of success. Can anyone here, off the top of their head, tell me what the probability distribution of numbers are in that spread? On a d20 it's quite simple, every number is 5%. This is why I really hate systems that use 'bucket of dice' methods (ie Shadowrun et al). I like to have some idea of odds. Of course 3d6 isn't nearly that bad, but I still don't like it.

buzzard
 
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buzzard said:
Can anyone here, off the top of their head, tell me what the probability distribution of numbers are in that spread?

Not precisely, but pretty close at least.

8- is 25%, 10- is 50%, 11- is 62%, 12- is 75%, 14- is 90%, 15- is 95%.

On a d20 it's quite simple, every number is 4%.

Obviously not simple enough... :p

Heh. Sorry, couldn't resist.

Bye
Thanee
 

Zappo said:
Hm. Could we get some specific examples of "stuff that was cool but that R&D cut because of the fans' whining"?
Yeah, I too find this a somewhat strange assertion. What rules were "pulled"? And how was that accomplished, exactly? I'm reasonably sure nobody broke into my house and expurgated my PHB.I mean, WotC can say, "Oh, this spell is poorly balanced," but they can't make me stop using it, and I'm not sure I see how that's different from putting a stop sign in the rulebook.
 


Speaking as someone who plays both games, I have a few insights to share ... judge them as you will ;)
1 - d20 has some wonderful support, but it also has some real crappy support as well. In all, I would say there's an even amount of both. Hero has a a steady stream of books and a weekly update on their page. Plus, Steve Long, author of 5th ed Hero, regularlly visits the boards and holds a weekly chat to field questions and comments.
2 - d20 has some nice design to their books (though M&M is not d20, rather OGL, I'm grouping them into it). Hero's design is ... okay. I'd like to see some more razz-matazz ;)
3 - d20 REALLY needs some class construction rules (and not the ones in BESMd20) to balance classes. Hero is classless, but uses packages instead, allowing easily balanced rules for characters :)
4 - Math. Honestly, there's not as big of a deal with the math in either system ... and IMHO, it's about the same. Sure, Hero uses more stats and I think that's the intimidating feature ... but the dice mechanic is smoother and the damage system is great for cinematic games :)
5 - Lastly, Merits. Both systems have some history and have their features and flaws :) Which should people choose? Well, choose what you're comfortable with. Which is better? That's all in the eyes of the beholder and genre ... I think Hero's a great system that allows for some serious fun, but I also find some of the same features in d20 as well ... and that's all that really matters in the long run :)
 

buzzard said:
What I dislike about 3d6 is that it makes it a bit harder to have a firm idea of your probability of success. Can anyone here, off the top of their head, tell me what the probability distribution of numbers are in that spread?
Incidentally, for anyone interested:
Code:
Roll P(%) or less  or more
3    00.46 (0%)    100.00 (100%)
4    01.85 (2%)    99.54 (100%)
5    04.63 (5%)    98.15 (98%)
6    09.26 (9%)    95.37 (95%)
7    16.20 (16%)   90.74 (91%)
8    25.93 (26%)   83.80 (84%)
9    37.50 (38%)   74.07 (74%)
10   50.00 (50%)   62.50 (63%)
11   62.50 (63%)   50.00 (50%)
12   74.07 (74%)   37.50 (38%)
13   83.80 (84%)   25.93 (26%)
14   90.74 (91%)   16.20 (16%)
15   95.37 (95%)   09.26 (9%)
16   98.15 (98%)   04.63 (5%)
17   99.54 (100%)  01.85 (2%)
18   100.00 (100%) 00.46 (0%)
All you really need to remember is that 10 or less is 50%, 12 or less is ~75%, 14 or less is ~90% -- and the converse: 6 or less is ~10%, 8 or less is ~25%.

I suspect most people seriously underestimate the importance of the curve, e.g., 14 or less feels like 75%, not 90%.
buzzard said:
On a d20 it's quite simple, every number is 5%.
Glad to see you caught that. It was pretty funny...
 

Sketchpad said:
Which should people choose? Well, choose what you're comfortable with. Which is better? That's all in the eyes of the beholder
Must... not... make... beholder... joke... :confused:
barsoomcore said:
Yeah, I too find this a somewhat strange assertion. What rules were "pulled"? And how was that accomplished, exactly? I'm reasonably sure nobody broke into my house and expurgated my PHB.I mean, WotC can say, "Oh, this spell is poorly balanced," but they can't make me stop using it, and I'm not sure I see how that's different from putting a stop sign in the rulebook.
That's right, you can always reintroduce whatever you want. But that wasn't the reason for my question.

What I am wondering is: what cool stuff was actually pulled from the "official" rules? I honestly can't think of anything. There are a few changes that I disagree with, but none of them had anything to do with cool things being nerfed/removed.
 

Honestly, I think balance across play groups is a myth, and I can't see why people put so much effort into it. I suppose tournament play is a legacy of old school D&D and therefore prized, but it seems like the tail wagging the dog.

When you look at a system as complex and as easy to expand on as D&D 3.x, not to mention the fact that each GM has their own game world, it just doesn't seem to me a priority that different play groups could theoretically mix together and experience similar levels of competence. (It doesn't seem to happen enough to be important, anyway.)

And in some GM's games, there's no concept of 'winning' and so even balance within the play group is less important than social construct issues like screen time.
 

Zappo said:
What I am wondering is: what cool stuff was actually pulled from the "official" rules? I honestly can't think of anything. There are a few changes that I disagree with, but none of them had anything to do with cool things being nerfed/removed.

Power Critical from MoTW: Once per day you can declare a strike a critical threat.

Power Critical from Complete Warrior: +4 to confirm criticals.

I believe that the feat is now made of spongy rubbery substance.

buzzard
 

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