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One thing I REALLY liked about HERO over D&D
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<blockquote data-quote="swrushing" data-source="post: 1506489" data-attributes="member: 14140"><p></p></blockquote><p></p><p></p><p></p><p>My DND 3.0 game went for 3 years thru level 15.</p><p></p><p>your game was clearly a lot different than mine. A good percentage of my encounters were against multiple opponents... say for example, against a moderate to high level drow party including clerics, mages and fighters.</p><p></p><p>the cleric or the mage could, frequently, run either of the spells you mention, but that did not mean all their fighter flinkies got the benefits. Same thing happened with the PCs when th drow mages went under imp invis or invis... they cannot all see what the PC sorcerer sees.</p><p></p><p>did they seek potions and such for handy use when they could...Sure. Did the mages sometimes try gitterdust and such... such. but counter and thrust is part of the game.</p><p></p><p>simply put, in my experience, your view of how easily DND counters invisibility and the one round except rarely... is way off, much different than i have seen.</p><p></p><p>obviously, our campaigns vary somewhat.</p><p></p><p>i never had characters between levels 2-15 who could routinely get spots that high, so, again, a significant difference in our campaigns.</p><p></p><p></p><p></p><p>ghost touch weapons in DND... affects desolid advantage in HERO.</p><p>force effects in DND ... a specified "common FX" in HERO</p><p></p><p>the huge honking difference between HERO and DND incorporeality is that in DND many attack forms can be used to full effect by the incorporeal guy... while in HERO <strong>as a matter of balance</strong> an desolid guy cannot attack at all unless the attack is bought with a +2 advantage for </p><p>"can affect real world"... tripling the cost of the base attack power... which usually means minor damage done. Not only does this fact really impact the "its much more powerful in DND side" but also the "HERO nerf's things less" side... anyone who has played HERo for significant periods knows how hard it is "within reasonable points" to build characters such as Deadman or any relying on desolid due to this massive point cost for desolid attacks, possession (frequently written up officially as desolid and mind control with a bunch of stuff crammed in and some handwaving) being likewise affected.</p><p>[/QUOTE]</p>
[QUOTE="swrushing, post: 1506489, member: 14140"] [/QUOTE] My DND 3.0 game went for 3 years thru level 15. your game was clearly a lot different than mine. A good percentage of my encounters were against multiple opponents... say for example, against a moderate to high level drow party including clerics, mages and fighters. the cleric or the mage could, frequently, run either of the spells you mention, but that did not mean all their fighter flinkies got the benefits. Same thing happened with the PCs when th drow mages went under imp invis or invis... they cannot all see what the PC sorcerer sees. did they seek potions and such for handy use when they could...Sure. Did the mages sometimes try gitterdust and such... such. but counter and thrust is part of the game. simply put, in my experience, your view of how easily DND counters invisibility and the one round except rarely... is way off, much different than i have seen. obviously, our campaigns vary somewhat. i never had characters between levels 2-15 who could routinely get spots that high, so, again, a significant difference in our campaigns. ghost touch weapons in DND... affects desolid advantage in HERO. force effects in DND ... a specified "common FX" in HERO the huge honking difference between HERO and DND incorporeality is that in DND many attack forms can be used to full effect by the incorporeal guy... while in HERO [b]as a matter of balance[/b] an desolid guy cannot attack at all unless the attack is bought with a +2 advantage for "can affect real world"... tripling the cost of the base attack power... which usually means minor damage done. Not only does this fact really impact the "its much more powerful in DND side" but also the "HERO nerf's things less" side... anyone who has played HERo for significant periods knows how hard it is "within reasonable points" to build characters such as Deadman or any relying on desolid due to this massive point cost for desolid attacks, possession (frequently written up officially as desolid and mind control with a bunch of stuff crammed in and some handwaving) being likewise affected. [/QUOTE]
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One thing I REALLY liked about HERO over D&D
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