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[OT] Hero System Fifth Ed Review
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<blockquote data-quote="Psion" data-source="post: 145846" data-attributes="member: 172"><p>The only real point you seem to have here is that Hero won't exactly model the same powers at the same level as D&D.</p><p></p><p><em>Big Deal.</em></p><p></p><p>Each game has different salient balance points and assign different power levels to different effects. The error in your thinking is that D&D is inherently right. I don't think that is a fair assumption at all. I have always thought that many D&D spells were a level too low compared to the bulk of remaining spells.</p><p></p><p>One of the salient assumptions of transforming things in HERO was if you could kill it, you could transform it. Okay, perhaps that is a little extreme, but really, is that so off? In D&D, does it make that much difference if you were polymorphed into a frog or killed? Yet D&D assigns these effects into different levels.</p><p></p><p>As for not being able to affect commoners, if you want mages that can dominate others with impunity, I recommend that you adopt the Mystic Master rules that forces everyone to take vulnerability to mind affecting magic. That would simulate the D&D approach is that is what you are striving for. Not necessarily an obligatory goal, but I don't think your outright assumption that D&D is right is a correct one. The right balance point is what you assign it to be.</p><p></p><p>If anyone wants to take a look at some D&D conversions to FH from a less biased perspective, check out:</p><p></p><p><a href="http://members.tripod.com/~hawk_wind/hero/fanthero.html" target="_blank">http://members.tripod.com/~hawk_wind/hero/fanthero.html</a></p><p></p><p>And yes, I did have some difficulty hammering some spells into the hero point system. But I recognized that I was working into a sysetm that views the world differently. If you want to play a system that views the world like D&D, then play D&D... duh.</p><p></p><p></p><p></p><p>Yes and no. FH and its companions have plenty of source material to build from. Not as much as D&D. But then, that's part of the strength on hero. When I do need to go beyond what is provided, I am not feeling around in the dark like I am with D&D.</p><p></p><p>That said, if you are suggesting that the GM must tolerate the players creating everything, and underlying structure to all HERO 4 campaign books where plotting sheets that allowed the GM to define what is and what is not permissible. They worked rather well in FH.</p><p></p><p></p><p></p><p>You will note that I have specifically said that the power system will put some players off. That's a fact. This does not make the power system not a great boon. So do me a favor and dispense with the snotty generalizations, okay?</p></blockquote><p></p>
[QUOTE="Psion, post: 145846, member: 172"] The only real point you seem to have here is that Hero won't exactly model the same powers at the same level as D&D. [i]Big Deal.[/i] Each game has different salient balance points and assign different power levels to different effects. The error in your thinking is that D&D is inherently right. I don't think that is a fair assumption at all. I have always thought that many D&D spells were a level too low compared to the bulk of remaining spells. One of the salient assumptions of transforming things in HERO was if you could kill it, you could transform it. Okay, perhaps that is a little extreme, but really, is that so off? In D&D, does it make that much difference if you were polymorphed into a frog or killed? Yet D&D assigns these effects into different levels. As for not being able to affect commoners, if you want mages that can dominate others with impunity, I recommend that you adopt the Mystic Master rules that forces everyone to take vulnerability to mind affecting magic. That would simulate the D&D approach is that is what you are striving for. Not necessarily an obligatory goal, but I don't think your outright assumption that D&D is right is a correct one. The right balance point is what you assign it to be. If anyone wants to take a look at some D&D conversions to FH from a less biased perspective, check out: [url]http://members.tripod.com/~hawk_wind/hero/fanthero.html[/url] And yes, I did have some difficulty hammering some spells into the hero point system. But I recognized that I was working into a sysetm that views the world differently. If you want to play a system that views the world like D&D, then play D&D... duh. Yes and no. FH and its companions have plenty of source material to build from. Not as much as D&D. But then, that's part of the strength on hero. When I do need to go beyond what is provided, I am not feeling around in the dark like I am with D&D. That said, if you are suggesting that the GM must tolerate the players creating everything, and underlying structure to all HERO 4 campaign books where plotting sheets that allowed the GM to define what is and what is not permissible. They worked rather well in FH. You will note that I have specifically said that the power system will put some players off. That's a fact. This does not make the power system not a great boon. So do me a favor and dispense with the snotty generalizations, okay? [/QUOTE]
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