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[OT] Hero System Fifth Ed Review
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<blockquote data-quote="NLP" data-source="post: 146310" data-attributes="member: 520"><p>You are comparing apples to oranges here. In D&D your character might have 1 polymorph spell to use at your discretion. In FH the character can throw the polymorph spell every single attack if they wish. If you allow the character to succeed (allow them enough points to do it with one attack) then you have just blown game balance out the door. Why would a player choose a warrior-type that chops with their mighty sword (and might have to hit something 2-3 times to kill it) when a mage can change it into a frog with one roll of the dice?</p><p></p><p>The GM is required to keep a certain amount of game balance. The GM accomplishes that most of the time by limiting active points, but that isn’t the only type of limit. If a player wanted to simulate D&D style magic, the GM could easily remove the active point limits and say: “Ok, but you only get to use that attack once unless you rest 8 hours and then re-learn the spell from your book”. The advantage of FH is its ability to simulate ANY style of magic, not just D&D style. If you want to use the D&D style, you can. That’s between you and your GM. </p><p></p><p>If every character with a polymorph spell were the toughest, eventually everyone would want to play mages with polymorph spells. Game balance is everything, for every game system. What good is it to play a Fighter in D&D if by 10th level the Wizard has far exceeded the power level of the Fighter? Game balance insures that certain players can’t take too much advantage of the system. </p><p></p><p>You can simulate virtually anything with the Hero System, but when you do that simulation you need to take into account both the simulated system’s strengths and weakness’. If I were to devise a spell system for Hero that worked just like D&D, you would be able to do everything that you are citing examples for. But to devise such a spell system would actually limit the Hero System, not make it better. In FH you can make spells and use them as many times as you wish. Sometimes those spells might take two or more attacks to achieve your desired effect, unlike D&D, but you can use those spells infinite times if you wish, once again, unlike D&D. Also keep in mind that you get Saving Throws in D&D, so it’s possible that your spell will fail or do far less damage. As far as I’m concerned, that’s even more limited than needing to hit someone twice to turn them into a frog. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It’s obvious that you don’t like Hero, and that’s fine. Everyone should play the games that they like. But I do think that all the examples that you have listed, and that I snipped, come from the viewpoint of someone who really has no concept of what the system is about. You might have played the game for years, but your fixed mentality about “how things should work”, which in this case is: “Just like D&D” has skewered your perception.</p></blockquote><p></p>
[QUOTE="NLP, post: 146310, member: 520"] You are comparing apples to oranges here. In D&D your character might have 1 polymorph spell to use at your discretion. In FH the character can throw the polymorph spell every single attack if they wish. If you allow the character to succeed (allow them enough points to do it with one attack) then you have just blown game balance out the door. Why would a player choose a warrior-type that chops with their mighty sword (and might have to hit something 2-3 times to kill it) when a mage can change it into a frog with one roll of the dice? The GM is required to keep a certain amount of game balance. The GM accomplishes that most of the time by limiting active points, but that isn’t the only type of limit. If a player wanted to simulate D&D style magic, the GM could easily remove the active point limits and say: “Ok, but you only get to use that attack once unless you rest 8 hours and then re-learn the spell from your book”. The advantage of FH is its ability to simulate ANY style of magic, not just D&D style. If you want to use the D&D style, you can. That’s between you and your GM. If every character with a polymorph spell were the toughest, eventually everyone would want to play mages with polymorph spells. Game balance is everything, for every game system. What good is it to play a Fighter in D&D if by 10th level the Wizard has far exceeded the power level of the Fighter? Game balance insures that certain players can’t take too much advantage of the system. You can simulate virtually anything with the Hero System, but when you do that simulation you need to take into account both the simulated system’s strengths and weakness’. If I were to devise a spell system for Hero that worked just like D&D, you would be able to do everything that you are citing examples for. But to devise such a spell system would actually limit the Hero System, not make it better. In FH you can make spells and use them as many times as you wish. Sometimes those spells might take two or more attacks to achieve your desired effect, unlike D&D, but you can use those spells infinite times if you wish, once again, unlike D&D. Also keep in mind that you get Saving Throws in D&D, so it’s possible that your spell will fail or do far less damage. As far as I’m concerned, that’s even more limited than needing to hit someone twice to turn them into a frog. :) It’s obvious that you don’t like Hero, and that’s fine. Everyone should play the games that they like. But I do think that all the examples that you have listed, and that I snipped, come from the viewpoint of someone who really has no concept of what the system is about. You might have played the game for years, but your fixed mentality about “how things should work”, which in this case is: “Just like D&D” has skewered your perception. [/QUOTE]
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