So, I got Fantasy HERO recently, and I've been paging through it. Mang, at 400 pages of small-point type, this thing puts my thesis to shame. Being thus filled with shame and envy, you will understand that I was prompted to ramble on some more about the creeping HEROization of D&D, specifically as it relates to magic.
The problem with D&D is that, to use HERO parlance, at high levels it's trying to produce a superheroic game using heroic mechanics. HERO characters in a heroic game pay money to get their powers, which is an in-game mechanic. Characters in a superheroic game pay character points instead, which is a metagame mechanic. In D&D you end up mixing the two, with characters paying money to get powers which would be more appropriate for a supers game. For many people this causes various problems, which have been mentioned many times already.
The exception is spells. Spellcasters in D&D have always been able to gain super powers without having to spend money (except to buy new spells, which is a fairly trivial cost, relatively speaking). Prior to 3E, which laid down concrete guidelines for how much money high-level characters were supposed to have, you effectively had superheroes wandering around with a bunch of heroes in tow. It's no wonder that wizzes tended to overshadow everyone.
When the creeping HEROization of D&D is complete, you will hopefully see characters no longer paying money to gain super powers. Feats will have appropriately superheroic effects, skills can be used to achieve the same, etc.
But along with the creeping HEROization of D&D, it looks like there's at least some creeping D&Dization of HERO going on as well! Looking through Fantasy HERO, I find the following new talents:
EVASIVE
The character has a special knack for dodging blows, deadly traps, and sometimes even spells at the last second.
Desolidification (affected by any area-affecting attack, or any attack if Skill Roll fails), Reduced Endurance (0 END; +1/2), Only To Protect Against Attacks (-1/2), Character Must Abort To Use (-1), Requires a DEX Roll (-3/4, assuming a DEX Roll of 12- or 13-): 18 Character Points
FOLLOW-THROUGH ATTACK
A character with this Talent is accomplished at striking down multiple foes in combat. After he kills one enemy, he may immediately make another attack against any enemy in HTH Combat range. He does not have to use this Talent, he can decide when to use it and against whom.
Trigger for up to HKA 4d6 (when character kills an opponent in battle; +1/4); OIF (weapons of opportunity; -1/2): 10 Character Points
INSPIRE
The character's voice inspires courage and confidence in his allies and those he protects, giving them the ability to withstand fear. He must spend a Full Phase to use this Talent, and when doing so must focus on it so thoroughly that his DCV is halved.
Aid PRE 1d6, Area Of Effect (voice Radius; +1), Selective (+1/4); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase; -1/2), Incantations (voice range; -1/4): 11 Character Points
RAPID ARCHERY
This Talent allows a character to fire arrows much more quickly than normal -- two per Phase, instead of one.
+2 with Rapid Fire for bows: 4 Character Points
TURN UNDEAD
(Duh.)
+60 PRE; Only To Make Presence Attacks (-1), Only Works Against Undead Creatures (-1), Extra Time (Full Phase; -1/2), Limited Effect (see text; -1), Only When Serving The God's Purposes (-1/2): +2 Character Points per +10 PRE
Roll on HERO 6Ed, aka D&D 4E, I say.
The problem with D&D is that, to use HERO parlance, at high levels it's trying to produce a superheroic game using heroic mechanics. HERO characters in a heroic game pay money to get their powers, which is an in-game mechanic. Characters in a superheroic game pay character points instead, which is a metagame mechanic. In D&D you end up mixing the two, with characters paying money to get powers which would be more appropriate for a supers game. For many people this causes various problems, which have been mentioned many times already.
The exception is spells. Spellcasters in D&D have always been able to gain super powers without having to spend money (except to buy new spells, which is a fairly trivial cost, relatively speaking). Prior to 3E, which laid down concrete guidelines for how much money high-level characters were supposed to have, you effectively had superheroes wandering around with a bunch of heroes in tow. It's no wonder that wizzes tended to overshadow everyone.
When the creeping HEROization of D&D is complete, you will hopefully see characters no longer paying money to gain super powers. Feats will have appropriately superheroic effects, skills can be used to achieve the same, etc.
But along with the creeping HEROization of D&D, it looks like there's at least some creeping D&Dization of HERO going on as well! Looking through Fantasy HERO, I find the following new talents:
EVASIVE
The character has a special knack for dodging blows, deadly traps, and sometimes even spells at the last second.
Desolidification (affected by any area-affecting attack, or any attack if Skill Roll fails), Reduced Endurance (0 END; +1/2), Only To Protect Against Attacks (-1/2), Character Must Abort To Use (-1), Requires a DEX Roll (-3/4, assuming a DEX Roll of 12- or 13-): 18 Character Points
FOLLOW-THROUGH ATTACK
A character with this Talent is accomplished at striking down multiple foes in combat. After he kills one enemy, he may immediately make another attack against any enemy in HTH Combat range. He does not have to use this Talent, he can decide when to use it and against whom.
Trigger for up to HKA 4d6 (when character kills an opponent in battle; +1/4); OIF (weapons of opportunity; -1/2): 10 Character Points
INSPIRE
The character's voice inspires courage and confidence in his allies and those he protects, giving them the ability to withstand fear. He must spend a Full Phase to use this Talent, and when doing so must focus on it so thoroughly that his DCV is halved.
Aid PRE 1d6, Area Of Effect (voice Radius; +1), Selective (+1/4); Concentration (1/2 DCV; -1/4), Extra Time (Full Phase; -1/2), Incantations (voice range; -1/4): 11 Character Points
RAPID ARCHERY
This Talent allows a character to fire arrows much more quickly than normal -- two per Phase, instead of one.
+2 with Rapid Fire for bows: 4 Character Points
TURN UNDEAD
(Duh.)
+60 PRE; Only To Make Presence Attacks (-1), Only Works Against Undead Creatures (-1), Extra Time (Full Phase; -1/2), Limited Effect (see text; -1), Only When Serving The God's Purposes (-1/2): +2 Character Points per +10 PRE
Roll on HERO 6Ed, aka D&D 4E, I say.
