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Your Thoughts on the Heroization of D&D 3.x
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<blockquote data-quote="Psion" data-source="post: 1872994" data-attributes="member: 172"><p>I thought that was fairly obvious in the claim to fame of hero. To wit (those magical words) <em>effects based</em>. The construction of characters in HERO depends upon you assembling effects to realize a concept. Which is nice for those who are true to the spirit of the approach. Some players aren't after concept at all, but after the perception that their character is some lean-mean-point-machine, or combo-abuser and any concept they have may be secondary.</p><p></p><p>In D&D, the concepts are generally married to the building blocks. Which means if a player is fishing for a power by selecting a building block like a class or a template, they either have to sell the GM on allowing the concept that goes with it, or sell the GM on changing the concept.</p><p></p><p>Whether or not you see this difference as a good thing, it does present a significant difference in the player/GM "permission" dynamics.</p><p></p><p></p><p></p><p>Why, based on concept, would you ever rule out "energy blast" as a power in HERO? Since HERO is effects-based, and energy blast is a very generic effect that can represent a multitude of things from a rush of battering spirits to a wave of lethargy, if you allow magic at all, it seems like you could find some concept to fit it.</p><p></p><p></p><p></p><p>I think the primary argument against this stance here is that most effects you would ever use in HERO are in the core book. There are many feats and skills and classes that you might use that aren't in the core book.</p><p></p><p>And again, effects are more open because if the GM runs a campaign that requires players to fit their characters to the campaign concept, the effects don't come with many specific concepts attached to them so you can generally justify most anything you want, short of specific models of magic that you must adhere to (or the like.)</p></blockquote><p></p>
[QUOTE="Psion, post: 1872994, member: 172"] I thought that was fairly obvious in the claim to fame of hero. To wit (those magical words) [i]effects based[/i]. The construction of characters in HERO depends upon you assembling effects to realize a concept. Which is nice for those who are true to the spirit of the approach. Some players aren't after concept at all, but after the perception that their character is some lean-mean-point-machine, or combo-abuser and any concept they have may be secondary. In D&D, the concepts are generally married to the building blocks. Which means if a player is fishing for a power by selecting a building block like a class or a template, they either have to sell the GM on allowing the concept that goes with it, or sell the GM on changing the concept. Whether or not you see this difference as a good thing, it does present a significant difference in the player/GM "permission" dynamics. Why, based on concept, would you ever rule out "energy blast" as a power in HERO? Since HERO is effects-based, and energy blast is a very generic effect that can represent a multitude of things from a rush of battering spirits to a wave of lethargy, if you allow magic at all, it seems like you could find some concept to fit it. I think the primary argument against this stance here is that most effects you would ever use in HERO are in the core book. There are many feats and skills and classes that you might use that aren't in the core book. And again, effects are more open because if the GM runs a campaign that requires players to fit their characters to the campaign concept, the effects don't come with many specific concepts attached to them so you can generally justify most anything you want, short of specific models of magic that you must adhere to (or the like.) [/QUOTE]
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