
Originally Posted by
Killer Shrike
I look at the HERO System from the perspective of a programmer. I see the base Powers as being roughly equivalent to base classes, and individual Power Constructs on actual characters to be instantiations of those classes, aka objects.
Adders and standard Modifiers are equivalent to setting various properties of the instantiated objects.
Custom Mods are equivalent to inheriting the base class and overriding or extending parts of it (or both).
Each Power then functions as an object, and the character itself is a larger object with several collections of smaller objects (Powers, Perks, Talents, Skills, Disads, etc).
Thats how I look at the available abilities in the HERO System -- as base classes that exist to save me the time of writing them myself.
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Another way I think of the HERO System is as a meta language to describe a "character". Its a structured definition language, with the capacity for freeform definition in discrete circumstances. When trying to describe a character you use the definition language that most closely describes the behaviour or each element of the character.
The language is robust enough to allow the same element to be described potentially many different ways, though each way has different nuances ranging from the subtle to the situational. Just like with any language some can use it better or more precisely than others, but even someone that can barely use the language can get their basic meaning across -- the difference is in the precision and clarity.
Like a language, HERO System mechanics can suffer from bad grammar, contractions, popular usage vice correct usage, connotative vs denotative discrepancies, and so forth.
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A third way I think of the HERO System is less abstract, being more mechanically oriented.
The HERO System is based on the idea of paying points to buy Effects. Unlike other systems where specific Effects are gained via leveling mechanics or even via point buys of pre-builts, the HERO System goes a step further and allows you to define Effects via the Powers mechanic.
This is what makes the HERO System extensible and powerful and is a good thing.
However, most gamers are trained by other systems to buy discrete pre-packaged abilities, and any internal definition of those abilities are hidden from the users.
They come to the HERO System and are just not intellectually prepared to truly understand the "Reason from Effect" mentality of the HERO System. It's a foreign concept to them that runs against everything they have learned from every other system they've ever played. Some people get it right of the bat, but less systemically oriented people take longer, or may never completely "grok" the concept.
When I look at the abilities in the HERO System, I see purchasable mechanics that have specific game Effects. Each represents a subsystem of the Rules that I can purchase the access to. The names they carry are just labels, and nothing more.
When I buy those abilities Im looking for the right one or combination of several to most closely model the actual end result I want to accomplish. Thats is reasoning from Effect. "If I want Effect X, what combination of abilities will acheive that most closely?"
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