Re: Why We're Creating The 6th Edition -- Please Read Before Posting
I posted a modified version of this at my other home, but I think it might be good here too...
I've got a different perspective. About three months ago, I picked up the game again after a 3ish year layoff, so I could run Hero Supers in the Gestalt Universe for the guys at the gaming store. None of whom have ever played Hero. Most of whom only have played D&D 3.5. One guy's played Palladium Supers.
The first thing I realized is there's too much legacy crap.
Advantages and Limitations on Powers, yet Disadvantages for the character? Why not Advantages and Disadvantages on the Power and Limitations for the Character, especially since half of them are called Limitations anyways? Because when they created the system in '82 that's what they came up with.
Why fractions, not decimals? Because.
Hexes/Inches as a unit of measurement? That's the way it was done in the 80s. At least it stays 2 meters, rather than being 10 ft indoors and 10 yards outdoors. Well, unless you've got Megascale, then all bets are off.
What's the u in the Multipower stand for? Ultra, but now the slots are called Fixed. Why isn't it an f, since Multi slots are m's? Because in the olden days, you labeled things in your elemental control with letters, not a numbered list, and you could get to f that way, and it might be confusing.
But they did away with the lettered lists? Yep, but they didn't change the multipower description.
What's Comeliness do? Nothing, except bragging rights.
Why's it there in a system that prides itself on it's mathematical modeling, and you get what you pay for? Shrug.
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After the Fuzion Debacle, where while most of the things people were complaining about were fixed but the changes were too much and the implementation was too poor, only a few things were changed in Hero5. Some of which are better, some of which not so much.
But Hero5 is basically the same game as Hero4 (where I really started playing). Cleaning the system of some of the legacy crap, tightening it up mathematically, to make it easier for the new players to pick up and run, like the ones hopefully coming in with the MMO, so they don't say, "Huh, why? That doesn't make a bit of sense," is a very good thing. But, it's going to have to fundamentally remain Hero.
I'm one of the few people that'll admit to liking Fuzion. But even I don't particularly want to see Nukular, or Fuzion II, Electric Boogaloo, or Antymatter (Y, because it's cool) or whatever it'd be called.
I don't envy Steve having to walk the line between making the system easier and more accessible, and keeping the rabid fan base mostly intact.
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One thing I'd like to see is something proposed most recently by Toadmaster, that Genre simulation be given a little better treatment. In a gritty military game, the Tank has stats X, In my GI Joe campaign Y, in Supers Z. (He used M-16 as an example.)
You can use Hero to do any Genre, that doesn't mean the numbers all have to be the same in every genre.
D
Nathan, after rolling his 6th consecutive 15+, crosses out the name on his character sheet, "I'm now Chris, the Gestalt of Incompetence."
Chris, sitting next to him, "Grrr."
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