Re: HERO for the GURPS gamer
It seems to me that the problem with most of those - including the VPP stuff - is that you either as GM have to define each "spell" beforehand, OR the players have to do that during play (which creates a hassle.) Is there any way for a character to *not* have to do *any* math with a spell?
Let me get more specific - ripping off ideas from Children of the Sun. COTS has a very specific magic system - you can cast on the fly but the spells themselves are organized into primary and secondary pillars. (I think these would work well with HERO, actually)
Primary pillars are Body, Energy, Matter, and Mind (you can see why I think they'd sync up well with HERO) Secondary pillars are Alteration, Corruption, Control, Creation, Decay, Harmony, Life, and War.
In order to cast a spell, a character chooses a primary and secondary pillar - within reason, he should be able to do nearly any effect that would be governered by those pillars.
Now, Hero already *has* an advantage called "Alter" I believe - same with Decay. I'm sure I could shoehorn in, or take out, other advantages to correspond to the secondary pillars - but I want to be able to change the *target* on a whim (frex, Decay could be used on someone's mind as an EGO attack or on someone's Body, or even to rot wood) and I want to be able to change special effects on a whim. I'd also like to be able to have a system where you only need to buy, say, Alter once, and then add Body, Energy, Matter, or Mind as Advantages onto that power...
I hope you see where I'm going with this - and why I might find it a bit complicated especially with comparison to Tri-Stat's Dynamic Sorcery or Power Flux (which is VPP, just with simpler numbers to juggle.)
Actually - that's a good question, is there anything like a "Dynamic Sorcery" power in HERO that I can use?