I haven't started a Fantasy Hero campaign yet but I would like to. I'm going to plan it out a whole bunch and not use any of the pre-made worlds from Hero games (not this time, Terran Empires is nice though ). Anyhow, I was thinking of structuring the point spending into "classes". Yes, I know this throws away HERO's open-ended character development but when a player spends points on +30 OCV on a starting fighter, things go wrong.
The idea is built somewhat upon Shadowbane. Each player starts out choosing a "base class" as a fighter, rogue, healer, or mage. This gives them access to a certain set of skills, characters, spells, etc to buy. Once they spend enough points within this set, they gain access to a more "advanced class" such as paladin, ranger, priest, etc. Certain advanced classes are accessible by multiple base classes but some aren't. A paladin could come from a healer or a fighter for example but a priest must start as a healer. The player could still buy stuff from the base class but then also from the advanced class. A healer/paladin would have better spells than a fighter/paladin but the fighter/paladin could swing a sword much better.
From your personal experience with Fantasy Hero, does this sound like a good idea? I hate to limit what the players can do, but this needs to be done somehow. When player A buys +30 OCV, I really could use a guide to tell him to cut that back to a +3 OCV or so starting out. Any ideas?