Re: Ye Old "Hero is Hard" Debate
After recently helping two players new to HERO with characters for a modern horror game, I think the reasoning from effect was the biggest stumbling block I saw.
In one of those other games players look at classes and feats, nice and neat little packages. They look at feats that give them bonus's with this or that weapon or some special ability.
Besides being nice little plug and play cogs, I think some of these things help inspire a players concept for a character when they've hit that mental blank stage.
Now while HERO can design effects to match those feats, want a bonus when using your favorite weapon, just grab some combat levels. While it's far easier if anything to build your character concept in HERO, don't have to wait until 9th level for that feat that ties everything together, if you don't have a concept and some ideas for effects it's a little harder thumbing through the book looking for sparks.