Masey
Thanks for the tip and the example of the ego attack. Just watching the brief description of the power allows me to glean at the flexibility of the powers system. In any other system, entangle would refer to a physical power. But reading the description you put up, and the change on the descriptor and the 'stat base' (sorry not aware of the Hero terminology as of yet), you have changed what essentially a physical power to a mental one, but the net effect is the same, the target is immobilised. I am beginning to see the flexibility inherent in the Power system.
I suspect I am also started to see where the potential limitation of the system could be. Being unused to such flexibility, and more used to being regulated by rules sets, this flexibility could potentially limited by narrow in the box thinking. You almost have to step outside your normal comfort zone to use the Powers in a creative way.
BigDamnHero
In our group, the biggest issue in Necessary Evil was not so much the kill the opposition and take their stuff mentality. Instead, it was almost a black and white view of villains. Our group couldn't get past the fact we were villains first, and remained stuck in that villainous rut. Once a bad guy, always a bad guy sort of thinking. There was no thought in most of the gamers of the chance of redemption. It is almost like you said, they have been given permission to be the bad guy, and there was no turning back. But yes, a fun camp gain with some interesting characters, even though we remained within the Savage Worlds rule set
Zslane
Thanks for the primer on the rule set. I suspect, like all legacy games, with a rich background, the Hero System over its various incarnations has gotten rather bogged down in the rules. The more a game is played, the more players will find a way to 'break' the rules. The Hero System is not the only ruleset to get so bogged down on the details. Look at Pathfinder and the numerous books and rules it brings out. Where the current incarnation of the Hero ruleset seems to differ is in the way the rules are presented. I note that there re two major tomes for the 6e Hero rules. But these are released with any default setting of fluff. Having two amor rules tomes without fluff is more akin to reading an anatomy textbook than a gaming reading selection. Without the fluff, most gamers eyes will glaze over trying to engage and remember the rules.
The trend towards single all inclusive rules with a default setting or at least genre splat (i.e. Champions, Fantasy Hero or Star Hero) at least dresses up the rules with some genre specific defaults. But nothing beats a rule book with some fluff (or in my case, I would prefer fluff with rules interspersed through it) to keep me engaged. I have yet to read the MHI rule book, but suspect you are correct, you need something that has the fluff to draw and engage the potential gamer, and let them learn the rules through reading the fluff and 'live' examples.
Lucius
thanks for the information
Thanks everyone for the help you have all provided. It reconfirms my decision to go down this path. I think the idea of using either pregens or GM created characters initially will do a lot to smooth everyone's transition into the game. MHI for me is a most definite entry way to the Hero System. I will pick up Champions as discussed for using to reskin a Grim Noir game at some stage and probably a bestiary to begin with
Time to go spend some money at the store
Thanks again. Hope to tap on the wealth of knowledge of the forum members as well as the generosity for their time in replying