I'm exploring Hero because I want to run a campaign where the characters will change over time, where the players will have a lot of options for crafting their character. I've played (and hacked) a lot of Fate. It's fun and it's easy to make it fit a concept. But, for me, a few problems have appeared when using it. I'm often running 1 on 1 games and it doesn't work that well, with the generally expected flow of Fate points via compels and tagging. Also, if the player doesn't embrace the rule of kewl then the game can become difficult for the GM to keep pushing forward. Also, the skill pyramid can feel constraining over time. It's really not that difficult to push a small set of powerful skills to the top of the pyramid. Not that removed from here is that characters tend to change over time, rather than grow. Another aspect (see what I did there?) is very particular to me, I'm a bit burned out on Fate. I love it, but y'know. I've played a lot of OSR games, where fantasy can be played at the drop of a hat, but for the idea in my head, I don't want to start the PCs out as rangers, wizards, fighters, and thieves. Certainly I can have them all start out as 0-level classless characters, but a PC at the 'normal' level in Hero is more durable, considering the nature of the damage system. I'm looking for enough flexibility to create the magic system for my setting idea that's more game than hand-wave. I'm just not there yet, even though I've been a member since 2006, when I first bought Hero Sidekick.