Re: World of HEROCraft?
I've run the d20 game quite a bit. The system is actually a pretty good fit if you want to emulate a WoW-like experience. However, after a few sessions, I decided that's exactly what I did not want to do.
People's minds just got stuck in the MMO and it was impossible to make the world feel like it should for an tabletop RPG.
One of the main problems was scaling the world. It proved impossible for my players to think of the worlds in terms of proper scale.
Me: "Okay, you're just arrived in Menethil Harbor. What do you do?"
Player: "I go to the tavern!"
Me: "Which one? What kind of tavern are you looking for?"
Player: "There's only one Tavern in Menethil."
I've tried several things such as piling on a bit more flavor text to constantly remind people that the world isn't on a tiny WoW scale, but this ultimately proved a futile effort.
As for running it in HERO, I think if the above problem could somehow be remedied, it would be a blast.
Classes exist in WoW, there is no reason they have to exist in the setting, and Fantasy HERO seems like a really fun way to go.
I've actually had some thoughts on doing this, and built a few characters for such a game. I don't have the files anymore, or I would share
I converted the races (stats, skills, racial powers) from the WoW RPG as templates, but not the classes. For powers, I actually looked at the video game for some inspiration- not a true conversion, mind, but just to get some ideas, snagging appropriate abilities and building a similar power, then adding some of my own ideas for what would be appropriate for the character.
WoW is really, really high powered, both in RPG and video game form, and I built the characters with near "superhero" point values (150/100), but used the system in Heroic mode with killershrike's (Real Cost * Active Points) * 5 == value in cp metric for equipment costs.
Were I to run this, I would want to have players have lots of abilities to choose from, for a nice, tacitcal feel, without them all sinking as many points as they can into one "iwin" power. I haven't quite hammered down how I would do that, but I'm thinking along the lines of limiting how many powers players can have by active point tier.
For example, no player may have a power over 60AP, they may have up to 3 powers 45-60, 4 powers 30-35, something like that. And the number of powers available in each AP tier would go up as certain xp benchmarks are met. Furthermore, NCM would also be used to keep players from going crazy on stats, and force more diversity.
I'm big into that, that's why I ask my players in HERO games to spend around 15-30% of their points on diversifying their characters to be useful in multiple situations.
Anyway, these are just my thoughts on what I think would make a fun Warcraft game