Re: Learning from the mistakes of others
My experience with playing 4e for a few months now and 3.5 for a few years before that is that the roleplaying in 4e is pretty much the same as it was in 3.5. Except that the skill system doesn't actively tax me for my character concepts so much anymore. Yay.
I'm sorry some of you have run into some serious munchkin players in your areas. Believe me, they can get far more annoying in Hero than they can in D&D (and for that matter much worse in 3.5 than in 4e, at least so far). At least in Hero it is expected that the GM will review character sheets and approve/disapprove every obnoxious attempt at cheesing obscene bonuses out of every last corner of the rulebook(s).
D&D4e characters aren't balanced to do anything close to the same damage as each other. They're balanced to be equally important as a combat team which needs to work together as a team to succeed. That means some of them focus on massive damage to single targets, some focus on modest damage to many targets, others do only modest damage but aid and heal their teammates as well, and yet others are designed to keep threats away from their allies while being able to stand up to threats well themselves. Most characters straddle the line between two of those descriptions.
And D&D4e does have a mostly combat-oriented ruleset, but it's designed to mostly stay out of your way for non-combat roleplaying. How about Hero? What's that, you're a librarian? Did you spend your 3 points in PS:Librarian? No? You know you ought to spend a good 50 pts in KS: skills as well.. okay, now that you've finished re-writing your character.. huh, why do you always get clobbered in combat?
I've seen a Hero system character with so much non-combat points spent that she basically hid whenever combat came and felt useless. At other times she was the only one who could participate in certain non-combat scenes and the rest of us got to wait around for a few hours while she has her screen time. That's not the kind of 'balance' that actually works out well for the group in practice. Ideally everyone should be useful in and out of combat on a regular basis so that everyone can be involved in playing.
I've also done some of the kinds of PVP type stuff some people have complained about here done in Hero system. In a certain sense it's more natural in Hero system; after all NPCs are built with the exact same rules set as PCs, aside from a few extra options like Automatons. That isn't anything about the system, and everything about the players involved and what they want to do with their time. (In our case it was playing around with the system after hours when we had two players and no GM around, and just wanted to practice making characters and seeing what works and how well. We learned a lot about the system from that, which helped us know what we were doing when making our real characters for the real game.)
Anyways, the point I really want to get across is that if you have a bunch of people that want to roleplay with some solid tactical combat, 4e works great. 4e can also work well for pure dungeon crawls. Hero does well on the roleplay (if you put up with the rampant concept taxes) but I'm less sold on the tactical combat aspects.