Re: FANTASY HERO -- What Do *You* Want To See?
Okay, I could write for days on what I'd like to see in FH6, but I'll pare it down to just three things. Be advised that I feel very strongly about these three things.
1. Balance the weapons table. That page is going to be one of the top three most referenced pages in the entire book. Muscle-powered weapons combat obviously figures extremely prominently in fantasy. Don't have certain weapons be better in all ways than other weapons, as in FH5 and Hero 6th. You'll never convince everyone that your weapons chart is perfect based on "realism", but you can make a case for game balance. FH is supposed to skew cinematic anyway, so please don't penalize players that want to use axes instead of spears.
2. Create a simple default magic system, or several such. Yes, Hero is the system that lets players create whatever magic system they want. But it does new players no good to have to create their own magic system before they can play. Even Lego sets come with instructions for a model or three. This would have to include a small grimoire of spells. Designing powers in Hero is hard; let players get into that after their first hit off the pipe.
3. I understand not including a setting, but a generic adventure ought to be included. You need to let new players jump in if they want to, and they can't do that with no scenario. A generic dungeon raid or the like, with pregenerated characters (and pregenerated magic), shouldn't take up too many pages or lock FH into a given "type" of fantasy, and would lower the learning curve.
4. In fantasy, transforms are too expensive, and STR and movement powers too cheap. The costs for stats and powers need to be altered. Okay, I know this will never happen, but I had to try.