Hero System uses a geometric progression for all its game values. Under the standard rules, each 5 points in a power gives double the defined (but not actual) effect.
While suitable for some types of campaigns, this results in a steep progression that may not be realistic for others. If for example, one set their Superhero campaign in the Marvel Comics universe then Thor ends up with a strength of only 60, a value a starting superhero character is expected to be able to equal.
In addition, there is the more serious problem of the lifting capacity far exceeding one's damage expectation. A character can end up being able to carry a 12,000 ton Cruiser under his arm while being unable to punch through the armor of a 50 ton tank. Correcting this to a point approaching realism while remaining within the core concepts of the game system is impossible, but the effect can at least be reduced.
The chart at the bottom of this section changes the progression for Strength values above 10 from double to 1.53779192. For values of 10 and below, the progression is left at its original doubling effect to prevent dragging values into negatives. This change doesn't just apply to Strength, it also applies to any other default 'doubling per five points' structure found in HERO.
Note: This house rule requires a overhaul of Growth and Density Increase in order to maintain consistency within the rules.
Encumbrance
There a few problems with the standard 5th edition encumbrance rules (found on page 250). First is that they apply poorly across the scale of characters (A normal human at 89% of his load finds his movement reduced by 2/3rds while a super fast runner would barely notice the difference). They are also too many levels of difference to track and too minor of effect in some cases for my taste. The standard system is replaced by the one noted in the chart below which defines four levels of encumbrance- None, light, medium and heavy.
These are based upon the four categories of military equipment loads- Assault, Approach, Sustained, and Existence, although it adds in Tare Weight (worn clothing)
Modifiers for heavy loads include DCV in combat, movement and increased Endurance costs.
| Human Range Strength | ||||||
| STR | Lift (lbs) | None | Light | Medium | Heavy | |
| 0 | 55 | 21.1 | 27.4 | 33.8 | 40.1 | |
| 1 | 63 | 23.0 | 30.2 | 37.5 | 44.8 | |
| 2 | 73 | 25.1 | 33.5 | 41.9 | 50.2 | |
| 3 | 83 | 27.6 | 37.2 | 46.8 | 56.4 | |
| 4 | 96 | 30.5 | 41.5 | 52.5 | 63.6 | |
| 5 | 110 | 33.8 | 46.4 | 59.1 | 71.8 | |
| 6 | 126 | 37.5 | 52.1 | 66.6 | 81.2 | |
| 7 | 145 | 41.9 | 58.6 | 75.3 | 92.0 | |
| 8 | 167 | 46.8 | 66.0 | 85.3 | 104.5 | |
| 9 | 192 | 52.5 | 74.6 | 96.7 | 118.8 | |
| 10 | 220 | 59.1 | 84.5 | 109.8 | 135.2 | |
| 11 | 240 | 63.7 | 91.3 | 118.9 | 146.6 | |
| 12 | 261 | 68.6 | 98.7 | 128.9 | 159.0 | |
| 13 | 285 | 74.0 | 106.9 | 139.7 | 172.5 | |
| 14 | 310 | 79.9 | 115.7 | 151.5 | 187.2 | |
| 15 | 338 | 86.4 | 125.4 | 164.3 | 203.3 | |
| 16 | 369 | 93.4 | 135.9 | 178.4 | 220.8 | |
| 17 | 402 | 101.0 | 147.3 | 193.6 | 239.9 | |
| 18 | 438 | 109.3 | 159.8 | 210.3 | 260.7 | |
| 19 | 477 | 118.4 | 173.4 | 228.4 | 283.4 | |
| 20 | 520 | 128.3 | 188.3 | 248.2 | 308.1 | |
| 21 | 567 | 139.1 | 204.4 | 269.8 | 335.1 | |
| 22 | 618 | 150.8 | 222.0 | 293.2 | 364.5 | |
| 23 | 674 | 163.6 | 241.2 | 318.8 | 396.5 | |
| 24 | 734 | 177.6 | 262.2 | 346.7 | 431.3 | |
| 25 | 800 | 192.8 | 285.0 | 377.2 | 469.3 | |
| Encumbrance | |||||
| Level | Combat | Movement | END | ||
| None | - | - | - | ||
| Light | -1 DCV | -1” Run, Jump, Swim | +1 Turn | ||
| Medium | 1/2 DCV | ½ Run, Jump; No Swim | +2 Turn | ||
| Heavy | 1/2 DCV | ½ Run, No Jump; No Swim | +3 Turn | ||
| Lift | 0 DCV | 1" Run Movement w/Dex Roll | +4 Turn | ||