Until now it never occurred to me to play in multiplayer mode, but there is an occurence in Heroes manual I find a bit confusing.
Heroes rules dictate how your character remains absolutely under your command in a "Reluctant Allies" environment, but are a bit sketchy explaining their interaction in a multiplayer only mode. The regular assumption would be, obviously, to follow standard rules, but, given the way they work, Heroes have conflicting agendas that don't go well with a "The Supreme Commander say so, do it".
Figure those strange beasts, the Power Player or the Rule Lawyer, you sometimes find in the hobby (fearful things, they are, but you love'em, nonetheless. Often a girlfriend is both.): they will always prefer to send their Hero to claim a prize, be it a treasure or similar (true, there is a risk when finding, for example, a trap, but isn't this all a good Hero strive for?). To the Hell your Paladin! Considering also that Heroes are something like an Avatar of the player in the heath of battle, it seems less colorful to obey the rule as it is.
I'd change a little bit ruling, here, saying that
"Heroes can be ordered with the proper section or command card, but the Hero (and, eventually, the unit accompanying him - its retinue!) is always ordered by the player who fields him. Whenever a proper card is played, the player controlling the Hero can reclaim the "first player token", and interrupt in every moment the execution of the orders by the "Section Lieutenent", using one of them for his Hero instead."
Multiplayer mode was always considered the stepchild of Epic play. But Heroes could introduce a fun variable in the mix: one that screams loud Heroes stupidit... ehm, bravery, with dashing, impulsive actions which contradict his Lord's orders performed with an hysterical smirk on the face...
What do you think? Too chaotic? Too fun?