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Archived from groups: rec.games.frp.super-heroes (More info?)
As the HERO rulebook notes, adding damage from a high-DC attack can slow
down the game. The fast-play tip recommends using average damage instead
of rolling the dice, perhaps with extra rules to vary damage if it seems
to predictable. Here's an alternative that keeps some of the randomness
of the core system while still speeding up play.
Mechanics:
If an attack inflicts more than 3 dice of damage, only roll the first
three dice. Any DCs beyond that inflict simplified damage. For normal
attacks, add 1 BODY and 3 STUN for each DC above 3. Killing attacks add
1 BODY for each DC above 9.
Likewise, only roll the first knockback die. Every die beyond the first
subtracts 3 inches from the knockback distance.
Optionally, you can roll all the damage on some attacks. I recommend
using the standard rules when you roll a natural 3 on the attack and
when you just barely hit the target. (For example, OCV 5 versus DCV 5
hits on 11 or less. Roll full damage if you roll 3 or 11 on the attack.)
Habits:
Roll the damage dice, knockback dice, and the STUN multiplier for
killing damage all at the same time, using three different dice colors.
Rationale:
For most attacks, you can use the same three dice for attack rolls and
damage rolls. At most, you'll need to pick up one extra die for
knockback and one for killing-attack STUN. This saves time counting out
dice and adding up totals. Furthermore, HERO players should already be
skilled at adding 3d6 quickly.
The optional "3 or graze" rule allows the full range of damage, but
limits how often you roll a fistful of dice. Overall, you should end up
rolling full damage about once every turn or two -- often enough to
notice it, but not so much that it slows down the game. Also, players
seem to enjoy mechanics that give you "extra dice" for special rolls
(like in many critical hit systems).
--
Bradd W. Szonye
http://www.szonye.com/bradd
As the HERO rulebook notes, adding damage from a high-DC attack can slow
down the game. The fast-play tip recommends using average damage instead
of rolling the dice, perhaps with extra rules to vary damage if it seems
to predictable. Here's an alternative that keeps some of the randomness
of the core system while still speeding up play.
Mechanics:
If an attack inflicts more than 3 dice of damage, only roll the first
three dice. Any DCs beyond that inflict simplified damage. For normal
attacks, add 1 BODY and 3 STUN for each DC above 3. Killing attacks add
1 BODY for each DC above 9.
Likewise, only roll the first knockback die. Every die beyond the first
subtracts 3 inches from the knockback distance.
Optionally, you can roll all the damage on some attacks. I recommend
using the standard rules when you roll a natural 3 on the attack and
when you just barely hit the target. (For example, OCV 5 versus DCV 5
hits on 11 or less. Roll full damage if you roll 3 or 11 on the attack.)
Habits:
Roll the damage dice, knockback dice, and the STUN multiplier for
killing damage all at the same time, using three different dice colors.
Rationale:
For most attacks, you can use the same three dice for attack rolls and
damage rolls. At most, you'll need to pick up one extra die for
knockback and one for killing-attack STUN. This saves time counting out
dice and adding up totals. Furthermore, HERO players should already be
skilled at adding 3d6 quickly.
The optional "3 or graze" rule allows the full range of damage, but
limits how often you roll a fistful of dice. Overall, you should end up
rolling full damage about once every turn or two -- often enough to
notice it, but not so much that it slows down the game. Also, players
seem to enjoy mechanics that give you "extra dice" for special rolls
(like in many critical hit systems).
--
Bradd W. Szonye
http://www.szonye.com/bradd