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#### Guest

##### Guest

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).

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Bradd W. Szonye

http://www.szonye.com/bradd