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Archived from groups: rec.games.frp.super-heroes (More info?)
The HERO rulebook suggests that you can speed up the game by ignoring
segments and phases, using a simple cycle instead. It notes that you'll
probably want special rules for speedsters and held actions. Here's an
attempt at such rules. Suggestions and criticism are welcome.
Speed: The Speed characteristic is no longer limited to 12 (although
campaign limits may still apply).
Taking turns: In standard HERO rules, each character's "turn" is spread
across 12 segments, interleaved with everyone else's turns. In these
alternate rules, characters take turns all at once, one after the other.
Each character starts his turn with one free recovery. Next, he gets one
phase for every point of Speed. He can use all of these phases at once
(per the normal HERO rules, except where noted below), he can hold some
for later, or he can forgo some phases entirely (just like lowering your
Speed in standard HERO).
Half-turn defenses: Since defenses last for a whole turn in this system,
the standard half-phase defenses become "half-turn" defenses instead.
For every half-phase or attack action you use, you must also pay a half
phase to maintain defenses. Likewise, for every full-phase action, you
must pay a full phase for defense. The character will spend half his
turn, overall, to maintain the defense. (This is roughly the same as
keeping up a defense for a whole turn in standard HERO.)
Minimum speed: Normally, a character must spend at least two phases
every round (just as you can only voluntarily lower your Speed to 2 by
the standard rules). Even if you do nothing but defend yourself, you
must still spend at least 2 phases (and pay any END costs for constant
powers for those phases).
Held actions and interruptions: You can hold some of your
phases for later in the turn. You may take held actions at any time.
However, if you interrupt somebody else's turn (to prevent them from
moving past you, for example), pay an extra half-phase for the
interruption itself. (If you don't have enough phases left to pay for
the action, your defenses, and the interruption penalty, then you can't
interrupt.) If two characters want to interrupt the same action, the
character with higher Dex chooses who goes first.
Aborts: If you have no held phases left, you can borrow phases from your
next turn to put up a defense. This costs a half-phase penalty (just
like an interruption), and the defense only lasts until the end of the
current character's turn.
Changing defenses: You can switch defenses during your turn or somebody
else's. However, each change costs an extra half phase, just like an
interruption. If you can't afford to switch, you can abort to a
different defense, as described above.
Stunning: Recovering from stunning costs a full phase. If you recover in
the middle of somebody else's turn, you must pay the half-phase
interruption penalty. You cannot "abort" to recover from stun; if you
have no held actions left, you must wait until your next turn.
Powers that modify speed: If a transformation changes your speed when
it's not your turn, you may gain or lose held actions (until you have
none left).
Initial turn order: For simplicity, you can take turns in Dex order or
seating order. Optionally, you can use an "initiative" roll: Everyone
makes a Dexterity check; winners go first, followed by the losers.
Within each group, take turns from the highest roll to the lowest.
--
Bradd W. Szonye
http://www.szonye.com/bradd
The HERO rulebook suggests that you can speed up the game by ignoring
segments and phases, using a simple cycle instead. It notes that you'll
probably want special rules for speedsters and held actions. Here's an
attempt at such rules. Suggestions and criticism are welcome.
Speed: The Speed characteristic is no longer limited to 12 (although
campaign limits may still apply).
Taking turns: In standard HERO rules, each character's "turn" is spread
across 12 segments, interleaved with everyone else's turns. In these
alternate rules, characters take turns all at once, one after the other.
Each character starts his turn with one free recovery. Next, he gets one
phase for every point of Speed. He can use all of these phases at once
(per the normal HERO rules, except where noted below), he can hold some
for later, or he can forgo some phases entirely (just like lowering your
Speed in standard HERO).
Half-turn defenses: Since defenses last for a whole turn in this system,
the standard half-phase defenses become "half-turn" defenses instead.
For every half-phase or attack action you use, you must also pay a half
phase to maintain defenses. Likewise, for every full-phase action, you
must pay a full phase for defense. The character will spend half his
turn, overall, to maintain the defense. (This is roughly the same as
keeping up a defense for a whole turn in standard HERO.)
Minimum speed: Normally, a character must spend at least two phases
every round (just as you can only voluntarily lower your Speed to 2 by
the standard rules). Even if you do nothing but defend yourself, you
must still spend at least 2 phases (and pay any END costs for constant
powers for those phases).
Held actions and interruptions: You can hold some of your
phases for later in the turn. You may take held actions at any time.
However, if you interrupt somebody else's turn (to prevent them from
moving past you, for example), pay an extra half-phase for the
interruption itself. (If you don't have enough phases left to pay for
the action, your defenses, and the interruption penalty, then you can't
interrupt.) If two characters want to interrupt the same action, the
character with higher Dex chooses who goes first.
Aborts: If you have no held phases left, you can borrow phases from your
next turn to put up a defense. This costs a half-phase penalty (just
like an interruption), and the defense only lasts until the end of the
current character's turn.
Changing defenses: You can switch defenses during your turn or somebody
else's. However, each change costs an extra half phase, just like an
interruption. If you can't afford to switch, you can abort to a
different defense, as described above.
Stunning: Recovering from stunning costs a full phase. If you recover in
the middle of somebody else's turn, you must pay the half-phase
interruption penalty. You cannot "abort" to recover from stun; if you
have no held actions left, you must wait until your next turn.
Powers that modify speed: If a transformation changes your speed when
it's not your turn, you may gain or lose held actions (until you have
none left).
Initial turn order: For simplicity, you can take turns in Dex order or
seating order. Optionally, you can use an "initiative" roll: Everyone
makes a Dexterity check; winners go first, followed by the losers.
Within each group, take turns from the highest roll to the lowest.
--
Bradd W. Szonye
http://www.szonye.com/bradd

