Have I just stepped into Bizarro-World for this thread?Again- as I've said- its not that iterative attack options are entirely absent in M&M, its just that they're a lot more elegant and intuitive in HERO. As common a schtick as multiple attacks for speedsters is in the source material, it shouldn't be expensive and unbalancing to the system. In HERO, its neither.
HERO may have many fine qualities, but intuitiveness and elegance isn't on the list. If you've been playing it for a decade or so, it's easy to take everything you've learned by rote for granted and retroactively say it's all so very simple, so obvious, so logical. But for someone coming fresh and doing an apples-to-apples comparison, HERO is about as ponderous as it gets.
M&M has a very simple meta-rule: one attack on a character in each round of combat. They have a way to add autofire onto an attack that works with this meta-rule, and the method for buying it is neither convuluted or expensive. Really, I'd love to hear what's prohibitive here.
In HERO, you'd do basically the same thing, buying an Advantage, except you'd have to also find some way to allow for the heinous END cost (END cost being one of HERO's cumbersome and pointless elements). Then, you're rollling damage every time for every attack that hits, which is not only a nuisance, but the tendency will be that it's either tremendously overpowered or downright ineffectual. If every punch has the same Damage Class as the campaign's average attack, then it's the former*. If it's even a few DC's below the average, it'll be a lot of ding-ding-dings against the campaign's average defenses. Seen it happen plenty of times.
* -- Note that I'm being generous in assuming that the term "average damage class" exists in a given campaign. I've been in a lot of Champions games that are free-for-alls where caps and ranges don't exist. If you can affort that 30d6 HTHA, it's fair game.
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