M&M/HERO hybrid system out there?

Acid_crash said:
Normally, you fire and hit someone with your Fire Blast :EB 10d6 and roll 2, 3, 3, 4, 5, 6, 6, 4, 1, 5...add and do 39 Stun and 11 Body...whereas with the flat damage, you know that 10d6 would = 33 Stun and 10 Body. No roll necessary. But this guess and brief example is normal damage. I guess for Killing damage, roll 2d6 KA, so 6 Body, roll for Stun multiplier, get a 4, so 6 Body and 24 Stun. No die rolling necessary, keeps it simple.

And who said no one could simplify HERO :D

One trick i used, in d20 games and other games, is to roll one single die, a d6 and use it to adjust the "average " damage.
1 = 70% of average damage
2 = 90%
3-4 = average damage
5 = 110% average damage
6 = 130% average damage.

Since all it entails is being able to do divide by 10 and knowing average damage, it goes quickly and allows for quick results.

For KA stun, i would normal assume "average" of 3xbody, instead of more precise 2.67 if i was figuring the average on the fly.

With the bell curve of multiple d6 rolls, especially with the high end ranges, this doesn't get too far off.
 

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Dragonblade said:
I have played both HERO and M&M. I find M&M a little too simplified and abstract. I don't like the damage save system and I prefer a little more strategy and resource management in my combat systems.
One issue I have with Hero is that the resources you're managing don't have much to do with comicbook superheroes. The Endurance and Recovery mechanics model anaerobic and aerobic capacity quite nicely (if coarsely), but what does that have to do with the Avengers? Tracking all those values seems more appropriate for, say, a giant-robot or spaceship game.
Dragonblade said:
HERO combat is just too darn slow. Rolling all those d6's is just a pain in terms of counting the STUN, but then counting the BODY too. And then you have the speed chart, etc.
You can replace the speed chart with "Monte Carlo" speed: roll a d12 each segment to see if you act.

Replacing the damage system can get complicated. Effectively, you want to compare points spent on the attack (divided by five) vs. points spent on Body, Con, Stun, PD, ED, armor, and force fields (divided by five), make a simple roll or two, and find out what happened -- with a bit of ablation built in, so we wear opponents down.
 



Dannyalcatraz said:
I'm a HERO OG (Original Gamer) and I, too, hated Fuzion.
I'd like to add that I'm another Hero "OG" (Champions OG, really) who disliked Fuzion. In my opinion, Fuzion simplified all the things I didn't want simplified, and kept complicated all the things that should have been streamlined.
 

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