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[OT] Hero System Fifth Ed Review
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<blockquote data-quote="NLP" data-source="post: 142660" data-attributes="member: 520"><p>For some reason this section got deleted! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Combats can take some time, especially when you're just learning the game. Allot of that has to do with superhero games though, where the characters are rolling anywhere between 10 and 20d6 every attack. Rolling lots of dice can take allot of time to count! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>There are many options for that though, most of which are listed in Fifth Edition. I've played combats that have taken 5 minutes and I've played combats that have taken 5 hours (my FLGS has a battle-royale event every year that lasts 2 days!). </p><p></p><p>To speed up combat I recommend two things for GMs. </p><p>1: Pre-roll all your damage dice (I have a spreadsheet that does it for me, or there's one online that you can use and then cut and paste). GM's roll more than anyone else, and their adding of dice is a major problem with speed.</p><p></p><p>2: Don't get caught up in the exactings. If a creature only needs to take 1 more Stun to go out, don't make the player waste time attacking him again. Just let the creature be out, unless that doesn't fit your story plan. </p><p></p><p>GMs roll as much dice as all the players combined. Taking that out of the equation, you've just cut the time in half. Fifth Edition also has a couple of different "average roll" rules, that can take the damage dice adding completely out of the equation. I don't use it, as my players have been playing for years and are use to adding dice. I also like the fact that someone can royally blow a damage roll (I am an evil GM sometimes!). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="NLP, post: 142660, member: 520"] For some reason this section got deleted! :) Combats can take some time, especially when you're just learning the game. Allot of that has to do with superhero games though, where the characters are rolling anywhere between 10 and 20d6 every attack. Rolling lots of dice can take allot of time to count! :) There are many options for that though, most of which are listed in Fifth Edition. I've played combats that have taken 5 minutes and I've played combats that have taken 5 hours (my FLGS has a battle-royale event every year that lasts 2 days!). To speed up combat I recommend two things for GMs. 1: Pre-roll all your damage dice (I have a spreadsheet that does it for me, or there's one online that you can use and then cut and paste). GM's roll more than anyone else, and their adding of dice is a major problem with speed. 2: Don't get caught up in the exactings. If a creature only needs to take 1 more Stun to go out, don't make the player waste time attacking him again. Just let the creature be out, unless that doesn't fit your story plan. GMs roll as much dice as all the players combined. Taking that out of the equation, you've just cut the time in half. Fifth Edition also has a couple of different "average roll" rules, that can take the damage dice adding completely out of the equation. I don't use it, as my players have been playing for years and are use to adding dice. I also like the fact that someone can royally blow a damage roll (I am an evil GM sometimes!). :) [/QUOTE]
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