This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Heroes Unlimited (or TMNT or NSSS) Multi-Attacks

Started by enelson, June 03, 2007, 11:23:32 PM

Previous topic - Next topic

enelson

I am really really intrigued by Heroes Unlimited. Back in the day (mid to late 80's) I remember playing TMNT and Ninjas, Spies and Superspies and having a blast. But times have changed and now when I look at Heroes Unlimited, I cringe at the number of attacks a character starts out with. My fear is that combats would not be resolved quickly because of all the attacks. Are my fears misplaced? Are there any house rules people have implemented to reduce the number of attacks (or modified the extra attacks as bonuses to hit/damage)?

For example, I liked the simplification of the skill system as explained in another thread here --- 40%+5%/level.

Thanks!

Eric
 

Ronin

Quote from: enelsonI am really really intrigued by Heroes Unlimited. Back in the day (mid to late 80's) I remember playing TMNT and Ninjas, Spies and Superspies and having a blast. But times have changed and now when I look at Heroes Unlimited, I cringe at the number of attacks a character starts out with. My fear is that combats would not be resolved quickly because of all the attacks. Are my fears misplaced? Are there any house rules people have implemented to reduce the number of attacks (or modified the extra attacks as bonuses to hit/damage)?

For example, I liked the simplification of the skill system as explained in another thread here --- 40%+5%/level.

Thanks!

Eric
While it looks like a lot. It really goes fast. Remember unless you have automatic dodge, or something similar. You use an attack to dodge, parry, and etc. Not to mention certain moves may require the use of more attacks. Like a jump kick may use up two attacks. (Dont quote me on the jump attack useing two attacks. but there are plenty of special attacks that use multiple attacks. The jump attack just came to mind quickly. I can provide exact examples when I get home and have access to my books. If wanted.)
Vive la mort, vive la guerre, vive le sacré mercenaire

Ronin\'s Fortress, my blog of RPG\'s, and stuff

jrients

I've run a handful of HU sessions and the number of attacks was never an issue.  The biggest problem we faced were foes with too much SDC in comparison to the meager damage the PCs could inflict.
Jeff Rients
My gameblog

J Arcane

I never had a problem with the number of attacks either, partly because the combat round is so long compare to most other games that it really doesn't make sense for there to be any fewer than there are.
Bedroom Wall Press - Games that make you feel like a kid again.

Arcana Rising - An Urban Fantasy Roleplaying Game, powered by Hulks and Horrors.
Hulks and Horrors - A Sci-Fi Roleplaying game of Exploration and Dungeon Adventure
Heaven\'s Shadow - A Roleplaying Game of Faith and Assassination

Zachary The First

Quote from: jrientsI've run a handful of HU sessions and the number of attacks was never an issue.  The biggest problem we faced were foes with too much SDC in comparison to the meager damage the PCs could inflict.

You know, this is more a Palladium general tip, but I've started using the basic critical charts from Rolemaster for crits in Palladium.  It not only makes combat more fun, more immediately deadly and less predictable, but can shorten battles where both sides are heavy on SDC.

As fot the attacks per round, I've never really had a problem for it.  The fact of so many attacks per round is offset for me by the fact I'm not rerolling init for every series of attacks.  I did know one guy who played "cut # of attacks in half and round down", but I couldn't tell you off the top of my head how that worked for him.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

enelson

Wow! Using the basic Rolemaster crits would definitely speed up combat.

OT...Are there any other suggestions on how to deal with too much SDC? Or are the characters heroes and so they should be able to take a beating?

Thanks for the comments on the # of attacks not slowing down play.
 

Zachary The First

Quote from: enelsonWow! Using the basic Rolemaster crits would definitely speed up combat.

OT...Are there any other suggestions on how to deal with too much SDC? Or are the characters heroes and so they should be able to take a beating?

Thanks for the comments on the # of attacks not slowing down play.

Well, the only thing I'd say is that not every character is going to fight down to 0.  You start digging into hit points, and a lot of cowering baddies will try to run off or decide they've had enough.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

Ronin

Quote from: Zachary The FirstWell, the only thing I'd say is that not every character is going to fight down to 0.  You start digging into hit points, and a lot of cowering baddies will try to run off or decide they've had enough.
I would agree with Zachary. With people not fighting to the death. I also use my own "mook" rules so to speak. With nobody bad guys, I dont worry about hit points. If their out of SDC, their dead, knocked-out, or other wise out of the picture.
Vive la mort, vive la guerre, vive le sacré mercenaire

Ronin\'s Fortress, my blog of RPG\'s, and stuff