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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: enelson on June 03, 2007, 11:23:32 PM

Title: Heroes Unlimited (or TMNT or NSSS) Multi-Attacks
Post by: enelson on June 03, 2007, 11:23:32 PM
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
Title: Heroes Unlimited (or TMNT or NSSS) Multi-Attacks
Post by: Ronin on June 04, 2007, 02:44:58 PM
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.)
Title: Heroes Unlimited (or TMNT or NSSS) Multi-Attacks
Post by: jrients on June 04, 2007, 04:00:16 PM
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.
Title: Heroes Unlimited (or TMNT or NSSS) Multi-Attacks
Post by: J Arcane on June 04, 2007, 07:08:53 PM
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.
Title: Heroes Unlimited (or TMNT or NSSS) Multi-Attacks
Post by: Zachary The First on June 04, 2007, 10:19:20 PM
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.
Title: Heroes Unlimited (or TMNT or NSSS) Multi-Attacks
Post by: enelson on June 04, 2007, 10:27:38 PM
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.
Title: Heroes Unlimited (or TMNT or NSSS) Multi-Attacks
Post by: Zachary The First on June 05, 2007, 05:53:49 AM
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.
Title: Heroes Unlimited (or TMNT or NSSS) Multi-Attacks
Post by: Ronin on June 05, 2007, 09:05:12 AM
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.