SuperPheemy asked for this thread, so I thought I'd start it, based on my comments in the We're Gonna Need Guns thread...
I stated... my main concern is a base concern with Hero System ranged combat. Basically, that it is way too easy to hit someone. Hero is so based on supers combat of high probability to hit, high defenses, nickel and dime the enemy in a fight... that this doesn't translate well to more "realistic" gun combat. One, the range mods are ridiculous for guns. A handgun shouldn't be so accurate beyond fifty feet, unless you are braced and set. Plusses on guns (to hit) should only count if character is braced and set. Maybe some "point blank range" combat options/maneuvers/rules... that reinforce the fact that most pistol combats take place within 10 feet of eachother... not across football fields.
and then...
I'd love to see the old DI range mods brought back as an optional rule.
and finally...
I'd also love some kind of rule mods that encourage "throwing a lot of lead" as in real life... rather than the standard Hero combat of counting every shot, rarely having to reload, etc. Automatic weapons are better than single shot because they not only increase the number of possible hits... but increase the chance of hitting period. This isn't reflected in Hero... for game balance reasons at the supers level, I understand... but it makes automatic weapons much less scary than they should be. Close quarters automatic gunfire should be horrendously scary, IMO. Characters should be encouraged to throw multiple shots down range (realistic fashion, or a'la John Wu, either way) for better chances to hit/more damage... etc. In the end, I guess anything that can move the Hero system rules away from the "one big energy blast" concept, and more toward hails of lead, floors covered in spent shells, empty clips dropping, unloading down hallways, etc.
To this end... let me indicate some of my preferences/interpretations/rulings. You may or may not agree with me on this... but it is where I'm coming from.
1) Dramatic, fast, guns blazing action is NOT what the Hero System was originally built to do. It goes against the base assumption of One panel/one action. By this I mean, Hero, at it's base, was supposed to represent one panel of Capt. Atom blasting a single EB at a target... NOT to accurately reflect a squad of SEALs going through a hostile door or a John Wu diving, two gun blazing, multiple shots and actions, etc. What has happened over the years is a tweaking of the system... additional rules... to help this, but it's not quite there, yet.
2) In the same vein as too easy to hit, the auto-fire rules have been created to undermine it's effectiveness, so that your Spidey/Batman clone can often work against a bunch of thugs with auto-fire weapons without too much concern... like the comics. You then run into the paradox of players wanting to play characters who are really good with guns... so for them, guns need to be effective... vs. other players who have characters who are designed to be above being hurt such mundane things as guns. This is a clash of genres that is hard to resolve. The system allows for guns to just be an SFX, like eye beams or electro-blasts... and that is balanced, but it totally nerfs the "feel" of cool, dramatic, gun combat.
3) I'm NOT an advocate of building new rules and skills to overcome these issues. While I think the Autofire Skills can be useful, I don't think you should HAVE to buy them in order to try those maneuvers. Example: Just because a character hasn't bought Martial Disarm, doesn't mean they don't have a chance to disarm someone... there is the generic maneuver "disarm" that exists for everyone. To my mind, the greatest strength of Hero System combat is the maneuvers that everyone can try... adding on the ones that you buy to show you are trained in them... which makes for dynamic action sequences, rather than "I hit... I miss... I hit" like in D&D. What I want is a complete overhaul and tweaking of "Ranged Combat Maneuvers" which would have a whole plethora of "Autofire Maneuvers" which can be used by anyone with an autofire attack. Problem here is, while accurate for low level, DC style gun combat... such maneuvers might be completely unbalancing to a superheroic style campaign.
4) More about maneuvers... there may be a need to create maneuvers that only exist for Heroic (don't spend points for equipment) style campaigns... genre specific maneuvers... so that use of those maneuvers is applicable only to a certain level/style of play, and specifically stated as such. The main problem with Hero System is, because you can do anything, everybody tries to do everything, all at once... which is often incompatible. (This could branch out to further discussion of "actions the game allows, but which are suitable for what genres" which could define the differences between American comic styles vs. hong kong action movie styles vs. anime styles... because often these do not support each other if all were on the same team of heroes.)
5)Specific to gun combat.... I want to see rule mods that are simple (not requiring extra dice rolls or multiplication/division or anything like that) that encourage/support the following
a) There is a reason semi-automatic pistols are used over revolvers. They fire faster, carry more rounds, etc. and that should mean something in the game.
b) Firing more rounds in a shorter amount of time is important... period. Two or three shot bursts are standard... not special... and handguns should run through a clip in seconds... not go through a full combat counting every shot.
c) There should be advantages and disadvantages to every type of gun, round, etc. There is a reason the 9mm is the most popular and widely used pistol round, despite the .45 ACP being superior in many ways. Game state wise, there is no reason to carry smaller, lighter rounds. Same with 5.56 vs. 7.62. The game always encourages you to take the biggest, badest gun possible... but that isn't happening in the real world. What does the game need to better reflect reality?
I welcome any suggestions out there. This "gun flavah" is really important to me... as a defining difference between a supers campaign and more DC campaigns. (Especially if DC is taking the place of DI as well.)



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Still, doing a 10 shot burst at someone is going to be throwing a lot of lead their way, I would expect it would be dangerous to stand downrange.
. It also translates into Re-roles only for Battletech Board GameRules.

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