
Originally Posted by
Steve Long
Q: Should COM be removed as a Characteristic?
Steve’s Thoughts: I think that it should, and I intend to do so unless someone comes up with a good counterargument that I find convincing.

COM doesn’t do anything at all in game terms, unlike all the other Characteristics. It can be fun, but it’s not worth cluttering up the character sheet. It makes more sense to eliminate it (and its annoying 1/2-point cost) and replace it with a Talent, Beautiful/Handsome, that’s defined as Interaction Skill bonuses in certain situations (and naturally there’d be a variant form called Ugly

).
I already do this in my games. Basically Beauty acts like skill levels in certain situations and Ugly doesthe opposite.
Q: Should PD and ED be combined into one Characteristic called DEF? If not, should objects be given separate PD and ED ratings?
Steve’s Thoughts: Combining PD and ED into one would certainly reduce the number of Characteristics and perhaps speed play a little. However, I think the Physical/Energy split has been a key element of the HERO System from its earliest incarnations, and don’t really see that changing to DEF is worth abandoning that. In light of that, at this point I favor giving objects separate PD and ED as well. That creates a little more detail, but it will make it easier to better simulate/define objects.
Actually I have a much better idea. The way ordinary defenses work in Hero always bothered me for a variety of reasons.
1. No matter how much ordinary PD / ED you have you're still just as vulnerable to "killing attacks" as a normal.
2. Conversely, in a standard superhero type setting it is frequently impossible to actually hurt someone (i.e. do Body) with a 10D6 Punch/EB. Someone with a 50 STR can juggle cars for Peet's sake, his punches ought to carry some threat of physical harm.
3. Sometimes the difference between energy attacks and physical attacks is not clear. Sonic Attacks? Shockwaves? A flaming chunk of lava?
This bothered me so much that I sat down and did some math. After running the numbers it occurred to me that from a mathematical perspective, the only reason to have a distinction between PD and ED is to make defenses slightly more expensive than attacks.
1 D6 of most attacks costs 5 Pts and gets you on average 3.5 ST and 1 BDY
3pts of PD and 3pts of ED together costs 6 points. You logically have to have both because you don't know if the attack thats going to hit you is coming from the physical or energy side.
So 5 pts of attack versus 6 points of defense results in an average damage of .5 STUN per D6 and (this is important) no chance whatsoever of doing Body
It was right about then that I realized why Champions had killing attacks in the first place. It's the fact that under most even-point circumstances there's no chance whatsoever of doing Body. From a math perspective , killing attacks are nothing more than an ad hoc kludge designed to get around this problem.
So how to fix it?
I came up with the house rule.
Instead of the artificial PD/ED distinction (which is based on special effects) we use Stun Defense (SD) and Body Defense (BD) (which are based on game mechanics.)
Stun Defense (SD) costs 1 point per def and defends against the STUN of attacks.
Body Defense (BD) costs 2 points per def and defends against the BODY of attacks.
Now 5 points of Def (3 SD/1 BD) vs. 5 pts of Attack (1D6) yields an average stun of .5 per d6 with a 1/6 chance of actually doing Body.
I've been playtesting this rule for years and have found no significant problems with it. It's even allowed me to get rid of killing attacks in my game.
Instead of having killing attacks per se, characters who want to use guns and swords and other traditional killing attacks can take advantage (so to speak) of the following advantages.
Armor Piercing: just like in the books
Killing (+1/2): This attack is designed to hurt living things. Any BDY that gets by the defender's BD is doubled.
Black-Hat shoots White-Hat with a pistol. The 6D6 pistol does 7 Body vs. White-Hat's 5 BD. 7-5=2 Body, but because the attack is killing that 2 is doubled to 4. Ouch!
Penetrating (+1/4): (I admit I stole this idea from another game system but it works well in this context.) When an attack power with this advantage rolls a 6 for damage, the attacker gets to roll an extra D6 and add the damage. If these extra penetrating attacks also roll 6's there is no additional effect.
Overload shoots his 8D6 penetrating zap at Megaman. He hits and rolls 8D6 scoring, 1,1,2,3,4,4,6,6. Because he rolled 2 6's he get to roll two more penetrating dice. He gets a 3,6. He does not get to roll again for this extra 6. His total damage is 1,1,2,3,3,4,4,6,6,6 for 36 STN and 11 BDY
Whew!
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