Nolgroth Posted May 26, 2011 Report Share Posted May 26, 2011 Re: Changing the Hero system All of my rules changes were made with the thought of writing macro code for MapTool. I found it easier to consolidate the two separate mechanics for dealing with multiple attacks (Autofire and Multiple Attack) into one mechanic. It was much easier to write the MapTool macro for it. Now all multiple attacks are -2 per each additional target. The macro works by selecting up to five "separate" (though each slot could be the same target) targets. The first target is at 0 modifier. The second one is at -2. Third one is -4. Etc. There is no additional modifier for spread. No loss of charges/attacks either. The only limitation is how many multiple attacks the power is built with initially. I guess I have given everybody a free Autofire skill in there at the same time. Saved me some headaches. I did not have the scripting know-how to properly handle the Explosion fall-off (highest dice first) so I simplified it to a static amount of damage removed per drop-off increment. Less of a macro issue and more of a time management issue, I limited speed to 2 and use the modified Dex score (Lightning Reflexes, drains, aids, etc) to handle the initiative order. I've been tempted to actually use a randomized initiative with speed serving the same function as Shadowrun Initiative Passes. A lot of people are invested in the Speed Chart though, so I will probably leave it as is when playing Hero. I might even limit my group size to four, so that multiple speed scores are possible. I probably made more minor changes for the purpose of running in a chat based, online environment, but I could not tell you what those changes were right now. I have not run face-to-face in a very long time. I do not know if I would feel the need to change anything from the RAW. Quote Link to comment Share on other sites More sharing options...
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