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Paragon
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Join Date: Feb 2010
Posts: 874

Old May 11th, 2017, 01:00 PM
There's actually ways to work around that; what I concluded after years of using it was that a big part of it is that it encourages decision paralysis; once I found a way to break that (which mostly involved a little modification of the Hold mechanic) it didn't play any slower than most somewhat crunchy systems (SW, say). After all, when you get down to it, the basic combat mechanic is: compare CVs, roll 3D6 for resolution, roll damage (which does take some practice to learn to read the damage dice, but not that hard), subtract defenses and apply. The only part of that which is significantly more complex than a lot of games is reading the damage dice.
The problem is that there's a lot of potential choices, and than can choke people up--but that's pretty much the price of having a lot of meaningful choice.

Only reason I say this is I ran a game of it not long ago--I'm in the process of playing through a bunch of different supers systems right now as a contrast-and-compare, and decided Hero 6th deserved a slot in there--and it wasn't as fast as some of the fastest ones like Supers!, it didn't really take longer than any of the crunchier end ones.
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