======================================================================= Multiple Attack Advantage (MAA) ======================================================================= Currently, in the standard HERO System, there are a few ways to simulate creatures that get many attacks: 1) Autofire Advantage 2) Reduced Penetration Limitation 3) Extra SPD with a Limitation "only to attack not to move" or somesuch Each of these methods is often useful but each has problems of their own that (to my mind anyway) call for another, cleaner, way to deal with multiple attacks -- a simple advantage that turns a single attack into multiple attacks: Since a +1 Advantage effectively doubles the cost of a power (Active Point Cost is calculated by multiplying the base cost of the power times [1 + the Advantage plus]) and, similarly, a +2 Advantage effectively triples the cost of a power and so on: Multiple Attacks Advantage ---------------- --------- x2 +1 x3 +2 x4 +3 x5 +4 ... ... e.g., if you want a weapon that reliably shoots twice as fast buy the MAA at +1 for double the cost of a single-shot version of the weapon. ======================================================================= Slower Attack Limitation (SAL) ======================================================================= I'm also considering a reversed version of this as a Limitation, similar to Extra Time, which I'll call Slower Attack Limitation (SAL) that allows an attack to take extra phases to execute: Additional Phases Limitation ----------------- ---------- +1 (2 total) -1 +2 (3 total) -2 +3 (4 total) -3 These have a certain symetry which appeals to me: twice as many attacks cost twice as much, half as many attacks cost half as much. =======================================================================