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needo
Jul 21st, '03, 10:44 AM
I'm going to start running a Superheroic Hero Game. Half the players have played before, half have not.

I'm really trying to decide if I should use END or not. I fear it may make things too difficult for the new players.

Thoughts?

Ben Seeman
Jul 21st, '03, 10:46 AM
I say use END. Although it is one more thing to have to keep track of, it is only ONE more thing to have to keep track of. As long as the END costs are listed on the character sheets, it shouldn't be too difficult. As GM, the task may fall on you to constantly remind them to spend their END, but eventually it'll become second nature to them.

Killer Shrike
Jul 21st, '03, 10:57 AM
Use Endurance, and just buy the newbies powers 0 END as much as possible. Best of both worlds.

umbra
Jul 21st, '03, 11:10 AM
I think it's better to learn now then have a really big shock when they make up their next character. But the reduced END or 0 END idea is good too.

levi
Jul 21st, '03, 11:23 AM
Originally posted by Killer Shrike
Use Endurance, and just buy the newbies powers 0 END as much as possible. Best of both worlds.

I agree with Shrike...just don't let the newbies get over on active point limits in your game because of it. When they see other characters throwing more dice because they are willing to track END, they will come around.

TheEmerged
Jul 21st, '03, 01:56 PM
Definitely use END. One thing you might want to do for newbies -- or heck, I do it for ALL characters -- it to pre-figure some typical END per Phase costs. Good choices are


Half movement plus "typical" attack power
Full movement
"Standing" -- especially if the character has more than one constant power they're expecting to keep up (for example Force Field and Invisibility).
Full Burn -- every power that could logically be active in a phase, with the main attack pushed


END costs do add a layer of complexity, I'll admit. However I feel it is a necessary one -- especially for the superheroic genre -- so you don't have the characters just constantly throwing their weight around. It also allows for a nice genre bit, the master villain using henchmen to wear down the PC's END before the fight ;)

Insaniac99
Jul 21st, '03, 04:07 PM
I'd have them use END but then have the newbies use character types that lets them use End reserves, then you can remind them to mark their end and get them in that habit, but they don't have to worry about running out.

Tech
Jul 22nd, '03, 11:57 AM
I agree with y'all - use END. We've always used END in my campaign (except for the first few months when I first started Champions so way long ago). Using END has allowed some really tense, and exciting, moments when heroes and heroines pushed their powers when they had like 1 or 0 END, knocking themselves out with the effort and the villain goes down. Lotsa fun with lotsa players cheering the player who dared to go the extra mile.

BoloOfEarth
Jul 23rd, '03, 11:45 AM
Originally posted by needo
Half the players have played before, half have not.

It seems to me the answer is simple. Have END use, and assign an experienced player to help each newbie. (This might also encourage some team-ups during battles, generate some tactics between the pairs, etc.)

This won't work if a newbie has some deep secret he wants to keep from the other players, but otherwise it works well all the way around (including helping with calculating CV and other game-type stuff).