Quote Originally Posted by Klaus Mogensen View Post
I agree with changing attacks to a roll-high mechanic, but I think the same should be extended to skill rolls: Roll 3d6 + (Char/5) + levels vs. a Difficulty Level (DL). The standard DL would be 12 if we want to keep the same basic chance.
That seems like it would be adding complexity, but for consistency I don't see it as a bad idea at all.

Quote Originally Posted by Klaus Mogensen View Post
There's been a lot of discussion about the Speed Chart. The main problem I see with your idea is that it makes SPD more coarsely grained, which in particular is a problem at the low end. If characters get half as many action phases as, a basic normal would get 1 action per turn and a maxed normal would get 2 actions per turn, with no middle ground (like the current SPD 3). I don't mind solutions that a more coarsely grained at the high end, but even the current system is rather coarse-grained at the low end.
Well some adjustments to the normal characteristic maxima would fix that. I'd see no issue with saying, 3 spd would be normal maxima and 6 superheroic. Besides I can actually see no issue with an untrained normal being a 1 speed.

It's important to note that I'd like character's doing a bit more per phase, and having less phases. The net 'special effect' is that they do as much in a turn; so to speak. More moving and hte like so you're not nessisarily loosing anything, you just getting more done per oportunity.

Quote Originally Posted by Klaus Mogensen View Post
About mooks, I think being easier to knock out is a very little part of the solution. The main problem with mooks in Hero is that character write-ups are pretty complex, not that the mooks are hard to defeat (you can just give them low Stun and defenses if that's what you want).
I would rather (as I have suggested before) reduce the complexity of the write-ups for mooks. For one thing, reduce the number of characteristics to Brawn (Str, Con, Body), Dex, Wits (Int, Ego, Pre), DEF (PD, ED), SPD, Stun. No End (they are assumed to have enough to last an encounter) and no Rec (when they are down, they are down).

- Klaus
Well I tell you as a veteran Champions GM, I never write up a whole npc unless I know I'm going to need the whole thing. Combat NPC's just get the stuff they'll need in combat, the rest I assume or make up as I go.

I really don't get why anyone writes up the NPC sheets the players will never see or care about. Really the only reason to put the disads I mentioned in is to give GM's an idea they might not think of... and for the OCD GM's who must have an official rule for everything.