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Newby GM: some clarifications needed


iena

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Hy everybody,

 

I'm an Italian newbie GM of Champions: Complete  and I would have some miscellanea questions about this beautiful RPG:

 

1) is the handbook "Champions: Powers" compatible with the system "Champions: complete" or some modification is required? 

2) In general could I use all  the material flagged "6th edition" with "Champions: Complete"?

3) Help needed to understand the best first approach to the system: to start with Marvel/DC well known heroes (like Daredevil, Spiderman ect,) or with completely original and new heroes?

 

 

Thanks for your collaboration and understanding.

 

Riccardo   

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I think for first characters it is best to begin with very simple archetypal characters.  A strong man, a man that flies and shoots energy blasts, a dextrous man that fights using martial arts etc.  Everyone can get their head round those concepts and they are easily built.

 

Once they are content with the game and how it works then I would allow them to add-on more complex things to their characters that turn them into  more rounded characters (or allow them to design something entirely new).  I never tie a player to a character concept until they have played it a few times.

 

Bring all your questions to the boards.  Folk love commenting and you will get a variety of answers to most questions allowing you to choose the one you like most...

 

Doc

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First of all, thanks a lot for your answers guys... I see the light at the end of tunnel... Actually, the first contact with hero system can be quite hard... especially when you are an old D&D player/master.

 

I hope this topic could be a good starting point for every newbie...

 

Doc Democracy, what do you mean with "Bring all your questions to the boards"... Sorry but I'm not an expert of the forum and I don't know all the available tools

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Might I also recommend Champions Villains vols 1-3

 

Champions Powers is also great. It's full of powers for a variety of different power sets (ie Fire, Cold, Mental etc)

 

Also the Hero Designer Software makes character generation much faster and easier (it runs in Java, so works on both Windows and Macintosh)

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I believe Champions Complete has some sample superheroes. You might try starting the players out with those, with the promise of being able to build their own unique characters after they've had a chance to learn how the game plays.

 

Lucius Alexander

 

House of the Palindromedary

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Might I also recommend Champions Villains vols 1-3

 

Champions Powers is also great. It's full of powers for a variety of different power sets (ie Fire, Cold, Mental etc)

 

Also the Hero Designer Software makes character generation much faster and easier (it runs in Java, so works on both Windows and Macintosh)

 

I wouldn't recommend these recent 6e versions for a beginning GM or player: I'm seeing alot of powergaming in this, with power levels quite high (yes, I consider Slug's 20d6 attack too high) but this is my opinion.

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I believe Champions Complete has some sample superheroes. You might try starting the players out with those, with the promise of being able to build their own unique characters after they've had a chance to learn how the game plays.

 

Lucius Alexander

 

House of the Palindromedary

Yep. The "beginning" levels of the Champions, minus Nighthawk, but add Kinetic. As for villains, Arrowhead, Black Harlequin, Esper, Green Dragon, and Shrinker. No VIPER Agents (wtf? They were the staple of villainous agents.) Stats for normals on page 207. Example Automatron (zombie). I miss the snakes, but you could modify skillrd normals into 300 point + 50 points in complications guys your heroes can fight.

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I wouldn't recommend these recent 6e versions for a beginning GM or player: I'm seeing alot of powergaming in this, with power levels quite high (yes, I consider Slug's 20d6 attack too high) but this is my opinion.

 

There are a range of powerlevels in the books. There are plenty of Villains and groups in vol II and III that will challenge a 400pt Superhero team.

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  • 2 weeks later...

Hi Again,

 

As suggested by some expert user, I'm going to ask again some questions using the same topic.

 

A friend of mine had just bought a copy of Hero system Martial arts 6th edition. He wants to create a perfect martial artist by using more specific options.

My question is: may I use the handbook "tout court" without any modification? Is it completely compatible with champions: Complete?

 

Sorry this basic question but as newbie it's quite hard to me to let the players completely free and keeping the game well balanced...

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all of the HS 6e Books are completely compatible with Champions Complete. CC is 6th Edition Champions, with a lot of the extra examples edited out for brevity. It's meant to be completely compatible with everything in the 6e product line.

So Yes anything in Hero System Martial Arts 6e book is totally compatible. :D No modification required. Also, the community has never complained about any version of the Martial Arts supplements being overpowered. You should be totally fine.

Enjoy!

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You've piqued my interest! Maybe now I can run my Canals of Mars campaign!  :mars:  :winkgrin:

So Yes anything in Hero System Martian Arts 6e book is totally compatible. :D No modification required. Also, the community has never complained about any version of the Martial Arts supplements being overpo

 

Stupid autocorrect.... stupid cold... 

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  • 2 weeks later...

Hello Everybody,

 

New week... New basic question for you all.

 

Topic of the day: MULTIPOWER FRAMEWORK.

 

I'm studying the topic to explain it to my players (not very expert with the english tongue).

 

Now I know how to build a Multipower (fixed cost slot, variable cost slot and so on) but I would need a real exemple of how to use it during a real game situation... Do you know if I could find some document / player aid like the one I've for the combact?

 

 

Thanks.

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Iena

 

Think of it like having several gadgets that all take batteries.  You do not have enough batteries for all the gadgets to work at full power.  You need to decide how many batteries to put into each gadget.  That means you could have a few at full power and others unable to work or you could spread it around and have them all active but possibly none of them at full power.

 

There are options that make things more complex than that but this is how I explain it to my son's 11 year old friends.  :-)

 

Ultra Boy from the Legion of Superheroes is the archetypal hero built with a multipower.

 

Doc

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