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Switching from 4e to 6e


GCMorris

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Welcome back!

 

It shouldn't be that hard.  The core combat engine hasn't really changed. Figured characteristics are no more (ex: Offensive Combat Value is its own separate Characteristic).  Several Power names and costs have changed (ex: Energy Blast is now just Blast; The cost of CSL's has increased slightly).  A few new Powers and Advantages have been introduced.  A character built on 250-300 points in 4e might approach 400 points in 6e. 

 

There are a number of threads where other posters have made 6e updates to 4e and 5e published villains.

 

;)

HM

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Characters will be from 50-80 more expensive due to loss of figured characteristics and switching ECs (and other qualifying powers) into the Unified Powered Limitation. Most everything else will be a wash. It depends on how much you keep the PC's like their 4e versions or if you allow them to take better advantage of 6e's flexability to build them closer to concept.

There's a doc somewhere that lists what changed from 5e to 6e (and that will be applicable to 4e conversions too)

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Its not very challenging, and I speak from experience converting hundreds of characters over.  The main changes are that there is no find weakness or missile deflection any longer (so you have to find other ways to simulate them or drop the powers) and the stat change.  But making a direct, straight over conversion is easy.

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Looks like I'm going to have to order the book, our local game shops don't have it.

You can't order NEW 6e Vol 1 &2 in print, at all -- it's out of print.  You can, however, buy PDFs.  You can buy NEW Champions Complete in printed and PDF forms -- but be warned that it's not truly 'complete'; it's missing things.

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Oh well, we will figure it out. Looks like I'm going to have to order the book, our local game shops don't have it.

If you search around a bit on the forums there are some threads on where to find print copies and how to use POD services to print them if you order the PDF's.

 

- E

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That blows. One of our characters is a 1930s sleuth type who relies heavily upon Find Weakness. 

The most basic effects of find weakness is fairly easy to replicate in 6e, by the way. You can buy it as a naked Armor Piercing advantage on RKA or HKA, requires a roll and use the Analyze skill as it's base, which can uses Resistance as a means to offset it. Of course, you cannot go beyond 1/2 defenses, which I am pretty sure was the reason that Find Weakness was banished in the first place as it gets exceedingly powerful for very low cost. 

 

- E

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You can buy it as a graduated AVAD as well: have it go against something (resistance is a good one, or power defense, hardened rPD, something like that).  Then put a roll on it and have it half the defenses of the target each time the roll is made (so each attack ignores more defenses each time the roll succeeds).

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The main changes are that there is no find weakness or missile deflection any longer (so you have to find other ways to simulate them or drop the powers) and the stat change.  But making a direct, straight over conversion is easy.

now that's not completly true. There IS missle deflection. Now it's a basic maneuver than ANYONE can perform (There's something about GM permission allowed to deflect bullets without a focus or some such). The power is Missile Reflection.

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If you want cascading defense reduction, you'll have to build it from scratch using other means and write "Finds Weaknesses" as the special effect. Karnak has a very different writeup under 6e...

 

Not really a bad thing IMHO. He just has a slightly different special effect for his AOE Physical Hand to Hand Attacks and for his HKAs. 

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The Big Tomes have been replaced with Champions Presents

 

Champions Complete.

 

I wonder if you couldn't just plug the 4e or 5e version of Find Weakness into 6e? I doubt it would be that unbalancing, and it would be much simpler than fudging an equivalent build from Armor Piercing.

 

If it's a big deal, limit it to halving defenses at most.

 

The simplest solutions are usually the best.

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The Big Tomes have been replaced with Champions Presents as the official rules.  But the pdfs are out there, and I recommend having them just to have the complete explanations.

Pretty sure that is not DOJ's stance on it. The Complete books are not replacements, they are subsets. No need to take my word for it, though. Simon spells it out pretty clearly:

 

http://www.herogames.com/forums/topic/93440-the-state-of-the-rules/

 

- E

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I stopped playing during the 4e era and have recently regained interest. How hard will it be to rebuild all my 4 e characters to 6e ?

I'm not convinced that the cost and effort of moving from 4e to 6e is worth it, to be honest. I mean, unless you have some really burning need to make the switch, I'd recommend not bothering.

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Totally worth it when you start to build 6e characters and realize that concepts that you had to compromise on or had to bend rules/powers to create become easy to build. When you realize that your skinny scientist doesn't have to have the physical stats of an Olympic powerlifter, you will be happy. 6e is the best.

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