Rerednaw Posted December 9, 2010 Report Share Posted December 9, 2010 In a separate thread I went into how Foxbat made off with my BBB. So if all else fails I could take a stab at 6th edition. I took a quick look and was floored...there are now so many books! Could anyone advise a short list (given my limited budget) of what I need to run a classic champions campaign? The usual villains (think old Enemies), UNTIL, VIPER, PSI, Genocide and Doctor Destroyer? I mean in the old days I went with the Champions box set, Enemies 1-2, and the Island of Dr. Destroyer. So that's a bunch of villains, UNTIL, PSI, VIPER, and Genocide. Eventually I went and bought a ton of the other books...but found I didn't really use them (other than for fun reading). Overall throughout the years my favorite extras were: Favorite Module: The Great Supervillain Contest. (Island of Dr. Destroyer runner up...I mean it's the classic first module after all) Favorite Sourcebook: Mind Games. (runner up was Mystic Masters) Utility/other: The original Heromaker (yes I still have this on floppy! runner up: all the Adventurer's Clubs) So I hope that's enuff background...what should I pick up? And I'd like to keep it under $100 if possible. I may have more come tax return time but not right now... Tanks folks! Quote Link to comment Share on other sites More sharing options...
RexMundi Posted December 9, 2010 Report Share Posted December 9, 2010 Re: So...if I want to run classic champions (the 6E version)...which books? Heh, I actually liked Heromaker..... I suppose the short list for the 6e Game, would be Hero System Vol 1+2,Champions, Champions Universe, and the Master Villain Book is out now I think. Then stack in the Hero System Martial Arts Book, the Advanced Players Guide, and the Bestiary, and until the equipment book comes out, You're set..... Of course, you could just reverse engineer your 4th and 5th ed material which takes all of 36 seconds on a rough day with a head wind, and then just stick with the 6e Vol 1+2. ~Rex Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted December 9, 2010 Report Share Posted December 9, 2010 Re: So...if I want to run classic champions (the 6E version)...which books? The really short list would be the Basic Rulebook and elbow grease. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted December 10, 2010 Report Share Posted December 10, 2010 Re: So...if I want to run classic champions (the 6E version)...which books? Stock Model: 6E 1 + 2; Champions Genre Book Radio Upgrade: add in Champions Universe Pinstriping: add in Advanced Players Guide Leather Seats: Hero System Martial Arts Aluminum Rims: Ultimate Base + Champions Powers Full Stereo System w/ 6 Disc Changer + GPS: Champions Villains Books (1-3) [all three are out in PDF right now, Vol 1 is in hardcopy, Vol 2 is at the printer, Vol 3 is pending printer readiness] All-Weather Tires: Hero System Equipment Guide (PDF in store now, hardcopy soonish) + Hero System Skills (6E is PDF Only for the moment) That help? Quote Link to comment Share on other sites More sharing options...
JmOz Posted December 10, 2010 Report Share Posted December 10, 2010 Re: So...if I want to run classic champions (the 6E version)...which books? I would go with the Basic 6th edition rules (Toned down of 6E1 & 6E2, bus sufficent for 90% of gaming needs). And the Champions Genre book as the core of a champions game. The Champions Villain books would be a nice add on. Quote Link to comment Share on other sites More sharing options...
dsatow Posted December 10, 2010 Report Share Posted December 10, 2010 Re: So...if I want to run classic champions (the 6E version)...which books? I would suggest for old school Champions, go with the 2 core books 6e1 and 6e2, and Champions Villains books. This will give you everything you need to run an old school game. The changes from 5 are mostly noted when you make powers. Think about how you would create the power in 5th and just review the powers. I would strongly suggest though the following books Ultimate Martial Arts - minor changes and the options of having all the martial arts maneuvers is very useful. Advanced Players Guide - useful for some of the optional stuff. Bestiary - if you are gonna need a lot of creatures. Not exactly necessary, but useful especially if you don't want to roll your own. The other books are nice but not 100% necessary or are genre specific, so you should probably determine that for yourself. Quote Link to comment Share on other sites More sharing options...
Rerednaw Posted December 10, 2010 Author Report Share Posted December 10, 2010 Re: So...if I want to run classic champions (the 6E version)...which books? Hey folks thanks for all the advice! I'm making up a list for Santa now and hopefully he won't get mugged by Foxbat on the way down the chimney. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.