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sporeworld

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Everything posted by sporeworld

  1. Re: What Happened to Force Fields? Yeah - I think of Miracleman's "Tinkerbell Effect" as a good example of that thin defining line. You can see him kind of shimmer or twinkle just a bit - that's how you know it's a force field. But when it comes to special effects (like Rogue's touch), it probably wouldn't be helpful. Maybe? Does a definintion of "Force Field" need to include an inability to touch or taste, for instance? Even if that's a 0 point modifier (has as many pros and cons). Or it a definition of violent or benign - if I clobber her with my FF-encrusted hand, no drain. But if she gently give me a hand-shake, I pass out. Am I on the right track?
  2. Re: What Happened to Force Fields? Yeah - I think Christopher answered my question. I wasn't sure why we needed the distinction of Resistant Protection when it could be emulated with Characteristics. I see reasons now. Thanks.
  3. Re: What Happened to Force Fields? I see. So, 10 Points of Physical Defense bought with the modifier "Resistant" costs to same as 10 points of "Resistant Protection". Doesn't seem to be any pros or cons about doing it either way. Unless I missed something...
  4. Hey, folks. Quick Question: What happened to "Force Fields"? Are they just characteristics now?
  5. Re: Champions Cheat Sheets for Rookies Whops - this should have been the first post. Didn't go for some reason: Thanks for all the input - I spent the last several hours pouring through threads. Thanks!
  6. Re: Champions Cheat Sheets for Rookies I'm also moving more and more towards teaching them the game dojo style. Very basic scrappers in 2 or 3 punch fights (Mortal Combat Style). Each victory gives them access to a set of "cards" with new powers on them (ie: Lighting Blast, Lightning Punch, Lightning Shield). Each player's fight will be watched by the others as they try not to make the same mistakes. Once they get well rounded and all the elements of game play have been introduced, I'll raise the complexity by allowing them to duo - two on one more massive guy (probably). Hopefully, by the end of the night, they'll each have very different characters. I have a twist for the story that will make that all fit, but they won't know it. Kind of a cliff-hanger to get them interested in the first "official" night.
  7. Re: Champions Cheat Sheets for Rookies hahah! Yeah - END hogs = stomach ache! :-)
  8. Re: Champions Cheat Sheets for Rookies K-kow! Thanks! Any other useful threads for introducing newbies...?
  9. Hiya! I'm back to Champions after an absence of... ummm... 29 years!?! Something like that. Anyhoo - I'm trying to get some friends of mine to try it (for their first time), and I fear they'll find the rules, and even character sheets a little intimidating (they have NO attention span). I'm sure y'all have already covered this somewhere (just not sure what key words to check), but I want to break it down a bit more. Our first day will be very, very basic. Kind of a Henchmen's Bootcamp. Just hand to hand physical combat. No mental, flying, ranged, killing - nothing fancy at all. Swing, burn END, and (hopefully) deliver damage. I'm thinking that I'll give them pre-made characters on laminated sheets with the MINIMAL info on them. I'm wondering if anyone has done this before? Plus handouts of combat moves (like on the Character Sheets) and a few other items. I'm also considering using bowls single-colored M&M's for their STUN, END & BODY counts. I'll take as they consume them (pun intended) and give them more as they get their recoveries.
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