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DreadDomain last won the day on September 18

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About DreadDomain

  • Birthday 05/09/1971

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  1. It looks good. While I am à long terme HERO player and GM I prefer when games using it avoid writing talents or spells using the full write-ups (including modifier values). The Springback write-up gives me all I need. I saw somewhere else you have Field Guide available. Do you have a pdf preview for it?
  2. Of course. But if this thread would lead to a revised or updated CC, I can only assume the feedback would be diligently proritized, as 1) reasonable feedback that can be reasonably be implemented, 2) reasonable feedback to is too difficult to implement or going against the objective and 3) rejected feedback. One big misconception about feedback, is that it must, and will be implemented. This way lies madness and often leads the requester of feedback to only want to receive opinions that fall under the first category and perceive opinions of the second and third categories as "too much feedback", "feedback I do not want" or "people are just complaining". It totally defeats the purpose of feedback. Anyway, moving on... And this is something I really appreciate of CC in contrast of 6E. I suspect by only cutting similar statements in 6E, you can probably cut 50 pages right there... 😉
  3. Thanks, there are enough in the answers to confirm that I should hold-off buying the POD.
  4. It explains a lot! My write-up of Superman comes at 800 points!!! I am only at Episode three but... Colonel Dick Rage... hilarious... At this point I get the feeling she has a fairly powerful or at least versatile VPP 🤣
  5. Sure, but I am super perceptive... No doubt. In all the ideas that I had, this is easily the more far reaching. Actually, I am generally quite happy with how balanced HERO. I don't agree with everything all the time but it's close. The idea came really from the intersection of two very distinct notions. First, some people find building powers in HERO complex and, I believe, what raises the complexity are the power modifiers, where you need first to consider the advantage to get the Active Points (a value that is important) and then the limitations to get the Real Cost (another important value). Second, players in HERO need more tools to enhance their narrative control. Using Complications as HAP generators (instead of character points) is a fairly easy way to more more of it. Note that I do not personally feel strongly about these two notions but I was intrigued by a potential solution at their common intersection: using Limitations not unlike how Limits are used in MHR or Cortex Prime. The basic idea is to remove all the Limitations from the point calculation (aka Active Points = Real Cost) and use them as narrative tags instead, or as I put it in my post above, make them all Situational Limitations. Theoretically, it should make power building easier and it should enhance narrative control over the story but if these two notions are not important for a group of players/GM, well then, it's useless. Personally, I love the character creation mini-game and, as you point out, this idea may be a bit too far reaching for my taste but I'd certainly be willing to trying it out in play.
  6. Clearly! I have yet to read how the heroes defeated him. I assume they are not built on 2,000 points (or are they? I may have missed that). Sounds like a lot of fun so far.
  7. I was about to say just that. I am catching up but good write-up so far. Holey Moley!! This guy is seriously overpowered!!!
  8. Yes, not sure what was the source file. On Drivethrurpg, there are four versions of the PDF. These three seem to be versions of the same scan (which is poor) (Champions4E-Corebook-20170410.pdf) - Based on the date, It's clearly the original file uploaded to Drivethru (Champions4E-Corebook_(bookmarked).pdf) - The file above but with bookmark (Champions_The_Super_Role_Playing_Game_Repaired.pdf) - Same scan but what was repaired? The bookmarks disappeared. And this one is a much, much better scan and has bookmarks. (Champions_4e_-_Christian_Fasy_Version.pdf). No clue if the POD is based on one of these versions but to avoid confusion, the first three files should be removed from Drivethrurpg as they are significantly poorer than the Christian Fasy Version.
  9. Here is another idea, that expands the concept that Complications are used to generate HAP, by applying it to limitations: Limitations Limitations are categorized between hard limitations, clearly defining the limits of a power, or situational limitations, limitations that are triggered by event or story elements which players and GM can control and influence. Hard Limitations work as per the normal rules. They are used to define a power and determine the final cost. Situational Limitations do not factor into the cost of the power. They are activated by the player or the GM during play based on the narrative of the story. By calling a Limitation on him, the player gets 1 HAP and accept the consequences laid out by the GM and/or other players (note that the GM could turn down the activation of the Limitation). The GM can also call a Limitation on a player, with the same drawbacks and benefits stated above. A player could turn down the activation from the GM by accepting a harsher consequence later in the story or by paying 1 HAP (GM’s choice). The future consequence must be related to the Limitation. Which limitation is Hard and which is Situational is a campaign decision that GM and players must make. There are four modes: 1) All Hard: This is the default mode found in the RAW. All Limitations are used to build powers and factor in the final cost. 2) Mixed: In this mode, the limitations are clearly divided between Hard Limitations and Situational Limitations. Which falls into what category is a campaign decision agreed between GM and players. Here is an example below: Hard Limitations Duration - Limitations Power has a worse than normal duration Concentration - Character has reduced DCV and PER Rolls when activating or using power Extra Time - Power takes longer than normal to activate or use Inaccurate - Power is less accurate than normal Linked - Power can only be used when another power is used No Conscious Control - Character cannot control use of power Perceivable - A normally invisible power is perceivable Range Limitations - Power has no range, or less range than normal, or functions less effectively at range Reduced Penetration - Power penetrates defenses less well than ordinary attacks Requires A Roll - Character must make a roll of some sort to use power Requires Multiple Users - Two or more characters must use power for it to work Side Effects - If power fails to work, character suffers harm Unified Power - Two or more powers are affected simultaneously by negative Adjustment Powers Variable Limitations - Character can change Limitations on power as a Full Phase Action Situational Limitations (The players or GM can activate it when it makes the story more interesting) Always On - Power cannot be turned off, but it’s not necessarily always a problem Charges – No need to count charges. Endurance Limitations – Take a hint from HS6E1 pp46, remove END and replace it by the limitation Tiring. Pushing is automatically Tiring (or uses HAP instead). Focus - Power works through an object or device but it’s not necessarily always a problem Gestures - Character must make special, distinctive gestures to use power but it’s not necessarily always a problem Incantations - Character must speak special, distinctive words to use power but it’s not necessarily always a problem Limited Power - Power is restricted in some way defined by character Lockout - Using power prevents use of other powers Only In Alternate Identity - Power only works for one of the character’s identities Physical Manifestation - Power has a physical manifestation other characters can attack Restrainable - Grabs or Entangles prevent use of power 3) All Situational: In this mode, power construction is greatly simplified. All Limitations are used as narrative tag to be used in game to create the story and generate HAP. In this mode, GM and character should review and simplify the Limitations available and might even make some exceptions. A Limited Range limitation works well as a Situational Limitation, but a No Range limitation might not. It could be removed entirely or kept as a Hard Limitation. Another way to resolve this is to turn some limitations around. For some limitations, it makes sense that by activating a limitation a character increases their power instead of getting 1 HAP. Concentration and Inaccurate are good example of this. 4) Fluid: This mode leaves the decision in the hand on the players. Player A might create a power with a specific number of Charges, with the Hard Limitation factored into the cost and Player B might use Charge as a Situational Limitation. Player A might end up with a more powerful character on paper, but Player B might have a character with the ability to generate more HAP giving them a lot more narrative control. This mode requires the GM and players to experiment to ensure game balance.
  10. Hugh, I must admit that I am surprised my two points above led you to this conclusion so I will attempt to frame my position a bit better. First, I will state clearly that in my views, both points are minor and yet, they are not about corner cases. The reason I bring them up is simply because generally, CC succeeds to clearly and succinctly repackage 6E in a tight book, in a well organised manner. CC definitely helps people "get" Champions. It makes it easier on newcomer and veteran alike to just jump in. The two examples above (specifically growth) in my mind stand-out. For Damage Shield, a slight rewording would make it super clear (it is super clear for Range and Mobile). For Growth it's about user friendliness and organisation. Cutting out a simple table to have people refer to more complex tables at the back of the book is in my view, not a good trade-off. I want to reassure you that I was not complaining. I was simply voicing my opinion about what I think are potential organisational and clarification improvements and doing so in a thread that seems to be created for it. Do I demand, or even expect, that they will be taken into consideration? Of course not. We're just a few blokes chatting here and I expect and respect the fact that people will have different opinions, and might even change them. Last point, both 6E and CC are product that I am very happy with. I always use CC first and when in doubt, I always refer to 6E.
  11. Sure, I see your point but it could be read as if the modifier (+1/4) makes it constant. What makes matter worse is that it mentions right after "If a Damage Shield involves a Ranged power, it must take the No Range (-½) Limitation. A Damage Shield moves with the character as he moves; this doesn’t require the Mobile Advantage.". It's explicit, you need to add No Range, it's explicit it does not require Mobile but it's silent about Constant. It's not an error but it's unclear. For Growth, I understand why it was done that way. I just don't like it 🙂 Note that it's potentially the only decision I don't like about CC so it's not a train smash!
  12. Anyone can confirm that the POD is now of good quality? Pictures would be appreciated!
  13. Damage Shield on page 97 does not clearly state that Constant +1/2 must be added if the power is not already constant ( which should be quite often). Also, not an erreor but I find it annoying that Growth does not have is own effect table (like Density Increase and Shrinking) but instead refers to the Size Templates. It really isn't convenient.
  14. And now you mention my second (bigger) pet peeve; the scale of a setting. Some settings are scaled way too small for the scope they cover; Aventuria (The Dark Eye) is an example of this. You look at the map, the breath of the geography, the diversity of cultures, the number of polities and you feel this place is big. Could it be as big as Africa? South America? Europe maybe? Nope, it's the size of Western Europe or India. Now I have no problem with a setting the size of India, it's a big area, but the scope of Aventuria with "endless" frozen wastes in the north, a "massive"desert in the middle and mainly unexplored steaming jungles in the south just doesn't feel like it all fits in Western Europe. Others feel like they are way too big. I don't know Exalted but Banestorm (GURPS) comes to mind. In this case, the continent is huge, the size of Canada, and the geography and climate are believable but the nations feel way too big and monolithic for a medieval level of development. The impact of scaling is worse than the length or stagnation of the history because it has a direct impact (travel time) in play.
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