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Christopher R Taylor

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Everything posted by Christopher R Taylor

  1. I always saw Magneto fighting a defensive war. Having seen the extremes to which humans will go to destroy those they hate, all too personally, he's determined to make sure that does not happen to his people, no matter what it costs. In a way he's kind of noble, but he goes about things a bit too heavy handed and is creating enemies more than he protects friends.
  2. Yeah 400 points is just, frankly, too many points for a starting character. After a certain point you start buying "well this would be neat" or "here's a weird way to use my powers" stuff instead of the stock character, just to fill out the points.
  3. From a human perspective, the idea of Magneto conquering the world to benefit mutants definitely justifies a very strong reaction but its too arbitrary for me; without basis or justification. People cannot tell the difference between mutant and scientific experiment and bitten by radioactive spider by looking at someone. All they know is "has powers," and prejudice is based on some perceivable source of animosity. You speak different, you look different, you believe different, you're from that town instead of my town. Mutants aren't distinct enough to choose to hate just them and not every person with superpowers. Sure, there would be small groups (like Genocide) that would hate and fear mutants for genetic reasons and so on, but the general public, the masses would not draw that kind of distinction.
  4. I always thought it was overblown, I mean to the average citizen what's the difference between Spider-Man and Cyclops, or Captain Marvel and Storm? Yet one is hated and the other adored? The concept has its valid points, particularly as Stan Lee was trying to use the concept to teach young people how bad prejudice is. But logically it kind of falls apart.
  5. 15 but the point still stands and I always treat side effects presuming the no defense in order to calculate their point value.
  6. Working hard to spell out MARVEL with their primary characteristics is just a bonus
  7. That is pretty precious, heh. They really wanted it to spell Marvel. If there is one stat I'd want to add to Hero, its Wisdom. That covers a lot of RP and conceptual ground not dipped into by the system right now.
  8. Eh, its not any more complicated in terms of complexity and things to know than D&D. Its just Hero has the stuff showing behind the scenes, so you can tweak it specifically. You don't have to, you can just go with what's there and not worry about it, but if you want to, you can open the hood and tweak the fuel injectors. Magic Missile never misses! Except if you have this item. Or that feat. Or are of this level of magic resistance. Its complicated, just hidden behind the scenes, because there's no rules or principles for why and how things work open to build with yourself. In a way, that's even more complex because what criteria must something have to be able to dodge magic missiles? Whatever you want, unless the GM says no.
  9. Until stuff like that, monsters were printed in stat box form for adventures and some were listed in the rules (basic ones like dragon, skeleton, goblin, etc). But the D&D while somewhat popular in small groups didn't really take off until AD&D came out. AD&D came out with the three core books 1 2 3 in order from 1977 to 1979 (starting with the monster manual), and nobody had a problem with the concept of getting the monster book for monsters. So when someone puts out an adventure about a cave full of monsters, they only have to name them "this room has six rot grubs in it" without needing all the stats. Some included a block for just for ease of use, and most had HP listings for creatures (because it varies) but they just assumed someone had the monster manual. Champions you can do the same thing. I put out an adventure, say "Grond, Bulldozer, and Rainbow Archer are in this room" and the various enemies books has that info.
  10. I agree, and the best way to do this is to make it so that it is useful for more than just resisting teleport. In other words, make it a sort of universal "exotic attack defense" or something like that which you can break down with limitations to only work on what you want. Have it work on things like indirect and penetrating, stuff that doesn't come up much but has a special advantage now in the rules which nearly nobody even considers, because why waste the points? In fact, that might be the way to fix Damage Negation, which does not feel right to me yet. Make it reduce x active points per block of purchase, and work on oddities.
  11. Yeah, Champions Complete is the same way, it has 14 pages of heroes and villains, plus a couple page of regular people (plus vehicles, AI, bases etc). Where 4th edition was superior was the adventures in the back which gave GM's a kick start on running a campaign. But again, D&D has always worked, and worked very well on the paradigm of "here's your books" giving you 3 base ones to start with and nobody blinked at having to get all three to be a GM. Nobody cared if the adventure module would just refer to the other books without writing up everything in the book. That's how it works: you get the adventure with references to the other books. Adventures didn't have to give a write up of every treasure, because a +1 sword was in the GM book. They didn't have to explain what an orc was, because it was in the Monster Manual.
  12. The thing is, to play Champions in 6th edition, all you need is Champions Complete. That's it. Period. No three books, no extra splat books, just CC. As a GM you will probably want the three villain books, but you can make your own. Getting CC and a villain book or three is not exactly asking a lot; its certainly less than D&D in cost, you don't even need to get special dice. So the whole "OMG LOOK AT THOSE HUGE BOOKS FOR 75 EACH!!1!1!" is just... not accurate or up to date at all.
  13. The Enemies books, I think, were meant to be the Monster Manuals for Champions to give people an instant plug and play universe with bad guys (plus modules) and it works pretty well. Some of those villains are pretty iconic. And there's the FH Bestiary, for example. Those should work for GMs but I am not convinced they do. Part of it probably is the way Hero strongly encourages people to make their own world and bad guys that you mentioned. This concept is why I am putting out all these Fantasy Hero campaign setting books for my setting: spells monsters treasures, etc. But I'm looking at them all wondering if people really will want to spend that much to get all the books. I'm pricing them as low as I can while making at least some money but still, its a lot to ask to play a game.
  14. This was a concern for me when I put out Island of Dr Destroyer. Jason gave me the go-ahead to reprint characters in other books, but I chose not to. My reasoning was "maybe this will sell more Hero books" which is a real goal of mine. I'm putting things out in an attempt to get more Champions being played, more Fantasy Hero, etc. I feel that Hero seems dead because so little was coming out for it, and the more content on the shelf the better chance people will try it. But at the same time, not having some of the bad guys in the book might upset buyers. Yet again at the same time, D&D has never, ever shied away from putting out modules without the monsters printed up in them and nobody seems to care.
  15. So it is basically in the rules, just not clear and easy to find. And yeah DCV probably isn't a valid defense, since everyone is going to have that to begin with, so its not a defense, its just part of the mechanics of Usable as an Attack.
  16. Its Body. Necromancy (and Demonology) is primarily meant for NPCs, although the most minor spells and a handfull of the major ones don't have that cost so some mages train a little in it for useful spells against the undead and to protect themselves. Necromancy offers a fast road to power, at a hideous cost (the most powerful spells also have an age 5 years side effect).
  17. I'll take a look at that, see if it can't be worked in somehow. Depending how much time I have and interest, it might be worth putting out a book of more short adventures revolving around Stronghold.
  18. All the necromancer spells in my Codex also have a side effect now in the rebuild: always goes off, costs Body to cast spell. You pay the initial mana cost in Body as well, because Necromancy has a high cost. Of course as you get more powerful you find ways to set up pools of Body to use for spellcasting and ways to heal body used in spellcasting by stealing soul energy from targets.
  19. Documentary on Netflix about video games (and tangentially role playing games) called High Score. Its only real fails were the narrow scope (missed a lot of games), its fixation on inclusion which had some ridiculous stretches just to add x off a checklist even if they were utterly irrelevant to the game industry, and it cut off so early (release of Doom) when so much more has happened in gaming. But it was a lot of fun to watch.
  20. Yeah... there are formatting mistakes in Western Hero that grind at my soul. They are minor but I want it to be perfect
  21. Its probably worth slipping something into the description of Usable as an Attack like "must have a defense" so you have to define something that blocks it even if its DCV.
  22. Right, its a narrow beam to walk, but when it comes to rule bits I'm like Alton Brown: I don't like unitaskers. Defenses like "impenetrable" are so narrow and exceptional as to be a nearly useless expenditure of points. And on the other side of the spectrum, power defense protects you from nearly anything and is too broad. But bottom line, defenses should be a fraction of the cost of the attack.
  23. Yeah I am fond of that kind of thing too. I can understand having the one big adventure module be some major event but collections like Challenges for Champions et al are great because they give you stuff to do for most of your campaign. An ongoing campaign is more a regular comic book or TV series. A big adventure event like Deathstroke is a movie or special event comic, an annual. They're both good but as a GM we need more of the little adventures to run in between than the big events.
  24. Sure, you can get around the DCV problem but... what is the likelihood someone buys that unless they're using a power pool or something? I mean you cannot defend against every conceivable attack, just the reasonably expected ones. The chances someone buys "teleport vs others" is pretty slight to begin with (although I did put a character with that in the Champions Begins villains).
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