# Christopher R Taylor

HERO Member

12,478

47

## Reputation Activity

1. Christopher R Taylor got a reaction from Khymeria in Week 58 Patreon Update
Very much looking forward to this project
2.
I'm glad to see Champions is still out there. It was my favourite Superhero RPG when the 3rd Edition came out back in the 80's, and I made binders worth of characters a game notes for it back in the day.

While I'm happy to see an intro primer project like this go out for free to introduce new players to the great Champions HERO system, I'm disappointed that the product has been poorly proofed and has some crucial errors.

The Champions Begins Character Book is a great way to slowly introduce the growing complexity of a HERO system character over other, simpler TTRPG's.
BUT, the file on Lionheart is missing the properly updated Maneuvers past version 3, thus missing all of the Martial Arts moves in the advanced versions from 4-5.

ALSO, the Combat Math section of Chapter One is terrible. Its sequencing is confusing and requires far more math than is needed.
(OCV+11)-3d6 Roll is a poor way to calculate the crucial target Number in the earlier paragraph of "11 OR LESS on a 3d6 Dice Roll is a Success"

I'd recommend that you present the 11 or less target Number as Modified by the comparison between the OCV and DCV of the subject skills in question.

For Example:

Street Knight has an OCV of 7. The Viper Agent they're trying to his has a DCV of 4. That's a difference of (7-4=3) +3
+3 to the Target Number of 11 is 14. So, a roll of 14 or less will strike the Viper Agent.

If reversed, the Viper Agent having a OCV of 5 (as listed in the example) trying to hit Street Knight (DCV 7) has a result of (5-7=-2) -2
In this case the Target Number moves from 11 to 9 or less (11-2)

As well, the math in the printed example is wrong. You have listed:

VIPER OCV: 5
OCV+11: 16
3d6 ROLL: 8
16-9=8!

16 - 9 Does not equal 8. it equals 7. In any case, the sequence still plays out correctly, as a roll of 8 is Under the Target Number of 9 as I listed above.

I'd really like to see product like this succeed and get Champions recognized as one off the Best TTRPGs out there, which I've always believed.

I hope you have a chance to review these issues and see to making some changes to an important primer like this.

Champions can be confusing enough as a non-level or classed based system as so many other prominent TTRPG's are. I'd hate to see an intro product like this fail because of bad editing.

Thank you for your time.

-Long time Champions fan, Tygermark

3.
Its a complete book as far as a standard Western campaign goes.  If you want to add strange monsters or magic you'll need Champions Complete to build powers with.  It has all the rules for combat, character creation, and running a game other than the power build sections.
4.
Awesome! I just went over to DriveThruRPG and purchased this classic Champions adventure. Thanks for updating it to 6th edition!
5.
Kicking off a new campaign with this beauty in a few days.  The opening sequence is perfect for new group introductions, and the pacing looks perfect to unfold the personal parts of the characters.  Absolutely excited!
6.
Folks, I picked this up when it went live at DTRPG.

I won't lie: I was curious.  Christopher and I rather famously disagree on a few points of the game (in a proper, gentlemanly fashion, of course), and so I really wanted to see just what he would do with this old adventure to make it interesting again, particularly if, like me, you're a GM who has run the original so many times you get just a flash of PTSD when someone mentions the name of it.

I don't want to use unquantified superlatives like "blown away" or "astounded" or things like that.  Not because I wasn't, mind you, but because they really don't tell you anything.

So I will say this:  I was, without exception, impressed with everything he has done to the original to bring it up to speed.  It wasn't just tacking on 6e stats and correcting a few ambiguities (like "just what is a tactical hex, anyway, and why do helicopters use them?") and calling it good.

Christopher has done a first-rate job with this update, not just with the system conversions, but in adding depth to the adventure.  Even the third edition re-release didn't make any significant changes (short of robbing you of the big map inside the cover and updating the layout to match the rest of 3e ). Christopher has added exciting new encounters, and a much better method of getting your players' characters involved than just "so some government types show up at your headquarters"  (the superhero equivalent of "you're all gathered in a tavern," really).  He has included real hooks, real ideas, and enough material to give you _hours_ more gameplay (another session or two, if you really want to explore the new stuff), equipment, a vehicle--- this is a complete, modern-era rewrite that stays true to the original: he hasn't thinned down the original mission or its importance at all.

Everything in this book, from the updates, to the new stuff, to even the layout on the pages is A+, "why is this Hall of Champions and not published-by-HERO?" quality piece of work.

I understand he's got a POD or something in the works as well.  I have every intention of getting that, and I will be _proud_ to stick that in amongst the published-by-HERO stuff from way back when.

Truly an excellent piece of work, and more than worth the wait.

Based on nothing more than this one piece, I'm going to push my own updates right off the shelf and into the bin (I updated a lot of the early chestnuts for 4 and 5e, for use with my newer group), and just use Christopher's.  At least, I hope there are more coming!

(You know: if you were just wanting to hear from someone who has already read it    )

×
• News

• Social Media