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greysword

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  1. Ok, I'll come clean. I was just using that as a simple example. My real motivation was designing the lasers for an X-Wing starfighter or TIE Interceptor. I built it as a straight RKA with the "special effect" being that the lasers all fire to get the full damage. I also added Autofire to simulate the rapid blasts we see on-screen. This is the simplest way to reflect it. However, I was (over) thinking that if the power had an increased quantity (4 for X-Wing & Interceptor, 2 for a regular TIE fighter), then they might be able to do a "combined" attack (one laser does normal damage, two (from opposite wings) do two sets of damage, and combining all four lasers on a single point is just wicked). I'll keep it with the simple part, though, since which lasers fire when can just be a special effect (Luke pulls the trigger and we hear several blasts come out). Thanks for clearing this up!
  2. Let's say we have a character named Hot Lead, who is a gun collector. Hot Lead acquired the dueling pistols used by Alexander Hamilton and Aaron Burr, and took them on night patrol. The pistols are built as 1d6 RKA Quantity: 2. 1) Is this considered one power or two powers due to the quantity? Later that evening, Hot Lead confronts Foxbat (because, which villain would find it more exciting to be shot at by the pair of historical relics than Foxbat?) and draws the pistols (one in the left hand and one in the right). 2) When firing at one target, is this considered a Combined Attack or a Multiple Attack? Champions Complete says this about the Strike combat maneuver: 3) Because they are quantity 2, is the damage 1d6 RKA, 1d6+1d6 RKA (with damage adjudicated separately), or is this a single roll of 2d6 RKA? Thanks for your help! - Chris B.
  3. Awesome, thanks! So to summarize: 1) Add the Experience 2) Reduce the (starting) Points by the amount of the payoff 3) Reduce the Matching Complications by the same amount 4) Delete the Complication It's really the reduction of the (starting) Points that increases the Experience Spent. The Matching Complication reduction and the deletion of the Complication are just bookkeeping exercises. The downside; there is no log of the initial (starting) Points and their later reduction, so no one would know what the actual starting points were, unless this is kept in the Notes log.somewhere.
  4. Current setup: After deleting the Hunted: VIPER Complication (for simplicity) You can see only the "Complication Points Used" went down. Thank you both for your help!
  5. Thanks for the input, HeroGM. That didn't work for the 6e character. Thanks Simon. Unfortunately, that didn't change the Experience Used. Do I reduce the Experience Earned and Matching Complications? I'm using build Build 20160607. The only way to get Experience Spent to move is to reduce the Point (initial points), but keep the matching complications the same.
  6. How do I spend character points (from experience) to payoff complications in Hero Designer? I am using a 6th edition character. Thank you! - Chris
  7. LOL, thanks to you both! I know Steve Long said he would love to do a Shadowrun-esque type book for Hero sometime. I just thought this previous book might be a good starting point.
  8. Hi everyone, I just noticed there was a Cyber Hero book during the 4E era? If so, is it possible to have this officially updated to 6E? I think it would sell. Can we add it to the Patreon queue? Thanks!
  9. Well, can't hurt to ask Topps or CGL, just to find out what the license fees might be, right? of course, anything written for a Her Shadowrun could be ported to a generic version if the licensing then falls through. I can't imagine CGL is paying a ton. That said if you create a Hero cyberpunk genre book, please take quite a bit of time to flesh out the story line and lore! There are quite a few writers on the Shadowrun books that have some great ideas for the cyberpunk world. Getting their help on your setting would help immensely, as one of the best parts of the Champions game is the ongoing universe. Having a fleshed out world to plug into makes it easier for new GMs to simply sit down, craft a basic story within the established framework, take a few NPCs from the Villains books, and get to rolling the dice. Honestly, I only play Champions in the Hero system (but it's our prime game), but if there was a Shadowrun-esque setting ready to go, I think it would be an easy leap (the use of massive amounts of 6-sided dice notwithstanding ). In the immortal words of Palpatine, "Do it!" Thanks Steve!
  10. My thoughts: 1) I would definitely support a Patreon to get new material. I like ENWorld's En5sider, but I don't play D&D. Still, I supported it for a couple of years just because. At least I'd get useful stuff here. The trick is to give the backers a free PDF version of the book being created, as well as, the frequent updates. 2) The Western and Institute books look interesting. Got me thinking of a capes in the 19th century campaign. 3) If you want to see an IP that truly needs a a solid system that is dynamic yet relatively simple to adjudicate AND has a solid following, look no further than Shadowrun! The Hero system would be excellent for this game, and the lore would make it an easy port. You should contact Topps and/or Catalyst Game Labs to see if you can form a partnership. A Hero core with CDL lore means you can both share in the tsunami of money that will rain from the sky! (hyperbolic? maybe, but you have to admit that Shadowrun gamers like crunchy rules and are begging for a ruleset that makes sense and is east to adjudicate at the table. Thanks for listening. - Chris
  11. We'll figure it out. For the rest of the board, I've stepped back for a little while to recharge, and plan to start again this summer (post pandemic, it seems). Oh, as an ironic point, I set up a side adventure for the homeless hero character (yeah, he's a hobo with powers) that involved a disease that is sweeping through the homeless camps in the city. 😮 These are excellent points, and I think the ideas you both presented go to the original point of the thread. How can we make a Champions (Hero system) version that is inviting to new players/GMs? Especially the GMs. If a new person picks up the core rulebook, it needs to be fairly "Complete" without being 700 (or so) pages. Otherwise, it's not inviting to try. Unfortunately, we don't have the games available for someone new to play for a while before GMing. What is a Complete game?
  12. I suggested that beforehand, and we sort of had that, especially when the group decided to move the team to Florida. The players just seem to like to *surprise* each other with their character's traits (hence the lone wolf marker). One player especially likes to even surprise me (the GM) while we play. I like session Zero's, but even then, the characters seem to deviate from the agreed format. I suggested we switch to (the aforementioned) vigilante (or antihero) team format instead of a straight laced team, but that isn't what everyone wanted. It's okay, just fits in with the conversation we're having. I can't really compete with the depth of possibilities and min/maxing available with 6E.
  13. 😲 Um.. say what? But.. but... 🥺 ...what happened with my game, then? This is basically the PCs in my campaign (on temporary hiatus as I sort things out). Both Goodwin and sinanju are in it. None of the characters play nice with each other. For instance, Chris has a goody two-shoes character that wants to join a super team, sinanju plays a former assassin with a negative reputation who would like to be good but has a lot of underworld skills. The group basically acts (and presents to the world) like a vigilante group (A-Team), but verbally, the players want to have a straight-laced super team (like the Justice League). As for me (as GM) in this... This goes back to the original impetus for this thread. As an inexperienced/relatively new GM of Champions (or anything), I find it incredibly difficult to properly police the characters before (and during) play. The players (Goodwin, sinanju, and others at the table) have read and understand 6E1 and 6E2, have played 5th edition (and likely 4th or earlier), and are Masters with the rules. I have Champions Complete. I've read it a couple of times. I still can't remember the rules for knockback (they just won't stick in my head). The rules for character creation in 6E are incredibly complicated, and honestly, I can't tell what a power is going to do just by reading it. I need to see it in action. At the table, I try to be open to whatever the players bring, and I try to craft a story that includes their complications and background. Usually, this is over a couple of side adventures to the main plot to focus on each character. For this game, I proposed the characters know each other beforehand or at least had some sort of "six degrees of separation" that could make them connect once they met. The group decided for lone wolves that would somehow come together and work together. 🙄 Also as a terrible tactician, I'm always using 1/10th the strength in the villains repertoire, because I just can't understand how the powers work and what would augment another villain's action (even with the Villain books). I'm constantly frustrated by my inability to provide (what I consider) an acceptable challenge, thus decreasing the fun the other players have. Bottom line, the current mechanics are too cumbersome and the material too dense (and has not really been supported for a long time) for an inexperienced GM to run a Champions/Hero system game. I don't own 6E1 & 6E2, and I have no time nor desire to absorb that much information. But it's the bible of this game, so my lack of willingness is a concern. We need Champions 7E to be more like 4E in size and scope. Just wanted to add, thanks for the great discussion.
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