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Gnome BODY (important!)

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  1. This is terminally idiotic. Your player will not know how to properly conduct an autopsy. Their character with PS: Crime Scene Investigator and Forensic Medicine will know how to properly conduct an autopsy. By forcing the player to describe a process they know little about but their character is an expert in and then evaluating success based on player narration, you invalidate the character's skills. The flip side to the above is that if the big secret is that there's a trap door under the carpet and the player describes their character rolling up the carpet to check under it, then their narration of their character's action should ensure success.
  2. I can't speak to what it was like before FRED. I can't speak to anything outside my FRED group. But I can say that I just opened Hero Designer and threw together a 6th edition character at what I'd consider standard combat proficiency and it came out to around 315 points before I even considered skills or utility powers. And I can say that I'm looking at Champions 6e's writeup of Sapphire right now and wondering where in the world you'd shave 100 CP off. 35 if you ditch the Multipower for a standard Blast, sure. But where do you rip the remaining 65 from? Is there even anything mechanically interesting to the character after you've gutted it, or is it just a combat statline with some flavor text stapled to it? I don't think you can reasonably cut a quarter of the construction budget without also correspondingly reducing the combat-numbers, and neither you nor Christopher R Taylor have suggested that in the same post as slashing the budget. And I don't think that putting people in a points crunch at chargen and forcing them to choose between being decent in a fight and having fun things to do outside combat is good design.
  3. There's two problems with that. The first is that you're a highly experienced player who is surely well versed in efficiency, and thus can easily get more from less. When you spend 300 points, you get at least 300 points of value. Someone approaching HERO for the first time is going to have none of that experience available to them. When an newcomer spends 300 points, they spend inefficiently and inelegantly. They don't hit breakpoints, they don't apply Advantages and Limitations in efficient ways, they don't use Power Frameworks optimally, etc. The fact that you can fit a full character in 300 points doesn't indicate 400 is too much, it indicates that you've gotten good at making characters. The second problem is that starting with a cramped point budget mechanically enforces narrative assumptions. You suggest that gamers should be fine with starting with inexperienced characters, but setting the default point value there means that every campaign that starts at the recommended values therefore must start with inexperienced heroes. And when people unpack a game for the first time, they will most certainly be starting at the default "level 1" point unless the GM is a person of rare daring. Low point games are fine, but my experience is that people generally don't want to be mediocreheroes when the GM said superheroes. Though, I imagine a decent part of this is just me being old and bitter about all those campaigns that never got past level 3.
  4. I'd suggest asking your GM about allowing it, it seems reasonable to me. If your GM won't accept it, you could also put the Lockout limitation on both Multiform and Duplication to create a pseudo-Multipower. It's a bit more expensive, but not that bad. E: Actually, if the prices of your Multiform and Duplication are sufficiently different and you don't have many Limitations on them, it can actually be cheaper.
  5. Last I checked there was a Limitation to make a single power require multiple users. Away from books so can't give you the name, but it meant multiple characters had to have the power and spend the actions to get one instance of the effect.
  6. Yes. HERO is excessively verbose in ways that don't contribute to clarity. Take 6E1's writeup of Blast, since I have that open right now. It's got the infoblock and three paragraphs of text. It tells you what Blast does and costs thrice, restates part of the combat rules, and reminds the reader about SFX twice. I could trivially cut it down to a slightly longer infoblock and one sentence from the first paragraph without losing information.
  7. You can't really call it a counterpoint without showing the supporting arguments. The bit you highlighted is a contradiction, which is how you start and/or end a counterpoint. But really, I could say the same thing about FRED. I read the thing (mostly) cover-to-cover and all I really had to ask the GM was what combat benchmarks I should be meeting. The problem is that most people simply will not read that much just for a TTRPG. And who can blame them? The thing's a poorly laid out brick.
  8. But if everyone gets it, why bother putting rules to it? A fight starts and everyone enters the Speed Zone and combat works as normal while the non-combatants don't get turns.
  9. A concept which permits a greater range of desirable traits. Alan describes his character as "Bruce Lee, but in spandex and a mask". Beth describes her character as "Female Bruce Lee, but with super soldier serum". She's got a justification for superhuman Characteristics that Alan lacks, but can justify any kung-fu Alan can since she's also playing a martial arts type. Carl describes his character as "The bastard child of Ares, taught temperance and virtue by the family of immigrant monks who raised him (kung-fu monks of course, this is comicland)". He's got a justification for everything Alan and Beth have, plus magical powers since his character is a demigod. Alan describes his brick as being strong due to being made of metal. Beth describes her brick as being strong due to being an alien robot. She's got just as much "metal brickiness" as Alan, but can also include laser guns, jetpacks, and other super-science gadgets in her powerset. Alan describes his character as a person surgically grafted to a wolf, the result of a supervillain's surgical experiments. Beth describes her character as a werewolf. She's got as much wolf-man cred as Alan, but also magical strength and transformation. (Just needs to be careful around silver) Carl describes his character as having been blessed by the ever-changing moon and thus able to freely change his shape in turn. He's got the same wolf-man gimmick, but can hot-swap that "wolf" out for any animal he feels.
  10. VPP would be my go-to as well. Barring that, a Multipower of Multiforms. Each Multiform is identical to the base character other than that it replaces the Multipower with a different, book-appropriate, Multipower. Edit: Actually, no, I'm overthinking this. Build it as a single big Multipower, add a Limitation to each slot stating it is in "Book X" and switching the MP to a slot in another book takes longer than normal.
  11. But the problem is that the standard varies by GM. I can tell you that my GM doesn't seem to make much use of special defenses but I can't be sure because nobody but my PCs have ever used special attack powers. I can also tell you that I as GM include special defenses approximately every other villain (more common for Flash Defense, less common for Power Defense since it's so vague) with no real regard to what capabilities the PCs have. Case in point, that's not "standard 4 color Champions campaign" distribution of defenses, that's "Stat the Avengers and Justice League" distribution of defenses.
  12. Light moves at roughly 3E8m/s. If you move somethingE1m/phase, then simple unit conversion indicates you need (rounded) 1E8 SPD to operate at timescales similar to light. So just buy a hundred million points of SPD and you can interact with light at speeds similar to it! Simple! But seriously, what game effect are you looking for? Super-fast reactions? Amazing evasion? Completing mundane tasks in near-zero time? Super-movement? Until you can express what you want in HERO System terms, you can't make it into a HERO System construct.
  13. I feel the only adjustment needed for MADCs is to make them cost END. That'd bring them into line with what I'd expect for 4 real. Setting up a variable cost structure would introduce breakpoints that would further worsen the "too cheap with a little, too expensive with a lot" issue. And add complexity.
  14. If you're making the characters, then why even bother with caps? Just give the character the values you feel are reasonable. If a PC later wants to increase something beyond what you expect for their concept, that suggests that the player is viewing the number or concept differently than you are and thus you two should be sitting down and figuring out where the difference in opinion stems from. Then it's a tactical choice the players are deliberately blind to. Pretending concept superiority doesn't exist doesn't make it go away.
  15. 1: The effects of that are going to depend entirely on what constitutes "a justification" and the power level of the game. I worry that Player A will bring a good justification for high values and Player B won't, leading to Player B feeling horribly out-matched or unfairly penalized. Concept Superiority is a bad thing. Don't punish somebody for not having a "strong idea"! Being capped to 20 CON and 8 PD in a game where 8d6 attacks are the norm is going to lead to unpleasant combat. Being capped to the same values in a game where 5d6 is the norm will be a lot less of a problem. Overall it seems like a giant pile of problems waiting to happen, and I'd advise against it. What was the perceived benefit you were hoping these caps would provide your game? 2: Character creation is involved enough that I'd expect some players to balk at the idea of doing it twice for one game. I'd also expect some of your players would decide to permanently sideline one of the characters they made just because they like the other more. Other options that come to mind would be to make it a plot point that they're understaffed, to introduce some NPC members of the team they could call on if they wanted (or not if they didn't), or just not bring it up.
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