Search the Community
Showing results for tags 'new gm'.
So a few friends and myself decided that we wanted to start a superhero rpg and I am to be the GM. I came across Champions Complete and felt that this would be a good game to play, and then I started reading. I'm having a lot of trouble understanding and grasping the game, I don't know where to begin with the questions. Character Creation - I understand that a person is given an x amount of CP, and everything is bought using them, but beyond that I'm lost. Building Attacks - There is no limitation to the kinds of attacks you can make, but the vastness of it confuses me. For example, if I was creating a character like The Flash how would I make a "Lightning Toss" attack? Combat - So based on the character's speed (Base is 2), that's how often they go in a turn and a turn consists of 12 segments. Is there a limit to what you can do during your phase? For example, in DnD you can make 1 move action and 1 attack action along with a bonus action and a free action, but not two moves along with an attack action and a bonus and free action. Is it similar here? Any and all help is much appreciated. I'm sure my questions have been asked before and they'll be asked again so apologies! If having a reference for a hero helps, a player wants to be a speedster similar to The Flash. In you explanation if you could use a speedster that would be extremely helpful (the starting CP for my characters is 300 and 60 for complications).
I've decided vehicles and barriers have to be the bane of any new GM. (Using Champions Complete) Hamster ball number 1: A size one enclosed vehicle - the dreaded power armor. Why is vehicle armor so cheap, and not increased in cost like automatons immune to stun are? The DC cap in the game is 12, and 16 points of hardened and impenetrable PD/ED makes the thing basically indestructible. I understand why the player wanted to go in that direction (aside from avoiding the stun) - he wanted to spend a hundred points on skills and other things and not be at a disadvantage in combat when compared to the other brick, who has ... demolitions and breakfall ... and a vehicle is a stupidly effective way to do so. The vehicle also has flash defense, power defense, and mental defense, and can teleport - he's a long term champions player and has had some savage "GM vs Player" GMs before - so is paranoid that the moment he doesn't have those defenses they'll be exploited, as they always have been. Which is why I straddle the line when I wish he didn't have some of those defenses ... so I could challenge the team (ie 'exploit them'). He can't always be responding to another distress call - the player wants to play the game with his friends, not just be at the same table as them doing his own thing. Hamster ball number 2: A mobile, dismissable, unanchored, fixed shape (globe) barrier with no range. He uses Telekinisis and Mental Blast as his attacks, so being unable to attack through his own barrier isn't a problem. A near literal hamster ball. He didn't go the usual 'highest pd/ed I can afford, 1 body' route - he went 1 pd/ed and as much body as he could afford (because he thought the other way was 'overpowered'). I kind of like this one. Strictly speaking, it's not as effective - it can be burned down by a handful of enemies using submachine guns in a hurry - but he's got some resistant defense underneath to take the edge off of overflow damage before he can recreate the globe, and at speed 6 he's fast enough to put it back up before real harm is done most of the time. Hamster ball number 1 I'm at a loss to challenge in a fight (I can't in good conscience throw Entangles or englobing Barriers with cannot be escaped with Teleport at him every session of his existence, after all). While that's fine (there's more to a game than fighting, and a reason he wanted his skills, contacts, bases, and everything else that was previously 'hindering' his character in a fight) to a certain extent it's making the other brick feel redundant (he joined the group after her), as she is tough as nails but still takes stun damage from max DC attacks and has been overwhelmed and stunned by combined attacks a few times, whereas the suit has never taken body (and has regen 1/turn just in case). (At a loss to challenge in a fight without completely overwhelming the very human pilot within, that is - as a GM it's easy enough to destroy any character ... such as fielding an enemy like Shrinker, with phasing and an affect physical world power who phases through the vehicle into the cockpit and knocks out / kills the pilot. That would get old really fast and is no different than saying 'rocks fall, you die') Hamster ball number 2 I'm just wondering if it's legitimate. I can't see any reason it's not, but again in certain situations (facing down a single supervillain or two using a cap level attack) it nearly completely removes any sense of 'peril' from the enemy (his 'under-armor' is sufficient to make taking body or even stun from any kind of overflow unlikely). Though a 1 pd / 1 end 37 body Barrier did have one unexpected surprise for him one session - Armadillo tunneled through it like it wasn't even there and nearly knocked his block off.