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Post by fray on Aug 1, 2012 16:44:27 GMT -8
I can't wait for this new book. (Haven't got it since 4e.)
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Deleted
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Post by Deleted on Aug 1, 2012 17:34:09 GMT -8
from reading the Hero forums Champions Complete (CC) will still have all the stuff you need to play any genre(Supers will be what is in the book So instead of having to buy 3 books( 6ed vol 1 and 2 plus the Champions setting book)you have it all in 1 book that is not as verbose as those others Super heroes for the most part has to cover all aspects ,because all of those aspects show up in super hero games I see it more as the 4th ed Hero system book with the supers genre thrown in for examples think of CC as the Hero system basic up edited to cover all the stuff not in that book It sounds to me like they're changing their marketing approach. The Q&A said the two big blue books will remain available (at least as PDFs), so that tells me the system as a whole is probably not changing. The Champions books sounds, to me, like an attempt to re-present 6th edition material that is specific to the superhero genre. Kind of like, "Here's a complete superhero game, if you want more options, go to the big blue books." At least that's how I'm reading it.
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Deleted
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Post by Deleted on Aug 1, 2012 17:39:52 GMT -8
this is from the hero forms by the guy who did the rewrite Derek Hiemforth Here is the link to that form thread www.herogames.com/forums/showthread.php/90513-New-Product-Champions-CompleteI wouldn't say that there are no rules changes whatsoever, mainly because it's hard to predict what someone will consider a "change." For example, 6E1 page 182 has a paragraph describing the exact effect of Area Of Effect: personal Surface (Damage Shield) on Clinging. That information is not in Champions Complete. Is that "changing" a rule? I'd say it's not; it's simply deciding that the situation is rare enough that the core rulebook doesn't need to speak to it specifically, and therefore essentially leaving it up the GM. (And I suspect that most GMs would run the situation much like 6E1 suggests anyway, even without the book spelling it out.) If you consider this sort of thing to be a "changed" rule, then yes... the book has many "changes." What about if something works the same way, but is called something different? For example, the game concept of the Naked Advantage has been renamed Independent Advantage in Champions Complete, but it works the same way. Is that a change? What about if a few closely-related or nearly-identical game elements are combined into one? For example, Champions Complete combines Radio Perception, Radio Perception/Transmission, and High Range Radio Perception into a single Enhanced Sense simply called Radio Perception, with a three-tiered pricing structure that's the same as the three cost separately before. Is that a rule change, or just re-arranging the presentation? Likewise, Safe Blind Travel (from Extra-Dimensional Movement) and Safe Blind Teleport (from Teleportation) are combined into a single Adder called Safe Blind Travel that can apply to either Power. Rule change? Or just different presentation? I consider, and I suspect most folks see it the same way, a "change" to be where a rule used to work one way, and now works differently. If that's the criterion, then (to the best of my recollection off the top of my head), there are at most three "changes" in Champions Complete: Animal Handler, Forgery, Gambling, Navigation, Survival and Weaponsmith are presented as normal 3-point Skills instead of broken into categories. The concept of breaking Skills down into categories if you want more detail is in the book, but none of the Skills are presented that way by default. The Absolute Effect Rule has been removed. However, the Core Concept of You Can Change Anything specifically spells out that the GM can allow anything he or she wishes to allow, at whatever cost he or she thinks is appropriate. So it's not like you can't do it anymore... the specific suggestion about it just isn't there anymore. Classes Of Minds has been removed as a concept. Mental Powers now work universally by default, and if you want them to apply to a limited type of target, you take a Limitation. That's about it. The place where folks will notice the most "change" is in the presentation. Aside from the obvious more concise approach -- removal of a lot of repetition, elaboration, detail, and examples -- one noteworthy re-arrangement regards Power Modifiers. In Champions Complete, Adders, Advantages, and Limitations that can apply to one-and-only-one Power are listed with that Power's description. All other Adders, Advantages, and Limitations -- even if they can only apply to two Powers, or only apply to Vehicles or what have you -- are listed alphabetically in a single Power Modifiers chapter (and the description of each one indicates which Powers it can apply to). Consolidating things in this way will hopefully make things easier to find as well.
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Post by jazzisblues on Aug 2, 2012 6:19:58 GMT -8
That sounds exactly like what I was expecting based on the descriptions I had already read. Am very much looking forward to getting this book, particularly since more and more of the games I'm writing seem to want to be written in Hero.
JiB
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sean
Apprentice Douchebag
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Post by sean on Aug 2, 2012 19:33:36 GMT -8
I'd like to hear more from those of you that have run Hero a bit: Just how slow is combat? I quit running D&D 3.5 a few years back. At about 10th level it got too crunchy and the combat too slow for my taste. I've been wondering what I want to GM for a while now (dithering, really) I enjoyed Hero back in the day and I really feel Hero is less crunchy then high level D&D, but it's been a long time and my memory is dim. How does combat compare when the players are reasonably experienced?
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Post by jazzisblues on Aug 3, 2012 6:26:52 GMT -8
I'd like to hear more from those of you that have run Hero a bit: Just how slow is combat? I quit running D&D 3.5 a few years back. At about 10th level it got too crunchy and the combat too slow for my taste. I've been wondering what I want to GM for a while now (dithering, really) I enjoyed Hero back in the day and I really feel Hero is less crunchy then high level D&D, but it's been a long time and my memory is dim. How does combat compare when the players are reasonably experienced? It depends a lot on how you do it. It can certainly get heavy and become a juggernaut if you let it. A lot of it is how many and which optional rules are you going to use. Most of the optional rules require the roll of additional dice so if I'm using those rules (for example hit location) I use color matched dice. Example, if I'm using hit location (3d6) I'll roll 3d6 of one color (the attack itself) and 3d6 of another color (location) at the same time to help speed things up. I also encourage people to know when they're going and know what they want to do. One of the things about Hero is you can change your mind at the last second but the more engaged people are the better it works. Cheers, JiB
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