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C**L
More like Champions Core than Champions COMPLETE
I loved the original Champions game back in the 80's, but have stayed away from the newer editions because there weren't many changes. Not enough to make it worth-while to pay for it all over again, at least. After getting a Amazon gift card, I decided to pick this up. I think the changes, while not extensive, are significant enough to warrant the update, and at a reasonable price for a paperback.I think Champions Core would have been a better name, though. Everything you need to play it is included, but for example the section on bases is much smaller than in earlier editions. There is a separate book that expands upon that (which I'll review separately after I receive it), so this isn't very 'complete' in my opinion.My other gripe is some of the rules are placed differently, and oddly, IMO. For example, Regeneration specifically states that it doesn't heal impairment or disabling injuries (severed limbs). The old rules had advantages listed after it that allowed it to do things like that. Turns out this version puts that in the section for Advantages, despite there being only two powers that can use the advantage (Regeneration and Healing). That's reasonable, and as long as it is constant, not too jarring. However, some powers do list specific advantages along with the power. Presumably, that's because only a single power has use of that Advantage, but I haven't checked that carefully yet.Finally, Regeneration mentions you could spend 16 points to heal 2 BODY per hour, or 24 to heal 3, etc. Why anyone would do that is beyond me, since 16 points actually gets you 1 BODY per 12 seconds, or 300 per hour, since it gets cheaper per level despite being more useful. Perhaps if they mentioned GM specific rules might limit the maximum level Regeneration can be bought at or something, but they don't. Still, a very minor gripe that doesn't detract from the system enough to take a star away.Other changes from previous versions is there are no derived stats any longer. A high Dex doesn't make you harder to hit, a high Con doesn't automatically give you more BODY, etc. While not perfectly realistic, it does simplify the calculations (essentially removing them) and the cost of most of those stats were reduced in cost to compensate. I like this change in theory, but haven't tried it in an actual game, yet.
E**T
Same great combat system with improved character creation
I've been playing Champions for a very long time (since 1984). This review is directed toward some of the old players who may be debating if Champions really needed a new edition. Let me start off by saying that the combat system is unchanged. It is still the system we know and love. I am going to discuss some of the biggest changes in this edition:1. The biggest change in the system is in the Character Creation section. There are no more figured characteristics. In older editions, a strength score of 60 would give you a base of 12 Physical defense, +6 Recovery and + 30 Stun. Now, all characteristics start at the base cost and there are no more free points for having high characteristic scores. Even OCV and DCV must be purchased separately. You must pay points for everything.2. Movement and distance are no longer expressed in inches. It is now in meters. In the old days, Champions was played on a hexagonal map. The hexagons were one inch. Each inch was equal to 3 feet. The new system simplifies this to simply meters. A normal human now runs 12 meters instead of 6 inches on a hex map.3. Disadvantages are now referred to as "Complications."4. The power framework, "Elemental Control," no longer exists.5. There is no more "comeliness" characteristic. If you want your character to be good looking, you buy the perk, "Striking Appearance."Overall, I think the changes are good. Doing away with figured characteristics gives greater balance to the game. No more free points just for having high base characteristics.Working in meters makes so much more sense. Besides, who wants 5" radius explosion? A 20 meter radius explosion is much more impressive. Now that I said my piece, go out and BE A HERO!
M**S
A convenient alternative to the two-volume hardback rules
An excellent compromise between having to choose carrying the two large hardback books of 6th Edition rules to my local game and not having the rules handy. It dispenses with the countless examples and other useful but not essential parts of the books and provides a concise set of rules for running the game or making characters. My one complaint is that it also doesn't include all the various adders, advantages and limitations available for all the powers. Most of them, yes. The most commonly used, yes. All of them? No. But overall, it's a very useful book.
J**Y
5 Stars, despite being a complex game, hands down.
I was torn between this or Mutants and Master minds 3rd edition, the later of which I have played before. After giving this book a solid night of reading, I have a few roses and thorns for this review.Roses- You can design virtually any super hero you could imagine, in fact one of my players built himself with the super powers he always wanted as a kid- So many powers to choose from, even without the Power supplement book I can build thousands of heroes or villains.- Only needs a bunch of d6's, or six-sided dice, to playThorns- Examples of certain rolls, such as success rolls, are not well written at all. A quick YouTube search and Reddit post explained it way better.- Character creation can take a long time, which is to be expected with such an immersive system- No generic npc villains, such as a standard thug, are presented in the book. I've had to make simple NPC templates for this purpose.All in all, this is a well built system, showing off the years that have gone into refining the Hero System. However, if you're new to being a DM/GM/ST I do not recommend starting here as the learning curve is rather high. If you're a player, find a group with a GM that knows the Hero System, otherwise, you'll be in for a rough time.
A**R
It's ok
The book feels crowded.
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