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<blockquote data-quote="WayneLigon" data-source="post: 3571439" data-attributes="member: 3649"><p>Most supplements for other games do this. </p><p></p><p>The Champions books mentioned don't add rules. They show you how to use the existing rules to achieve what you want. They are very, very optional indeed. They're there for two reasons.</p><p></p><p>Speed: if you need a quick weather controller NPC and don't have one, then you can pick <strong>out </strong> the weather control power framework, think up some quick stats to support it and you're good to go in a few seconds with a serviceable set of NPC stats. Same with gadgets and gear; since everything is built from the ground up in Champions, these give you pre-done gadgets you can just pay the point cost for and you're ready.</p><p></p><p><strong>People who are new to the game</strong>: Champions can be a very daunting game at first, as is any toolbox game. Even though there are tons of examples in the main rule book, some people just need more help. The books mentioned take virtually every normally seen superpower and do several series of stats using the basic rules to show you how air control might differenciate from magnetic control even though they use the same basic powers. Basically, I think it's an attempt to counter the idea in a lot of people's heads that Champions is a vastly complex system; it's not. It's a simple system with a great many ways to do things. But some people need a lot more handholding than others do. Any product that makes things easier for people is probably a good thing.</p><p></p><p></p><p></p><p>Not harder, but to add more options, I can't think of any 3E book that's actually made the core game <em>more difficult </em> to play save perhaps Complete Warrior, which I think was the book that introcuded the other action types that are now common. Adding a significant rules change like that could be said to make the game harder, but certainly not by much.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3571439, member: 3649"] Most supplements for other games do this. The Champions books mentioned don't add rules. They show you how to use the existing rules to achieve what you want. They are very, very optional indeed. They're there for two reasons. Speed: if you need a quick weather controller NPC and don't have one, then you can pick [B]out [/B] the weather control power framework, think up some quick stats to support it and you're good to go in a few seconds with a serviceable set of NPC stats. Same with gadgets and gear; since everything is built from the ground up in Champions, these give you pre-done gadgets you can just pay the point cost for and you're ready. [B]People who are new to the game[/B]: Champions can be a very daunting game at first, as is any toolbox game. Even though there are tons of examples in the main rule book, some people just need more help. The books mentioned take virtually every normally seen superpower and do several series of stats using the basic rules to show you how air control might differenciate from magnetic control even though they use the same basic powers. Basically, I think it's an attempt to counter the idea in a lot of people's heads that Champions is a vastly complex system; it's not. It's a simple system with a great many ways to do things. But some people need a lot more handholding than others do. Any product that makes things easier for people is probably a good thing. Not harder, but to add more options, I can't think of any 3E book that's actually made the core game [I]more difficult [/I] to play save perhaps Complete Warrior, which I think was the book that introcuded the other action types that are now common. Adding a significant rules change like that could be said to make the game harder, but certainly not by much. [/QUOTE]
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