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<blockquote data-quote="Felon" data-source="post: 3407243" data-attributes="member: 8158"><p>Hero's core mechanics have not changed over the years. 5th edition offers a lot of refinements, and the scope of a lot of game mechanics has improved, but attacks are still based off of rolling 3d6 and looking for a number under 11 + your OCV - defender's DCV. Skills are still 9 + characteristic/5. There are still Powers, Limitations, Advantages, adn Disadvantages. </p><p></p><p>And it's still all based off pie-in-the-sky design. You aren't supposed to buy up STR simply because it pays for itself in figured characteristics. You aren't supposed to hop around everywhere instead of running even though leaping movement scales to STR while running movement is a flat 6" (and once again, STR pays for itself). You aren't supposed to max out "soft" Disads like Psychological Limitations, Hunteds, and Distinctive Features while not even casting a sideways glance to "hard' disads like Susceptability, Vulnerability, and Unluck. You aren't supposed to buy up Flash Defense, Power Defense, and Mental Defense simply because they're so very, very cheap (way out-of-whack with the attacks they provide defense against). You're not supposed to have resistant defenses if your character concept is Spider-Man or Iron Fist. And everyone is not supposed to be a walking Obvious Inaccessible Focus. Nope, you're sure not supposed to...</p><p></p><p>You're not supposed to, but you're pretty much on the honor system. And I have a beef with a character-building system that revolves around a fairly complex system of point-costing when that system ultimately does such a poor job of abuse-policing. What is the point of all the accounting if, in the end, you could get away with just as much by just making it all up off the top of your head? Let's play TSR Marvel Super-Heroes if we just don't care about balance.</p><p></p><p>In many areas, Champions just does a bad job of representing the spectrum of superhero concepts. You really need resistant defenses. You really need everyone's atacks to do roughly the same amount of damage. You really have to consider Knockback Resistance because otherwise the knockback rules will have every character spending a half-phase standing up every time they get hit.</p></blockquote><p></p>
[QUOTE="Felon, post: 3407243, member: 8158"] Hero's core mechanics have not changed over the years. 5th edition offers a lot of refinements, and the scope of a lot of game mechanics has improved, but attacks are still based off of rolling 3d6 and looking for a number under 11 + your OCV - defender's DCV. Skills are still 9 + characteristic/5. There are still Powers, Limitations, Advantages, adn Disadvantages. And it's still all based off pie-in-the-sky design. You aren't supposed to buy up STR simply because it pays for itself in figured characteristics. You aren't supposed to hop around everywhere instead of running even though leaping movement scales to STR while running movement is a flat 6" (and once again, STR pays for itself). You aren't supposed to max out "soft" Disads like Psychological Limitations, Hunteds, and Distinctive Features while not even casting a sideways glance to "hard' disads like Susceptability, Vulnerability, and Unluck. You aren't supposed to buy up Flash Defense, Power Defense, and Mental Defense simply because they're so very, very cheap (way out-of-whack with the attacks they provide defense against). You're not supposed to have resistant defenses if your character concept is Spider-Man or Iron Fist. And everyone is not supposed to be a walking Obvious Inaccessible Focus. Nope, you're sure not supposed to... You're not supposed to, but you're pretty much on the honor system. And I have a beef with a character-building system that revolves around a fairly complex system of point-costing when that system ultimately does such a poor job of abuse-policing. What is the point of all the accounting if, in the end, you could get away with just as much by just making it all up off the top of your head? Let's play TSR Marvel Super-Heroes if we just don't care about balance. In many areas, Champions just does a bad job of representing the spectrum of superhero concepts. You really need resistant defenses. You really need everyone's atacks to do roughly the same amount of damage. You really have to consider Knockback Resistance because otherwise the knockback rules will have every character spending a half-phase standing up every time they get hit. [/QUOTE]
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