collin said:
I started playing Champions back around the time it first came out, around 1981 or '82, and I loved it! I liked the fact I could create whatever kind of character I wanted (the building blocks) and not have rely on the 'luck' of the dice to get me where I wanted to be (or not).
That was my experience too. Compared to AD&D, Champions
made sense. And it was very flexible.
At the time, I loved all the math -- but, then, I assumed all those calculations really meant something. Now I'd love to see a game with Champion's
philosophy, but streamlined. Silver Age Sentinels isn't quite there. Maybe Mutants & Masterminds is?
collin said:
Another thing I always liked about the Hero system was the phase/segment turn-based system of combat. For the life of me I have never found another game system that laid out combat so neatly and organized as Champions.
I have always found the segment/phase/turn system interesting, but a
pain to run -- yet another thing to track. What I did like about the speed system was that there was no quantum leap from one attack per turn to
two.
By the way, you can replace the speed chart with "Monte Carlo" speed -- roll a d12 to see if you act each phase.
collin said:
I also liked the Body and Stun points concept of splitting the damage instead of having just one damage stat (i.e., hit points).
I liked the notion, but the implementation never worked out as planned -- especially with the killing-attack "stun lottery".
collin said:
One thing our group tended to do to makes things go easier and quicker is we usually ignored the Endurance (END) stat.
Again, I liked the notion of endurance and recovery -- which map nicely to anaerobic capacity and VO2max -- but (a) tracking END is a pain, and (b) superhero fights are
not about judicious pacing.