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<blockquote data-quote="Jay Murphy1" data-source="post: 8393112" data-attributes="member: 6994549"><p>As a game master I would not be allowed to make rulings. I found in a game of Champions roleplay would be routinely interrupted by someone digging through the book to point out a very specific rule. Usually after saying wait, let me look that up. I agree Hero is simple. 11 or less to succeed. Add modifier if needed. It easily tracks to a difficulty table. If it is easy you need a 15 or 13 or less. Difficult? 9, 7 or 5 or less. If you are good with the percentile spread of a bell curve you can be more precise with the difficulty of the number. My experience with the game is as a GM if a player says they want to take an action which would require a die roll if I said yeah you will need a 9 or less to succeed they would stop play to comb through the book and review every-single-rule which could be applied. </p><p></p><p>Therefore I concluded Champions is an excellent game if you want to set up a very tactical, grid based superhero combat in a predefined battle space. I would thoroughly enjoy a three hour set piece battle of Champions with my friends where every chin-bleeding punch and teetering building and knock back is played out. But it doesn't fit how I would want to play a super hero roleplaying game. I think Champions would be more accurately described as <em>Champions! The superhero battle game for 2-12 players. </em>The game box would contain battle maps of different environments you find superheroes battling in. Hero games could then sell a naughty word-ton of supplements which are just new battle maps with playing pieces of cars, buildings trees, etc.</p></blockquote><p></p>
[QUOTE="Jay Murphy1, post: 8393112, member: 6994549"] As a game master I would not be allowed to make rulings. I found in a game of Champions roleplay would be routinely interrupted by someone digging through the book to point out a very specific rule. Usually after saying wait, let me look that up. I agree Hero is simple. 11 or less to succeed. Add modifier if needed. It easily tracks to a difficulty table. If it is easy you need a 15 or 13 or less. Difficult? 9, 7 or 5 or less. If you are good with the percentile spread of a bell curve you can be more precise with the difficulty of the number. My experience with the game is as a GM if a player says they want to take an action which would require a die roll if I said yeah you will need a 9 or less to succeed they would stop play to comb through the book and review every-single-rule which could be applied. Therefore I concluded Champions is an excellent game if you want to set up a very tactical, grid based superhero combat in a predefined battle space. I would thoroughly enjoy a three hour set piece battle of Champions with my friends where every chin-bleeding punch and teetering building and knock back is played out. But it doesn't fit how I would want to play a super hero roleplaying game. I think Champions would be more accurately described as [I]Champions! The superhero battle game for 2-12 players. [/I]The game box would contain battle maps of different environments you find superheroes battling in. Hero games could then sell a naughty word-ton of supplements which are just new battle maps with playing pieces of cars, buildings trees, etc. [/QUOTE]
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