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<blockquote data-quote="Rackhir" data-source="post: 1490793" data-attributes="member: 149"><p>First off I'd have to agree that you definitely suffered from a bad DM. Lets face it an inflexible DM who demands that you run YOUR character however THEY think it should be run will ruin any game. Not to mention that it sounds like he did a piss poor job of designing the character to follow the concept you had. So it's not exactly fair to blame all of that on the system.</p><p></p><p>Second, it sounds like you feel that only absolute and total flexibility in what your powers can do is acceptable. In that kind of a situation then yes a Variable power pool is the way to go. Most superhero concepts don't require this though. Cyclops can't use his beam attack to create a force wall and there is no inherent reason why your webs for example have to be able to be made into a "Wall/Force Wall" or used in any of the ways you describe. There are dozens of reasons why your powers might not be able to be used that way. Spiders for example spin different web strands to catch flies and to walk on in their webs. Maybe you only had one kind.</p><p></p><p>One of the beauties of champions is that there are multiple ways to achieve flexibilty in powers. In champions there are no less than 4 ways that I can think of off hand.</p><p></p><p>* VPP - the most expensive, but the most flexible. Unfettered you can litterally do anything you want (within points limits). It can also be limited to simulate certain kinds of powers. A Power Duplicator character would add the limitation - Only to duplicate powers of target.</p><p></p><p>* Multipower - A big pool of points that can be divided up among many power slots. Say for example a 60 pool with 4 slots (Energy Blast, Forcefield, flight, TK) at (iirc) 1/10 the cost of the power pool (6*4). The points generally can be divded among the slots how ever wished, so long as it doesn't exceed 60 points. You could have everything in one slot or equally divided among them, etc...</p><p></p><p>*Elemental Commands - A set of Powers linked by a common theme. Say fire powers. The largest power gives a discount to the other powers, but all the powers have to have the same limitations. </p><p></p><p>* Limited Use Powers - By taking a highly limited number of uses (1/day, for example), you can make affordable powers that might otherwise be to expensive for how much usage they would get.</p><p></p><p></p><p></p><p>Your point about having to think of everything at the character creation is inaccurate. First as pointed out above, you can cover most if not all of the "Power Abilities" that an ability to "Shoot Webs" might imply. Yes this can involve some thought, but if absolute flexibility is required then you simply use a VPP. </p><p></p><p>Second, remember superheroes frequently don't spring full blown from the head of Zeus. Spiderman couldn't do everything you wanted the character to do right off the bat. He learned new ways and uses for his webs as time passed, improved the formula and created variations for specific circumstances. IE. he gained experience or in champions more power points and bought new powers/improvements on old ones.</p><p></p><p>Champions does require more thought be put into a character than many systems do, because the system is more of a tool kit and less a collection of one size fits all Straightjackets (ie.classes). You do have to build your character to fill you're idea of what that character should be and that is more work than simply being told "You are a fighter you can do this." However, that does mean that you can have a character who fits virtually any character conception.</p></blockquote><p></p>
[QUOTE="Rackhir, post: 1490793, member: 149"] First off I'd have to agree that you definitely suffered from a bad DM. Lets face it an inflexible DM who demands that you run YOUR character however THEY think it should be run will ruin any game. Not to mention that it sounds like he did a piss poor job of designing the character to follow the concept you had. So it's not exactly fair to blame all of that on the system. Second, it sounds like you feel that only absolute and total flexibility in what your powers can do is acceptable. In that kind of a situation then yes a Variable power pool is the way to go. Most superhero concepts don't require this though. Cyclops can't use his beam attack to create a force wall and there is no inherent reason why your webs for example have to be able to be made into a "Wall/Force Wall" or used in any of the ways you describe. There are dozens of reasons why your powers might not be able to be used that way. Spiders for example spin different web strands to catch flies and to walk on in their webs. Maybe you only had one kind. One of the beauties of champions is that there are multiple ways to achieve flexibilty in powers. In champions there are no less than 4 ways that I can think of off hand. * VPP - the most expensive, but the most flexible. Unfettered you can litterally do anything you want (within points limits). It can also be limited to simulate certain kinds of powers. A Power Duplicator character would add the limitation - Only to duplicate powers of target. * Multipower - A big pool of points that can be divided up among many power slots. Say for example a 60 pool with 4 slots (Energy Blast, Forcefield, flight, TK) at (iirc) 1/10 the cost of the power pool (6*4). The points generally can be divded among the slots how ever wished, so long as it doesn't exceed 60 points. You could have everything in one slot or equally divided among them, etc... *Elemental Commands - A set of Powers linked by a common theme. Say fire powers. The largest power gives a discount to the other powers, but all the powers have to have the same limitations. * Limited Use Powers - By taking a highly limited number of uses (1/day, for example), you can make affordable powers that might otherwise be to expensive for how much usage they would get. Your point about having to think of everything at the character creation is inaccurate. First as pointed out above, you can cover most if not all of the "Power Abilities" that an ability to "Shoot Webs" might imply. Yes this can involve some thought, but if absolute flexibility is required then you simply use a VPP. Second, remember superheroes frequently don't spring full blown from the head of Zeus. Spiderman couldn't do everything you wanted the character to do right off the bat. He learned new ways and uses for his webs as time passed, improved the formula and created variations for specific circumstances. IE. he gained experience or in champions more power points and bought new powers/improvements on old ones. Champions does require more thought be put into a character than many systems do, because the system is more of a tool kit and less a collection of one size fits all Straightjackets (ie.classes). You do have to build your character to fill you're idea of what that character should be and that is more work than simply being told "You are a fighter you can do this." However, that does mean that you can have a character who fits virtually any character conception. [/QUOTE]
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