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<blockquote data-quote="Rackhir" data-source="post: 1493046" data-attributes="member: 149"><p>Champions does reward good character design, but can you tell me of a system where bad character designs are effective? Every system has little tricks and techniques for improving characters that aren't immediately obvious.</p><p></p><p>You keep repeating "detail every power usage" as if it is some impossiblity. Nearly all character concepts have limits to them. No rational person can make a decent argument for "web" powers enabling you to travel FTL. For a spider man character it's not terribly difficult to come up with a multipower that has pretty much anything you are likely to think of in play. </p><p></p><p>Keep in mind that a lot of the "New power uses" you get in comics are simply plot devices that the author thought would look cool/solve the plot problem for this issue. RPGs can't permit an unlimited flexibility in that way, because there is such a thing as balance issues. Iron Man doesn't have to worry about skewing everything if he suddenly has the DeusExMachina gadget that exactly solves this issue's plot problem. DMs do.</p><p></p><p>As for the VPPs. They are only necessary if you demand ABSOLUTE flexibility. Are they suitable for newbies, no not really. However the MM system you describe is equally useless to someone who doesn't know the system or the powers, WITHOUT assistance. A little bit of help from the DM or players would handle the problems of using the VPP, just like you'd have to do for a newbie in MM.</p><p></p><p>I'll admit it would be nice to have a little bit more flexibilty in the use of your powers to cover some of those odd little situations that might arise. However, I've played champions for a long time (about 20yrs) and I have found that if you don't have a DM who keeps the game system in a straightjacket, it is not a problem. That is what the DM is for, providing judgement, otherwise you might as well be playing a computer game with indestructable doors.</p><p></p><p></p><p></p><p>So your argument seems to be that no matter how poorly the characters are built or the campaign run. If another system run by a competent DM and using a well designed character, will accomplish what was desired then it is the fault of the system in the first example? </p><p></p><p>A certain amount of flexibility is neccessary for a well run campaign. No system ever covers all the situations and possibilities that arise. If the DM can't provide flexibility then the game is going to suck, no matter the virtues or vices of the system. </p><p></p><p></p><p></p><p>You are the first person I've ever seen to argue that HERO system is not suited to running Superheroes. I admire you for being able to type that with a straight face.</p></blockquote><p></p>
[QUOTE="Rackhir, post: 1493046, member: 149"] Champions does reward good character design, but can you tell me of a system where bad character designs are effective? Every system has little tricks and techniques for improving characters that aren't immediately obvious. You keep repeating "detail every power usage" as if it is some impossiblity. Nearly all character concepts have limits to them. No rational person can make a decent argument for "web" powers enabling you to travel FTL. For a spider man character it's not terribly difficult to come up with a multipower that has pretty much anything you are likely to think of in play. Keep in mind that a lot of the "New power uses" you get in comics are simply plot devices that the author thought would look cool/solve the plot problem for this issue. RPGs can't permit an unlimited flexibility in that way, because there is such a thing as balance issues. Iron Man doesn't have to worry about skewing everything if he suddenly has the DeusExMachina gadget that exactly solves this issue's plot problem. DMs do. As for the VPPs. They are only necessary if you demand ABSOLUTE flexibility. Are they suitable for newbies, no not really. However the MM system you describe is equally useless to someone who doesn't know the system or the powers, WITHOUT assistance. A little bit of help from the DM or players would handle the problems of using the VPP, just like you'd have to do for a newbie in MM. I'll admit it would be nice to have a little bit more flexibilty in the use of your powers to cover some of those odd little situations that might arise. However, I've played champions for a long time (about 20yrs) and I have found that if you don't have a DM who keeps the game system in a straightjacket, it is not a problem. That is what the DM is for, providing judgement, otherwise you might as well be playing a computer game with indestructable doors. So your argument seems to be that no matter how poorly the characters are built or the campaign run. If another system run by a competent DM and using a well designed character, will accomplish what was desired then it is the fault of the system in the first example? A certain amount of flexibility is neccessary for a well run campaign. No system ever covers all the situations and possibilities that arise. If the DM can't provide flexibility then the game is going to suck, no matter the virtues or vices of the system. You are the first person I've ever seen to argue that HERO system is not suited to running Superheroes. I admire you for being able to type that with a straight face. [/QUOTE]
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