It really isn’t. The basic unit of value is 1d6 damage which has a standardised point cost, and pretty much everything flows from that. It is extremely ‘gamist’ in my opinion.
It is a game. What's wrong with it being a game?It really isn’t. The basic unit of value is 1d6 damage which has a standardised point cost, and pretty much everything flows from that. It is extremely ‘gamist’ in my opinion.
Agreed, it's not exactly a physics sim...Nothing, I was backing Thomas that Champion’s isn’t a physics emulator.
Champions 1e said:Do not let the apparent complexity of these rules discourage you. The rules are designed to reflect real life (as seen in comic books) and they should enhance the interaction between the players and the Games Master. The rules are simply a tool so that everyone can understand the actions of the characters. After playing the game a few times the mechanics will seem second nature and everyone will be able to concentrate on role playing.
That's a good point. There are elements of that (to one degree or another) in all the superhero games I favor, and games that intentionally move away from that philosophy are less likely to draw my interest.Agreed, it's not exactly a physics sim...
But it can be used as one, since the base assumptions of the core engine work relatively well as a physics sim.
There are more accurates ones. It's not quite off-label use, as the variety of spinoff games using the engine approach it as a physics engine, dropping the powers and replacing them with genre specific tweaks to the core engine.
Fantasy Hero was originally a standalone, like Simulation is in its roots... just not simulation of the real world as we live in it. "designed to reflect real life (as seen in comic books)" is the key element. Not all physics engines are our physics. (And, while the sheet can be told apart from later editions, it's instantly recognizable as the parent of the later editions' more streamlined sheets.)
This might feel like a lazy way out of this question...So, what do you think? What makes a successful superhero game?
I played decades of Champions (now Hero System) when I was younger. Loved it. Super crunchy super-heroic world simulation. Loved it. My primary GM (played with many, but the most campaigns with one) published a number of Hero System supplements, both official and 3rd party.
Went to play the most recent edition recently, it felt meh. I've moved on from both playing and running super crunchy games as my RPG tastes have changed. Nothing about the system.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.