Digest Archive vol 1 Issue 371
From: owner-champ-l-digest@sysabend.org 
Sent: Wednesday, June 02, 1999 7:06 PM 
To: champ-l-digest@sysabend.org 
Subject: champ-l-digest V1 #371 
 
 
champ-l-digest         Wednesday, June 2 1999         Volume 01 : Number 371 
 
 
 
In this issue: 
 
    Re: Fwd: [we-be-games] 5th Ed. Teaser 
    Re: Fwd: [we-be-games] 5th Ed. Teaser 
    Re: Fwd: [we-be-games] 5th Ed. Teaser 
    CHAR: Shoggoth 
    Re: Hero Overhaul, Simplification, etc. 
    Re: Hero Overhaul, Simplification, etc. 
    Re: Fwd: [we-be-games] 5th Ed. Teaser 
    RE: Fwd: [we-be-games] 5th Ed. Teaser 
    Re: CHAR: Shoggoth 
    Re: Instant Change 
    Re: Fwd: [we-be-games] 5th Ed. Teaser 
    Re: Fwd: [we-be-games] 5th Ed. Teaser 
    Re: [we-be-games] 5th Ed. Teaser 
    Re: Fwd: [we-be-games] 5th Ed. Teaser 
    Re: Fwd: [we-be-games] 5th Ed. Teaser 
    Re: Instant Change 
    Re: Instant Change 
    Re: Fwd: [we-be-games] 5th Ed. Teaser 
    Re: Instant Change 
    Re: Fwd: [we-be-games] 5th Ed. Teaser 
    Re: Instant Change 
    Re: Fwd: [we-be-games] 5th Ed. Teaser 
    Re: Instant Change 
    Re: Instant Change 
    Re: Instant Change 
    Re: Instant Change 
    Re: Hero Overhaul, Simplification, etc. 
 
---------------------------------------------------------------------- 
 
Date: Wed, 02 Jun 1999 13:27:54 -0400 
From: Bill Svitavsky <nbymail11@mln.lib.ma.us> 
Subject: Re: Fwd: [we-be-games] 5th Ed. Teaser 
 
At 11:53 AM 6/2/99 -0500, Dr. Nuncheon wrote: 
>On Wed, 2 Jun 1999, Joe Mucchiello wrote: 
> 
>> > A working rule we suggest is to make each Talent unique in the  
>> > campaign; that is, once one player-character has a particular Talent, 
>> > no other player-character can buy it (this is an optional rule, of 
>> > course, and shouldn't apply to all campaigns). 
>>  
>> Ick.  I don't even like the idea that you suggest this in the book.  
>> Some player will complain: "I'm double-jointed, how can that villain be 
>> double-jointed." 
> 
>"Because he's not a *player* character." 
>"Because it's an optional rule." 
> 
>I think the idea behind the 'no duplicating Talents' is to give a little 
>bit of uniqueness to each character and prevent everyone and their dog 
>from loading up on the really useful talents.  When one character has 
>(say) Danger Sense, it's a part of that character's schtick - it helps 
>make them unique.  When two characters have it, it's an 'um...OK' 
>situation.  When three or more have it it starts to get ridiculous. 
> 
 
Or it becomes a unifying group theme.  
 
Anyway, this sort of problem can occur just as easily with Powers, and even 
with Skills. I had a character once whom I figured would be the Disguise 
artist infiltrator of the group; it was a little awkward when I found out 
two other PC's had equally good Disguise skills.  
 
It's a good general principle for a GM to be aware of each PC's schtick. 
However, I think this works better as a gamemastering principle than as a 
game system rule (even an optional one.)  
 
------------------------------ 
 
Date: Wed, 02 Jun 1999 12:43:38 -0500 
From: "Guy Hoyle" <ghoyle1@airmail.net> 
Subject: Re: Fwd: [we-be-games] 5th Ed. Teaser 
 
On 6/2/99 at 1:27 PM Bill Svitavsky wrote: 
>Or it becomes a unifying group theme.  
 
"The Adventures of... The League of Doublejointed Ambidextrous Men" :-) 
> 
other PC's had equally good Disguise skills.  
 
> 
>It's a good general principle for a GM to be aware of each PC's schtick. 
>However, I think this works better as a gamemastering principle than as a 
>game system rule (even an optional one.) 
 
 I agree totally. It wouldn't hurt to nail this kind of thing down in the= 
 character concept stage, and to make the other PLAYERS know what each= 
 other's schtick is, as well. 
 
------------------------------ 
 
Date: Wed, 02 Jun 1999 10:29:14 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Fwd: [we-be-games] 5th Ed. Teaser 
 
At 11:46 AM 6/2/1999 -0500, Dr. Nuncheon wrote: 
>On Wed, 2 Jun 1999, Bob Greenwade wrote: 
> 
>> >> Duplication and Multiform revised to make them 
>> >> easier to use (and, hopefully, more "player friendly" without being 
>> >> unbalancing). 
>> > 
>> >How?  There have been as many proposed ways to do this as there are 
>> >posters to the list.  And these powers change with each edition.  How? 
>>  
>>    My understanding is that they're going back to something closer to the 
>> old 3rd Edition model. 
> 
>For the benefit of those of us who discovered HERO late...what were they 
>like in 3rd Edition? 
 
   The 5:1 cost was the same, as were most of the mechanics, but both sides 
of the Multiform were charged for the Power, and additional forms (for both 
Multiform and Duplication) cost +5 points per 2x forms. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 15:12:47 -0400 (EDT) 
From: Michael Surbrook <susano@dedaana.otd.com> 
Subject: CHAR: Shoggoth 
 
SHOGGOTH 
 
Val	CHA	Cost	Roll	Notes 
63	STR	23	22-	150 tons; 12 1/2d6 
3	DEX	-21	10-	OCV: 1 / DCV: 3 
43	CON	66	18-	 
40	BODY	48	17--	 
7	INT	-3	10-	PER Roll 10- 
11	EGO	2	11-	ECV: 4 
30	PRE	20	15-	PRE Attack: 6d6 
0	COM	-5	9-	 
18	PD	11		Total: 27 PD / 9 PDr 
18	ED	9		Total: 27 ED / 9 EDr 
2	SPD	7		Phases: 6, 12 
16	REC	0		 
80	END	-3		 
80	STUN	1		 
Total Characteristics Cost: 155 
 
Movement:	Running: 10" / 20" 
		Swimming: 4" / 8" 
 
Cost	Powers & Skills 
Combat Training: 
30	Combat Skill Levels: +6 with Hand-To-Hand 
 
Shoggoth Powers: 
40	Great Size: Growth: 6 Levels, 0 END (+1/2), Persistent (+1/2), 
	Always On (-1/2) 
	+30 STR, +6 BODY / STUN, -6" KB, +2" Reach, +4 PER, -4 DCV 
27	Plastic-like Body: Armor: 9 DEF 
60	Plastic-like Body: Damage Reduction: 3/4, Physical, Resistant 
24	Plastic-like Body: Damage Reduction: 1/2, Energy, Resistant, Fire 
	and Electrical Attacks only (-1/4) 
30	Plastic-like Body: Life Support: Full 
20	Plastic-like Body: Regeneration: 2 BODY/Turn 
8	Rolling: Running: +4" (10" total), END 2 
2	Swimming: +2" (4" total), END 1 
5	Multiple Tentacles: Extra Limbs (varies) 
10	Multiple Eyes: Normal Sight: 360 degrees  
45	Mutable Body: Shapeshift (any 'form' of same mass), 0 END (+1/2) 
 
Background Skills: 
32	Universal Translator 14- 
5	Climbing 11- 
3	Shadowing 11- 
5	Stealth 11- 
3	Survival 11- 
5	Tracking 11- 
354	Total Powers & Skills Cost 
509	Total Character Cost 
 
75+	Disadvantages 
25	Distinctive Features: Huge, fetid, iridescent mass of plastic-like 
	bubbles 
	Physical Limitation: 
10	Cannot leap 
15	No fine manipulation 
	Psychological Limitation: 
15	Inimical to anything *not* their master (C, S) 
10	Surly and rebellious (C, M) 
5	Reputation: Horrid servants of the Elder Things 8- 
8	Watched:  Current Masters (MoPow) 8- 
346	Experience 
509	Total Disadvantage Points 
 
Appearance: 
A shoggoth is described as a: "...nightmare, plastic column of fetid, 
black iridescence...  A shapeless congerie of protoplasmic bubbles...". 
Shoggoths are fairly large, forming a 15' diameter sphere if floating in 
water.  On the ground, it will flatten out, covering a fairly large area. 
 
Ecology: 
Shoggoths were created millions of years ago by the Elder Things to act as 
servants and beasts of labor.  They still exist on Earth, usually at the 
bottom of deep ocean trenches or in the ruined city of the Elder Things in 
Antarctica.  Shoggoths are virtually indestructible and can live almost 
anywhere; fortunately, these creatures are very rare. 
 
Motivations:  
In general, shoggoths follow the aims and desires of their masters.  A 
free-roaming shoggoth, however, will have its own desires.  Usually, it 
wishes to be left alone, and will brutally destroy anything that it feels 
is disturbing its existence.   
 
Combat Techniques: 
In combat, a shoggoth will lash out with a pseudopod trying to crush its 
target.  If it can grab a target, the hapless victim will be drawn into 
the shoggoth's bulk, to be sucked apart and crushed.  As a shoggoth is 
virtually invulnerable to almost any conventional attack, they tend not to 
retreat from combat. 
 
Other Names:  None 
 
Rumors:  
It is said that there are no more shoggoths left on the Earth. 
 
Designer's Notes: 
The shoggoth given here is derived from 5th Edition "Call of Cthulhu".  It 
should be considered a base-line template only, and Game Masters should 
feel free to alter it at will in order to best achieve the image they have 
of the Lovecraftian nightmare.  Suggestions include: giving it "Cannot be 
Stunned", Stretching, an HKA bite, some sort of HKA rupturing attack 
("Must follow grab") and so on.   
 
- -- 
Michael Surbrook - susano@otd.com - http://www.otd.com/~susano/index.html 
 
                       "It is a good day to die." 
                            Klingon proverb 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 12:30:15 -0700 (PDT) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: Re: Hero Overhaul, Simplification, etc. 
 
John Desmarais writes: 
> On Tue, 1 Jun 1999 15:02:03 -0700 (PDT), Joe Mucchiello wrote: 
> >No, not the random powers rules.  I think the most serious attempt was 
> >tried about a year ago.  I've been on and off this list for nearly a 
> >decade.  The one about a year ago generated messages for at least a 
> >month and still nothing came of it.  I'll go look it up if you really 
> >want to know about it. 
>  
> I wouldn't say nothing.  I did end up with a system of 
> "bolt-together" templates for quickly building super-heroes that I'm 
> pretty happy with. 
 
     Care to post them? 
 
Steven J. Owens 
puff@netcom.com 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 13:56:15 -0700 (PDT) 
From: John Desmarais <johndesmarais@yahoo.com> 
Subject: Re: Hero Overhaul, Simplification, etc. 
 
- --- "Steven J. Owens" <puff@netcom.com> wrote: 
> John Desmarais writes: 
> > On Tue, 1 Jun 1999 15:02:03 -0700 (PDT), Joe Mucchiello wrote: 
> > >No, not the random powers rules.  I think the most serious attempt was 
> > >tried about a year ago.  I've been on and off this list for nearly a 
> > >decade.  The one about a year ago generated messages for at least a 
> > >month and still nothing came of it.  I'll go look it up if you really 
> > >want to know about it. 
> >  
> > I wouldn't say nothing.  I did end up with a system of 
> > "bolt-together" templates for quickly building super-heroes that I'm 
> > pretty happy with. 
>  
>      Care to post them? 
 
Hmmm... I'm not sure if it's up to date (I've been kinda slack of late) but I 
have an edition of it at http://www.sysabend.org/champions/spoo/Templates.html 
 
I guess should incorporate the rest of the playtest notes into what I have 
on-line, but from the quick glance I just took it looks pretty close to my 
final version (I made a few decisions in the name of "point balance" that 
proved to be less than ideal and there's a set of non-combat skill packages 
that I need to add). 
 
- -=>John Desmarais 
http://www.sysabend.org/champions 
_________________________________________________________ 
Do You Yahoo!? 
Get your free @yahoo.com address at http://mail.yahoo.com 
 
------------------------------ 
 
Date: Wed, 02 Jun 1999 21:19:22 GMT 
From: samael@clark.net (Acid Rainbow) 
Subject: Re: Fwd: [we-be-games] 5th Ed. Teaser 
 
And also sprach Steven Long: 
 
> Disadvantages:  A new Social Limitation, into which Secret ID 
> and  Public ID are folded. 
     One social-type disad I'd like to bring up is the No Legal ID disad, 
(this is more of a problem for heroes than for villains.) Not being able = 
to 
prove citizenship and other things *is* a problem you know. 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 17:36:13 -0400 
From: "Scott A. Colcord" <sacolcor@ic.net> 
Subject: RE: Fwd: [we-be-games] 5th Ed. Teaser 
 
> Bill Svitavsky wrote: 
> 
> I see your point, and I like the principle, too. There have been times, 
> though, when I've had to sacrifice that principle to get a power to work 
> exactly the way I want it to. More important to me is the principle that 
> the System should let you build any power, exactly the way you want it to 
> work. You might have to spend a lot of points to do so, which is only fair 
> for a power which gives you a significant advantage, but you can do it 
> given a game with a sufficiently high point level. 
> 
> Suppose I want a character who can travel FTL through the atmosphere. Why 
> shouldn't I be able to construct that character? [snip] 
> 
> Suppose I want to build a character who can see through anything. N-Ray 
> vision requires that something block it. [snip] 
 
I'll add to this list: 
 
Suppose I want a character who can missile /reflect/ at range? 
Suppose I want a character that is truly unaffectable while Desolid? 
Suppose I want a character who superleaps without a chance of missing? 
Suppose I want a character who can teleport without risking death by 
missing? 
 
I know that some of these (Superleap, for example) have had custom 
advantages 
applied to them, but rather I think it would be cleaner to have 'Recommended 
Limitations', that a GM should generally require on such powers, but can 
forgo 
when desired.  The base cost of such powers could be increased appropriately 
for the added utility.  Yes, I know that this can result in problems with 
frameworks and the active cost, but you'd get that anyway if you used an 
advantage. 
 
Actually, this debate is reminding me of some discussions on Damage 
Reduction, 
and how a character who wants to be (mostly) immune to Magic has to buy 
physical, energy, and mental DR, each with a limitation.  A simpler 
construct 
would be to have DR bought once vs. a single special effect, with no 
limitation. 
 
The core issue seems to be that sometimes you want to take a power, with 
certain 
advantages and limitations, and just package it into a new power, with it's 
own 
base cost, and eliminate the active point overhead.  Sometimes this causes 
problems (4th Ed. Hand Attack).  Other times, it seems to work fairly safely 
(Damage Reduction, as above).  I'll throw out the hypothesis that its 
generally 
unsafe to do with powers that have a DC rating, but is safer when used with 
other powers.  Agreement?  Disagreement?  I've heard some mention of 
meta-powers; 
are they related to this issue? 
 
	----Scott 
 
------------------------------ 
 
Date: Wed, 02 Jun 1999 13:43:26 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: CHAR: Shoggoth 
 
At 03:12 PM 6/2/1999 -0400, Michael Surbrook wrote: 
>SHOGGOTH 
   [snip] 
> Physical Limitation: 
>10 Cannot leap 
>15 No fine manipulation 
   [snip] 
>Rumors:  
>It is said that there are no more shoggoths left on the Earth. 
   [snip] 
>Designer's Notes: 
>The shoggoth given here is derived from 5th Edition "Call of Cthulhu".  It 
>should be considered a base-line template only, and Game Masters should 
>feel free to alter it at will in order to best achieve the image they have 
>of the Lovecraftian nightmare.  Suggestions include: giving it "Cannot be 
>Stunned", Stretching, an HKA bite, some sort of HKA rupturing attack 
>("Must follow grab") and so on. 
 
   Isn't there a rumor or something that they have some sort of weakness to 
piccolo music?  Or did the CoC designers pass over that fact?  (Or was it 
made up by someone else not connected with either Lovecraft or Chaosium?) 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 17:40:08 EDT 
From: SteveL1979@aol.com 
Subject: Re: Instant Change 
 
	I think debating a lot of this may be rather academic (a fancy word  
meaning "pointless" :) ) until everyone's seen and read the entire relevant  
text, and I certainly do *not* intend to try to explain all the various  
changes and whatnot in advance.  But just this once I'll delve into what's  
going on and try to explain the thought processes involved behind the change  
in question -- folding Instant Change into Transform.  I'll save other  
explanations for after the book is released and we're all working from the  
same full text. 
	First off, before I delve into answering Curt's questions, a fact to  
be aware of:  IC was *never* supposed to work on anything but clothes.  Prior  
editions didn't explain it well, didn't conceptualize things correctly, or  
what have you.  This is just one of several 5th Ed. changes which reflect the  
way the game's creators always intended things to work, but which didn't make  
it into the rulebook, or did so in a fashion which led to confusion.  This  
led to the creation of, among other things, the invalid "IC Usable Against  
Others" power construct which Bill S. and some others of you mentioned. 
 
<< >Isn't there a difference between  
 >Instant Change = Billy Batson becomes Captain Marvel and >> 
 
	This is an example of *activation of a Power* (or group of Powers),  
whether you define it as a Multiform, OIHID, or what have you.  As such it's  
already a Zero Phase Action, you don't need IC to make it a Zero-Phase  
Action.  This concept, along with better definitions of OIHID and how it  
limits you, is discussed in greater detail in the 5th Ed. 
 
<< >Instant Change = Wally West puts on his Flash costume and>> 
 
	All he's doing is Transforming something here -- "air" to "costume"  
- -- hence it's a perfect example of why IC became simply a use of Transform.   
Frankly, if the costume change accompanies the activation of Powers, I  
wouldn't even necessarily make him pay for it; it's just a gimmick with no  
real game effect. 
 
<< >Instant Change = Merlin the Magician, who has been ambushed while in the  
 >bath by his arch-enemy mutters a quick incantation so that he's not fighting 
 >in the all-together ? >> 
 
	Here's the perfect example of a need for a version of IC using  
Transform, I think -- the wizard who can create/alter any clothes to suit his  
needs.  But again, all he's doing is changing/creating something, and that  
uses Transform. IC becomes one of several sidebar examples of Transform  
(virtually every Power and Power Modifier has several examples in the sidebar  
next to the main text, providing hundreds of ready-made abilities, gadgets,  
etc. for you to drop right into your game, or use as examples for building  
your own). 
	Some of you may ask, "But wait! How do you know how many BODY clothes  
have?"  The IC Transform uses the 5th Ed.'s Standard Effect Rule (where you  
specify a roughly average outcome for every use of the Power to gain  
predictability). That does enough effect to Transform any suit of clothes  
(let's face it, how many BODY could clothes have, anyway?).  To those who  
want to fuss about the differences between armored clothing and other such  
weirdness, I say, "C'mon, let's use a little common sense; this is a minor  
little power effect; just define it and move on without working about every  
freakin' possible exception or alteration of circumstance."  :) 
	I hope that clears things up and saves some needless wrangling. ;)   
If not, please carry on. 
 
Steve Long 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 14:35:28 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Fwd: [we-be-games] 5th Ed. Teaser 
 
>	So, briefly, here's some of what you'll see. 
> 
> 
>Skills:  Several new Skills, including Power, Teamwork, and Rapid Attack.   
>General Skills eliminated; all appropriate Skills now based on  
>Characteristics.  A number of Skills broken down into subcategories (like TF  
>and WF). 
 
Cool.  I've always been bothered by the General skills. 
 
>Talents:  Talents see some significant changes, in that we wanted to make  
>clear that they are, in a sense, non-powered Powers -- "Powers" which even  
>normal people sometimes have.  Put another way, they're a sort of a halfway  
>step between Skills and Powers.  As such, you should be able to build Talents  
>either with Powers or Skills or some combination of the two.  Former Talents  
>which couldn't be constructed with Powers or Skills (such as Defense 
>Maneuver, Fast Draw, Find Weakness, Luck) become Skills or Powers. 
 
Seems easy enough; Fast Draw was always fairly skill-like, and Luck was 
always a power in all but name. 
 
> 
>Powers:  Aid now costs 10 points per die.  HA is 5 Active Points per die with  
>a mandatory Limitation (it's what it always was -- a Limited type of STR,  
>really -- broken out into its own category for ease of conception and play).   
 
Pretty much what I've been doing with them for some time. 
 
>Sense-Affecting Powers like Flash/Darkness now have differing costs for  
>Targeting and Nontargeting Senses, and affect entire Sense Groups at their  
>base level.  Flash costs 5 points per d6, but works for a number of Segments, 
 
Good.  The single sense thing was always middlin' annoying...and often 
irrational. 
 
I tried the segments thing and often found it made the power perhaps a tiny 
bit too good; I'll be interested in hearing other people's oppinions. 
 
>not Phases.  One new Power, Healing.  Regeneration folded into Healing;  
 
Hmmm.  Wonder how it differs from Regen. 
 
>Instant Change folded into Transform.  Substantial expansion of Transform to  
 
Heard about this before.  Thought it was logical but a little silly. 
 
>answer many (I'd say "all," but I'm not going to kid myself) of the questions  
>surrounding that Power.  A general expansion of most of the Powers to do the  
>same thing and provide a lot more options (either as base rules, or as  
>Adders/Advantages).  Duplication and Multiform revised to make them easier to 
>use (and, hopefully, more "player friendly" without being unbalancing).   
>Expansion of Change Environment to allow minor combat effects. 
 
All sounds good. 
 
> 
>Power Modifiers:  More discussion of and options for Advantages and  
>Limitations.  A new Advantage, MegaScale, to allow Movement Powers and other  
>abilities to work over vast ranges.  Boostable Charges and Fuel Charges  
>options for Charges.  The "Great Linked Debate" put to rest (but no doubt  
>leading to round 2 :) ). 
 
Well, at least it'll be a _different_ one... 
 
> 
>Power Frameworks:  Extended discussion of the restrictions on ECs.   
>Discussion of how Advantages apply to slots and reserves, what it means to  
>lose a slot (e.g., have a gadget broken), and so on. 
 
Cool. 
 
> 
>Disadvantages:  Expansion of several, including Dependence, Distinctive  
>Features, and Rivalry.  A new Social Limitation, into which Secret ID and  
>Public ID are folded. 
 
Interesting. 
 
------------------------------ 
 
Date: Wed, 02 Jun 1999 14:43:17 -0700 
From: Bob Greenwade <bob.greenwade@klock.com> 
Subject: Re: Fwd: [we-be-games] 5th Ed. Teaser 
 
At 09:19 PM 6/2/1999 GMT, Acid Rainbow wrote: 
>And also sprach Steven Long: 
> 
>> Disadvantages:  A new Social Limitation, into which Secret ID 
>> and  Public ID are folded. 
>     One social-type disad I'd like to bring up is the No Legal ID disad, 
>(this is more of a problem for heroes than for villains.) Not being able to 
>prove citizenship and other things *is* a problem you know. 
 
   I'd imagine that this would be doable with Social Limitation, as would 
having a criminal record. 
- --- 
Bob's Original Hero Stuff Page!  [Circle of HEROS member] 
   http://www.klock.com/public/users/bob.greenwade/original.htm 
Merry-Go-Round Webring -- wanna join? 
   http://www.klock.com/public/users/bob.greenwade/merrhome.htm 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 17:57:49 EDT 
From: SteveL1979@aol.com 
Subject: Re: [we-be-games] 5th Ed. Teaser 
 
In a message dated 6/2/99 5:19:50 PM Eastern Daylight Time, samael@clark.net  
writes: 
 
<< > Disadvantages:  A new Social Limitation, into which Secret ID 
 > and  Public ID are folded. 
      One social-type disad I'd like to bring up is the No Legal ID disad, 
 (this is more of a problem for heroes than for villains.) Not being able to 
 prove citizenship and other things *is* a problem you know. >> 
 
	You can do that with Social Limitation.  You can represent being a  
slave, having no civil rights, and many other things.  My favorite is  
attainder/corruption of the blood, in which the sins of the father are  
visited on his descendants in terms of punishments or social restrictions  
suffered. ;) 
 
Steve Long 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 14:46:08 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Fwd: [we-be-games] 5th Ed. Teaser 
 
>>>No mention of "Advantaged" or "Enhanced" here.  Bummer. 
>>>  
>> 
>>Yeah, I'd like to see this given some sort of official recognition. Yes, 
>>this is an easy one to abuse, but perhaps that's why it merits some 
>>attention. I Occasionally, it's the only way of building something right. 
> 
>Gotta disagree...I like the philosophy of building the potential maximum, 
>then limiting to achieve the desired effect. When a custom advantage is 
>required, time for a house rule or change to the system. :) 
 
I don't think that's really reasonable; specialized Advantages are bound to 
come up from time to time.  Expecting the system to cover all possibilities 
off odd mechanical constructs needed for occasional use isn't particularly 
practical.  I also think the system passively accepts the idea even if it's 
not spelled out. 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 14:47:54 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Fwd: [we-be-games] 5th Ed. Teaser 
 
>With the current setup, what you can do is sharply defined; you can take 
>away from it in a customized fashion, but you can't add. If you could add 
>whatever rules you wanted as a Custom Advantage, then there are no longer 
>any boundaries. 
 
And within the limit of what the GM finds acceptable, this is bad because...? 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 14:49:45 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Instant Change 
 
>I probably should have been more explicit.  Assuming your character  
>concept is 'Only in Hero ID',  I always thought the Instant 
>Change power was needed if you wanted to change between your normal  
>and heroic forms without taking at least a phase. 
> 
>Has anybody else interpreted it that way ?  
 
Yes.  After all, I'd require a normal character to take at least that long 
to change out of his civvies, why give it to the OHID person for free? 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 14:58:00 -0700 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Instant Change 
 
> I hope that clears things up and saves some needless wrangling. ;)   
> If not, please carry on. 
 
Uhm, which list did you think this was again? 
 
;) 
 
JAJ, GP 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 14:58:35 -0700 
From: "James Jandebeur" <james@javaman.to> 
Subject: Re: Fwd: [we-be-games] 5th Ed. Teaser 
 
> I've heard some mention of 
> meta-powers; 
> are they related to this issue? 
 
In fact they are precisely related to this issue. I think that one's: 
 
http://www.javaman.to/metapowers.html 
 
Not that there's anything special there: just a catch phrase to describe 
something a lot of people already do, with some examples. It sounds like the 
idea is making it into the book, if not the name. 
 
"It's more than just a clever marketing ploy. But not much more." - Dilbert 
 
JAJ, GP 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 14:52:31 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Instant Change 
 
>Personally, I never like the idea that OIHID was a limitation.  There should 
>be no reason to give a bonus to Captain Marvel but a penalty to the Hulk. 
>As far as I'm concerned it shouldn't be a limitation or advantage, just a 
>special effect of playing.  Sometimes you're in your secret id, sometimes 
>you're not.  Sometimes you have your costume, sometimes you don't. 
 
If the Hulk had to pay for all of Bruce Banner's skills, I'd agree with you. 
But as it is, the Hulk player can build the Hulk as a combat monster, and 
then pay a relatively small fee to have a dedicated scientist in Banner. 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 14:57:45 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Fwd: [we-be-games] 5th Ed. Teaser 
 
>>>With the current setup, what you can do is sharply defined; you can take 
>>>away from it in a customized fashion, but you can't add. If you could add 
>>>whatever rules you wanted as a Custom Advantage, then there are no longer 
>>>any boundaries. 
>> 
>>And that's bad because...? 
> 
>Because it means that the system is completely open ended...like if 
>everyone was writing their own powers left and right. Makes it harder to 
>transfer characters between games, etc. 
 
I don't agree; it's a very selective alteration of an extent power in a way 
defined in the advantage, and no worse in practice than some of the odder 
use of extent powers I've seen.  And frankly, I think the portability of 
Champions characters is questionable at best, and for reasons that have 
nothing to do with disagreements about Advantages. 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 15:14:43 -0700 (PDT) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: Re: Instant Change 
 
Wayne Shaw writes: 
> >I probably should have been more explicit.  Assuming your character  
> >concept is 'Only in Hero ID',  I always thought the Instant 
> >Change power was needed if you wanted to change between your normal  
> >and heroic forms without taking at least a phase. 
>  
> Yes.  After all, I'd require a normal character to take at least that long 
> to change out of his civvies, why give it to the OHID person for free? 
 
     I'm not sure if it stuck around through the various editions, but 
in the first edition rules it states that changing into hero ID takes 
one phase.  Part of the genre conventions.  I vaguely remember reading 
the general statement of the rule and I specifically remember the 
sample scenario (I think it was Crimson Crusader and Starburst 
vs. Grond and some thugs trying to rob a bank) giving an example of 
the one-phase costume change. 
 
Steven J. Owens 
puff@netcom.com 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 15:08:44 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Fwd: [we-be-games] 5th Ed. Teaser 
 
>On Wed, 2 Jun 1999 14:35:28 -0700 (PDT), shaw@caprica.com (Wayne Shaw) sent 
>these symbols into the net: 
> 
>> 
>>>Sense-Affecting Powers like Flash/Darkness now have differing costs for  
>>>Targeting and Nontargeting Senses, and affect entire Sense Groups at their  
>>>base level.  Flash costs 5 points per d6, but works for a number of Segments, 
>> 
>>Good.  The single sense thing was always middlin' annoying...and often 
>>irrational. 
>> 
>>I tried the segments thing and often found it made the power perhaps a tiny 
>>bit too good; I'll be interested in hearing other people's oppinions. 
>    I'd like to hear a bit more explanation on that, my experience was that 
>the 4th edition rules made Agent-types pretty much immune to flash attacks 
>because all the 50 point or better Agents had flash defense. My arguement 
>in favor of flash attacks is that they *are* non-lethal, and generally 
>don't do even do STUN damage. 
 
Well, I was only using the dice per 10, but counting full pips, not Body. 
Now that I reread this, I think they're still talking about counting Body. 
At that point, at least some serious Flash Defense has to be purchased to 
make you completely immune.  Under the system I tried out it was a bit too 
easy to disable someone for the whole fight with one attack. 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 17:23:39 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Instant Change 
 
>> From: "Steven J. Owens" <puff@netcom.com> 
>  
> Wayne Shaw writes: 
  I always thought the Instant 
> > >Change power was needed if you wanted to change between your normal  
> > >and heroic forms without taking at least a phase. 
> >  
> > Yes.  After all, I'd require a normal character to take at least that long 
> > to change out of his civvies, why give it to the OHID person for free? 
>  
>      I'm not sure if it stuck around through the various editions, but 
> in the first edition rules it states that changing into hero ID takes 
> one phase.  Part of the genre conventions.  I vaguely remember reading 
> the general statement of the rule and I specifically remember the 
> sample scenario (I think it was Crimson Crusader and Starburst 
> vs. Grond and some thugs trying to rob a bank) giving an example of 
> the one-phase costume change. 
 
Right.  I've been playing Champions for that long.  I was going to refer to  
the rule explicitly  mentioning the costume change but then remembered that 
it was probably from an earlier edition so didn't bother.  
 
Incidentally, I think that the one-phase costume change is way too short... 
 
Not Crimson Crusader, just Crusader, you're probably thinking of Crimson 
Commando. 
 
Curt Hicks  
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 17:29:32 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Instant Change 
 
> From: SteveL1979@aol.com 
> 
> 	First off, before I delve into answering Curt's questions, a fact to  
> be aware of:  IC was *never* supposed to work on anything but clothes.  Prior  
> editions didn't explain it well, didn't conceptualize things correctly, or  
> what have you.  
 
 
>  
> << >Isn't there a difference between  
>  >Instant Change = Billy Batson becomes Captain Marvel and >> 
>  
> 	This is an example of *activation of a Power* (or group of Powers),  
> whether you define it as a Multiform, OIHID, or what have you.  As such it's  
> already a Zero Phase Action, you don't need IC to make it a Zero-Phase  
> Action.  This concept, along with better definitions of OIHID and how it  
> limits you, is discussed in greater detail in the 5th Ed. 
>  
OK, good.  A needed clarification.  
 
I really never had a problem with the Wally West ==> Flash 
or the Merlin ==>  any clothes Instant Change as transformation, just 
the first case.  (Of course, Merlin should end up paying more.) 
And it turns out that was a misinterpretation of the 
intent for Instant Change.   
 
Thanks for the response, Steve. 
 
Curt Hicks  
 
(Hmmm, if it takes more than a zero phase action to transform into my heroic 
identity, can I then take an additional limitation for extra time to start 
on all those powers...) 
 
 
> << >Instant Change = Wally West puts on his Flash costume and>> 
>  
> 	All he's doing is Transforming something here -- "air" to "costume"  
> -- hence it's a perfect example of why IC became simply a use of Transform.   
> Frankly, if the costume change accompanies the activation of Powers, I  
> wouldn't even necessarily make him pay for it; it's just a gimmick with no  
> real game effect. 
>  
> << >Instant Change = Merlin the Magician, who has been ambushed while in the  
>  >bath by his arch-enemy mutters a quick incantation so that he's not fighting 
>  >in the all-together ? >> 
>  
> 	Here's the perfect example of a need for a version of IC using  
> Transform, I think -- the wizard who can create/alter any clothes to suit his  
> needs.  But again, all he's doing is changing/creating something, and that  
> uses Transform. IC becomes one of several sidebar examples of Transform  
> (virtually every Power and Power Modifier has several examples in the sidebar  
> next to the main text, providing hundreds of ready-made abilities, gadgets,  
> etc. for you to drop right into your game, or use as examples for building  
> your own). 
> 	Some of you may ask, "But wait! How do you know how many BODY clothes  
> have?"  The IC Transform uses the 5th Ed.'s Standard Effect Rule (where you  
> specify a roughly average outcome for every use of the Power to gain  
> predictability). That does enough effect to Transform any suit of clothes  
> (let's face it, how many BODY could clothes have, anyway?).  To those who  
> want to fuss about the differences between armored clothing and other such  
> weirdness, I say, "C'mon, let's use a little common sense; this is a minor  
> little power effect; just define it and move on without working about every  
> freakin' possible exception or alteration of circumstance."  :) 
> 	I hope that clears things up and saves some needless wrangling. ;)   
> If not, please carry on. 
>  
> Steve Long 
>  
>  
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 15:23:36 -0700 (PDT) 
From: shaw@caprica.com (Wayne Shaw) 
Subject: Re: Instant Change 
 
>Incidentally, I think that the one-phase costume change is way too short... 
 
I think it's a genre convention.  I've seen any number of heroes with no 
real excuse do it in clearly extremely short periods of time in the past. 
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 17:45:34 -0500 (CDT) 
From: Curt Hicks <exucurt@exu.ericsson.se> 
Subject: Re: Instant Change 
 
> From: shaw@caprica.com (Wayne Shaw) 
> Subject: Re: Instant Change 
> Sender: owner-champ-l@sysabend.org 
>  
> >Incidentally, I think that the one-phase costume change is way too short... 
>  
> I think it's a genre convention.  I've seen any number of heroes with no 
> real excuse do it in clearly extremely short periods of time in the past. 
>  
Yep.  Probably the same kind of thing as how heroes without super-movement 
abilities are able to get to the crime scene / disaster area / trouble 
in time to do anything. 
 
I always tried to stay away from bank robbery scenarios, because I figured  
any competent villain should be able to show up, get the cash and leave  
before the heroes made it there.  Now having the heroes ALREADY at 
the scene is another matter.  
 
Curt  
 
------------------------------ 
 
Date: Wed, 2 Jun 1999 16:05:04 -0700 (PDT) 
From: "Steven J. Owens" <puff@netcom.com> 
Subject: Re: Hero Overhaul, Simplification, etc. 
 
Joe Mucchiello writes: 
 
> The discussion was based around 30/60/90 point power packages that 
> could be mixed and matched to form characters with 10-15 points to 
> spare for window dressing your characters.  The idea broke down when 
> you considered all of the limiting factors a GM should require of his 
> characters: max DCs vs max Defense vs max CVs.  
 
     Hm, I'm not sure precisely what you're alluding to here.  I 
suspect you *still* have far too broad a concept in mind, compared to 
what I'm considering.  Think of something more along the lines of 
constructing a list of spell powers for a fantasy hero game.  I don't 
play Fantasy Hero, but I get the impression that the normal approach 
is for the GM to define the available spell powers, put a price on 
them, and allow the players to purchase them. 
 
     Also, it should be needless to say this, but then again the 
intended audience is beginners: the power packages would not be handed 
out willy-nilly, without restriction.  The booklet would have to 
include guidelines for the players and for the GM, as well as some 
examples of character creation.  Just because the packages are 
30/60/90 (though I'm not sure I like those breakpoints) doesn't mean 
the GM should let the player buy two 90point attack packages and a 60 
point defense package.  
 
> My problem with the power packages was END usage.  Giving a 
> character a 12D6 EB without a corresponding boost in END/REC is 
> going to create an annoying-to-play character.  (I take another 
> REC!) 
 
     This one is easy to address in several ways.   
 
     Frankly I have a hard time with a character buying a 12d6 EB to 
begin with - how many GMs would let that into a campaign?  If it's not 
reasonable as a power built by an experienced player, why would you 
put it in the book as a power purchasable by a beginning player? 
 
     Second, I was intending that the 90 point power packages are for 
the main schtick for a character, and would include either a framework 
or possibly just a complementary "set" of powers (complementary in the 
geometric sense - appropriately grouped powers). 
 
     Third, the character is not just buying powers, but should 
be buying a good assortment of power packages.  One package for attack, 
one for defense, one for attributes, one for movement.  The general idea 
is to have a more coarsely-grained version of normal Hero character  
building.  You don't build a brick and then simply buy lots of strength. 
You know the brick needs CON for END and for durability.  This approach 
simply group some of that together. 
 
     The player starts by taking the "standard heroic physique" 
package to provide a decent minimum in most of the stats, then gets 
the "really strong" package, which provides a lot more STR and some 
CON and a little BOD, then gets the "really tough" package which means 
even more CON and more BOD and some extra PD and ED and maybe even a 
little armor, then the "armor" package for the serious defenses, a few 
minor packages for movement (bricks aren't known for being fleet) and 
some flavor, a few skills, and you're done. 
 
     The power package guide could and should include recommendations; 
all of the energy projector type powers should include a note that if 
the player is buying a lot of these types of powers, he or she should 
think about buying the END Reserve package (although it should be more 
obviously named - named to reflect the effect and not the game 
mechanic it's built on; maybe "energy source") or get an appropriate 
physique-enhancing package. 
 
     Fourth, these are not _powers_ but power _packages_, and they're 
intended to _simplify_ the game.  Heck, I think third edition even 
suggested just dropping END cost issues to simplify the game.  In this 
case, since this is intended to be compatible with standard Hero 
games, build the package to be zero END, either by taking reduced END 
on the powers or by including an appropriate amount of extra END/REC 
into the power. 
 
     (I wonder if this is a good time to bring up my old Constant END 
power idea?  This was based on the numbers for END Reserves.  It's 
more or less an idea to replace the Reduced End Cost advantage with a 
fine-grained constantly-renewing END Reserve.  The ultimate idea is 
that instead of buying Reduced End Cost, you could pay something like 
1*SPD per point of END Cost for a power, to buy off the END cost of a 
power.  It's effectively setting up an END Reserve specifically for 
that power, with enough REC to use the power every phase and fully 
recover every turn; the math is simplified and there are some minor 
advantages and limitations that balance out). 
  
> The problem is balance.  Lists of powers are not balanced without 
> expanding the number of lists into too much complexity. 
 
     Once again, back to the basic concept; it's not a list of powers, 
it's a set of compatible power _packages_ designed to fit a narrow 
scope that makes for an easy, playable campaign.  
  
> > In other words, having a set of characters for a single adventure is 
> > too narrow.  Having in essence a shrink-wrapped campaign may seem 
> > useless to somebody steeped in the Hero system, but to a beginner it 
> > makes a ton of sense.   
>  
> Yes, this part I agree with.  Making a chinese menu for character 
> generation as a part of a single adventure is probably possible.  But, 
> what happens when you make the second introductory adventure which 
> assumes a different power level and someone tries to mix and match the 
> power lists? 
 
     The answer is that you don't make a second introductory adventure 
which assumes a different power level; you make a second introductory 
adventure (and a third, and a fourth, and a fifth, and a sixth) which 
assumes the same power levels (perhaps with some slight tweaking to 
allow for character development if the adventures are meant to be 
sequentially played).  You define precise and full power levels - or 
more to the point, power level guidelines - for the first introductory 
adventure and you follow it for the rest of the introductory 
adventures.   
 
     If you make more than one campaign set, with different power 
levels and even different milieus, then you make them very clearly of 
different styles/genres.  Mixing and matching falls under the heading 
of "know what you're doing before you do this", and since the power 
packages are all real powers designed with the standard rules, 
experienced Hero gamers can play with the system and inexperienced 
Hero games can learn about the system. 
   
> >...A booklet full of power packages; 
>  
> This is exactly what the discussion I was talking about wanted to make: 
> a 250 page list of all powers book.  I don't remember who thought that 
> was a good idea but I assume he is locked in a padded room by now if he 
> tried to write it.  :-) 
 
     Once again, back to the basic concept; not a list of all powers, 
a booklet of power packages. Two very different things.  The only thing 
I see in common is that they both attempt to solve the same problem, 
although this approach you're talking about takes an inclusive approach, 
trying to generate every combination, and I'm talking about taking an 
exclusive approach - excluding the complicating factors and narrowing 
the scope of the problem down to a workable set. 
 
> > villains grouped by power levels, along with advice for the novice GM 
> > on how to run the villains as stand-alone characters, members of a 
> > villian group, or flunkies for master villains.  A set of scenarios 
> > gradually increasing in scope and power level, with recommedations 
> > for which villains to use with them. 
>  
> This part of the idea is a good idea in general, with or without the 
> menu characters. 
 
     Sure, but since the end goal here is to get people into the game, 
each of these pieces is a necessary-but-not-sufficient part of the 
answer. 
  
> >      In essence, a campaign in a box.  Boring?  Not enough of a 
> > challenge to seasoned Hero gamers?  Perhaps.  But then again, we're 
> > not exactly overflowing with seasoned *or* new players.  There has to 
> > be *some* lingua franca, a pidgin that's accessible to new players 
> > and acceptable to seasoned players. 
>  
> There are not a lot of newbies in the HERO system.  Probably because it 
> lacks an easy entry point. 
 
     That was pretty much the point of the above paragraph (not to mention 
the entire thread - did you catch the beginning of it?) 
 
> However, how does this lingua franca really 
> become pidgin HERO if none of the seasoned players speak it? 
 
     It does if each package comes with a fully written out definition 
in standard Hero game rules.  Seasoned players and new players can 
easily play in the same game, although it'd run even more smoothly if 
the seasoned players voluntarily (or presumably at GM request) refrain 
from using a few complicating rules (like having odd SPD numbers). 
 
     And of course the seasoned players are going to be able to 
engineer their characters to get maximum bang for the buck - the GM 
should rein this tendency in a bit for introductory games.  Or maybe 
give the inexperienced players a point bonus, since they're limited in 
the range of point-engineering techniques they can use. 
   
> >      I'd like to see those archives; I suspect the topic was never 
> > well-explored, and frankly I can see why.   
> 
> No, it was discussed for over a month.  
 
     Which has little to do with whether it was well-explored or not. 
 
>  I gave it a stab for a few days and then when the discussion took a 
> turn that I thought could not work (or would lead to madness), I 
> dropped out of it.  If I'm bored tonight or tomorrow, I'll see how big 
> it is and let you know. 
 
     I'd be interested in seeing it. 
  
> >      Maybe Hero needs to look at trying an "open source" style 
> > net-based collaboration?  Maybe appoint a handful of people they know 
> > and trust to run editoral control 
>>  
> This was also discussed in the other discussion.  Person A could do 
> movement power and Person B could do whatever. 
 
     Collaboration involves more than different people taking on 
different pieces of the problem.  It involves the collaborators 
working together, communicating, coordinating and possibly even some 
neutral party serving to foster all of the above (like an editor on a 
publication). 
 
> Steven, if I don't get back to you privately or on the list about this 
> in a few days and you find that you are still interested, send me a 
> reminder email. 
 
     Here's the reminder :-) 
 
Steven J. Owens 
puff@netcom.com 
 
------------------------------ 
 
End of champ-l-digest V1 #371 
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