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The ultimate super roleplaying game returns to reclaim its crown in Champions Complete! All the legendary flexibility and power of the renowned HERO System rules engine, plus all the superhero goodness Champions has been famous for over 30 years, now in one pulse-pounding, senses -shattering, heroic handbook of superpowered action! At 240 pages, Champions Complete includes everything superhero gamers need, and nothing they don't. New players will love the unmatched freedom of Champions that allows them to create and play exactly the hero they imagine. Longtime fans will appreciate the tight, concise new approach, presenting the full game system in a fraction of its former length. CREATE and play the hero that you want. AN excellent purchase for first time players and handy companion for long time players. THE Hero System you know and love, in a condensed and easy to use format. INCLUDES everything a gamemaster needs to create anything from a single session to an extended campaign. Note: This product (Champions Complete/HERO2000) is a stand-alone, moderately priced book for playing Champions: arguably the most popular and longest-running superhero game in roleplaying history. It contains all of the rules necessary to play Champions: The Super Roleplaying Game. Review: Classic superhero RPG - This game is so much fun. The system is somewhat complex at first, but once you get the basics you'll be able to have fun in almost any genre. The rules are built for superheroes but really, they could be used for anything from ancient fantasy to futuristic sci-fi. The great thing is you can get a character or a campaign off the ground and running with just this book. If you're looking for a rules system that is in-depth and versatile this is a good one. Review: More like Champions Core than Champions COMPLETE - I loved the original Champions game back in the 80's, but have stayed away from the newer editions because there weren't many changes. Not enough to make it worth-while to pay for it all over again, at least. After getting a desertcart gift card, I decided to pick this up. I think the changes, while not extensive, are significant enough to warrant the update, and at a reasonable price for a paperback. I think Champions Core would have been a better name, though. Everything you need to play it is included, but for example the section on bases is much smaller than in earlier editions. There is a separate book that expands upon that (which I'll review separately after I receive it), so this isn't very 'complete' in my opinion. My other gripe is some of the rules are placed differently, and oddly, IMO. For example, Regeneration specifically states that it doesn't heal impairment or disabling injuries (severed limbs). The old rules had advantages listed after it that allowed it to do things like that. Turns out this version puts that in the section for Advantages, despite there being only two powers that can use the advantage (Regeneration and Healing). That's reasonable, and as long as it is constant, not too jarring. However, some powers do list specific advantages along with the power. Presumably, that's because only a single power has use of that Advantage, but I haven't checked that carefully yet. Finally, Regeneration mentions you could spend 16 points to heal 2 BODY per hour, or 24 to heal 3, etc. Why anyone would do that is beyond me, since 16 points actually gets you 1 BODY per 12 seconds, or 300 per hour, since it gets cheaper per level despite being more useful. Perhaps if they mentioned GM specific rules might limit the maximum level Regeneration can be bought at or something, but they don't. Still, a very minor gripe that doesn't detract from the system enough to take a star away. Other changes from previous versions is there are no derived stats any longer. A high Dex doesn't make you harder to hit, a high Con doesn't automatically give you more BODY, etc. While not perfectly realistic, it does simplify the calculations (essentially removing them) and the cost of most of those stats were reduced in cost to compensate. I like this change in theory, but haven't tried it in an actual game, yet.
| Best Sellers Rank | #526,362 in Books ( See Top 100 in Books ) #116 in Other RPGs |
| Customer Reviews | 4.6 out of 5 stars 187 Reviews |
J**7
Classic superhero RPG
This game is so much fun. The system is somewhat complex at first, but once you get the basics you'll be able to have fun in almost any genre. The rules are built for superheroes but really, they could be used for anything from ancient fantasy to futuristic sci-fi. The great thing is you can get a character or a campaign off the ground and running with just this book. If you're looking for a rules system that is in-depth and versatile this is a good one.
C**L
More like Champions Core than Champions COMPLETE
I loved the original Champions game back in the 80's, but have stayed away from the newer editions because there weren't many changes. Not enough to make it worth-while to pay for it all over again, at least. After getting a Amazon gift card, I decided to pick this up. I think the changes, while not extensive, are significant enough to warrant the update, and at a reasonable price for a paperback. I think Champions Core would have been a better name, though. Everything you need to play it is included, but for example the section on bases is much smaller than in earlier editions. There is a separate book that expands upon that (which I'll review separately after I receive it), so this isn't very 'complete' in my opinion. My other gripe is some of the rules are placed differently, and oddly, IMO. For example, Regeneration specifically states that it doesn't heal impairment or disabling injuries (severed limbs). The old rules had advantages listed after it that allowed it to do things like that. Turns out this version puts that in the section for Advantages, despite there being only two powers that can use the advantage (Regeneration and Healing). That's reasonable, and as long as it is constant, not too jarring. However, some powers do list specific advantages along with the power. Presumably, that's because only a single power has use of that Advantage, but I haven't checked that carefully yet. Finally, Regeneration mentions you could spend 16 points to heal 2 BODY per hour, or 24 to heal 3, etc. Why anyone would do that is beyond me, since 16 points actually gets you 1 BODY per 12 seconds, or 300 per hour, since it gets cheaper per level despite being more useful. Perhaps if they mentioned GM specific rules might limit the maximum level Regeneration can be bought at or something, but they don't. Still, a very minor gripe that doesn't detract from the system enough to take a star away. Other changes from previous versions is there are no derived stats any longer. A high Dex doesn't make you harder to hit, a high Con doesn't automatically give you more BODY, etc. While not perfectly realistic, it does simplify the calculations (essentially removing them) and the cost of most of those stats were reduced in cost to compensate. I like this change in theory, but haven't tried it in an actual game, yet.
J**G
Excellent update of a lovely RPG system.
Best published version of the venerable HERO system yet! Still has a lot of issues in presenting information - this is *far* less dense than its predecessors, but it's still hardly intuitive. Even so! This is a beautiful toolkit game - like RPG legos.
E**T
Same great combat system with improved character creation
I've been playing Champions for a very long time (since 1984). This review is directed toward some of the old players who may be debating if Champions really needed a new edition. Let me start off by saying that the combat system is unchanged. It is still the system we know and love. I am going to discuss some of the biggest changes in this edition: 1. The biggest change in the system is in the Character Creation section. There are no more figured characteristics. In older editions, a strength score of 60 would give you a base of 12 Physical defense, +6 Recovery and + 30 Stun. Now, all characteristics start at the base cost and there are no more free points for having high characteristic scores. Even OCV and DCV must be purchased separately. You must pay points for everything. 2. Movement and distance are no longer expressed in inches. It is now in meters. In the old days, Champions was played on a hexagonal map. The hexagons were one inch. Each inch was equal to 3 feet. The new system simplifies this to simply meters. A normal human now runs 12 meters instead of 6 inches on a hex map. 3. Disadvantages are now referred to as "Complications." 4. The power framework, "Elemental Control," no longer exists. 5. There is no more "comeliness" characteristic. If you want your character to be good looking, you buy the perk, "Striking Appearance." Overall, I think the changes are good. Doing away with figured characteristics gives greater balance to the game. No more free points just for having high base characteristics. Working in meters makes so much more sense. Besides, who wants 5" radius explosion? A 20 meter radius explosion is much more impressive. Now that I said my piece, go out and BE A HERO!
A**R
It's ok
The book feels crowded.
J**Y
5 Stars, despite being a complex game, hands down.
I was torn between this or Mutants and Master minds 3rd edition, the later of which I have played before. After giving this book a solid night of reading, I have a few roses and thorns for this review. Roses - You can design virtually any super hero you could imagine, in fact one of my players built himself with the super powers he always wanted as a kid - So many powers to choose from, even without the Power supplement book I can build thousands of heroes or villains. - Only needs a bunch of d6's, or six-sided dice, to play Thorns - Examples of certain rolls, such as success rolls, are not well written at all. A quick YouTube search and Reddit post explained it way better. - Character creation can take a long time, which is to be expected with such an immersive system - No generic npc villains, such as a standard thug, are presented in the book. I've had to make simple NPC templates for this purpose. All in all, this is a well built system, showing off the years that have gone into refining the Hero System. However, if you're new to being a DM/GM/ST I do not recommend starting here as the learning curve is rather high. If you're a player, find a group with a GM that knows the Hero System, otherwise, you'll be in for a rough time.
W**E
Excellent table book for playing Champions!
All the rules, compact, easy to find what you need! Add the 6th edition Champions genre book for how to run a game atory-wise, and the Powers book for help making homages to well-known superheroes from The big companies.
H**N
An excellent presentation of the Hero System Sixth Edition rules
I recommend this book for long-time Hero System players and experienced RPG gamers. Newcomers who want to pick this up and start to play a superhero role-playing game might find it heavy going. Nevertheless, it's well-written and to me it's better presented than the overly verbose two volume 6e core rules, and the somewhat scrawny Basic Rules. It's just a shame that it was presented as "Champions Complete" rather than a generic Hero System book. With the addition of, say 20 to 50 more pages material on different genres it could have been supreme as a generic ruleset. My only other quibble is that the layout could have been better - sometimes it's hard to find where sections begin and end. Still, due to the excellent content the book deserves 5 stars.
C**D
6th edition Hero becomes more user-friendly
I've been a fan of the Hero System since I first read a review of it in the 1980s, but when the 6th edition rules came out several years ago, like a fool,I didn't buy a copy. We'd just finished a 5th edition Hero campaign and were about play Pathfinder. I figured I wouldn't be using the Hero System for a few years. But of course Hero Games is a small company and the 6th edition rules are now out of print. While pdfs are available from the Hero website my group has always preferred books over laptops. So I bought Champions Complete to gain access to a physical copy of the 6th edition rules at a reasonable price - and I was delighted with it. What really amazed me was how much they've managed to cram into a relatively small book. The main 6th edition rules run to several hundred pages over two volumes.In comparison Champions Complete is only 240 pages, but by rewriting the rules in a more concise manner they've managed to include all the core material. And that's not all. Since this is Champions the volume also contains guidance on running superhero campaigns (albeit mostly recycled 5th edition material) and sample characters and powers to show how the rules work in practice. Experienced Hero gamers will find this a useful a useful reference volume because it's so much more concise than the main rules, and those new to the Hero System will find it much more accessible than the main rules, which as a result of lawyerly precision have become very long. Essentially Champions Complete is the 6th edition equivalent of the big blue 4th edition Champions book which was so popular in the 1990s. But then I rather think that's the point.
S**E
Great Game
Back of the book was damaged, but the game itself is top notch!
T**R
Amateurish
This is supposedly a condensed, user-friendly version of the rules. In fact, it is badly executed, with odd editorial decisions made about how information is placed. Having to constantly flick from one part of the book to another to get all the relevant information about one specific subject is not user-friendly. I actually prefer the original Champions rulebook of yesteryear, which was much more user-friendly. Avoid.
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