Z-master:
What happens now with DEX, which was also a bargain? How cost effective is it to buy pure Combat Value?
DEX only costs 2CP now and no longer impacts SPD or OCV/DCV. Now everyone doesn't have to have these monstrous DEX scores just to have good OCV/DCV.
The tweaks to the skill level costs are interesting. You have small group and large groups now of CSLs, all HTH/All Ranged cost 8CP now. Since so many skills are Agility based skill levels for all Agility actually cost 6CP while all Intellect/Interaction or other broad group only cost 4CP. Overall skill levels cost 12 but can apply to pretty much anything including combat, PER roll, contact/favor rolls, etc...
Haven't run any numbers but generally I thought they all worked well.
Z-master:
Am I right in speculating that bricks are as good as ever, and not abusive unless the game-master foolishly lets a player character have a brick with a killing attack that doesn't take the Real Weapon disadvantage?
Anything can be abused in Hero System. Someone buying 40 points of PRE is potentially abusive. GM should always have a say on limiting something that they think might cause problems for their game. As for Bricks, yeah, great as ever and still my favorite.
Z-master:
Complications concern me the most, because they are fundamental to character building. What is the difference between a Complication and a Disadvantage, other than the name and how many points you need to rustle up? Is this a fundamentally different concept, or a subtly different concept?
Disadvantage was just renamed to Complication. A standard super is now 400 points instead of 350 and require 75 points in Complications instead of the old 150. I think the Complication point requirements are roughly half what they used to be. Reviewing the write-ups for the Champions in Champions Complete, they all have 4-5 Complications.
Z-master:
I guess the most important thing for me to ask, given that I am thinking of running a game based on teen mentalists, is this: do EGO powers work basically the same as before? If a villain wants to drain the hero's EGO and then mind control him, is that the same sort of threat as it used to be? Or do mentalists work differently now?
So the most interesting change for Mentalists is the new OMCV/DMCV stats (offensive mental combat value & defensive mental combat value). They cost 3CP per level with a base value of 3. Otherwise I don't recall any big changes with the powers themselves.
This message was last edited by the user at 14:58, Wed 21 Dec 2022.