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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 playThorns- 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.
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**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.
B**S
I've found it just as playable and easy to use
I played 4th edition for years, didn't even know there was a 5th or 6th edition. Then I moved and had to find a new gaming group. I ended up starting a campaign, and bit the bullet with 6th edition.I have not regretted it one little bit. The current version works just as well as earlier versions. I've found it just as playable and easy to use. I've even used old characters without any modifications, just blew the dust off and threw them in.The new format is easy to read, easy to find stuff, and easy on the brain.Campaign is rolling along great, having a blast.
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.
M**S
A convenient alternative to the two-volume hardback rules
An excellent compromise between having to choose carrying the two large hardback books of 6th Edition rules to my local game and not having the rules handy. It dispenses with the countless examples and other useful but not essential parts of the books and provides a concise set of rules for running the game or making characters. My one complaint is that it also doesn't include all the various adders, advantages and limitations available for all the powers. Most of them, yes. The most commonly used, yes. All of them? No. But overall, it's a very useful book.
J**T
Should be titled "Heroes Basics".
I originally hesitated on buying this because I'm not doing a super-hero campaign, but I really liked the Hero system when I was in a group that used it in the 90s, so checked this out. And it's mostly what I wanted and needed. It works for any genre.My only complaint is minor, but they pared it down a little too much. A few more examples would be helpful.Beyond that...get it.
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.
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