Ben Robbins
First Post
I'd second the PL guidelines Jim laid out, but with the caveat that a lot depends on the combination of characters. Characters with more extreme trade-offs have a lot less effect against opponents with the opposite trade-off -- even if they are same PL, a speedster who has a 15 attack/5 damage trade-off will have a hard time hurting a powerhouse with a 5 defense/15 toughness trade-off, and vice versa (assuming defense trade-offs match attack trade-offs for these character types). The powerhouse will never hit the speedster, and the speedster will never hurt the powerhouse -- which is just as it should be, and encourages both sides to get creative. Can the speedster Trick the powerhouse into punching the pole that drops the high tension electrical wire on him?
But no matter how carefully you set your villains, damage in M&M is unpredictable. I think that makes a good imitation of comic book action, allowing very fast dynamic fights, but as Scholz and others mention, it means as the GM you have to master GM's Fiat to smooth out those unexpected bad rolls. You also have to be careful not to overuse GM's Fiat -- you can literally make the fight go on forever if you want to.
Developing a good sense of when to use Complications and when to use GM's Fiat, giving the players Hero Points in return, is an important part of being a good M&M GM.
But no matter how carefully you set your villains, damage in M&M is unpredictable. I think that makes a good imitation of comic book action, allowing very fast dynamic fights, but as Scholz and others mention, it means as the GM you have to master GM's Fiat to smooth out those unexpected bad rolls. You also have to be careful not to overuse GM's Fiat -- you can literally make the fight go on forever if you want to.
Developing a good sense of when to use Complications and when to use GM's Fiat, giving the players Hero Points in return, is an important part of being a good M&M GM.