Half dice are meaningless to the discussion because it does not increase or decrease the Damage Range - the Range still stays between 7 and 14. There is no functional 4d6 Combat Damage level in Champions; you could not even knock open a front door with 4d6 in Champions.Fedifensor said:You forgot half dice, which makes that range either 10 or 14 steps. If you use the Increased Damage Differentation rule (I believe it was in the Ultimate Brick), you can also use d6+1 steps, which increases the range to 15 or 21 steps (an energy blast could be 8d6, 8d6+1, or 8 1/2d6, among other things). I see a lot of martial artists that end up with attacks like a 9 1/2d6 punch.
Maneuvers are pointless to the discussion because both games have them. You can "Haymaker" and "Legsweep" in M&M just as easily as you can in Champions. I am trying to express that which is different rather then that which is the same between the two games.Combat maneuvers also make a huge difference. Even a 5d6 attack can be haymakered to 9d6 (at a cost of being easier to hit), and a martial artist that can't do any real damage to a brick can still drop him with a legsweep.

As with the Maneuvers section above, M&M has Extras - and I am not sure that Champions has more which are only associated with Attack Powers. M&M has Alternate Save, several different Areas - including Explosion, Aura, Autofire, Contagious, Disease, Penetrating, Poison, Sleep, Vampiric, No Saving Throw and Secondary Effect; and you are not limited to one of them either.This, of course, is excluding advantages - yes, M&M has the equivalent, but HERO does have more than M&M does. Which is both a boon and a curse - it's a more complex system. You have Armor Piercing, Attack versus Limited Defense, No Normal Defense, Penetrating, Area of Effect, Explosion...the list goes on and on, and you're not limited to one of them (as long as you stay within active point limits).
No matter how much you might want to muddy up the discussion with things which are irrelevent the simple fact is there are no combat-functional superheroes in a standard Champions game only doing 4-5d6 Damage. That does not mean that Champions is broken. It only means that most characters end up having a Damage sameness about them - as in the Champions team example. To some extent M&M 1E had the same sameness problem. Fortunately 2E does not.
As I stated in my first post, I played Champions for two decades but I prefer the flexibility, simplicity, and character differentiation offered by M&M. In M&M I do not need my Nighthawk punching for the same Damage as my Ironclad to make him combat-functional. I can play Bowman with arrows doing +5 Damage and not feel like I only need to fight the Mooks while Captain Thunder fights the "tough" guys. It is a good feeling.
