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<blockquote data-quote="BkMamba" data-source="post: 3409762" data-attributes="member: 50861"><p>This all started when I stated that M&M has a larger Damage Range then Champions. I will try and explain that here: </p><p></p><p>There is a certain minimum Damage which is required in Champions - and notice I am talking about Champions here as that is what this thread is about, not any other genre of HERO. In a standard 350 point Champions game that functional limit is 7d6 of normal Damage. 7d6 will allow you to do 4-5 points of Stun to an average 20 Defense foe - you do a little more to the 15 Defense targets and a little less, to none, to the 25 Defense targets. The top-side of the standard Champions game is generally 14d6; though many GMs limit the DC to 12. This gives standard Champions a functional Damage Range of 7-14d6, 7 steps (tough 5 steps with 12d6 is closer to the average). </p><p></p><p>In M&M the Damage System allows for +1 Damage attacks to have a potential to Bruise/Injure the average PL 10, 10 Toughness foe - a Blast 1 would have a 25% chance of hurting the target. There are no functional limits to Trade-Offs in M&M but many GMs limit it to 5 points. So against an average foe M&M has a Damage Range of 1-15. That is two to three times the Champions' Damage Range. </p><p></p><p>In Champions you tend to see all of the Damages grouped close together. If you look at the Champions team you see: Defender: 12d6, Ironclad: 12d6, Nighthawk: 12d6, Sapphire: 12d6, and Witchcraft: 6d6 Ego Attack. In M&M you would have a wider range of Damages. If we look at the Freedom League we see ranges of Raven: +4 & Bowman: +5 on one side and Daedalus: +10 & Captain Thunder: +14 on the other side. </p><p></p><p>That wide range is possible because lower Damage is functional in M&M but is not in Champions. That does not make Champions a bad game in any way. It just means that in M&M players who want their characters to only do +5 or +6 like Hawkeye do not need to feel completely overshadowed by characters doing +12, +13, or +14.</p></blockquote><p></p>
[QUOTE="BkMamba, post: 3409762, member: 50861"] This all started when I stated that M&M has a larger Damage Range then Champions. I will try and explain that here: There is a certain minimum Damage which is required in Champions - and notice I am talking about Champions here as that is what this thread is about, not any other genre of HERO. In a standard 350 point Champions game that functional limit is 7d6 of normal Damage. 7d6 will allow you to do 4-5 points of Stun to an average 20 Defense foe - you do a little more to the 15 Defense targets and a little less, to none, to the 25 Defense targets. The top-side of the standard Champions game is generally 14d6; though many GMs limit the DC to 12. This gives standard Champions a functional Damage Range of 7-14d6, 7 steps (tough 5 steps with 12d6 is closer to the average). In M&M the Damage System allows for +1 Damage attacks to have a potential to Bruise/Injure the average PL 10, 10 Toughness foe - a Blast 1 would have a 25% chance of hurting the target. There are no functional limits to Trade-Offs in M&M but many GMs limit it to 5 points. So against an average foe M&M has a Damage Range of 1-15. That is two to three times the Champions' Damage Range. In Champions you tend to see all of the Damages grouped close together. If you look at the Champions team you see: Defender: 12d6, Ironclad: 12d6, Nighthawk: 12d6, Sapphire: 12d6, and Witchcraft: 6d6 Ego Attack. In M&M you would have a wider range of Damages. If we look at the Freedom League we see ranges of Raven: +4 & Bowman: +5 on one side and Daedalus: +10 & Captain Thunder: +14 on the other side. That wide range is possible because lower Damage is functional in M&M but is not in Champions. That does not make Champions a bad game in any way. It just means that in M&M players who want their characters to only do +5 or +6 like Hawkeye do not need to feel completely overshadowed by characters doing +12, +13, or +14. [/QUOTE]
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