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<blockquote data-quote="Felon" data-source="post: 3411557" data-attributes="member: 8158"><p>I think it may be you who are hung up on the amount of dice. The 5d6 attack mentioned is pretty clearly actually intended to represent 5d6 of damage (with the open-ended possibility of NND or Autofire being tacked on), but rather it represents a relatively low-damage attack, like Daredevil's fist or the Black Widow's sting (which don't have NND or Autofire tacked on). The real point isn't how easily Daredevil's fist could wind up doing as much damage Spider-Man's or the Hulk's. The point is, in Champions damage and defenses all gravitate very closely around the median with little room for variation. </p><p></p><p>There's been some talk of how in M&M low-damage attacks have a greater potential to hurt a high-defense character. I think it's even <strong>more</strong> significant to note that a low-defense M&M character is more likely to be able to stand up to punishment as well, because that's where the heart of Champions' problem is. In Champions, your defenses had darn well better be close to that median or you can expect to be constantly stunned by the guys whose damage stays close to the median. </p><p></p><p>And unfortunately, the agile attack-avoiding character has just lacks viability. Area-affecting attacks and the difficulty of boosting DCV (relative to boosting OCV) levels are killer.</p><p></p><p></p><p>Yep, with no Evasion-type ability, a Dex-oriented hero is at a big disadvantage. That wall Dr. Destroyer is holding is gonna smoosh him good.</p></blockquote><p></p>
[QUOTE="Felon, post: 3411557, member: 8158"] I think it may be you who are hung up on the amount of dice. The 5d6 attack mentioned is pretty clearly actually intended to represent 5d6 of damage (with the open-ended possibility of NND or Autofire being tacked on), but rather it represents a relatively low-damage attack, like Daredevil's fist or the Black Widow's sting (which don't have NND or Autofire tacked on). The real point isn't how easily Daredevil's fist could wind up doing as much damage Spider-Man's or the Hulk's. The point is, in Champions damage and defenses all gravitate very closely around the median with little room for variation. There's been some talk of how in M&M low-damage attacks have a greater potential to hurt a high-defense character. I think it's even [B]more[/B] significant to note that a low-defense M&M character is more likely to be able to stand up to punishment as well, because that's where the heart of Champions' problem is. In Champions, your defenses had darn well better be close to that median or you can expect to be constantly stunned by the guys whose damage stays close to the median. And unfortunately, the agile attack-avoiding character has just lacks viability. Area-affecting attacks and the difficulty of boosting DCV (relative to boosting OCV) levels are killer. Yep, with no Evasion-type ability, a Dex-oriented hero is at a big disadvantage. That wall Dr. Destroyer is holding is gonna smoosh him good. [/QUOTE]
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