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<blockquote data-quote="Fedifensor" data-source="post: 3411832" data-attributes="member: 7289"><p>Your premise is faulty. Looking at your specific examples, Daredevil is a highly-trained martial artist in peak physical condition. I would put him at a 15 Strength (possibly higher), and he would definately have at least +2 damage classes bought with martial arts due to his skill. That would put him at a minimum 7d6 with a standard martial strike (more if he uses a weapon). Likewise, Black Widow's sting would be a 7d6 or 8d6 energy blast - enough to do STUN to superheroes on an average roll, and knock out the average man on the street.</p><p></p><p>You keep wanting to go back to 5d6, which as one poster pointed out is barely more than household current (actually, it's the equivalent of heavy household current on a poorly insulated target). A club in the hands of an average joe with no martial training does 4d6, or 5d6 in the hands of someone with above-average (15) STR. Of course that's not going to get through the average super's force field, armored suit, or mutated skin. Why is this a problem? Do you think Joe Sixpack should be able to pick up a club and knock out Power Man or Booster Gold with a lucky hit? </p><p></p><p>Most attacks in a standard point value Champions game are from 7d6 to 14d6, as you stated. But the range is far wider than you suggest. You didn't mention half dice, or killing attacks (which significantly alter the equation due to the "STUN lotto" and resolving BODY damage versus resistant defenses only). I've seen a .44 pistol shot (2d6 killing, equivalent of 6d6 normal damage) stun superheroes on a good roll.</p><p></p><p>5d6 may be able to hurt a street-level superhero on a lucky shot (such as when using the Hit Location chart), but it should not be a viable weapon in a typical superhero game unless you have something else to back it up (such as martial arts to increase the damage, making it out of vibranium, or something similar). In short, 5d6 is not representative of a standard superhero game.</p></blockquote><p></p>
[QUOTE="Fedifensor, post: 3411832, member: 7289"] Your premise is faulty. Looking at your specific examples, Daredevil is a highly-trained martial artist in peak physical condition. I would put him at a 15 Strength (possibly higher), and he would definately have at least +2 damage classes bought with martial arts due to his skill. That would put him at a minimum 7d6 with a standard martial strike (more if he uses a weapon). Likewise, Black Widow's sting would be a 7d6 or 8d6 energy blast - enough to do STUN to superheroes on an average roll, and knock out the average man on the street. You keep wanting to go back to 5d6, which as one poster pointed out is barely more than household current (actually, it's the equivalent of heavy household current on a poorly insulated target). A club in the hands of an average joe with no martial training does 4d6, or 5d6 in the hands of someone with above-average (15) STR. Of course that's not going to get through the average super's force field, armored suit, or mutated skin. Why is this a problem? Do you think Joe Sixpack should be able to pick up a club and knock out Power Man or Booster Gold with a lucky hit? Most attacks in a standard point value Champions game are from 7d6 to 14d6, as you stated. But the range is far wider than you suggest. You didn't mention half dice, or killing attacks (which significantly alter the equation due to the "STUN lotto" and resolving BODY damage versus resistant defenses only). I've seen a .44 pistol shot (2d6 killing, equivalent of 6d6 normal damage) stun superheroes on a good roll. 5d6 may be able to hurt a street-level superhero on a lucky shot (such as when using the Hit Location chart), but it should not be a viable weapon in a typical superhero game unless you have something else to back it up (such as martial arts to increase the damage, making it out of vibranium, or something similar). In short, 5d6 is not representative of a standard superhero game. [/QUOTE]
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