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<blockquote data-quote="DMScott" data-source="post: 1773975" data-attributes="member: 11734"><p>There are lots of powers that bypass Protection, and can either incapacitate someone or reduce their Protection so physical attacks will work. If a group doesn't have any of those, then Hero Points are an option. From reading about the way Steve Kenson (M&M's designer) runs games, one option he seems to intend be available is comic book logic - come up with a vaguely plausible scheme to drop the bad guy's Protection via ingenuity and creative use of powers, and the GM might let it work. For ideas on this, examine how any number of comic book megavillains are defeated - Galactus, Darkseid, Dormammu, and similar heavyweights. You can also check out how solo heroes handle some of the team-based bad guys, such as Spider-Man's occasional encounters with Dr. Doom.</p><p></p><p>IME, some players and GMs really like that sort of solution, others are uncomfortable with it since it essentially boils down to GM fiat. Handled well, it can make for a good session, but shouldn't be overused.</p><p></p><p>If you prefer a more rules-based way of handling those situations, the GM should ensure that the villain has a clear motivation for what he's doing, and then the players might be able to work out how to deny him what he wants without defeating him in a head-to-head battle.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1773975, member: 11734"] There are lots of powers that bypass Protection, and can either incapacitate someone or reduce their Protection so physical attacks will work. If a group doesn't have any of those, then Hero Points are an option. From reading about the way Steve Kenson (M&M's designer) runs games, one option he seems to intend be available is comic book logic - come up with a vaguely plausible scheme to drop the bad guy's Protection via ingenuity and creative use of powers, and the GM might let it work. For ideas on this, examine how any number of comic book megavillains are defeated - Galactus, Darkseid, Dormammu, and similar heavyweights. You can also check out how solo heroes handle some of the team-based bad guys, such as Spider-Man's occasional encounters with Dr. Doom. IME, some players and GMs really like that sort of solution, others are uncomfortable with it since it essentially boils down to GM fiat. Handled well, it can make for a good session, but shouldn't be overused. If you prefer a more rules-based way of handling those situations, the GM should ensure that the villain has a clear motivation for what he's doing, and then the players might be able to work out how to deny him what he wants without defeating him in a head-to-head battle. [/QUOTE]
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