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[Mutants & Masterminds] What Power Level should villains be?
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<blockquote data-quote="Petrosian" data-source="post: 720539" data-attributes="member: 1149"><p>Ok, first off, power level has only a small part to play in balance.</p><p></p><p>Sure, as anyone can figure a +20 damage blast is going to fry PL10 defenses, but MnM has much wider scope than that.</p><p></p><p>A lot depends on the specific interactions of attacks and defenses.</p><p></p><p>if your villain is PL11 with protection 11 then a lot of your heroes straight up attacks will simply bounce harmlessly. So, if you build them with maxed bounce, PL10 is probably as high as you want to go.</p><p></p><p>If the villain has an Area stun or area dazzle and the heroes have poor fort or will saves, even Pl10 can be deadly especially if the villain also has surprise strike.</p><p></p><p>I would focus on not the PL of the villain but the specific attacks and defenses he has as compared to the attacks and defenses they have. A Pl12 villain with no attack bigger than 10 and no bounce bigger than 10 but with a variety of attacks, good saves and versatility will probably make for a good villlain threat.</p><p></p><p>************</p><p></p><p>Now, stepping outside of the script you mentioned, when i am uncertain i typically script the scenario to have more villains but only expose the party to them piecemeal. This way, by deciding who leaves their post and who doesn't when the fight begins, i can adjust the threat level of some of the introductory brawls to suit what i learn as those battles progress. With bad guy communication and observation, it even makes sense, as the bad guys reason weaker PCs having trouble is not worth as much response but potent PCs mowing thru their "alarms with feet" warrant more intense reactions.</p><p></p><p>SO i might would suggest scripting a couple multi-BG scenarios after the first solo. It also breaks thingsd up, as a lot of tactics which make sense against SOLO BGs do not make sense against multiple BGs.</p></blockquote><p></p>
[QUOTE="Petrosian, post: 720539, member: 1149"] Ok, first off, power level has only a small part to play in balance. Sure, as anyone can figure a +20 damage blast is going to fry PL10 defenses, but MnM has much wider scope than that. A lot depends on the specific interactions of attacks and defenses. if your villain is PL11 with protection 11 then a lot of your heroes straight up attacks will simply bounce harmlessly. So, if you build them with maxed bounce, PL10 is probably as high as you want to go. If the villain has an Area stun or area dazzle and the heroes have poor fort or will saves, even Pl10 can be deadly especially if the villain also has surprise strike. I would focus on not the PL of the villain but the specific attacks and defenses he has as compared to the attacks and defenses they have. A Pl12 villain with no attack bigger than 10 and no bounce bigger than 10 but with a variety of attacks, good saves and versatility will probably make for a good villlain threat. ************ Now, stepping outside of the script you mentioned, when i am uncertain i typically script the scenario to have more villains but only expose the party to them piecemeal. This way, by deciding who leaves their post and who doesn't when the fight begins, i can adjust the threat level of some of the introductory brawls to suit what i learn as those battles progress. With bad guy communication and observation, it even makes sense, as the bad guys reason weaker PCs having trouble is not worth as much response but potent PCs mowing thru their "alarms with feet" warrant more intense reactions. SO i might would suggest scripting a couple multi-BG scenarios after the first solo. It also breaks thingsd up, as a lot of tactics which make sense against SOLO BGs do not make sense against multiple BGs. [/QUOTE]
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[Mutants & Masterminds] What Power Level should villains be?
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