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[Mutants & Masterminds] What Power Level should villains be?
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<blockquote data-quote="MnM_UH" data-source="post: 720917" data-attributes="member: 10023"><p>Have to agree with Petrosian for the most part. It's going to be the way you build your villains (and the combat environment, by the way) that is going to determine the balance between the heroes and the villains.</p><p></p><p>Let's say you've got a hero with Incorporeal and Ghost Touch, and is only affected by Cold attacks. Unless one of the villains has either mental attacks, Ghost Touch on an attack, or cold attacks, this hero can run around indefinitely and wail on the villains (unless he can't hurt the villains either, which will cause a very boring fight).</p><p></p><p>Similarly, when you have a villain with protections such that the heroes cannot hurt him without critting him, the relative PL is irrelevant.</p><p></p><p>Remember, however, that mental attacks can harm almost anyone, except for another mentalist (for the most part). One hero with mental powers can help turn the tide against a number of villains that seem too difficult for the punchers to harm. The key will be for the other heroes to protect the mentalist long enough for him to use his powers.</p><p></p><p>The combat environment can also mean a lot in terms of how the heroes and villains can use their powers. Consider characters with flight and area effect powers in an enclosed area (such as a hallway with turns or small rooms). Also, consider one side with lots of melee characters versus another side with fliers and guys with area attacks in a very large room.</p><p></p><p>Good luck on your scenario.</p></blockquote><p></p>
[QUOTE="MnM_UH, post: 720917, member: 10023"] Have to agree with Petrosian for the most part. It's going to be the way you build your villains (and the combat environment, by the way) that is going to determine the balance between the heroes and the villains. Let's say you've got a hero with Incorporeal and Ghost Touch, and is only affected by Cold attacks. Unless one of the villains has either mental attacks, Ghost Touch on an attack, or cold attacks, this hero can run around indefinitely and wail on the villains (unless he can't hurt the villains either, which will cause a very boring fight). Similarly, when you have a villain with protections such that the heroes cannot hurt him without critting him, the relative PL is irrelevant. Remember, however, that mental attacks can harm almost anyone, except for another mentalist (for the most part). One hero with mental powers can help turn the tide against a number of villains that seem too difficult for the punchers to harm. The key will be for the other heroes to protect the mentalist long enough for him to use his powers. The combat environment can also mean a lot in terms of how the heroes and villains can use their powers. Consider characters with flight and area effect powers in an enclosed area (such as a hallway with turns or small rooms). Also, consider one side with lots of melee characters versus another side with fliers and guys with area attacks in a very large room. Good luck on your scenario. [/QUOTE]
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[Mutants & Masterminds] What Power Level should villains be?
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