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Silver Age Sentinels (Tri-Stat) -- and Streamlining Hero
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<blockquote data-quote="mmadsen" data-source="post: 448739" data-attributes="member: 1645"><p>Right, but 50 points on Str, 50 points on Armor, and 50 points on Running and Super Leap adds up to the same problem. It's not an issue of "elemental" powers (that fit into Hero's elemental control framework) versus other character concepts; it's an issue of linear point costs and not-at-all-linear benefits from powers. We want a broad spectrum of powers to cost less than a single super-mega-uber-death-beam -- especially in a game system like Hero, where doubling the size of an attack more than doubles the damage it delivers (far more than doubles, in fact). </p><p></p><p>In particular, we want a broad spectrum of attacks to cost just slightly more than one narrow attack option; specialization should be no great bargain. (In contrast, we probably want a broad spectrum of defenses to cost more than immunity to a narrow subset of attacks; we want everyone to have a weakness.)</p><p></p><p>True, but I think we need to integrate such power frameworks more elegantly into the base system. From what I've been reading, Mutants & Masterminds keeps d20's notion of levels for largely the reasons we've discussed; it works as a cap on power levels. None of your powers can have more levels than your character level. This works like the power pool of an elemental control, multipower, or variable power pool, only it's much cleaner.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 448739, member: 1645"] Right, but 50 points on Str, 50 points on Armor, and 50 points on Running and Super Leap adds up to the same problem. It's not an issue of "elemental" powers (that fit into Hero's elemental control framework) versus other character concepts; it's an issue of linear point costs and not-at-all-linear benefits from powers. We want a broad spectrum of powers to cost less than a single super-mega-uber-death-beam -- especially in a game system like Hero, where doubling the size of an attack more than doubles the damage it delivers (far more than doubles, in fact). In particular, we want a broad spectrum of attacks to cost just slightly more than one narrow attack option; specialization should be no great bargain. (In contrast, we probably want a broad spectrum of defenses to cost more than immunity to a narrow subset of attacks; we want everyone to have a weakness.) True, but I think we need to integrate such power frameworks more elegantly into the base system. From what I've been reading, Mutants & Masterminds keeps d20's notion of levels for largely the reasons we've discussed; it works as a cap on power levels. None of your powers can have more levels than your character level. This works like the power pool of an elemental control, multipower, or variable power pool, only it's much cleaner. [/QUOTE]
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