Character balancing option
Ok, this started in the Fantasy hero threads about the problem with power levels of attacks versus defenses. If you cap active point levels, or use the rule of X, you tend to have a lot of players with the max attack possible, and the max defense possible... and it homogenizes things a bit too much. So here is one solution I use and it works rather well for me...
I normally set up my games with a preconcived list of roles to fill. For a supers game this might be healer, Blaster, Brick, Martial Artist, Etc..... and then I ensure that each person tries to pick a unique one to prevent character cross over. For fantasy this might be Clearic, Fighter, Ranger, etc.....
Now I know the game does not really enforce classes, and I am not suggesting any such thing. But general roles or professions being adhered to prevents the clone syndrome that can exist in a game with nothing to keep it in check. Isolate 6 players and let them create characters for a 300 points supers game, and you will have at least 4 who can do 12d6 damage, have regeneration, and flight.
Now, to further assist this I usually set point distribution limits based on archetype. Depending on the genre, and the spwecific campaign, this can vary greatly, but the general guideline holds true. here is an example of what i am talking about....
This is for a Campaign I intend to run called the Society...
i3ullseye
~"You're pretty good, but me? I'm
magic!"
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