Many disadvantages that NPCs aren't disadvantages or are they? <LONG POST>
I was flipping through some of the character examples in the supplement Conquerors, Killers, And Crooks. I've noticed a recurring theme.
Many villains have overconfidence, vengeful, some kind of prone to violence psychological, enraged, megalomania and so forth.
If you had the kind of offensive/defensive power array that some of the non player characters possess you would be overconfident as well, since there isn't anything (or very few) things in the campaign universe that could match you.
Likewise for the other psych traits, it's difficult for a typical party to take advantage of (1000 pt+ NPC) overconfidence when they don't possess anything that could handle him.
Whereas for a player character (even a superhero) built on a great deal less, being overconfident IS a disadvantage.
I'm not talking about 'powering down' certain write ups. In previous versions of Champions, these 'Enemies' are mostly written for the default campaign. I'm assuming that these are also (I don't have the book in front of me so I cannot verify at the moment).
Many of the character write ups don't have the full 150 disadvantages either. Granted with experience it would be natural for some to be bought off, but the players don't have that option at start.
=After action report, where the players and GM discuss what could have been handled differently=
Players: "Let me get this straight, we have a 12 dice cap on powers. This guy we are fighting has hardened defenses with lack of weakness in excess of 70 versus our primary attack types and an equivalent amount versus our special attacks. How are we supposed to affect him?"
GM: "Use his overconfidence against him."
Players: "What!???"
GM: "Oh yeah, I forgot to mention, his attacks are 20+ dice"
Players: "--"
GM: "Well, you could have debased yourselves and appealed to his megalomania..."
Players: "That doesn't sound very heroic."
GM: "Coordinated attacks..."
Players: "Only add what gets PAST his defenses."
*granted, I don't tell players the attacks and defense of their opponents. This example was from a game where I was one of the players. The GM didn't do anything wrong, he used everything in the module as written and even toned down some of our opponents. We couldn't talk our way out of the situation. Combat was not even considered because we knew we didn't have the capability. Unusual talents (I had 3 levels of luck) didn't kick in. Our enemies hunteds didn't show, and it would have been cheesy if they had, if a villain's hunted take him out, what good are the players for? We couldn't call out for any assistance either. *
By the way, we ended up blowing up the doomsday rocket. The resulting explosion took out the villain, but killed all of us in the process. After a week or so, the villain recovered from being blown into next week as he only took stun damage not body, but we were all dead.
So the bottom line is, should villains get the points for these disadvantages if no one can effectively use them against the villain?
Opinions?
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