Re: Powers Issues -- A-E
I'm actually going to go out on a limb here.
Damage Reduction....
Should be completely reworked. The elegance of the original design of the game began to break down once you introduced damage reduction.Unlike other things in the game, the way I think this should work is that Damage Reduction should be broken into 10 percent increments, with 70 percent being the maximum. This is the resistant version. The nonresistant version costs 10 points per unit. Resistant costs 15
What the heck am I talking about? You say. How the *BLEEP?* can he even suggest such a crazy thing?
Well, hold on a minute and let the old geezer who runs 3-5 champions games per week per year talk for a second. 
1) Math is easier. Everyone knows how to divide by ten. It's quick, it's simple, and it doesn't make your eyes pop out. Multiply by 1 to 7 to get your percentage and you're done.
2) Low powered games eat the dirt on Damage Reduction. If you DON'T allow it, concepts get hosed, but if you DO, your game balance will be thrown off because of agents vs. villains logic, which I'll explain in a moment.
3) High powered games especially eat the dirt on Damage Reduction. In a high powered game, everyone and their mother has damage reduction, because the more dice the enemies put out, the more exponentially powerful damage reduction becomes. Now it becomes harder to afford big damage reduction in low powered games, and in higher powered games, it still costs meatloads of points.
Now the percentage that you get is directly related to the type of game you're playing in. I personally wouldn't allow damage reduction above 70 percent, and a more conservative person I tried hashing this out with suggested that it stop at 60.
What is agents vs. villains logic? What I discovered over years of playtesting the damage reduction rules was this:
1) When fighting big flunkies (Supervillains) or Master Villains, the character with damage reduction is superior, because there's a limited number of foes throwing big attacks at him. We'll assume that the villain throws 14d6 (Very high, but not unreasonable.)
Character 1 has 16/16 and 1/2 Damage reduction, Character 2 has 30 points of Defense.
49-16=33/2=16
Character 2 has 30 points of Defense. He takes 19.
Now, if your character has 50 stun (I chose this because this is normal human maximum) after three shots, Character 2 is unconscious, and Character 1 is still on his feet with 2 stun left.
BUT...
2) When fighting agents, a damage reduction based character goes down in a hurry.
Let's look at this situation again.
Character 1 gets hit by 4 8d6 EBs, which average 28 stun. He takes 24.
Character 2 takes 0.
So...who's the Brick?
My argument is that this power needs to be better scaled. Much better scaled. If you want to grandstand against the master villain, buy damage reduction. That's the flaw in the design of this power. And the mightier the game you play in, the more powerful under the current rules Damage Reduction becomes.
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