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Thread: Number of Power Frameworks you allow.

  1. #16
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    ...

    I say "If you gots the points and it fits the PC concept, then go for it...!"

    Sometimes you need multiple frameworks to accurately run the PC's powers as envisioned.

    At the risk of highjacking the thread, by the way, I think the more serious munchkin problem is in taking cheesy, unwarranted Limitations on powers to make them cheaper. Might as well just build a PC on more points and be done with it.. IMHO

    Mags

  2. #17
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    As a GM, I've never had a hard and fast limit on the number of Frameworks a given character can have, and I've never had a problem dealing with / working with a character that had multiple Frameworks. In a great many cases, the multiple Framework approach was the only real way to properly execute the character concept (usually because of point costs).

    Currently I'm co-GMing a Champions campaign, which means that for literally the first time in over 8 years, I'm getting to *PLAY* Champions as well, every so often (WHEEEE!!) My character is heavily skill-based, and has TWO Variable Power Pools: a Gadget pool (75 active point limit) and a Magic pool (30 active point limit). He's a scientist-sorcerer. So far my only problem (and I knew in advance this would be the case) is that while he's very flexible (with prep time..."Only in a Lab", etc.) his max "punch" doesn't measure up to the max "punch" of the other characters without VPPs. As has been noted, often times multiple Frameworks are *less* efficient. In this case, that's certainly true, but it fits the character concept to a "T", so less efficient it is!

    For comparison, the other characters in the game include:

    * a Brick (animated gargoyle with few small magics of his own)

    * a Powered Armor Wearer (our main ranged combatant, uses a couple of Multipowers)

    * an Energy Projector (gravity-based TKer, also a ranged combatant, but in a completely different style)

    * a Multiformer (a nanobot colony that colonized a dead body and can rebuild it at a moment's notice into any form for which they've finalized a "template" -- 4 so far -- and these include an in-your-face hand-to-hand martial artist, a mid-range mentalist with teleportation and healing powers as well, an armored form with good long-range movement, and a scientist "base" form)

    To date, there's been no "stepping on toes" even when specialities overlap. The scientist form of the Multiformer works VERY well with my scientist-sorcerer -- they compliment each other beautifully. My character can make a device or spell to do just about anything, but can't make it do it as well as the Brick, Armor Wearer, or TKer can do it "natively". Though our number of play sessions has been limited so far, our characters seem to be meshing well and doing a good job of covering one another's weak spots without encroaching on any "personal schtick" territory.

    This just seems to bear out what I've felt during my years as a Champions GM -- it's not the Powers or Frameworks, it's the players that cause or avoid problems.

  3. #18
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    Originally posted by OddHat
    Yes, it's easy to wander into munchkin land with four multipowers; it's easy to do the same with one huge honking multipower or VPP (or cheap summon effects; howdy Hugh).
    Powers don't make Munchkins. Munchkins make Munchkins.

    I think multiple framewprks are less likely to cause a problem (because the option makes sense for a wide variety of characters) than an uncommon power, suitably tweaked.

    Would you rather have a character with two multipowers, a VPP and an EC, or a guy with ExtraDimensional Movement, Usable as an Attack, 1 hex area (just to cite a construct almost certain to be rejected).

    Or, to use Oddhat's example, a guy who pays 120 points to Summon 16 Loyal 300 point combat monster creatures (30 DEX = 60 pts; 6 SPD = 30; 15d6 EB = 75; +25/+25 Armor = 75; 60 points left for miscellaneous stats and levels; no frameworks). They don't really need a lot of STUN/BOD - if they get taken out, Summon some more!.

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