It seems like we get new threads about campaign caps every few months so rather than hijack another thread I figured I would start my own.
I wonder how often GM's take Code vs. Killing and other similar Disad/Complications into consideration when setting campaign caps. Instead of a "universal" damage class cap (soft or hard) they instead have the cap take into account that characters have to voluntarily reduce the # of dice used in attacks when there is any concern for potential of inflicting serious injury to a living target.
There already is a longstanding mechanic designed for this situation in the rules:
Pulling a Punch
from 6e2 page 87,
Superman's famous "World of Cardboard Speech" is basically an acknowledgment that he has always operated under such a limitation.To Pull a Punch, an attacker takes a -1 OCV penalty for every 5d6 (or 5 DCs) in the attack. If the Attack Roll succeeds, the punch (or other HTH attack) does half the BODY it would normally do, and Knockdown and Knockback are calculated from this BODY. However, if the attacker makes his Attack Roll exactly, he does full damage to his target.
Say a GM wants to use a 12DC cap with this in mind. Should they allow a character who can achieve a STR of 75+ into the game if they have the following?That man won't quit as long as he can still draw a breath. None of my teammates will. Me? I've got a different problem. I feel like I live in a world made of... cardboard, always taking constant care not to break something, to break someone. Never allowing myself to lose control even for a moment, or someone could die. But you can take it, can't you, big man? What we have here is a rare opportunity for me to cut loose and show you just how powerful I really am.
— Superman, Justice League Unlimited
- The proper Psychological Limitations that force him to take care when there is potential to do BODY to a living target.
- Require them to 'Pull their Punches' and be accurate enough (even by voluntarily reducing the DC of the attack enough if necessary) to not make 'exact rolls to hit' (thereby negating the 1/2 BODY effect of 'Pulling').
I think this should be just as valid a way to limit combat potential as any 'hard' caps. It's another way to explain why such powerhouses like Superman & Green Lantern can function on teams with characters like Batman and other lesser powered heroes who appear to fight at their maximum potential instead. At the same time it allows those same powerhouse characters to do other non-combat feats of strength (lifting a 747 for example).
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