
Originally Posted by
Orion
Things to include:
1. How to handle epic power levels in more mundane adventures, yet still make them fun. Yes, we need to fight Galactus next week, but that Viper base needs to be taken out today.
2. Campaigns that concentrate on the role playing aspect, and not the power aspect. Maybe I can beat up Superman, but concentrate on romance and politics instead. That is, the campaign is about people with powers, not about using the powers. Stopping the museum heist means just showing up in time - no dice are rolled at all. Now you have to figure out why the heist occurred.
3. If you have powers at all, they are epic level. No street-level powers - everyone is god-like in ability. This alone makes a huge change in campaign style.
4. A good chart (may already exist) that details the damage done by many common things, and the damage needed to destroy other things. What exactly does a 6d6 killing attack do to people and vehicles, and what strength does it take to crush a car into a steel basketball? How fast do you need to fly to go all the way through a Neptonian cruiser? Talk about the defense needed to shrug off tank cannons and starship lasers, and do so without resorting to complicated builds.
5. What separates a god from an epic-level power, or is there even a difference? Some want to play Thor and Odin, and call them gods, whereas I define gods as GM constructs with very basic descriptions and no more. If it has a list of powers or points, it cannot be a true deity in one of my games. Can the characters act like gods, or be a major servant of a god or universal power?
Much of this is based on campaign styles. What one may consider epic, another may not. I've played more 700+ point characters than 300 pointers, yet the 700+ were characterized as being at X-Men levels, and below the Avengers. Not really that epic, and there were many villains on that same level. At a base level, I'd say to qualify as an epic character, they should no longer need to worry about mooks and agents. Any man-portable weapon bounces off. Endurance is not a factor - they can fight as long as bad guys keep coming. They worry about more than a single city.
Epic fits better with the no points style of gaming, imho. Just bring a character. If there is no point limit, it reduces a lot of the power gaming and off-the-wall builds from the start. If you only get a couple points, they all matter. If you get as many points as it takes to build the character, they suddenly aren't important. However, the description of the character and what they can do becomes much more important.
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