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What's your comfort range? (More Questions than question)


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Lately, and I'm not sure if this is just a constant theme with the boards or just something that crops up from time to time but I've noticed a lot of talk about power levels and what people believe a good hero should be verses what's viable or how it is in X source. So to get a better feel of what people like I thought I would start a thread for the subject. I look forward to seeing what pops up here.

 

What are the preferred campaign guidelines for your game? What does a starting character look like, 200 points (or lower), 250, 350, 600? Was this a group decision or set by the GM?

 

Do you use Active Point Limits or measure CVs , DCs and Defenses... Speed? How were these limits designed? Do you keep softer limits with a preferred power range? Are these always the same from campaign to campaign or set just for the one your are playing now?

 

If there are caps can they be exceeded once play starts or is that the max for the entire campaign?

 

Are there any off limits powers for the Campaign? Sorry no Mind Control for you...

 

Do you use published thugs, maybe modified a bit, or are your fodder home grown to fit the campaign?

 

How do these factors play into the campaign world or do they?

 

Have you noticed any trends with player characters because of these factors?

 

Any ideas on what may change in the next campaign?

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Re: What's your comfort range? (More Questions than question)

 

What are the preferred campaign guidelines for your game? What does a starting character look like, 200 points (or lower), 250, 350, 600? Was this a group decision or set by the GM?

 

Varies by game and by GM. Often set by GM, or by GM in consultation with players. One point I try to press and have been gradually getting my group to accept is that points and power level don't have to go up together.

 

Do you use Active Point Limits or measure CVs , DCs and Defenses... Speed? How were these limits designed? Do you keep softer limits with a preferred power range? Are these always the same from campaign to campaign or set just for the one your are playing now?

 

If there are caps can they be exceeded once play starts or is that the max for the entire campaign?

 

Mostly try to look at characters as a whole. Again, varies by campaign/GM, sometimes strong guidelines, sometimes softer - ie brick generally has higher defenses, martial artists higher dexes, etc.

 

Often go up over the course of the campaign, but not everything goes up equally (DCs usually go up faster than Dex for example).

 

Are there any off limits powers for the Campaign? Sorry no Mind Control for you...

 

More often based on the player and the character. Some players we'd be comfortable having X power or construct, others not so much. Not fair perhaps, but keeps the game going easier.

 

Do you use published thugs, maybe modified a bit, or are your fodder home grown to fit the campaign?

 

Mixed. Mostly home grown, some 'classics'.

 

Have you noticed any trends with player characters because of these factors?

 

Depends on the GM partly. One GM tends to favor bricks/characters with good defenses and STUN (villains WILL hit) so that type of build tends to come out more in their games.

 

Any ideas on what may change in the next campaign?

 

I've done some experimenting, may do more in the future. Loosen the leash a bit more, let people vary disadvantage totals, change Limitations to Disadvantages, and/or do high point/low power type games, or something else. May try the 'contribution-based points' idea again.

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Re: What's your comfort range? (More Questions than question)

 

What are the preferred campaign guidelines for your game? What does a starting character look like' date=' 200 points (or lower), 250, 350, 600? Was this a group decision or set by the GM?[/quote']

 

I went with 300 (200 free + 100 disad). This was an attempt to keep the beginning and advanced players closer together in starting ability. I accellerated experience (usually by 1 or 2 pts) in order to grow the characters into the types you see in the comics.

 

Do you use Active Point Limits or measure CVs , DCs and Defenses... Speed? How were these limits designed? Do you keep softer limits with a preferred power range? Are these always the same from campaign to campaign or set just for the one your are playing now?

Active point limits on attack and defense powers. A limit on the number of CVs. I should have put a cap on SPD, because there's currently an arms race in that department.

 

If there are caps can they be exceeded once play starts or is that the max for the entire campaign?
Eventually I'll lift the caps. For now though, they caps are high enough that they aren't encumbering. I want characters to branch out rather than have one overdeveloped attack.

 

Are there any off limits powers for the Campaign? Sorry no Mind Control for you...
At first I said no Multipower, but I changed my mind on that. I do say NO POWER POOLS unless the limitations make it so the powers can only be changed between scenes and require a lab or have a similar limitation.. I didn't want a character who acted as a swiss army knife, pulling something out for every situation right on the spot. That undermines everyone else.

 

Do you use published thugs, maybe modified a bit, or are your fodder home grown to fit the campaign?
I started off with just mine, but the published ones fared better.

 

How do these factors play into the campaign world or do they?
Fine, overall. I think if I were starting again I'd tweak further, but what I have works out well enough.

 

Have you noticed any trends with player characters because of these factors?
The lack of a SPD cap I mentioned. Everyone wants to attack a bajilliion times regardless of character concept. That's the only thing where people seem to be falling out of concept. Keeping the power level down has kept me from having to make some impossible villains.

 

Any ideas on what may change in the next campaign?
Probably won't be a "next campaign" for champions. This is probably it. I'll do some other hero stuff (low powered) but I don't see myself starting over again for a central superheroic game. If I did, those would likley be one-offs, rather than full campaigns.
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Re: What's your comfort range? (More Questions than question)

 

Lately' date=' and I'm not sure if this is just a constant theme with the boards or just something that crops up from time to time but I've noticed a lot of talk about power levels and what people believe a good hero should be verses what's viable or how it is in X source. So to get a better feel of what people like I thought I would start a thread for the subject. I look forward to seeing what pops up here.[/quote']

 

Well, HERO started as a Super Hero genre simulator and grew into a complete tool kit from there, so a lot of that variance comes from people who are new to the system (such as myself) and people who have been using it for decades (literally) and prefer to run their own campaign styles. A lot of it is opinion; I say this so it's understood that none of what I'm posting is right, nor BadWrongFun. Just how I get down.

 

What are the preferred campaign guidelines for your game? What does a starting character look like' date=' 200 points (or lower), 250, 350, 600? Was this a group decision or set by the GM?[/quote']

 

I'm a dictator; when I have a campaign idea, I normally know exactly what i'm looking for in terms of character potential and ability. So I don't give my players any 'options' as 'what kind of power level' they want to play in, because I tend to take my settings then dunk them in black paint. My biggest point campaign right now is hovering in the 260 range, and even that gets a little 'big' for me. I still have a tank I can't kill because of it, but you know. He's a tank. That's what he's for.

 

Do you use Active Point Limits or measure CVs ' date=' DCs and Defenses... Speed? How were these limits designed? Do you keep softer limits with a preferred power range? Are these always the same from campaign to campaign or set just for the one your are playing now? [/quote']

 

I use a dual-step AP limit; right now it's 45 Active Points in power purchased, 60 Active Points with advantages. This keeps people from buying "t3h ub3r blastzzz!!!!" at 4d6 Killing, and keeps most "powers" on par with the damage potential of purchasable weapons. I've found that I'm generally comfortable with these as 'always on' settings, until I go a little nuts and do "Galactic Champions" or some such, but I don't get into "super heroes" and I'm always afraid they'll break my game because I don't really think in 4-Color terms.

 

If there are caps can they be exceeded once play starts or is that the max for the entire campaign?

 

They get exceeded. Then I have to up the power level of the mooks, then everyone complains. It's a cycle.

 

Are there any off limits powers for the Campaign? Sorry no Mind Control for you...

 

Concept drives this; for the Halliruch Campaign any form of Ressurection is off limits, as is any large-scale Teleport. Because the premise is that the players are ground-pounders who must cross distances to reach objectives, letting them pop across the Empire just doesn't work, so I disallowed it. Generally, there are very few powers I'll disallow within reason. I've even greenlighted really weird powers that I just didn't see working, but generally these also expand my knowledge of the system.

 

Do you use published thugs' date=' maybe modified a bit, or are your fodder home grown to fit the campaign? [/quote']

 

I generally come up with my own cannon fodder; I have some baselines for how mooks operate in my head, including estimated fire power, available CSLs, and so on. My players will take heavy hits from some of the better trained mooks and go "How did he do all that damage?" "Um... those would be his CSLs." They forget you can do that from time to time. :nonp: But I'm pro-offense, so I think in terms of new and interesting ways to deal damage. My mooks, by contrast, often forget to dodge.

 

How do these factors play into the campaign world or do they?

 

I genuinely believe all of these things contribute to 'look & feel' so that anyone who sits at my table can immediately see my thumb print on the material, which is great if you like that sort of thing, but like dark chocolate or Nirvana, it ain't for everyone.

 

Have you noticed any trends with player characters because of these factors?

 

No, my players are all over the map. They all power game in their own way, but never to the point (except for one who just wouldn't f'n listen) where they've been ejected from a campaign. All of my players genuinely think in terms of 'concept,' and how to make that concept cool, rather than how to be cool then fit it to a concept as an afterthought.

 

Any ideas on what may change in the next campaign?

 

I need to reboot the Halliruch campaign with all new guidelines. :gulp:

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Re: What's your comfort range? (More Questions than question)

 

While we're on the topic, I think it could be a good thing for GMs if they have the time to prepare to provide some example characters at the proposed point level for players to go over. Make up some villains or NPC heroes, scrub the disads, names and SFX out and use them as examples of 'balanced' characters. Players would be able to see how the example characters compare to each other, and also would be able to see how their character in progress compares to the examples.

 

You could even get really lucky and some players would want to use your pre-packaged builds.

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Re: What's your comfort range? (More Questions than question)

 

In my mind, points don't matter that much. It's all in the effect and some players are more responsible than others. Some players I would never allow a VPP and others go ahead.

 

Same with SPD. Match the SPD with the player. Some players can run 15 Speed things, while others a 6 is their limit.

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Re: What's your comfort range? (More Questions than question)

 

Typically, I go with 350 points (200+150), starting 12 DC attacks, 30 Defenses (or so), Dex max typically 33, SPD 7. Starting, at least. After that, the PCs can spend their XP where they want it, barring an unlikely veto of abusive constructs or concepts (like 'body doing Ego attacks on a character with enough Telescopic vision to pick out targets from the moon').

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Re: What's your comfort range? (More Questions than question)

 

200 base points, up to 150 disads. No character able to do more than 14 DCs with a single attack before haymaker or push. +2 DC's from Move-through excepted. No more than 120 active points in any given power. No more than a -4 total limitation modifier. No multiform may possess more than 300 points at creation, nor may any vehicle or base have more than 350 total points. No follower may have more than 150 base points or more than 100 points of disadvantages. Characters must have at least 20 points in non-combat related skills unless the player can convince their very cynical GM otherwise.

 

These restrictions only apply to starting characters, however. After that, I play it by ear. Generally, I try to keep the Heavy Hitters from forcing me to pit the party against things that cause the rest of the party to just whimper in the corner. I still have to refine how I deal with Ms. Chaos though. I keep knocking her into GM's Option in the first Segment 12. But then, most of the bad guys know that she has a Flash vs. All Senses.

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Re: What's your comfort range? (More Questions than question)

 

My heroes generally start out at around 350. With XP they can go a lot higher over time, but the game world basically assumes that a 350 point super is fairly average in combat, so the high point guys get more options and eventually become above average in more ways, but I try to keep everyone with a certain range of CVs, DCs etc. I don't care for cosmic stuff. I think too often it loses flavor at that level.

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Re: What's your comfort range? (More Questions than question)

 

What are the preferred campaign guidelines for your game? What does a starting character look like, 200 points (or lower), 250, 350, 600? Was this a group decision or set by the GM?
I started with 450 pts (300 + 150 disads). I wanted the players to be pretty heavy hitters, and have the points to toss into a lot of detail/flavour powers and abilities. 350 feels a little too tight to simulate the comics I'm used to (though admittedly, it's all relative). It may be my years playing GURPS and making dozens of HERO characters affecting my brain, or my near-obsessive/compulsive tendencies, but I still sometimes feel that even 5th edition characters are a little lean on detail for my tastes (though obviously way better than previous ones, who often had only a couple of skills). In short, I like as much of the stuff your character can be assumed to be able to do on the character sheet - that isn't to say I'm especially anal about it after play starts, though. I let the players get away with quite a bit of "characteristics rolls at significant penalties when the skillsets aren't there" and "this is knowledge/an ability your character really should have based on his concept, and it's trivial enough I'll say 'you can just do it".

 

Do you use Active Point Limits or measure CVs , DCs and Defenses... Speed? How were these limits designed? Do you keep softer limits with a preferred power range? Are these always the same from campaign to campaign or set just for the one your are playing now?
I've set no hard limits of any kind - but I did set up a series of campaign benchmarks based on characters my players were familiar with in the Marvel Universe (mentally cross-referenced with their CU analogues). I went through character creation with each player, so we'd all be working off the same sort of standards. For example (a hypothetical conversation with one of my players):

 

"Your concept is a super-strong, extremely tough fellow whose powerset is based around being able to control his density. As such, giving him a SPD of 8 is really excessive. As you can see on the chart, that's the territory of guys with incredible speed and reflexes (eg. high-powered Spider-Man, mid-range speedster such as Quicksilver). If you want to be that fast, that's fine - but ask yourself: does it fit the concept? If it doesn't, well, I'd suggest dropping the speed (or changing the concept)! My own opinion? 5 feels pretty good. That places you in the ranks of superheroes and extremely skilled brawlers, to be sure - but it's not 'Wow!' fast. This is the level I'd place the Thing at - use that as your guide. Is he slower, faster, or about on par with a canny roughhouser like Ben Grimm who relies on his STR and skill over raw velocity?"

 

"As for your strength? Well, that's really your bread-and butter. You say he's really powerful, but not the strongest guy out there - though he's still competitive. Right now, I'm comfortable with about a 65 for the top end. That makes you really strong, but there's still some guys out there at your power level (point base) who are stronger - but that's about all they've got. You, on the other hand, have a wide variety of powers to call upon. Superstrength is one of your schticks - but a specialist could be a little higher. Feel free to throw some points into it as we go on - but keep in mind, the consistently strongest guy around, Grond (the closest equivalent to The Hulk), has a STR of 90! Try to keep it under that in the long run, barring temporary cosmic empowerment."

 

"None of this is written in stone. Where do you see your character fitting into the grand scheme of things? What would you like him to be able to do?"

 

14-16d6 is around the level of "standard impressively powerful attack" - a character's "main gun", if you will, and the SPD hasn't got higher than 8.

 

I can say that I've been graced with some excellent players, all of whom have had well-defined character concepts before we even started. That's helped a lot.

 

For the record, this is the first proper Champions campaign I've run. I've owned the game for years, made a zillion characters, and played occasionally - but this is the first time I've worn the GM hat with it for more than a couple of sessions.

 

If there are caps can they be exceeded once play starts or is that the max for the entire campaign?
Slow progression is allowed for pretty much anything. Of course, if a player is pushing the limits of those campaign benchmarks, I'll let him know. Like Blue, I'd rather see players branch out and fill in details rather than push the boundaries of good taste as far as possible. I'f you're already the most agile man alive, there likely isn't any need to put more points into DEX.

 

Are there any off limits powers for the Campaign? Sorry no Mind Control for you...
Nothing is absolutely, positively off-limits without any room for negotiation. Of course, I'm really careful about VPPs, Telepathy, Mind Control, and Multiform (as well as some others I'm sure I'm forgetting). All of the above are carefully weighed to ensure they won't lead to abuse or schtick stomping. On the other hand, I tend to run fairly fast and loose with what I allow as valid multipowers and ECs.

 

Do you use published thugs, maybe modified a bit, or are your fodder home grown to fit the campaign?
A little of both. Most of the characters associated with PC background stories have been created whole cloth, but the rest have been from published books. One thing about my higher standard point totals is that I often beef up the villains a bit - I actually like things this way, as it allows me more wiggle room to personalize them to fit the game better.

 

How do these factors play into the campaign world or do they?
Well, the overall power levels are higher for the game (villains betting a bit of a boost to challenge the PCs better), but I don't think it really affects the game world that much. The PCs in my game are supposed to be fairly heavy hitters relative to the average meta on the street anyway.

 

Have you noticed any trends with player characters because of these factors?
There's always that trend to keep up with the Joneses, esp. with SPD and DEX - but so far it hasn't got out of control. Not a single character has increased DEX or SPD past the levels they started at at character creation, and STR and MP pools haven't gone up more than 10 points with anyone (by the same extension, DCs haven't gone up by more than 2). I'd like to think that it's because the players have been mostly satisfied with what they started out with in terms of the basic, core stuff - now it's picking up all the options they couldn't afford or didn't think of, or the little things that fit the development of the character. New skills, reputations, CSLs based on attacks they've come to favour, etc.

 

Any ideas on what may change in the next campaign?
No thoughts on the subject. I hope to keep this one running for some time to come, and it's not the only game we play anyway. What I would enjoy is rotating the GM duties occasionally so I can properly play - but I'm not an unhappy GM. It's been going for over a year and a half so far, playing about every week, and so far it hasn't gotten the least bit stale - I just hope to improve things as I go along and keep the game fun for everybody!
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Re: What's your comfort range? (More Questions than question)

 

I generally use the Classic 250pt.Character Creation Guidelines. It is so easy to increase you Damage Classes with Combat Manuevers. Creative use of the Battleground to increase your Defenses, etc... Unfortunately I have never played anthing but 250, 275, 350, and one short 400pt Games.

 

 

CHARACTER BUILDING GUIDELINES

• Starting Points: 200

• Maximum Disadvantages: 150

• Maximum Points From One Category of Disadvantage: 50

• Normal Characteristic Maxima: Not Required

• Combat Hit Location Rules: Not Required

• Knockdown Rules: Not Required

• Long-Term Endurance Rules: NO

• Limited Push: YES

 

 

CHARACTER ABILITY BUILDING GUIDELINES

 

Power Levels Beginning Range Maximum Minimum

Characteristics: 10 – 40 60 10

Speed: 3 – 6 8 4

Combat Values: 6 – 9 12 6

Damage Classes: 6 – 12 16 8

Active Points: 30 – 60 80 --

Skill Points: 20 – 60 80 --

Skill Roll: 11- /15- 18- 8-

DEF/rDEF: 20/10 30 6/6

 

 

I demand that players have minimum resistant defenses however.

 

 

QM

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Re: What's your comfort range? (More Questions than question)

 

 

What are the preferred campaign guidelines for your game? What does a starting character look like, 200 points (or lower), 250, 350, 600? Was this a group decision or set by the GM?

 

Commonly set by GM 100 base + 150 Disadvantages. Exp gain rapid though.

 

Do you use Active Point Limits or measure CVs , DCs and Defenses... Speed? How were these limits designed? Do you keep softer limits with a preferred power range? Are these always the same from campaign to campaign or set just for the one your are playing now?

 

Limits on active points for any one power commonly 60pts or there abouts. Caps on DC's DCV and characteristics will vary depending on character concept and so as to avoid an overlap of roles in a group- unless required. Things change from game to game, the setting and tone of each game tends to vary.

 

If there are caps can they be exceeded once play starts or is that the max for the entire campaign?

 

All caps can be exceeded, it must be justifiable in character/ in game.

 

Are there any off limits powers for the Campaign? Sorry no Mind Control for you...

 

People are very wary of Aids to Spd and Megascale applied to movement powers.

 

Do you use published thugs' date=' maybe modified a bit, or are your fodder home grown to fit the campaign? [/quote']

 

In my games little published material. Always modified. In games ive played in there tends to be more- honestly though, no published material or setting survives contact with player for that long- what was canon tends to mutate and change as directed by the players. They always make a lasting impression.

 

How do these factors play into the campaign world or do they?

 

See above

 

Have you noticed any trends with player characters because of these factors?

 

Any ideas on what may change in the next campaign?

 

Player characters tend to have some strong ties to event or organizations in the game world. Mythology, Conspiracy theorys, Marvel storylines- anything that gives a character at creation definable links to the game world. These aspects of the PC's are almost always built on and expanded way beyond what i would expect either as a GM of Player, in a short time a newcomer to the game would be unable to tell what the inspirations were for a given characters background.

 

No idea what the future holds, though i am planning a game its tone and pace etc... is dependant on what the players will be comfortable with as i expect most of em to have never even seen the herosystem before :thumbdown

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Re: What's your comfort range? (More Questions than question)

 

Lately, and I'm not sure if this is just a constant theme with the boards or just something that crops up from time to time but I've noticed a lot of talk about power levels and what people believe a good hero should be verses what's viable or how it is in X source. So to get a better feel of what people like I thought I would start a thread for the subject. I look forward to seeing what pops up here.

 

What are the preferred campaign guidelines for your game? What does a starting character look like, 200 points (or lower), 250, 350, 600? Was this a group decision or set by the GM?

 

Campaign guidelines? I doubt I can answer this easily so I'll move on. A starting character looks the way the player wants it to, providing they don't collapse from disadvantages. The character's base points range from 100-200 points, depending on the character concept. If I had to give a ball-park figure, I'd say they are around 300 pts to start but don't quote me. We've had players start at 215 points and go over 350 pts to start. This was a group decision by the GMs in our group and players.

 

Do you use Active Point Limits or measure CVs , DCs and Defenses... Speed? How were these limits designed? Do you keep softer limits with a preferred power range? Are these always the same from campaign to campaign or set just for the one your are playing now?

 

We use a very general rule of 10-11d6 with a 6-7 SPD but again it varies depending on the character. We have characters with 11d6 damage with a 5 SPD and then we have 15d6 damage with a 5 SPD. They were not designed but decided on by the group. They were different when a short-lived alternate campaign started but the same campaign everyone's in (25 yrs and going) has changed slightly over the years as we've simply gotten to be excellent players so we can afford to be lax here and there. To sum us up: We build characters, not tire-biting-monsters.

 

If there are caps can they be exceeded once play starts or is that the max for the entire campaign?
There are no caps but each character is examined by all the GMs and players. Trying to slip something past is never tried because a) it's dishonest and B) it'd never get by.

 

Are there any off limits powers for the Campaign? Sorry no Mind Control for you...
There are no off-limits powers but there are some everyone just doesn't care for. Some are: Time Travel and Mind Control just to start.

 

Do you use published thugs, maybe modified a bit, or are your fodder home grown to fit the campaign?
All the mentioned but the majority are home-grown fodder.

 

How do these factors play into the campaign world or do they?
These factors work thus: players are allowed to build what they want with as much points necessary provided you can justify it and you have the disadvantages to equal your points. Characters, not point-hoarding monsters, are what we make. We used to have some hard rules but those are very lax now because we've gotten good at roleplaying.

 

Have you noticed any trends with player characters because of these factors?
No real trends I can see although I do see more complicated characters with complicated powers and thought-out origins. These are not bad things. :thumbup:

 

Any ideas on what may change in the next campaign?
We're still on the same campaign so this doesn't apply.

 

I hope this gives a glimpse into the continued existance of our campaign over two decades long.

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Re: What's your comfort range? (More Questions than question)

 

 

What are the preferred campaign guidelines for your game? What does a starting character look like, 200 points (or lower), 250, 350, 600? Was this a group decision or set by the GM?

 

As a GM, I’ve found myself enjoying lower points games much more than high power with 150 + 100 being the sweet spot. As a player I like 250+100 as a max.

 

Do you use Active Point Limits or measure CVs , DCs and Defenses... Speed? How were these limits designed? Do you keep softer limits with a preferred power range? Are these always the same from campaign to campaign or set just for the one your are playing now?

 

I use them but they change from game to game.

 

If there are caps can they be exceeded once play starts or is that the max for the entire campaign?

 

I usually have a starting maximum and an absolutely maximum which is the highest for the campaign

 

Are there any off limits powers for the Campaign? Sorry no Mind Control for you...

 

It varies from game to game but I’m very leery about game variable VPPs in any game.

 

Do you use published thugs, maybe modified a bit, or are your fodder home grown to fit the campaign?

 

I usually use home brew settings but borrow from published material, sometimes quite a bit. I’m planning in running Gestalt pretty much out of the box and Capes! using the New Millennium setting but some modifications.

 

How do these factors play into the campaign world or do they?

 

Not sure I follow the question

 

Have you noticed any trends with player characters because of these factors?

 

Nothing that I’ve noticed.

 

Any ideas on what may change in the next campaign?

 

As I mentioned Gestalt might be run purely as is. Another game I’m thinking about might not use Hero at all.

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Re: What's your comfort range? (More Questions than question)

 

What does a starting character look like, 200 points (or lower), 250, 350, 600? Was this a group decision or set by the GM?

 

I'm the GM of my group and I rather like 200pts base plus 150pts in dissadvantages. 250 base and 100 in dissadvantages also works well for me. I feel any less then this and it's difficult to create certain character concepts. Many of my players arn't looking for power, but diversity. Inversly to many pts make for some rediculously powerfull concepts. You would be surprised what kind of mentalist a character can make off of only 450pts (I learnt that the hard way).

 

Do you use Active Point Limits or measure CVs , DCs and Defenses... Speed? How were these limits designed? Do you keep softer limits with a preferred power range? Are these always the same from campaign to campaign or set just for the one your are playing now?

 

My limits are 60 base points, and 75 active pt limit with a 12 DC cap. My defense limits are 25 pd/ed for non bricks 30 pd/ed for bricks. I don't like to see character with speeds greater then 6 unless there's a good reason and I would likely cap spd at 8 or 9. Combat value I cap at 12 but I would allow more for martial artists who haven't massive strength or defence. I'm allways more flexable if the request matches the character concepts.

 

If there are caps can they be exceeded once play starts or is that the max for the entire campaign?

 

Once the players earns 50 exp I rase most caps accordingly:

14 DC, 70pt base & 90pt active powers, 14 cv, 9 SPD. I would end the game before allowing another rase in the caps.

 

Are there any off limits powers for the Campaign? Sorry no Mind Control for you...

 

I hate mind control in the wrong hands, (Diamond_J curls into the fetal position and sobs uncontrollabley). I don't dissalow it though.

 

Do you use published thugs, maybe modified a bit, or are your fodder home grown to fit the campaign?

 

I rely heavy on published material because it's done for me and saves time. I do Modify sometimes but usualy prefer finding a villien that just fits the task I need. If I can't find a character I typically just create one.

 

Have you noticed any trends with player characters because of these factors?

 

Not because of these things but inspite of these things I find trends. One of my player likes Bricks and can't use finess character well. Another player enjoys having social outcasts with tons of varied exotic powers. He creates character that a very hard to capture or contain without killing. My third player prefers never to get hit and loves high DEX/high SPD builds, go figure.

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Re: What's your comfort range? (More Questions than question)

 

I'm not sure if this is related to the nature of the thread or just the luck of the draw but everyone who posted is running 350 total or below for starting characters, with one exception. Any high end campaigners out there?

 

*crickets*

 

Hello?

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Re: What's your comfort range? (More Questions than question)

 

I'm running a couple of 600-point games right now. Actually, at this point I think they're 630ish points. It's actually a little outside of my comfort zone (I'm finding it hard to balance the baddies against the PCs), but I'm actually playing pretty fast and loose with the rules so it works out OK.

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Re: What's your comfort range? (More Questions than question)

 

I'm running a couple of 600-point games right now. Actually' date=' at this point I think they're 630ish points. It's actually a little outside of my comfort zone (I'm finding it hard to balance the baddies against the PCs), but I'm actually playing pretty fast and loose with the rules so it works out OK.[/quote']

 

(GMing and playing in same universe)

 

The balancing is an issue with the baddies. I think the main variation is in ability to take damage - we've got some folks that can take tons of hits and some that will go down quick if tagged.

 

Overall though I'm pretty pleased with the power levels in the games. Most PC attacks are around 15d6, dexes aren't outrageous (I think the highest out of the Avengers/Tbolts is a 29 Dex, with most in the lower 20's, some even in the teens). The main issue (for me at least) is how honkin' flexible the groups are. Lots of VPPs and Gadget Pools floating about, and even the characters without them have lots of options. So far pretty much used in a straightforward fashion, but I keep expecting sometime to look at someone's post and go "Umm...yeah OK so they all fall down, you win, adventure over..." :o

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Re: What's your comfort range? (More Questions than question)

 

I'm not sure if this is related to the nature of the thread or just the luck of the draw but everyone who posted is running 350 total or below for starting characters, with one exception. Any high end campaigners out there?

 

*crickets*

 

Hello?

 

I have one game (Seeds of Change) where the PCs were 650+100 but it goes in fits and stutters partially because of my discomfort with those point totals.

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Re: What's your comfort range? (More Questions than question)

 

(GMing and playing in same universe)

 

The balancing is an issue with the baddies. I think the main variation is in ability to take damage - we've got some folks that can take tons of hits and some that will go down quick if tagged.

 

Overall though I'm pretty pleased with the power levels in the games. Most PC attacks are around 15d6, dexes aren't outrageous (I think the highest out of the Avengers/Tbolts is a 29 Dex, with most in the lower 20's, some even in the teens). The main issue (for me at least) is how honkin' flexible the groups are. Lots of VPPs and Gadget Pools floating about, and even the characters without them have lots of options. So far pretty much used in a straightforward fashion, but I keep expecting sometime to look at someone's post and go "Umm...yeah OK so they all fall down, you win, adventure over..." :o

 

Speaking of "They fall down, you win"... I thought my version of Killer Shrike (the Marvel villain, not the Hero games Epic-level poster) was pretty good. Tough, fast, strong, good ranged and HTH fighter... and Banner one-shotted him. Pretty much the same thing happened with Black Knight vs. Halarrk the Deviant.

 

So yeah, I'm still having some balance issues. But as long as everyone is having fun, I'm cool with it. :cool: I don't expect my bad guys to win -- this is the AVENGERS, after all!

 

How many VPPs do we have in that game? It's not that many is it? Electron has one... Hip Hop has a gadget pool... I'm trying to convince Michael to re-write Iron Girl to give her one. Who else? Oh, Crusher had one too, didn't he? Oh yeah, and Journeyman, too. I guess there are quite a few, at least in the T-bolts game. I don't think there's any in the Avengers, though, and only one in the X-Men.

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Re: What's your comfort range? (More Questions than question)

 

How many VPPs do we have in that game? It's not that many is it? Electron has one... Hip Hop has a gadget pool... I'm trying to convince Michael to re-write Iron Girl to give her one. Who else? Oh, Crusher had one too, didn't he? Oh yeah, and Journeyman, too. I guess there are quite a few, at least in the T-bolts game. I don't think there's any in the Avengers, though, and only one in the X-Men.

 

(Crusher had one, but generally wouldn't be used for terribly esoteric stuff anyways.)

Electron -VPP

Batroc -gadgets

Journeyman-magic gadgets

 

Black Knight-VPP

(Dynasty had gadgets)

(Kolbrandr had VPP)

 

A lot of the others, while they can't do technically ANYTHING, still have pretty wide capabilities.

 

In play it generally hasn't been too troublesome, and these are supposed to be top of the line folks, but every now and then I just think "Ah, whatever - if they 'break' the scenario in five minutes we'll just go on to the next one.":p

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Re: What's your comfort range? (More Questions than question)

 

(Crusher had one, but generally wouldn't be used for terribly esoteric stuff anyways.)

Electron -VPP

Journeyman-magic gadgets

Batroc -gadgets

Black Knight-VPP

 

Oh yeah. Forgot about Batroc (my own character! Doi!) and Black Knight (my wife's character, double-doi!).

 

(Dynasty had gadgets)

(Kolbrandr had VPP)

 

Dynasty might come back someday (fingers crossed). Kolbrandr... not so much.

 

In play it generally hasn't been too troublesome, and these are supposed to be top of the line folks, but every now and then I just think "Ah, whatever - if they 'break' the scenario in five minutes we'll just go on to the next one.":p

 

I trust the players not to futz too much with the scenarios. People have been playing in character and pretty much acting according to the "rules" of the classic Marvel Universe. So I don't expect any game-breakage.

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Re: What's your comfort range? (More Questions than question)

 

I trust the players not to futz too much with the scenarios. People have been playing in character and pretty much acting according to the "rules" of the classic Marvel Universe. So I don't expect any game-breakage.

 

Any player with a VPP needs to understand one rule of the thumb "Just because you can, doesn't mean you should." :)

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Re: What's your comfort range? (More Questions than question)

 

Everyone's going to think I'm Insane but here we go.

 

I use 100 base starting points 100 points max in any one disadvantage category and NO limit on the maximum disadvantages points. I,of course, review all builds but I've got a good group and there haven't every been in problems. No power gaming just very well defined characters. I do have people who are really normal humans take normal maxima and tech stuff has to make sense extrapolating from game tech and magic has its rules also.I have a campaign guidelines hand out that explains it all.

 

I use a soft active point cap each 5 points you exceed it the cost doubles. 2x then 4x then8x etc. It 50 points for my Heroic games 70 for Supers. I use the same soft system for maximum characteristics. in the Heroic game extra cost starts at Normal Maxima. In my super heroic game 70 points over normal. max defenses using same soft cap 40 active points on one type of defense ( PD,ED,EGO. power etc.) this is the same throughout the campaign and true for both PCs and NPCs.

 

Goofy or silly powers are off limits. pretty much everything else is OK but builds get reviewed by me before play.

 

I use Homemade thugs tailored to the campaign.

 

The only trend I've seen is effective but not invincible bunch or characters and really diverse concepts. we've had almost everything as a player character sometime.

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