Ok, here is the situation. In a month or so I shall begin my first Champions Campaign. This is my first use of the full blown Hero System (I've previously used only the playtest Sidekick rules).
The characters are using 300 points base + 150 points disadvantages.
There will be two groups, one of Supervillains (4 players) and one of Superheroes (5 players). Both of the groups have to build a base and vehicles from their points, but the Supervillains each get to pick 3-4 free Henchmen that will be about 250 points with disadvantages each. Some of those evil henchmen will have goons under them in turn (like the ninja school for example).
The Supervillains are not aware that a Superhero group is out there to foil them, and depending on how well the Supers respond to the problems they may not even be an issue for the Villains. The Villains have to concern themselves with accomplishing the objectives of their evil master, with competing Supervillain groups within their evil organisation, with the government authorities, with each other, and possibly with the Superheroes as well. The Superheroes concentrate their game on their secret identities, relationships around them and with their communities, and with foiling the plots of the Supervillains (as in meeting and beating up the henchmen when they are sent out on missions).
At some stage there will likely be cameo appearances from one group into the other, and maybe even a full blown fight between the groups at the climax.
What sort of limits should I put on character design? I have to be very careful not to unbalance things because at the final battle one group could potentially absolutely anhilate the other way too easily. I know the villains have 12-16 henchmen extra, but the vast majority of them will be always away on missions, captured, killed, imprisoned, etc.
Right now I am working on the assumption that it's going to be a 60 point cap on active costs, with an 80 point cap on their main gimmick power. A limit of about 4d6 on Killing damage, and of 12d6 on their main attack (8-10d6 on the rest). As far as armour goes I figured a cap of about 10 rPD/rED, and of 20 PD/ED on top of that.
I figured that 4d6 KD would mean about 4 body on average would get through from nasty attacks. A cap of 20 PD/ED on top of that would mean about 12 Stun points on average would get through from a 12d6 hit.
The problems I see. If they pick these allowed defences, an average 8d6 hit would do no Stun. A 10d6 hit would do an average of 5 Stun. None of the normal damage attacks would do any body, except for the 12d6 hit which would do usually 2 body damage.
I was also going to set a cap on stats and skills points (subject to individual exceptions based on character) based on the recommended limits in the Champions book for 350 point characters.
Does this sound ok? I'm worried because once the characters are made it will be too difficult to go back and change them all, as well as all the NPCs.
One of the characters wants to go a Colossus type brick. What sort of armour should he have (probably a little higher than the limit)?
Any help is very much appreciated.
The Horror