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From: ccrrick@ucdavis.UUCP (Rick Heli)
Newsgroups: net.games.frp
Subject: Champions Character Creation
Message-ID: <336@ucdavis.UUCP>
Date: Sun, 7-Jul-85 23:22:07 EDT
Article-I.D.: ucdavis.336
Posted: Sun Jul  7 23:22:07 1985
Date-Received: Sat, 13-Jul-85 11:22:04 EDT
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Organization: University of California, Davis
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> > >                             ....  One of the nice things about this
> > >version of the game is that the superheros are kept "powered down" to
> Please note, I said 250 ap and ~500 ap in my previous article.  That is,
> A character can be built up to the 500 - 600 active point range if you are
> willing to spend about 250 - 300 real points, and put about 3 hours working
> on the character, making all of the powers properly balanced,
> and interrelating some of them.

In some ways this is one of the  biggest  difficulties  in  GMing
Champions.   Certain  players are interested in nothing more than
putting together the most efficient character  possible.   To  do
this  they they bend, tweak and skrunch rules with careful trick-
ery.  This is not bad, you might think, because the  GM  has  the
world  at  his  disposal and if the GM wishes, the character will
always be defeatable.  While this is  generally  true,  there  is
another  problem  and  that  is that other players, who might not
have done this with their characters, will suffer from the  high-
powered  villains and menaces they come against.  In addition, if
they ever happen to combat their fellows, they  will  be  in  bad
shape.   (Of  course,  the  supers never fight each other in your
campaign, do they?) In addition,  building  characters  this  way
often  tends to throw believability and good character conception
right out the window.  My question is, as GMs, do you have guide-
lines for drawing the line between what is and isn't reasonable?

For example,  some people in my campaign are using the "Based  on
Another  Power" limitation to buy 6 or more powers on the limita-
tion, buy the END cost of the big power down to 0  and  then  buy
off  all their END characteristic.  And the power is Telekinesis.
Since there is no disadvantage to doing so,  the  Telekinesis  is
always  on and thus the rest can be too.  And it's not so easy to
just say the "big" power must have larger than 0 END cost,  since
he might just buy it down to 1 and have almost as good an effect.
Any suggestions?
-- 
					--rick heli
					(... ucbvax!ucdavis!groucho!ccrrick)