Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site ucdavis.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxt!houxm!mtuxo!mtunh!mtung!mtunf!ariel!vax135!cornell!uw-beaver!tektronix!hplabs!pesnta!qumix!ittvax!decvax!ucbvax!ucdavis!ccrrick 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 References: <3140@garfield.UUCP> <2038@genat.UUCP> <6203@ucla-cs.ARPA> <2041@genat.UUCP> Distribution: net Organization: University of California, Davis Lines: 37 > > > .... 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)