Accessory - Dragon Magazine #111.pdf - Index of
Accessory - Dragon Magazine #111.pdf - Index of
Accessory - Dragon Magazine #111.pdf - Index of
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©1986 by George Mac Donald<br />
All heroes want to be powerful so that an OCV <strong>of</strong> 8 to 11, a DCV <strong>of</strong> 7 to 10, a<br />
they can be effective in their own cam- Dexterity <strong>of</strong> 20 to 30, and a Speed <strong>of</strong> 4 to<br />
paign. But when is a hero too powerful in 6. Your campaign may have different<br />
relation to the campaign in which he power levels, but it is important to know<br />
plays, and how does the Game Master deal what your campaign‘s power levels are so<br />
with such a hero? This article discusses that you can judge how powerful a hero is<br />
what makes a hero powerful, <strong>of</strong>fers some in your particular game.<br />
ideas on how to use powerful heroes in a A general rule is that a hero who<br />
scenario, and presents Quantum, a hero- exceeds the campaign’s power level by 20<br />
ine whose power ranges from mild to power points in any one category will be<br />
overwhelming. considered very powerful in that category.<br />
Thus, a hero with an extra + 4D6 Attack,<br />
What’s powerful?<br />
+ 10 Defenses (there are two defenses),<br />
+4 OCV, +4 DCV, + 6 DEX, or +2 Speed<br />
Super-powered hero games are called over everyone else has a powerful advan-<br />
“power games,” because the heroes can do tage, A hero who combined all <strong>of</strong> these<br />
things far beyond the abilities <strong>of</strong> normal advantages with no obvious limitations<br />
men. But every player’s hero can do things would be more powerful than two or<br />
normal people can't do. The measure <strong>of</strong> three ordinary heroes.<br />
power lies not just in what your hero can There are other, more subtle ways a<br />
do; it’s what your hero can do better than<br />
everybody else’s hero.<br />
For the purposes <strong>of</strong> our discussion, the<br />
average power level <strong>of</strong> a CHAMPIONS<br />
hero can be powerful. A hero may have all<br />
<strong>of</strong> the special defenses like Power Defense<br />
and Hardened Defenses, making that hero<br />
is less affected by attacks that could over-<br />
campaign is based on a hero who can do whelm an otherwise powerful hero. A<br />
10-14D6 Attacks, has Defenses <strong>of</strong> 20 to 30, hero could have lots <strong>of</strong> Body and Stun<br />
90 JULY 1986<br />
Points and a high Recovery, so that he<br />
could weather many more attacks than his<br />
defenses might suggest. A hero could also<br />
use Special Attacks like Power Drains and<br />
NNDs to defeat opponents who have large<br />
regular defenses, but are too “narrow” to<br />
have Special Defenses.<br />
The least obvious way to be a powerful<br />
hero is to be very flexible. Different opponents<br />
have different strengths and weaknesses.<br />
If your character has fast<br />
movement and a variety <strong>of</strong> attacks, then<br />
he can avoid his enemy’s strengths and<br />
exploit their weaknesses.<br />
Dealing with power<br />
Given the above, what should the Game<br />
Master do when presented with a hero<br />
who is exceptionally tough? Such a hero<br />
can come from several sources. A new<br />
player may bring a hero from a higherpowered<br />
campaign. A hero with lots <strong>of</strong><br />
experience points may play in a game with<br />
a group <strong>of</strong> beginning heroes. Or, the Game<br />
Master may let one hero be very powerful<br />
in one respect by applying additional<br />
restrictions on the hero, perhaps to promote<br />
diversity in the campaign.<br />
There are many things a Game Master<br />
shouldn’t do when he allows a powerful<br />
hero in his campaign. He shouldn’t let the<br />
hero be so powerful that he obviates the<br />
need for the other heroes. The powerful<br />
hero can be given a narrow specialty or a<br />
crippling weakness, so the other heroes<br />
can all have their turn to shine.<br />
Also ensure that the powerful hero<br />
doesn’t dominate the game and take up too<br />
much <strong>of</strong> the Game Master’s time. The<br />
Game Master should center storylines and<br />
subplots around all <strong>of</strong> the different heroes<br />
in his group, and resist the temptation to<br />
make the powerful hero the center <strong>of</strong> all<br />
attention.<br />
Finally, the Game Master must make<br />
sure the powerful hero doesn’t gain control<br />
<strong>of</strong> the storyline. The Game Master<br />
must make sure the challenges and problems<br />
that are the basis <strong>of</strong> the storyline<br />
cannot be wiped away by an unusual<br />
wrinkle in that hero’s abilities.<br />
There are also several things a Game<br />
Master should do when he runs a game<br />
with a very powerful hero. Most <strong>of</strong> these<br />
are things a Game Master should consider<br />
whenever he runs a scenario, but they are<br />
especially important when there is a<br />
power imbalance in the game.<br />
The first thing to remember is to provide<br />
a hero with challenges commensurate<br />
with his abilities. If a very powerful hero<br />
has a high Strength, you should make sure<br />
the tasks he has to deal with are right at<br />
the limits <strong>of</strong> his abilities. If a hero has very<br />
fast Flight, make him chase a missile that<br />
is just as fast as he is. These challenges<br />
make the hero flex his abilities and make it<br />
obvious that this hero is “the only one who<br />
can do the job!”<br />
The other option is to provide the hero