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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

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