"standard" powers for each "tier" of Cha
Posted: Thu Jan 27, 2011 9:18 pm
[originally speaking about Super Speed]
This is an interesting thought.
I could see it for the big-wide GENERAL look at building characters for each seperate Character/Campaign LEVEL (Mystery Men, Street Level, World Class, Cosmic). I could also see it being assigned for certain types of campaigns in specific (everyone gets free comm-links, flight rings, etc...).
The idea... to expand...
In general - Do you feel there are certain powers, advantages/disads, or skill (levels), that should be automatically assigned to the various different LEVELS of a campaign type?
For example: Should all "World Class" campaigns have the heroes automatically come with "comm-links", a Headquarters, and a super vehicle?
Can you think of a World Class team that does NOT have those things?
That's just ONE of the various "levels" of campaigns put forth by BASH! guidelines. But within that example - almost every example of superhero team/comic that I can think of FOR the "World Class" campaign level has THOSE things. Not all of them have things like police contacts and younger teams wouldn't have team rogues galleries yet. But even the newest "World Class" team has (or gets in their first adventure) a HQ and Vehicle. And almost immediately has comm-links between them.
Point.
Do you think that each LEVEL of campaign team should have a "Team Pack" of things that this level of campaign-team traditionally gets?
Also. If so. WHICH powers/ads/disads/skills should EACH campaign level have as a team??
This would be the type of thing a Narrator would have noted in the game mastering section, perhaps as suggested automatics. Or perhaps not, perhaps it should be a given automatic for that level of team? (unless the Narrator determines he/she doesn't want a certain thing in that "Team Pack").
In that way the player group (or Narrator) could treat it like a collection of team points to build. Very much in the theme of something akin to Ars Magica, where players create their covenant together before play begins. Hmmm... THIS might be a great optional article for BAM! "The Team Pack" pre-game build option.
thoughts?
-kev-
dugfromthearth wrote:The problem there is scale. 4 points for a 20 pt character is a lot, for a 40 pt character it is not. Every cosmic character should have super speed 2. At 60 points it is downright cheap.
This is an interesting thought.
I could see it for the big-wide GENERAL look at building characters for each seperate Character/Campaign LEVEL (Mystery Men, Street Level, World Class, Cosmic). I could also see it being assigned for certain types of campaigns in specific (everyone gets free comm-links, flight rings, etc...).
The idea... to expand...
In general - Do you feel there are certain powers, advantages/disads, or skill (levels), that should be automatically assigned to the various different LEVELS of a campaign type?
For example: Should all "World Class" campaigns have the heroes automatically come with "comm-links", a Headquarters, and a super vehicle?
Can you think of a World Class team that does NOT have those things?
That's just ONE of the various "levels" of campaigns put forth by BASH! guidelines. But within that example - almost every example of superhero team/comic that I can think of FOR the "World Class" campaign level has THOSE things. Not all of them have things like police contacts and younger teams wouldn't have team rogues galleries yet. But even the newest "World Class" team has (or gets in their first adventure) a HQ and Vehicle. And almost immediately has comm-links between them.
Point.
Do you think that each LEVEL of campaign team should have a "Team Pack" of things that this level of campaign-team traditionally gets?
Also. If so. WHICH powers/ads/disads/skills should EACH campaign level have as a team??
This would be the type of thing a Narrator would have noted in the game mastering section, perhaps as suggested automatics. Or perhaps not, perhaps it should be a given automatic for that level of team? (unless the Narrator determines he/she doesn't want a certain thing in that "Team Pack").
In that way the player group (or Narrator) could treat it like a collection of team points to build. Very much in the theme of something akin to Ars Magica, where players create their covenant together before play begins. Hmmm... THIS might be a great optional article for BAM! "The Team Pack" pre-game build option.
thoughts?
-kev-