Hmm. Okay, I see where you are coming from there, and I agree with that, when approaching them as examples of how the system works. That's half of what the archetypes are there for - here's how this system could represent a character we all know and recognize. For that purpose, point totals are less important.Dragonfly wrote:Hmmm...this is where we might have different design philosophies. The archetype is the archetype. It should cost as much as it needs to in order to model what it does in the comics. The final cost is somewhat unimportant, as far as I'm concerned.
But the archetypes have a second purpose as potential player characters, and for an exercise like this where we're looking at the effect of a house rule, they give us a wide range of sample characters that we're both familiar with, any one of which could be a player character. Which leads to...
I am making the assumption that looking at how it affects the archetypes is going to mirror how it affects custom characters. My players don't actually play the archetypes, but in broad ways there are similarities. Some have high stat totals, while others are basically normals with powers tacked on. The ones with lower stats have more powers, and often have more utility powers than the high stat characters, etc. In that sense, the archetypes make a convenient test bed that we're all familiar with and can look at.I agree with you on most of this. Again, I'm just less concerned about who gets how many points extra - at least when it comes to these archetypes, which are really homages of existing characters. How would these affect actual play in a homegrown campaign?
It would certainly be more precise for you to do this exercise with your players' characters, and me with mine, but it would be much harder for us to discuss it because we're not familiar with each others' stable of characters.
My hope was that looking at a comparison of high stat vs. low stat characters would reveal if there is actually an inherent combat effectiveness benefit for high stats, and I'm not convinced of that yet.What matters to me at that point is that PCs get what they pay for (to a certain degree), regardless of whether it's a Stat or a power. I don't want to reward a character in terms of combat effectiveness just because his or her concept is Stat heavy. They shouldn't get a cost break for the effects they are buying, and I suspect that 3 pts. for Stats will make things more equitable, without sacrificing the system's ability to model the genre AND without making the game as complicated as those other systems.
But putting that aside, I definitely see the appeal that if X, Y and Z all cost 1 pt then something which gives you X+Y+Z should cost 3 pts. I don't know if it is totally valid when it comes to game balance/character effectiveness (due to that whole argument of diminishing returns, which leads to multipowers, etc.), but I'll try to focus on looking at this aspect of it.
This argument works best on me for Agility. It seems like Agility is probably the most prevalent/used stat - ranged and melee defense, ranged and melee attacks, avoiding bursts, priority, skills, etc.
Mind is a little less clear, since it applies to damage (but only for ranged), and Mental Defense is already established at a rate of 2 per 1 pt. But it also has mental attacks, and the "Mind Effects" are more prevalent than even Agility's - more skills, plus critical things like awareness, recall, etc. And despite the 2-for-1 rate on Mind Shield, this stat represents the only defense against a significant minority of powers that can really ruin your day. Mathematically, if Agility feels like 1+1+1=3, then Mind feels more like 0.5 + 0.5 + 0.5 + 0.5 + 0.5 + 0.5 = 3.
Brawn is the least "mathematically" valuable stat, I think. It applies only to melee damage, it has no skills, and lifting weights is occasionally useful but how often is it critical even in comics? Once an issue? Once every few issues? It is used as a special effect for representing their ability to inflict damage far, far more often than it is used as a unique story asset in its own right.
And you have the issue of Telekinesis that counts for both damage and lifting, at range, for 1 pt per level. Would you plan on changing it's price if you increase Brawn to 3 pts/level?
Could an argument be made that Brawn might still cost 2/level, and Agility and Mind cost 3?