Note- I'm not trying to be combative here- I just want to explain what was going through my head when I made those design choices. Likewise, I'm not offended by your own point of view- it's just not my design philosophy- fair enough?Weapons - I want to charge a WWII super soldier who picks up a rifle and has a 5x Dmg attack points for it, when the fiery crusader next to him has to pay points for his 5x damage attack. The rifle can be taken away or destroyed - that's already covered by the gadget limitation. No reason to give one guy a free power just because they chose the concept "rifle" over "fireball".
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How many points should a cell phone cost? It's essentially allowing someone to instantly communicate with someone at a distance like Telapathy. What about a 1993 VW Jetta? How many character points should someone pay for that?
HERO system was the first supers game I played, and the fact that the group I played with had hard and fast answers to those questions really irked me. My regular car and ordinary camera cost so many character points that my first character had no super powers. It was only later on in the campaign that I learned that if you want to have enough points for super powers, the key is to not ever drive a car. All of the other PCs had flight or swinging, etc- and no car. The camera was also super expensive (they made me pay for eidetic memory [an insanely expensive power] w/ a gadget limitation).
That concept- that even "ordinary stuff" cost character points never set well with me. Needless to say, one of my intentional design goals was "don't make people pay character points for having a regular camera, or a car, a gun, etc". A super car that turns into a jet- or a camera that can take X-Ray photos- sure that's fine- but never make someone pay points for "ordinary" stuff.
Now- a sniper rifle IS NOT "ordinary stuff" you can just walk around with in a normal campaign. Unless your character has Police Powers, or something like that, you cannot have a weapon like that. In a war scenario- sure you can have them. And so will the enemies.
Regarding the WWII character- your rifle fires one shot that does x4 damage to one target at range 40 (x5 Dmg if it is a sniper rifle). The Fireball doing x5 Dmg- What size burst is that affecting? A Medium Burst hits 25 squares, vs. 1 with the rifle. Let's say it was an assault rifle. You do x4 dmg, w/ 10 Ammo. If you do a full auto spray, you hit a small burst- and use up half your ammo. So that's 4 targets at x4 dmg that you can do twice/3 pages vs. x5 Dmg to 25 targets you can do till the cows come home.
Also, the guy with the rifle cannot "Push" the damage on his rifle shot- and spend Hero Points (or take some damage) to increase his damage multiplier for that attack- while the guy with the Fireball power could.
Now if you want a guy who has a SPECIAL rifle- you can buy that as a gadget power. Then you can have it do whatever damage you want it to do (well over x5). Make it armor piercing and ricochet electric bullets around corners if you want. Powers are something you get to design however you want. Weapons are simply tools that function by specific rules.
You can choose to design your powers to be better than those tools- but it should still be an option for you to design the power to be weaker than that.
Yes, it is possible that people with powers will be worse off than someone with a gun. Jubilee needs to be able to exist in the campaign world.
I'm not trying to change your mind- I just want you to get a feel for why I made it the way I did.