Actually not much of an issue. As long as power levels stay even vaguely sane, Batman style heroes have no problem contributing in a group environment. They are able to compete for exactly the same reason as Flasked Avengers contribute in 3.5: there's no particular reason why "scouting," "sneaking," and "throwing bombs" can't scale to whatever power level you happen to be at. If enemies scale to your power level, then ambushing them or thwarting their ambushes is always a level appropriate ability. Thrown flash bombs can temporarily blind Doom Lord or Eradicatrix as easily as easily as it can temporarily blind Loan Shark or Littleface. Fire and acid bombs thrown with precision can plausibly damage giant robots out to pretty intense power levels.Dogbert wrote:Frank, there´s still this little issue:
While one can argue that Batman is a high-Tier hero, there´s Robin, who is a scaled-down Batman: Still a top combatant in the junior leagues, still a great detective for junior-league cases, still drives a souped up vehicle and share the same gadgets (sans combat armor).
Yes, there's an upper limit to the power levels that Batman types can play in, but if you're designing a multiplayer game you don't actually have to take the power levels that far. Robin has no problem at all being a contributing member of the team in Teen Titans or even Young Justice. As long as you simply don't go to Silver Age power levels, a sneaky detective who throws bombs can be a plausible team member for the whole game.
Robin is on the same team as Impulse, The Flash fights Captain Boomerang. It's not a problem. The Speedster and the Gadgeteer conceptually occupy much of the same potential power space. And if you simply declare that overlap of potential to be the limits of what your game covers, you're all good.
Really? To me it sounds almost nothing like Mutants and Masterminds. M&M is a point buy system with some clumsy kludges to make it look kind of like a level system. What I was talking about would be an actual class and level system.Wiseman wrote:That sounds almost exactly like Mutants and Masterminds.
Speedsters clearly benefit more from boosts to their attacks than they do from more super speed. Blasters clearly benefit more from boosts to their speed than they do from a bigger blast. Point buy systems are always going to choke on synergy issues. A super punch is simply worth more if you can fly or teleport than if you have to walk everywhere. With a Class system, you can ameliorate that somewhat. A Brick can simply get their super punch cheaper than a Cape can, because the Cape has an easier time getting into position to use it.
Class systems of course have the problem that there are character archetypes that fall through the cracks of their supported archetypes that they don't model well (what if you want to be a stealthy psychic who shoots people with guns? Who knows?). But it's a different set of problems than point buy has. But especially for a somewhat light hearted game, I'd much rather that a game just straight up said that something was unsupported than to have it pretend to support something but turn out that it's a trap option.
For a hard example: there are source material versions of the classic Cape superhero where they have super reflexes and can dodge things in bullet time, and ones where they don't. In a Class system, you straight up can't play one, because Bullet Time Defenses are a Speedster ability and you can't have it as a Cape. In a Point Buy system, you will be laughed at for being a newb if you build a Cape who doesn't have Bullet Time Defenses, because they are awesome and clearly the best upgrade to get on the powers that you already have to get as a Cape. This isn't a completely hypothetical example, that's how it actually works in Scion and Aberrant.
-Username17