Re: Campaign Damage Caps, Code vs. Killing & Pulling a Punch
I care about world consistency, which is why my world has caps. For the most part, I want my world to simulate comic books. The chart looks something like this:
New Hero: 10d6
Experienced Hero: 12d6
Mightiest of the Mighty: 14d6
This is a pretty crude chart, but it's important to note that most people never get more than 12. They don't NEED it.
Some master villains and giant monsters throw between 15-20, but I have needed more dice than that only when someone falls off a building and can't fly.
There are a number of reasons for this.
1) In my game, combat is played on a battlemap. Because of this, we don't like to have battles that can't fit on the table.
2) If people can't reasonably fit the number of dice they need to roll in their hand, it slows the game down.
3) The caps in my game are not optimized for point efficiency.
The world is designed to support the mechanics I set up, so everything fits into the theme.
But I also have this key phrase that I follow when playing Champions.
"It's okay to lose." Four color comic book games seem to have lost their way here a little bit. Sometimes being defeated and/or losing is part of the genre.