So two things:
- I'm interested to know people's take on Size Change (Growth UP). AND
- What would you do if you rolled a villain NPC who is pretty awesome? Would you play her to her full ability?
1 - SIZE CHANGE
Basically, I want to 'game balance' a player who can grow *really* big (lvl 4) and gets ~ 1400 HP and 3d10 HtH. He also has regeneration, Weakness Detection, and Height INT & AGI. In many ways, if he Weakness Detects someone, they are toast.
We are looking at a few ways to balance them out. A friendly player / GM advistor (and GM in another VnV game) suggested
<quote WW>The system I finally settled on was that the initiative upon which a character acted was modified by whatever agility modifier the new size generated.
A character with a 25 agility that rolled 10 for initiative acts on phase 35. If that character grew to level four size on that phase, their agility would drop by 12, so I drop their initiative by 12 declaring that their next action would occur on phase 8 would be their last on that turn. By the same token, if that same character rolled a 4 for initiative on the following turn, allowing them to act on phase 17, then opted to shrink to normal, increasing their agility (and initiative) by 12, they would be allowed to finish their action (shrinking back is movement only) on phase 14, but would not be able to act more than the number of phases remaining in the turn.
Basically, the agility modifier from growth's weight modifier would cause the character to lose an action or act later but never to gain one.
It also made sense to me that the weight factor was applied to the hit points directly, rather than re-figuring them for each size. Otherwise, the character tends to heal faster at larger size which sets up a situation in which the power can be abused.<quote>
And I added that the character can't roll with punches AND may get KO'd if they lose too many HP AND that their HP are proportional with size.
The hero would still be pretty amazingly tough -- but i think the player might chafe at that. They may be willing to stop their Growth at max Lvl 3, but I'd like to allow them to do what they rolled ... just don't want it to ruin the game for the others.
2 - Super-Duper Powered Villain NPC's
As for the villain -- I rolled up 2 doozies, and they have been a lot of fun so far, but my concern is they may be unfair b/c they are pretty darned strong, even at Level 1. The main balancer here is that there are ~ 5 heroes and only 2 villains. But these villains seem pretty tough.
Any ideas? Opinions? Thanks in advance!