Let’s take the hero Bedrock (a standard ‘brick’ type) from level 1 (a
new hero) to level 6 (an ‘average superhero’) to see what happens… using the
alternate point buy system where every hero starts with 60 points to
distribute, and is capped at a range of 3-18 in attributes at character
creation:
Bedrock, Hero 1 (Altered Human)
AC 17; HD 1d6 (hp 16); Feat
+8 (+13 physical resist); punch (+7/1d8+6)
STR 18 (+6); INT 7 (-); WIS 8 (+1); DEX 10 (+2); CON 16 (+5); CHA 5
(-1)
Qualities: Invulnerability; Striking (1d8)
Talents: Fortitude (+5 hit points)
Level 2: Adds improved dice, moving striking to 1d10; hp to 21
Level 3: hp to 26; punch now at +8; Feat
now at +9 (+14 physical resist)
Level 4: adds expertise, taking STR to 19; hp to 31
Level 5: hp to 36; punch now at +9; Feat
now at +10 (+15 physical resist)
Level 6: Adds expertise, taking STR to 20; hp to 41
AC 17; HD 6d6 (hp 41); Feat
+10 (+15 physical resist); punch (+10/1d10+7)
STR 20 (+7); INT 7 (-); WIS 8 (+1); DEX 10 (+2); CON 16 (+5); CHA 5
(-1)
Qualities: Invulnerability; Striking (1d10)
Talents: Fortitude (+5 hit points); expertise (+2 to STR)
I like the way that levels allow for slow, incremental progress for a
character without any world-shaking changes. Characters don’t have the
opportunity (in the rules as currently presented) to ‘buy’ new powers. You have
what you have, but you can get better at it as you grow. This aligns with the
comics I’m trying to replicate.
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