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	<title>Comments on: The Professor X Paradox</title>
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	<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/</link>
	<description>The Journal of Gamer Culture</description>
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		<title>By: Vozes da Terceira Terra</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63818</link>
		<dc:creator>Vozes da Terceira Terra</dc:creator>
		<pubDate>Wed, 04 Mar 2009 21:30:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63818</guid>
		<description>[...] • Critical-Hits.com: The Professor X Paradox [...]</description>
		<content:encoded><![CDATA[<p>[...] • Critical-Hits.com: The Professor X Paradox [...]</p>
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		<title>By: &#187; Supers Carnival Roundup!</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63817</link>
		<dc:creator>&#187; Supers Carnival Roundup!</dc:creator>
		<pubDate>Tue, 04 Nov 2008 05:02:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63817</guid>
		<description>[...] The Professor X Paradox [...]</description>
		<content:encoded><![CDATA[<p>[...] The Professor X Paradox [...]</p>
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		<title>By: LordVreeg</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63816</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Sun, 12 Oct 2008 20:33:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63816</guid>
		<description>I think Joshua Newman got the closest to what I consider the answer here, in that the writer (GM) controls much of what type of outcome is probable (though I&#039;m sure we all have stories where the PC&#039;s have confounded the expected).

But I look at this post and all the responses, and my main responses is that the lack of balance that every one is notating is always going to be found in games that combat is the primary interaction.

As long as you are trying to validate the existence of a &#039;sage-type&#039; character (Prof X here) in a game where combat is king and the measuring stick you are all using, you&#039;re going to have this paradox you describe, or at least so I see it.  It would be the same if you created a character who was supernaturally pursuasive and attractive, or possessed great spy skills, or any other skill set that is not combat specific.

Your description of the combat and the scale of toughness is actually balanced well if there are enough social-interaction, non-combat situations where the Hulk&#039;s strength are useless.  In other words, I find it as much a setting flaw as a system flaw.

&lt;abbr&gt;&lt;em&gt;LordVreeg&#180;s last post: &lt;a href=&quot;http://celtricia.pbwiki.com/Taking+Damage&quot; rel=&quot;nofollow&quot;&gt;Taking Damage&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>I think Joshua Newman got the closest to what I consider the answer here, in that the writer (GM) controls much of what type of outcome is probable (though I&#8217;m sure we all have stories where the PC&#8217;s have confounded the expected).</p>
<p>But I look at this post and all the responses, and my main responses is that the lack of balance that every one is notating is always going to be found in games that combat is the primary interaction.</p>
<p>As long as you are trying to validate the existence of a &#8216;sage-type&#8217; character (Prof X here) in a game where combat is king and the measuring stick you are all using, you&#8217;re going to have this paradox you describe, or at least so I see it.  It would be the same if you created a character who was supernaturally pursuasive and attractive, or possessed great spy skills, or any other skill set that is not combat specific.</p>
<p>Your description of the combat and the scale of toughness is actually balanced well if there are enough social-interaction, non-combat situations where the Hulk&#8217;s strength are useless.  In other words, I find it as much a setting flaw as a system flaw.</p>
<p><abbr><em>LordVreeg&#180;s last post: <a href="http://celtricia.pbwiki.com/Taking+Damage" rel="nofollow">Taking Damage</a></em></abbr></p>
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		<title>By: joshx0rfz</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63815</link>
		<dc:creator>joshx0rfz</dc:creator>
		<pubDate>Wed, 08 Oct 2008 19:22:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63815</guid>
		<description>Would anyone actually have fun playing a superman character?

&lt;abbr&gt;&lt;em&gt;joshx0rfz&#180;s last post: &lt;a href=&quot;http://www.critical-hits.com/2008/10/07/youtube-tuesday-bmx-powers-go-edition/&quot; rel=&quot;nofollow&quot;&gt;YouTube Tuesday: BMX Powers Go! Edition&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Would anyone actually have fun playing a superman character?</p>
<p><abbr><em>joshx0rfz&#180;s last post: <a href="http://www.critical-hits.com/2008/10/07/youtube-tuesday-bmx-powers-go-edition/" rel="nofollow">YouTube Tuesday: BMX Powers Go! Edition</a></em></abbr></p>
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		<title>By: The O</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63814</link>
		<dc:creator>The O</dc:creator>
		<pubDate>Mon, 06 Oct 2008 21:54:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63814</guid>
		<description>What about Aberrant? I recall having a good time using that system, but don&#039;t recall how this paradox displayed itself. Anyone else have any recollections?

&lt;abbr&gt;&lt;em&gt;The O&#180;s last post: &lt;a href=&quot;http://petdocintraining.blogspot.com/2008/03/follow-yellow-cat-road.html&quot; rel=&quot;nofollow&quot;&gt;Follow the Yellow Cat Road&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>What about Aberrant? I recall having a good time using that system, but don&#8217;t recall how this paradox displayed itself. Anyone else have any recollections?</p>
<p><abbr><em>The O&#180;s last post: <a href="http://petdocintraining.blogspot.com/2008/03/follow-yellow-cat-road.html" rel="nofollow">Follow the Yellow Cat Road</a></em></abbr></p>
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		<title>By: Anonymous</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63813</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Mon, 06 Oct 2008 19:15:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63813</guid>
		<description>FATE - Red Hat - Still being worked out, but Spirit of the Century and The Dresden Files are good leaping off points.</description>
		<content:encoded><![CDATA[<p>FATE &#8211; Red Hat &#8211; Still being worked out, but Spirit of the Century and The Dresden Files are good leaping off points.</p>
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		<title>By: Random Supers News Table for October 6th &#124; UncleBear</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63812</link>
		<dc:creator>Random Supers News Table for October 6th &#124; UncleBear</dc:creator>
		<pubDate>Mon, 06 Oct 2008 13:20:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63812</guid>
		<description>[...] The Professor X Paradox &#124; Critical Hits Many of us here at Critical Hits enjoy comics, especially of the superhero variety. So it’s natural to try and combine our love of roleplaying games with our love of superheroes into one solid package. [...]</description>
		<content:encoded><![CDATA[<p>[...] The Professor X Paradox | Critical Hits Many of us here at Critical Hits enjoy comics, especially of the superhero variety. So it’s natural to try and combine our love of roleplaying games with our love of superheroes into one solid package. [...]</p>
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		<title>By: Random News Table for October 5th &#124; UncleBear</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63811</link>
		<dc:creator>Random News Table for October 5th &#124; UncleBear</dc:creator>
		<pubDate>Mon, 06 Oct 2008 03:09:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63811</guid>
		<description>[...] The Professor X Paradox &#124; Critical Hits Many of us here at Critical Hits enjoy comics, especially of the superhero variety. So it&#8217;s natural to try and combine our love of roleplaying games with our love of superheroes into one solid package. [...]</description>
		<content:encoded><![CDATA[<p>[...] The Professor X Paradox | Critical Hits Many of us here at Critical Hits enjoy comics, especially of the superhero variety. So it&rsquo;s natural to try and combine our love of roleplaying games with our love of superheroes into one solid package. [...]</p>
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		<title>By: TheMainEvent</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63810</link>
		<dc:creator>TheMainEvent</dc:creator>
		<pubDate>Mon, 06 Oct 2008 02:46:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63810</guid>
		<description>@Rekres: Good point, but this comes back to narrative causality a bit, doesn&#039;t it?  Instead of getting comic-style Hulk/Colossus slugfests its just everyone getting picked off (and possibly killed) by their bad match ups...</description>
		<content:encoded><![CDATA[<p>@Rekres: Good point, but this comes back to narrative causality a bit, doesn&#8217;t it?  Instead of getting comic-style Hulk/Colossus slugfests its just everyone getting picked off (and possibly killed) by their bad match ups&#8230;</p>
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		<title>By: rekres</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63809</link>
		<dc:creator>rekres</dc:creator>
		<pubDate>Sun, 05 Oct 2008 05:17:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63809</guid>
		<description>Demons with armor-piercing missiles? no!

Demons with mental/magic powers or mind-control that ignores the armor.... yes!

Attack where your enemy is weak, retreat where your enemy is strong.  Instead of attacking versus the character&#039;s strong point (armor/toughness) you attack him where he is weak.  That&#039;s the main reason you have multiple characters...

The demon attacks the tough-guy who is weak minded, then the mentalists blocks and protects the tough-guy....</description>
		<content:encoded><![CDATA[<p>Demons with armor-piercing missiles? no!</p>
<p>Demons with mental/magic powers or mind-control that ignores the armor&#8230;. yes!</p>
<p>Attack where your enemy is weak, retreat where your enemy is strong.  Instead of attacking versus the character&#8217;s strong point (armor/toughness) you attack him where he is weak.  That&#8217;s the main reason you have multiple characters&#8230;</p>
<p>The demon attacks the tough-guy who is weak minded, then the mentalists blocks and protects the tough-guy&#8230;.</p>
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		<title>By: Oz</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63808</link>
		<dc:creator>Oz</dc:creator>
		<pubDate>Sat, 04 Oct 2008 23:46:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63808</guid>
		<description>I use a heavily modified version of Marvel SAGA.  I know that may sound odd, but I like the core card mechanic and it is pretty hard to actually outright kill a character.  Granted, I&#039;ve modded the system so heavily that my players call the rulebook the &quot;suggestion book&quot; and mainly use it as a powers catalog, but it has worked for several campaigns.

Regardless of the system, if one player insists on playing Black Panther and another Thor, the GM is going to have to work to give everyone their &quot;panels&quot; to shine.

&lt;abbr&gt;&lt;em&gt;Oz&#180;s last post: &lt;a href=&quot;http://lordoz.blogspot.com/2008/10/3pp-4e-support.html&quot; rel=&quot;nofollow&quot;&gt;3PP 4e support&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>I use a heavily modified version of Marvel SAGA.  I know that may sound odd, but I like the core card mechanic and it is pretty hard to actually outright kill a character.  Granted, I&#8217;ve modded the system so heavily that my players call the rulebook the &#8220;suggestion book&#8221; and mainly use it as a powers catalog, but it has worked for several campaigns.</p>
<p>Regardless of the system, if one player insists on playing Black Panther and another Thor, the GM is going to have to work to give everyone their &#8220;panels&#8221; to shine.</p>
<p><abbr><em>Oz&#180;s last post: <a href="http://lordoz.blogspot.com/2008/10/3pp-4e-support.html" rel="nofollow">3PP 4e support</a></em></abbr></p>
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		<title>By: Maestro</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63807</link>
		<dc:creator>Maestro</dc:creator>
		<pubDate>Fri, 03 Oct 2008 20:11:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63807</guid>
		<description>haha. Great story with the mech and the demons.

I will have to agree with chatty (and other people who mentioned it) here. 2nd ed M&amp;M seems to work pretty well in this regard. For whatever power level your campaign is, there is an upper limit of toughness and defense (with some minimal tweaking you can do to trade one off against the other). As long as you encourage your players to put at least a few points into these things, you can usually get a fair handle on how well your players will deal with any threat, and none of them should be so far above the others that encounters will be unfair (at least at default power levels).

&lt;abbr&gt;&lt;em&gt;Maestro&#180;s last post: &lt;a href=&quot;http://maestrosrpgadventures.blogspot.com/2008/10/2nd-exam-done.html&quot; rel=&quot;nofollow&quot;&gt;2nd Exam Done!&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>haha. Great story with the mech and the demons.</p>
<p>I will have to agree with chatty (and other people who mentioned it) here. 2nd ed M&amp;M seems to work pretty well in this regard. For whatever power level your campaign is, there is an upper limit of toughness and defense (with some minimal tweaking you can do to trade one off against the other). As long as you encourage your players to put at least a few points into these things, you can usually get a fair handle on how well your players will deal with any threat, and none of them should be so far above the others that encounters will be unfair (at least at default power levels).</p>
<p><abbr><em>Maestro&#180;s last post: <a href="http://maestrosrpgadventures.blogspot.com/2008/10/2nd-exam-done.html" rel="nofollow">2nd Exam Done!</a></em></abbr></p>
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		<title>By: Joshua A.C. Newman</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63806</link>
		<dc:creator>Joshua A.C. Newman</dc:creator>
		<pubDate>Fri, 03 Oct 2008 19:07:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63806</guid>
		<description>The issue is what the rules of the game do.

GURPS is designed to maximize internal consistency. It is not designed as a tool for generating fiction.

Contrariwise, &lt;a href=&quot;http://www.incarnadinepress.com/&quot; rel=&quot;nofollow&quot;&gt;With Great Power&lt;/a&gt; and &lt;a href=&quot;http://www.dog-eared-designs.com/games.html&quot; rel=&quot;nofollow&quot;&gt;Prime Time Adventures&lt;/a&gt; are.

The key is to dissociate character success from Naturalistic consistency. Hell, you can dissociate character success from *player* success, as is the case in &lt;a href=&quot;http://www.museoffire.com/Games/&quot; rel=&quot;nofollow&quot;&gt;Capes&lt;/a&gt;.

I can guarantee you: playing Green Lantern, Professor X, or frickin&#039; *Toad* in any of these would work just fine.

Who would win in a fight: Batman or Superman? The answer is, &#039;It depends on who&#039;s writing it!&#039; When you&#039;re playing an RPG, it&#039;s *your* fiction. *You* are the creator. If this is a problem for you, it&#039;s because you&#039;ve got the wrong tools.

&lt;abbr&gt;&lt;em&gt;Joshua A.C. Newman&#180;s last post: &lt;a href=&quot;http://glyphpress.com/talk/?p=457&quot; rel=&quot;nofollow&quot;&gt;Robot Checkbox&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>The issue is what the rules of the game do.</p>
<p>GURPS is designed to maximize internal consistency. It is not designed as a tool for generating fiction.</p>
<p>Contrariwise, <a href="http://www.incarnadinepress.com/" rel="nofollow">With Great Power</a> and <a href="http://www.dog-eared-designs.com/games.html" rel="nofollow">Prime Time Adventures</a> are.</p>
<p>The key is to dissociate character success from Naturalistic consistency. Hell, you can dissociate character success from *player* success, as is the case in <a href="http://www.museoffire.com/Games/" rel="nofollow">Capes</a>.</p>
<p>I can guarantee you: playing Green Lantern, Professor X, or frickin&#8217; *Toad* in any of these would work just fine.</p>
<p>Who would win in a fight: Batman or Superman? The answer is, &#8216;It depends on who&#8217;s writing it!&#8217; When you&#8217;re playing an RPG, it&#8217;s *your* fiction. *You* are the creator. If this is a problem for you, it&#8217;s because you&#8217;ve got the wrong tools.</p>
<p><abbr><em>Joshua A.C. Newman&#180;s last post: <a href="http://glyphpress.com/talk/?p=457" rel="nofollow">Robot Checkbox</a></em></abbr></p>
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		<title>By: OriginalSultan</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63805</link>
		<dc:creator>OriginalSultan</dc:creator>
		<pubDate>Fri, 03 Oct 2008 16:51:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63805</guid>
		<description>GURPS also lacked game balance in general.  It is just more pronounced with higher point value characters.  For instance, it is pretty easy to make a GURPS Fantasy Knight-esque character who is impervious to most damage due to his good armor right from the get-go.  Another example from a friend of mine (in a standard 100 pt Fantasy game) was a Goblin Wizard who turned insubstantial (rendering himself immune from almost everything except for Air Jet spells) while simultaneously being able to make lightning attacks while insubstantial.  Fun.

It seems that the more flexibility the game allows, the greater the potential for imbalance between the characters.  Of course, there are also numerous games with little flexibility that are also not balanced...</description>
		<content:encoded><![CDATA[<p>GURPS also lacked game balance in general.  It is just more pronounced with higher point value characters.  For instance, it is pretty easy to make a GURPS Fantasy Knight-esque character who is impervious to most damage due to his good armor right from the get-go.  Another example from a friend of mine (in a standard 100 pt Fantasy game) was a Goblin Wizard who turned insubstantial (rendering himself immune from almost everything except for Air Jet spells) while simultaneously being able to make lightning attacks while insubstantial.  Fun.</p>
<p>It seems that the more flexibility the game allows, the greater the potential for imbalance between the characters.  Of course, there are also numerous games with little flexibility that are also not balanced&#8230;</p>
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		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63804</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Fri, 03 Oct 2008 14:52:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63804</guid>
		<description>I want to clarify that my Mech character in GURPS was a normal human in points, and had spent almost all of his points (to the same value as the other players) on his suit of armor.  One player made an off-hand comment about me repairing my armor between adventures, which was necessary or else I&#039;d have been gradually worse than the other players.  The GM took this as something that needed fixing, and started with the ridiculous things.

&quot;You see a group of demons patrolling the hall below you.  One of them is carrying a rocket launcher with armor piercing missiles!&quot;

Great...</description>
		<content:encoded><![CDATA[<p>I want to clarify that my Mech character in GURPS was a normal human in points, and had spent almost all of his points (to the same value as the other players) on his suit of armor.  One player made an off-hand comment about me repairing my armor between adventures, which was necessary or else I&#8217;d have been gradually worse than the other players.  The GM took this as something that needed fixing, and started with the ridiculous things.</p>
<p>&#8220;You see a group of demons patrolling the hall below you.  One of them is carrying a rocket launcher with armor piercing missiles!&#8221;</p>
<p>Great&#8230;</p>
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		<title>By: Scott</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63803</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Thu, 02 Oct 2008 23:41:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63803</guid>
		<description>One approach is to set some limits in the first place:  if you have Professor X and Cyclops, both at the &#039;squishy human&#039; level, then cap damage resistance somewhere before the &#039;nigh-invulnerable&#039; Hulk level.  Pick a point where a threat to Cyclops is still a threat (but less of one) to Armored Hero X, and call that the maximum starting value.

This works, but it&#039;s somewhat unsatisfying to the guy who wants to play the Hulk.

A variation is to balance with probabilities.  The squishies get to have a high chance to avoid being hit.  Hulk gets hit by just about everything, but shrugs a lot of it off.

The problem here is that the massive hit eventually gets through, and the squishy squishes.

The best way is to use narrative imperative.  If the attack did enough damage to kill, it did enough damage to stun, disable, entangle, and so on.  How many times in old comics did a relatively-fragile character take a punch from a rampaging Hulk or other strong guy and survive because &quot;I... *uhn*... rolled with the blow just in time!&quot;?

Hm... come to think of it, this should probably be a full-fledged blog post.  Might get to be rather long for a comment. &gt;.&gt;</description>
		<content:encoded><![CDATA[<p>One approach is to set some limits in the first place:  if you have Professor X and Cyclops, both at the &#8216;squishy human&#8217; level, then cap damage resistance somewhere before the &#8216;nigh-invulnerable&#8217; Hulk level.  Pick a point where a threat to Cyclops is still a threat (but less of one) to Armored Hero X, and call that the maximum starting value.</p>
<p>This works, but it&#8217;s somewhat unsatisfying to the guy who wants to play the Hulk.</p>
<p>A variation is to balance with probabilities.  The squishies get to have a high chance to avoid being hit.  Hulk gets hit by just about everything, but shrugs a lot of it off.</p>
<p>The problem here is that the massive hit eventually gets through, and the squishy squishes.</p>
<p>The best way is to use narrative imperative.  If the attack did enough damage to kill, it did enough damage to stun, disable, entangle, and so on.  How many times in old comics did a relatively-fragile character take a punch from a rampaging Hulk or other strong guy and survive because &#8220;I&#8230; *uhn*&#8230; rolled with the blow just in time!&#8221;?</p>
<p>Hm&#8230; come to think of it, this should probably be a full-fledged blog post.  Might get to be rather long for a comment. &gt;.&gt;</p>
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		<title>By: Reverend Mike</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63802</link>
		<dc:creator>Reverend Mike</dc:creator>
		<pubDate>Thu, 02 Oct 2008 20:18:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63802</guid>
		<description>Also, HAPPY BIRTHDAY!...

&lt;abbr&gt;&lt;em&gt;Reverend Mike&#180;s last post: &lt;a href=&quot;http://bookofrev.blogspot.com/2008/10/session-1-dead-jeffery-on-rope.html&quot; rel=&quot;nofollow&quot;&gt;Session #1: Dead Jeffery On A Rope&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>Also, HAPPY BIRTHDAY!&#8230;</p>
<p><abbr><em>Reverend Mike&#180;s last post: <a href="http://bookofrev.blogspot.com/2008/10/session-1-dead-jeffery-on-rope.html" rel="nofollow">Session #1: Dead Jeffery On A Rope</a></em></abbr></p>
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		<title>By: Reverend Mike</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63801</link>
		<dc:creator>Reverend Mike</dc:creator>
		<pubDate>Thu, 02 Oct 2008 19:45:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63801</guid>
		<description>This is why Professor X doesn&#039;t go out on mission all that often...and also why when there&#039;s mechs, everyone in the fight has one...

Less invincible characters need to stay off the front-lines if you&#039;re going to give the Hulk a challenge there...

It&#039;s a tough problem that is best avoided by avoiding the problem...

&lt;abbr&gt;&lt;em&gt;Reverend Mike&#180;s last post: &lt;a href=&quot;http://bookofrev.blogspot.com/2008/10/session-1-dead-jeffery-on-rope.html&quot; rel=&quot;nofollow&quot;&gt;Session #1: Dead Jeffery On A Rope&lt;/a&gt;&lt;/em&gt;&lt;/abbr&gt;</description>
		<content:encoded><![CDATA[<p>This is why Professor X doesn&#8217;t go out on mission all that often&#8230;and also why when there&#8217;s mechs, everyone in the fight has one&#8230;</p>
<p>Less invincible characters need to stay off the front-lines if you&#8217;re going to give the Hulk a challenge there&#8230;</p>
<p>It&#8217;s a tough problem that is best avoided by avoiding the problem&#8230;</p>
<p><abbr><em>Reverend Mike&#180;s last post: <a href="http://bookofrev.blogspot.com/2008/10/session-1-dead-jeffery-on-rope.html" rel="nofollow">Session #1: Dead Jeffery On A Rope</a></em></abbr></p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63800</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Thu, 02 Oct 2008 19:00:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63800</guid>
		<description>You&#039;ll note, good sir, that I specifically point out Truth &amp; Justice being a possibility at the end of my post :) More research is required to see if it&#039;s a good fit for the group.</description>
		<content:encoded><![CDATA[<p>You&#8217;ll note, good sir, that I specifically point out Truth &#038; Justice being a possibility at the end of my post <img src='http://critical-hits.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  More research is required to see if it&#8217;s a good fit for the group.</p>
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		<title>By: Tommi</title>
		<link>http://critical-hits.com/2008/10/02/the-professor-x-paradox/#comment-63799</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Thu, 02 Oct 2008 18:55:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=2251#comment-63799</guid>
		<description>This problem is far less significant if dealing with challenges is not the main point of the game. So, if you are willing to put more emphasis elsewhere, the situation might get better.

To elaborate a bit: Instead of building a combat scene to challenge the player characters, give them some problem, but don&#039;t create a solution. When they try something, use common sense, the rules and your sense of drama guide how successful they are.

Problems can be hassles with secret identities, creatures from beyond the stars trying to eat Earth or make everyone mad, just another supervillain, or problems with persons the characters care about.

(For games, if you are not inherently allergic to games without lots of rules, check out &lt;a href=&quot;http://www.atomicsockmonkey.com/products.asp#tj&quot; rel=&quot;nofollow&quot;&gt;Truth and justice&lt;/a&gt;. On the site&#039;s freebie page you can find PDQ, which is the core system of their games. It is free. T&amp;J is slightly more complicated, IIRC.)</description>
		<content:encoded><![CDATA[<p>This problem is far less significant if dealing with challenges is not the main point of the game. So, if you are willing to put more emphasis elsewhere, the situation might get better.</p>
<p>To elaborate a bit: Instead of building a combat scene to challenge the player characters, give them some problem, but don&#8217;t create a solution. When they try something, use common sense, the rules and your sense of drama guide how successful they are.</p>
<p>Problems can be hassles with secret identities, creatures from beyond the stars trying to eat Earth or make everyone mad, just another supervillain, or problems with persons the characters care about.</p>
<p>(For games, if you are not inherently allergic to games without lots of rules, check out <a href="http://www.atomicsockmonkey.com/products.asp#tj" rel="nofollow">Truth and justice</a>. On the site&#8217;s freebie page you can find PDQ, which is the core system of their games. It is free. T&amp;J is slightly more complicated, IIRC.)</p>
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