I don't remember the point mechanics of DC Heroes well enough to comment in detail on your build. I do want to remark a couple of things:
My co-GM and I agreed on a scale where the normal human maximum was 5. So I would have cut several of his stats down. Intelligent not necessarily, since he clearly has a superhuman intellect. I might have allowed one or two social influence stats to go up to 6.
We hated the mechanic where, if you bought a power, your level of that power was both your acting value and your effect value. Instead, we had all powers take DEX, INT, or INFL as their acting value. That made contests much more even, as a character with some sort of mega-energy blast didn't automatically hit whatever they aimed at; they had to roll against, say, DEX, and a very agile character with DEX 10 might dodge around their attacks, just as they could around punches from some analog of the Hulk.
We didn't see all that many massive hero point expenditures; our players reserved them for dramatic moments. This is going to depend on what sort of players you have, though. If you have players who think of a failed roll as an opportunity for a brief dramatic moment, mechanisms such as hero points/drama points/fudge points don't generate problems.
The mechanic of doubles letting you reroll and add, but double ones meaning total failure, was very good for generating comic-book drama; we'd get the occasional dice explosion when something radical happened.
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Date: 2008-02-17 04:49 pm (UTC)My co-GM and I agreed on a scale where the normal human maximum was 5. So I would have cut several of his stats down. Intelligent not necessarily, since he clearly has a superhuman intellect. I might have allowed one or two social influence stats to go up to 6.
We hated the mechanic where, if you bought a power, your level of that power was both your acting value and your effect value. Instead, we had all powers take DEX, INT, or INFL as their acting value. That made contests much more even, as a character with some sort of mega-energy blast didn't automatically hit whatever they aimed at; they had to roll against, say, DEX, and a very agile character with DEX 10 might dodge around their attacks, just as they could around punches from some analog of the Hulk.
We didn't see all that many massive hero point expenditures; our players reserved them for dramatic moments. This is going to depend on what sort of players you have, though. If you have players who think of a failed roll as an opportunity for a brief dramatic moment, mechanisms such as hero points/drama points/fudge points don't generate problems.
The mechanic of doubles letting you reroll and add, but double ones meaning total failure, was very good for generating comic-book drama; we'd get the occasional dice explosion when something radical happened.