@Arkandel said in What is the 'ideal' power range?:
To clarify on that point, my intention in the context of this thread is to define 'power' mechanically.
I mean -- I'm not sure that you can mechanically define an 'ideal' power level as a matter of general terms. The 'ideal' power level, mechanically, is just the one that lets the PCs have a reasonable chance of overcoming the challenges that you put before them in the story that they want to tell while still involving some real risk.
That's going to different drastically between every game world. In order to know the 'ideal' mechanical level, you have to know the world you're working in. I don't think you can do it in reverse as easily (though i suppose you could look at the range and then design a world around it, but that seems like trying to roll a boulder up a hill.)
To the specific bullet points:
I think that most PCs should start as beginners and move to probably be in the intermediate range, somewhere. But that is also a byproduct of overall lethality / difficulty, which tends to be scaled down greatly in MU.
I think that having a spectrum of character abilities is really essential, but that doesn't have to be a very wide gulf, especially not from a story perspective.
Characters should reach higher levels of power through risk/reward proportionality. I don't think it should be a mere function of time, because time alone doesn't really present any risk.
Power caps are usually a good idea, though they don't have to be static. What form they take varies as wildly as everything else, and depends on the same stuff as the first paragraph.