by Johnny Awesome » Tue Jun 19, 2012 12:25 pm
by figurefour » Tue Jun 19, 2012 12:45 pm
Johnny Awesome wrote:It's true that 1-Power Set heroes are at a disadvantage here, as their 5th die is usually only available under restricted circumstances.
With that being said, is there a major difference between rolling 4 dice and 5 dice?
by Lindharin » Tue Jun 19, 2012 1:02 pm
dgh1973 wrote:Even if you are in the upper atmosphere that's a heck of a drop, and how do you narrate that? An attack from the doom pool?
by figurefour » Tue Jun 19, 2012 1:27 pm
dgh1973 wrote:Imagining the scene in Breakout where Sentry takes Carnage out into space and rips him in half. What if he did this to another player that could not stand the vacuum? Is this a complication, stress? Both?
by dgh1973 » Tue Jun 19, 2012 1:27 pm
by EldritchFire » Tue Jun 19, 2012 1:30 pm
by N01H3r3 » Tue Jun 19, 2012 5:05 pm
Johnny Awesome wrote:I consider Wolverine to be the gold standard when it comes to combat in this game, especially when he is Solo.
by jaif » Thu Jun 21, 2012 7:54 pm
Imagining the scene in Breakout where Sentry takes Carnage out into space and rips him in half. What if he did this to another player that could not stand the vacuum?
by jaif » Thu Jun 21, 2012 7:58 pm
This puts him at 3D10 + 2D8 or 2D10 + 4D8 or (my favorite) 1D12 + 4D8 with Focus.
by Shingen » Fri Jun 22, 2012 12:14 am
Lindharin wrote:dgh1973 wrote:Even if you are in the upper atmosphere that's a heck of a drop, and how do you narrate that? An attack from the doom pool?
I was thinking about this the other day, and my conclusion / self-revelation was that this is a prime example of how this game is different than most of the more simulation-based superhero games I've seen. In most traditional games, something like a fall from a high altitude has an objective mechanical representation, specifically it has a mechanical threat (damage rating, or whatever) that needs to range from doing nothing to killing a character, depending on how severe the condition (a 10' fall vs terminal velocity, or whatever). This is in-grained in me from my earliest days in D&D and reinforced by almost every game since.
But in MHRP, a fall (and many other environmental dangers) becomes a narrative threat, not a mechanical threat. Unless the watcher and the player agree that the character is going to die (for dramatic reasons or whatever), you should assume the character survives just like he would survive in a comic. You aren't rolling to see how much damage he takes from the fall itself; the fall is just a narrative threat to motivate an action (or reaction). You don't need an objective, consistent "damage rating" for a lethal fall like that, because the genre / game assumption is that it will never happen. Instead it is up to the player (with help from the rest of the table if appropriate) to come up with a solution that avoids the lethal impact. The question then becomes what crazy creative idea do you come up with to justify surviving, and just how well do you succeed; not if you succeed, but rather how well.