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.
Say Captain America is thrown off the top of the Empire State Building by a bad guy. Narratively, he will not survive if he just falls and hits the ground like any normal guy, so that isn't going to happen. Maybe Cap angles himself to fall along the building and slow his descent, or lands on a balcony 2 floors down instead of falling the full distance, or he lands on his super-impact-absorbing shield which protects him from the impact of the fall (he actually did that in a 20-story fall in a West Coast Avengers once). Regardless of which narrative explanation for his survival you use, you assume he at least does it well enough to survive, and change the question to be "how much did you get hurt in the process?" That can be answered by a roll against the doom pool, or a villain's dice pool if there was some reason to use it instead. If Cap wins his roll against the doom pool, that means he succeeded so well he wasn't stressed by it, but if he fails then he takes some stress.
The interesting thing (to me) about that is the narrative justification for your survival should change from character to character. If the Thing gets thrown off the Empire State Building, he could just say "what a revoltin' development" and wait until he hits the ground, because he doesn't
need any other justification to survive than his godlike durability. So if both Cap and Thing were thrown off in the same round by the same attack, they will have dramatically different narratives about how they survive the fall, but mechanically they both just make an action roll (or reaction, depending on how you set it up) to see how stressed they were as a result of their own solution to situation.