chaosnet wrote:I think the main issue was the narrative that i used to simulate the culmination of the Emotional Stress Out.
The hulk-like villain has physically struck the character several times for D10s and D12s, but the character had PP to fuel his physical invulnerability.
When the Emotional conflict came in, the first hero (the non invulnerable one) started mocking the villain's mutated appearance and the fact that he was a monster. The invulnerable hero followed up with emotional stress by stating that 'you can never beat me'.
The invulnerable hero ended up stressing out the villain with 'you can't beat me' and i narrated that the hulk-like villain gave up because he had struck the invulnerable hero SEVERAL times for no effect and basically bought into the concept that the invulnerable hero couldnt be beaten.
As a result he stopped fighting and questioned if he was truly an "Engine of Destruction" as one of his distinctions outline.
So remember in the other thread how I said, as nicely as possible, it was your fault? This time it's the other guy.

The narrative logic of that action scene makes perfect sense. And it's a
Watcher character giving up in this way - you as Watcher own that character's mindset. This is not a broken system. I won't say it's a broken player, but it sounds like one who is pretty determined not to like the way this game does things.
Now, when it comes to the hypothetical of emotionally stressing out a player-hero, some considerations:
* give the player a lot of sway in characterizing the emotional stress - anger, sadness, fear, love? The stress is a mechanical fact; its resonance is open to interpretation.
* dice for dice. When I played Luke Cage in
Breakout, I made it a point of honor to stress Carnage out emotionally. Hey, he was trying to do the same thing to me! We each rolled Menace Master at each other a lot, but we also included our "physical" power traits - they're the thing that made us menacing! But fair's fair: If Luke gets to add his Superhuman Strength to his action roll to do emotional damage, Carnage gets to add his Superhuman Reflexes (or whatever) to his reaction roll. And so on.
* If Mister Picky-Pants doesn't
like suffering emotional stress, he can always spend a PP to shift it to another stress track.
Jim