MidnightBlue wrote:These are rough and off the top of my head...be forgiving...
I Trained For JUSTICE!
I Know My City! D8
It works for me anyway.
You could totally do it that way. It's funny: I once mulled over hacking Over The Edge to do supers sorta-kinda like this. (I don't know if you know Over The Edge, but it may have been the first "free-form trait" game. In some ways the first five years of designs from The Forge(TM) amounted to OTE hacks.) And just within the last week, Atlas Games announces that they're taking OTE's system OGL!
I personally wouldn't take MHRP in this direction for various reasons. But it's perfectly viable mechanically, yes.
Heh...OTE must be one of the few systems I didn't buy into!
I actually don't know much (anything) about that game.
And I can definitely see where my take on this game wouldn't be for everyone.
It really takes me back to my early days with Heroclix. I lobbied and discussed for YEARS that Heroclix should develop a benchmark system. How can Batman be doing three damage when Spider-man couldn't do three damage? How can a Superman dial ever get to a point that it can't break through a wall? Why do we have a Weather Wizard dial that has a range of 10, but Parallex can only shoot eight squares? And on, and on, and on. I simply could not wrap my head around how Wizkids determined the dials for figures that were so far off from any kind of benchmarks between the characters.
It really wasn't until a couple of years ago that a light bulb went off in my head and I started looking at those Heroclix dials in a different way. It also changed the way that I looked at characters in the comics and comic movies/shows...and now, MHR.
What I started to notice was that:
1. There are no benchmarks. Writers in comics will let a character do or not do anything that lets them tell the stories that they want to tell. So how can there be a benchmark when the authors change the rules between stories?
2. The numbers on those Heroclix dials don't have to translate directly to muscle mass and school grades, but to the effect that a character has on a story/game.
Spider-Man may not be able to manifest the power of the Silver Surfer on a day to day basis, but you can bet that he moves a story every bit as well. And I guarantee you that when an author puts Spider-Man and the Silver Surfer in the same issue, Spider-Man won't be sitting on the sidelines pouting and letting Silver Surfer steal the show. That author will make darned sure that Spidey is as important to a story as the Surfer is...if not more so. I think MHR lets us represent that in the form of die codes...at least to some degree.
Narration and dice pools is how you move the story in MHR. No matter what a character's origin or power level, if you want them to have a significant impact on the story, then you have to give them the tools to do so.
I think I could come up with some pretty good rationals for making "merely human" datafiles that have power sets with D12 traits. I prefer to keep D12's rare in a game (unless playing a God level game...say a Pantheon or something), but when someone is the best at what he does (put your hand down, Wolverine), then I can see granting it.
I could see Nick Fury (Marvel) or Batman (DC) having a power trait that equates to Godlike Senses D12. Those two know EVERYTHING that is going on depending on the story. They have access to insane levels of intelligence gathering resources and often have made contingencies for their contingencies years in advance of a major event.
Anyway...as I've said...it's just another way to look at MHR's options and one that there is no way I would have been able to see the virtues of even two years ago. Funny how a mindset can switch so radically...almost overnight.
But no...this definitely wouldn't be for everyone.