Whelp... what I was trying to get at was that I don't feel the need for Hawkeye and Hulk (or Batman and Supes) to be on par in every situation. Not that they can't both do things. But the things they do won't be the same or necessarily equally effective in a given situation.
When they are operating together I'd hope to see a situation like the one MidnightBlue outlined with Hawkeye trying all sorts of tricks to slow down and harass Abomination. But here's the thing: Hawkeye's player will have to be content with only ever rescuing civilians, harassing Abomination, and maybe setting him up for Hulk's knockout punch. They (the player) will have to adjust their expectations to this role.
The other thing I was trying to get at is the broader implication the different roles have for a campaign . The GM should be careful that both characters get their time to shine because no-one wants to play second fiddle the whole time.
What I wouldn't want to see is Hulk punches for X damage and Hawkeye shoots for the same amount of damage. The only reason I wouldn't be happy with this is because Hawkeye has been set up (narratively) as highly trained but just human; whereas "Hulk is strongest there is." They fill different roles in the narrative.
Hope that clears up my position.
All good points. Definitely enjoy the system(s) discussion and not at all combative here.
To your first point: Agreed, if the situation is super defined, like an arm wrestling contest, then you are definitely going to have folks tooled for that kind of challenge. (That said, don't underestimate the power of psyching out an opponent, or some other clever trick/narrative, to give you an edge.) But just on its face value, if Hawkeye and Hulk are facing off against each other in an arm wrestling match, you don't even roll the dice. Hulk wins. MHR has that baked in just from the narrative of the character concepts. It's easy for the Watcher (as the GM is called) to just make that call..."Hulk wins."
As to your second point, that Hawkeye's player would need to realize in such a major fight that he'd be relegated to support roles, well most narrative games work a little different in those regards than their crunchier sisters. In MHR, for example, you can defeat most challenges by either "stressing out" the target (doing damage to knockout/put down the target) or in "complicating out" the target. In our Hulk & Hawkeye vs. Abomination example, sure, Hawkeye is less likely to be doing major damage to Abomination...though creative narrative on Hawkeye's player's part might change that. (Explosive arrows, dropping a building on Abomination, etc.) However, Hawkeye's player can also get creative in creating complications for the Abomination that could also take him out of the fight. Complications could be a number of things like leading him into a pool of wet cement that acts as quicksand, dropping powerlines on him that act as a taser effect (could also be a narrative for inflicting Stress), or any number of his trick arrows. Maybe Hawkeye or some fast talking, but physically deficient hero tricks the Abomination into giving up or leaving the area. Either way, Hawkeye's player doesn't have to feel like he is playing second fiddle as he is actively helping to eliminate the threat, just in a manner more appropriate to Hawkeye. (I still remember an arrowless Hawkeye and a powerless Ben Grimm taking Klaw and Lizard out of the battle in Marvel's Secret Wars mini-series by convincing them to play patty-cake instead. (I think it was patty cake...) Marvel Heroic is setup right out of the gate to handle just such a wacky situation and allows, no encourages, players to get creative with their character's traits and think outside the box in resolving threats.
One of my most fun moments playing Spider-Man in a Marvel Heroic game...I was facing off against a full-powered Graviton alone. Graviton, a guy that has taken on the entire Avengers team by himself. I won the encounter by talking Graviton down through dice rolls, playing on the villain's insecurities. It was a lot of fun...and yeah, I patted myself on the back for that bit of gameplay. This wasn't house-ruled, this wasn't GM handwaving, it was all through using the systems that MHR provides.
Anyway, I know, get me on a subject I like and I can go on for ages...sorry.
The point...the narrative games I really enjoy give you more options to taking on a challenge than simply attack and run away. You can use your character's abilities in any way you can justify. Thinking outside the box is encouraged and is often the way you can win when more straight forward options don't make sense for the situation.
Okay...back to work for me.
