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Flavour First vs Game First - a comparison
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<blockquote data-quote="Mallus" data-source="post: 4458534" data-attributes="member: 3887"><p>To a certain extent, yes. The trick is to reward creative play while still maintaining fidelity to the rules.</p><p></p><p></p><p>No. It's only limited if you buy the power with limits. The 'power suit' is really just a kind of container/framework for a set of powers.</p><p></p><p></p><p>What's the difference? This looks like semantics to me. To be clear, an M&M character with a power suit a la Iron Man could have a limited 'battery', or their powers could be limitless in use/duration. They're both 'power suits', except one has a lithium-ion battery and the other a Zero-Point generator (and one would cost fewer power points to construct because of the limitation). </p><p></p><p></p><p>In the real world. In the comic book narrative, science operates in a more dramatically appropriate fashion. </p><p></p><p></p><p>Sure. And a simple GM ruling handles this. </p><p></p><p></p><p>Aha... I understand you're point better... here's how to handle this in M&M. All abilities are paid for in character building points. If you want to ground Dr. Lightning's bolts with copper spikes, you buy a certain amount of energy immunity to lightning --and describe it as fancy copper Nikes. If you want to improvise an electrical defense on the spot, I'd allow a limited circumstance bonus to resist the damage (for wrapping yourself in scads of copper wiring pulled from a conveniently-placed wall). If you wanted that to be permanent, you'd eventually have to pay the build points for it.</p><p></p><p>Such is the gentleman's agreement that all point-buy games I've seen use. </p><p></p><p></p><p>Through common sense and GM Fiat. M&M has a lovely mechanism for handling GM Fiat; anytime the GM uses fiat to negate or harm a character, that character receives a Hero Point; which can be used as a bonus to rolls, to reverse certain conditions, and to directly manipulate the narrative.</p></blockquote><p></p>
[QUOTE="Mallus, post: 4458534, member: 3887"] To a certain extent, yes. The trick is to reward creative play while still maintaining fidelity to the rules. No. It's only limited if you buy the power with limits. The 'power suit' is really just a kind of container/framework for a set of powers. What's the difference? This looks like semantics to me. To be clear, an M&M character with a power suit a la Iron Man could have a limited 'battery', or their powers could be limitless in use/duration. They're both 'power suits', except one has a lithium-ion battery and the other a Zero-Point generator (and one would cost fewer power points to construct because of the limitation). In the real world. In the comic book narrative, science operates in a more dramatically appropriate fashion. Sure. And a simple GM ruling handles this. Aha... I understand you're point better... here's how to handle this in M&M. All abilities are paid for in character building points. If you want to ground Dr. Lightning's bolts with copper spikes, you buy a certain amount of energy immunity to lightning --and describe it as fancy copper Nikes. If you want to improvise an electrical defense on the spot, I'd allow a limited circumstance bonus to resist the damage (for wrapping yourself in scads of copper wiring pulled from a conveniently-placed wall). If you wanted that to be permanent, you'd eventually have to pay the build points for it. Such is the gentleman's agreement that all point-buy games I've seen use. Through common sense and GM Fiat. M&M has a lovely mechanism for handling GM Fiat; anytime the GM uses fiat to negate or harm a character, that character receives a Hero Point; which can be used as a bonus to rolls, to reverse certain conditions, and to directly manipulate the narrative. [/QUOTE]
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