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Iron Man vs. Thor
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<blockquote data-quote="Umbran" data-source="post: 6039000" data-attributes="member: 177"><p>Ah. So, conducting a specific kind of fight that plays to the strengths of the tanks, but not others. Gotcha. Me, I figure pulling rabbits out of a hat is itself a superpower, and needs to be considered when discussing conflicts in the genre.</p><p></p><p></p><p></p><p>The MU is rife with canon examples of someone with little power winning the day against those with nominally far more power. The literature doesn't consistently recognize hard lines of power discrepancy, so I don't see as the game should have to, either.</p><p></p><p></p><p></p><p>I wasn't there, so I cannot give analysis of that event. But, I note that:</p><p></p><p>1) any game that uses a randomizer can be subject to luck</p><p></p><p>2) any game can suffer a failure of the GM to take proper advantage of the mechanics available to them.</p><p></p><p>3) Some amount of clever tactics and gimmicks are implicit in the dice of that particular game. For example, Captain America doesn't have to explicitly state his clever tactics - if he's working with a team, he just rolls better dice to begin with.</p><p></p><p>(1) and (2) amount to "a single incident is an anecdote, not a clear sign of design failure".</p></blockquote><p></p>
[QUOTE="Umbran, post: 6039000, member: 177"] Ah. So, conducting a specific kind of fight that plays to the strengths of the tanks, but not others. Gotcha. Me, I figure pulling rabbits out of a hat is itself a superpower, and needs to be considered when discussing conflicts in the genre. The MU is rife with canon examples of someone with little power winning the day against those with nominally far more power. The literature doesn't consistently recognize hard lines of power discrepancy, so I don't see as the game should have to, either. I wasn't there, so I cannot give analysis of that event. But, I note that: 1) any game that uses a randomizer can be subject to luck 2) any game can suffer a failure of the GM to take proper advantage of the mechanics available to them. 3) Some amount of clever tactics and gimmicks are implicit in the dice of that particular game. For example, Captain America doesn't have to explicitly state his clever tactics - if he's working with a team, he just rolls better dice to begin with. (1) and (2) amount to "a single incident is an anecdote, not a clear sign of design failure". [/QUOTE]
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