Majoru Oakheart
Adventurer
*shrugs* I'm not THAT familiar with MHRP. I can only tell you that when I looked at the sheets, I saw basically one or two SFX per character. It seemed like the equivalent of playing 4e with 2 at-wills and no other powers at all. Extremely limited in options since the rest of your powers didn't give you any concrete abilities that you could quantify.Namely, you're choosing to ignore the character sheet descriptors for first, but not for the second (presumably D&D)
I mean, how fast do you fly with your 1d6 flight? I read the book and it seemed to say "fast". How much material can you blast through with your 1d8 energy blast? Somewhere between some and all, I'd say. If a building falls on you, can you survive with your 1d8 force field? I guess that depends on the size of the doom pool at the time.
I prefer the mechanics to inform me a lot more on what I'm capable of and be able to guess in advance my real chance of success.
That's why I tend to like Champions much better for super hero games. It tells me all these things. If only it could do that without taking 2 hours to run a combat in.
And I think this is precisely my issue with it. The mechanics aren't connected to what you are doing because you use the same mechanics for everything. The mechanics are also up in the air because they require so much interpretation by the DM and the players so as to barely BE rules.These rules almost universally rely to some extent on the common sensibilities of the players to adjudicate. D&D still has multitudinous factors and minor rules to handle all of these things individually and explicitly.
When you use a rule specifically designed to handle a particular situation, it feels more like the mechanics are actually describing what your doing. Otherwise you get into "Oh, you're lifting a car....roll a d6 and on a 4 or more you succeed." "Oh, you are trying to shoot an energy beam at the bad guys, roll a d6 and on a 4 more more you succeed."
It often does. Can you pick up the weapon as a free action, a move, or a standard? Depends on the edition and the way that you were disarmed. The weapon could be in easy reach or require you run over there to get it.The other two points don't make much sense to me. If an enemy disarms your D&D character, does that imply that you need to check with the DM for permission to use your other weapon/ability?
Maybe your ability doesn't specify if it actually needs your weapon in hand to use and you want to clarify with the DM what he's allowing. Pretty much every action in D&D requires you check with your DM first since there might be circumstances you are unaware of that prevent you from taking the action you want to.
In a system where the entirety of the rules on your power is "Web 1d8", one would figure you'd need to check with your DM even more often to see how your DM views the capabilities of your Webs and which situations he will allow them to be used in.
Yes, because it clarifies the questions I listed above and might skip past many of them. For instance if the rules say that when you are disarmed your weapon always ends up at your feet and that picking a weapon off the ground is a move action...then if you know the rules you don't HAVE to ask the DM those questions which makes things faster.Is a rule that states the exact details of what it means to be disarmed actually needed or helpful?
To be fair, I know Wolverine pretty decently. Even I couldn't tell you when you should or shouldn't add "I'm the best at what I do". If I played Wolverine I'd likely have to ask each and every time if the GM felt adding it was appropriate. Each GM would likely have a different interpretation of when to add it as well.The last point just sounds like a player who either doesn't understand the character or is just being contrary. I'm confident that we all are familiar with players who try to weasel things out of their character abilities regardless of system.
If I remember that YouTube video well, I believe the Wolverine in that session adds it to pretty much every roll he makes...since he's the best at what he does....no matter what that is.
which can be good and bad, heaven knows HP have created their share of narrative nonsense. If the narrative is constantly strained by having to adjust to nonsensical results of the mechanics or narrative sensibilities regularly causes the mechanics to be ignored, then the mechanics are the issue.[/QUOTE]I don't feel the story itself has any onus to describe the mechanics. The players may need to adjust the narrative to reflect mechanical results...
It's not so much that the narrative has to describe the mechanics, they just need to inform the mechanics. If I'm attacking from above, I should use the mechanics for "attacking from above" and that should have a real effect on the game.
If I narrate a huge 5 minute long discussion of my actions and the mechanics that go with it amount to "I roll the exact same dice as if I had said 'I attack'" then the narrative isn't informing the mechanics. Either the mechanics have to change to allow that narrative to have more effect or the narrative needs to change to better fit the rules.
I'm a big fan of rules are tailor made for the theme and flavor you are going for.
Agreed. The rules should fit the game. But this may just as much be the narrative's fault if you are trying to force a narrative into a game that wasn't made to handle it.If the narrative is constantly strained by having to adjust to nonsensical results of the mechanics or narrative sensibilities regularly causes the mechanics to be ignored, then the mechanics are the issue.
This came up very recently when a friend of mine decided to start running a D&D Next game. He's still new to roleplaying in general but he spent weeks coming up with the background for his D&D world. Then, one of the players makes a comment about how he can't wait to become high enough level as a Druid to be able to live a couple of thousand years before dying.
Suddenly our DM is banning the class feature because Druids who live a thousand years would ruin his entire world. The cities in his world are ruled by councils of high level druids and if they were all able to live for thousands of years then they'd all remember stuff that happened hundreds of years ago. The point of his campaign is that this world has forgotten the past and all of the super powerful magic that existed 2 thousand years ago. There can't be anyone left on his planet who was alive back then or it will ruin everything.
Now, one could say that it's the mechanics fault for forcing things that don't fit the narrative well. Or one could say that when running D&D, you need to take into account the rules in order to create the narrative.
Using the proper system for the proper feel is very important.
Maybe not explicit, but they do have a connection. If the stun condition says you don't get to act on your next turn, you have to assume that something has happened to your character that prevents him from acting. Maybe that's a spell holding them in place and maybe it's being knocked unconscious briefly. If you got stunned when a mind flayer looked at you, you have some story context of what his ability does: It prevents you from acting until a save ends it. So it lasts between 6 and 12 seconds most of the time(since there is a 55% chance of saving every 6 seconds).Take conditions in 4e. They may describe mechanically to how the minis are allowed to move or how the controllers of those minis must adjust future rolls, but they have no explicit connection to the story side and cannot.
With this knowledge you can build a narrative. Yes, the exact effects are up in the air. But you do know precisely what effect the power has on the game. I think 4e's mechanics don't give you enough information either and are a little too vague.
Which is different than if you had an entry that just said "Mind Flayer. Powers: Mind Blast. Effects: Stun. Duration: Short". What does Stun mean if there's no rules for it? Does it just mean your hindered in some way or completely unable to act? How long is "short"? Two seconds or an hour? Without specific mechanics for what the Mind Blast does and how it works then what it does is different for each person who reads it.