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<blockquote data-quote="Vyvyan Basterd" data-source="post: 6162707" data-attributes="member: 4892"><p>That's just it. There is no "what the game is in general" yet. This is the playtest phase and *gasp* I'm expressing my opinion on what I'd like to see in the game. If you have an issue with me expressing my opinion that path is bound to lead to disappointment.</p><p></p><p></p><p></p><p>You are completelty missing a MAJOR part of the game.</p><p></p><p></p><p></p><p>His claws do what they do best, turn other's melee attacks against them using his <em>Adamantium Skeleton</em> SFX.</p><p></p><p></p><p></p><p></p><p>I don't know what effect his regeneration would have over someone's forcefield in the comics either, but if there was some weird usage I'm not imagining, that would be handled by spending a PP and stunting off his Godlike Stamina. And the fact that he can spend a PP to fully recover physical stress while other heroes and villains cannot makes him very much like the Wolverine I know.</p><p></p><p>He can also use his <em>Berserk</em> SFX to heighten his fury in combat at the cost of increased tension in the scene via the Doom Pool.</p><p></p><p></p><p></p><p>Not my experience at all. The SFX of each hero makes them what they are. The approach the player's choose makes a difference. The player of Cyclops can use his Russian Farmboy Comrade approach to talk a Russian villain (Titanium Man) out of destroying D.C. in search of Tony Stark (actual gameplay example). You can "damage" opposition in three different ways. And the real crux of feeling like a super hero is placing Complications on your target. There is alot of freedom to the game and it rarely came down to just "I hit with my claws" in any of the games I've run so far.</p><p></p><p>I'm not advocating for these rules for DDN. I've tried to picture a satisfying hack of the MHRP system to fantasy and didn't come to one that felt like D&D to me. But borrowing a piece like the roleplaying XP awards over a more generic mechanic like Inspiration appeals to me much more.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 6162707, member: 4892"] That's just it. There is no "what the game is in general" yet. This is the playtest phase and *gasp* I'm expressing my opinion on what I'd like to see in the game. If you have an issue with me expressing my opinion that path is bound to lead to disappointment. You are completelty missing a MAJOR part of the game. His claws do what they do best, turn other's melee attacks against them using his [I]Adamantium Skeleton[/I] SFX. I don't know what effect his regeneration would have over someone's forcefield in the comics either, but if there was some weird usage I'm not imagining, that would be handled by spending a PP and stunting off his Godlike Stamina. And the fact that he can spend a PP to fully recover physical stress while other heroes and villains cannot makes him very much like the Wolverine I know. He can also use his [I]Berserk[/I] SFX to heighten his fury in combat at the cost of increased tension in the scene via the Doom Pool. Not my experience at all. The SFX of each hero makes them what they are. The approach the player's choose makes a difference. The player of Cyclops can use his Russian Farmboy Comrade approach to talk a Russian villain (Titanium Man) out of destroying D.C. in search of Tony Stark (actual gameplay example). You can "damage" opposition in three different ways. And the real crux of feeling like a super hero is placing Complications on your target. There is alot of freedom to the game and it rarely came down to just "I hit with my claws" in any of the games I've run so far. I'm not advocating for these rules for DDN. I've tried to picture a satisfying hack of the MHRP system to fantasy and didn't come to one that felt like D&D to me. But borrowing a piece like the roleplaying XP awards over a more generic mechanic like Inspiration appeals to me much more. [/QUOTE]
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