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<blockquote data-quote="Majoru Oakheart" data-source="post: 6164000" data-attributes="member: 5143"><p>I didn't. Mainly because the things I would expect to be unique to Spiderman's style of fighting never happened. No enemies were blinded by webs to the eyes and unable to act. None of them were restrained by webs and had to use their strength to break out. None of them were tied up and hung from street lamps while they struggled to escape. None of them fell over because they attempted to hit Spiderman who was just too agile for them.</p><p></p><p>Instead, they were attacked with a dice pool and defended with a dice pool. There was some token description of how that dice pool worked, but it had no tangible effect on the game beyond making the dice pool or or two points bigger or smaller.</p><p></p><p>In the end, if you removed all description from the mechanics the game would literally be this:</p><p></p><p>I roll 23 to hit.</p><p>The enemy rolls 26. You miss.</p><p>He rolls 26 to hit.</p><p>I roll 24. He hits and does damage.</p><p></p><p>The fact that one of those is Spiderman is completely impossible to tell from the rules. There might be movement going on but there are no rules for how often or how far you can move or a limit to the number of times you can move so you don't have to engage the mechanics at all for these things.</p><p></p><p>Contrast that to a system where the mechanics are more connected to the story and you get something like:</p><p></p><p>I stick him to the ground if he can't get out of the way, DC 23.</p><p>He rolls a 21 and is stuck.</p><p>He spends his round attempting to get out. He makes a 22 on his strength roll. He manages to break free.</p><p>I spend my move action to climb up then swing over to other side of the street.</p><p></p><p>It's impossible to remove the description from the second example entirely because the mechanics ARE the description.</p><p></p><p></p><p>That is certainly debatable. Both the way I read the rules and watching the people play on YouTube, the point of having multiple powers in each category(some of which are just plain worse than others) is that sometimes you won't be able to use one based on the current fiction. For instance, Spiderman might have his webshooters taken away or have his hands tied and pointed in the wrong direction so he can't use them. Sometimes there might not be enough room to properly use super agility.</p><p></p><p>During these circumstances the DM can say "No, you can't use that power right now". I rather got the impression that each time you activated a power you should really check with the DM to determine if it's possible.</p><p></p><p>Plus, there's some wiggle room in powers that aren't described in a lot of detail where the DM might simply say "No, The Wolverine IS the best at what he does. But what he does is NOT the dishes. You can't use that here."</p><p></p><p></p><p>You don't have to feel AS worried. But mathematically, it's still a bad idea to use any power that has a lower die. Sure, it MIGHT not make a difference because of how small the numbers are. However, if your goal is to hit an enemy, choosing a lower die is counter to that goal.</p><p></p><p>Basically, the only reason to choose the lower die is if you don't care if you lose or not.</p><p></p><p></p><p>No, that doesn't mean they are connected. It just means that the game is a freeform roleplaying game that periodically rolls dice to decide what happens.</p><p></p><p>To be connected, the mechanics have to describe what is happening and the story has to describe the mechanics.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6164000, member: 5143"] I didn't. Mainly because the things I would expect to be unique to Spiderman's style of fighting never happened. No enemies were blinded by webs to the eyes and unable to act. None of them were restrained by webs and had to use their strength to break out. None of them were tied up and hung from street lamps while they struggled to escape. None of them fell over because they attempted to hit Spiderman who was just too agile for them. Instead, they were attacked with a dice pool and defended with a dice pool. There was some token description of how that dice pool worked, but it had no tangible effect on the game beyond making the dice pool or or two points bigger or smaller. In the end, if you removed all description from the mechanics the game would literally be this: I roll 23 to hit. The enemy rolls 26. You miss. He rolls 26 to hit. I roll 24. He hits and does damage. The fact that one of those is Spiderman is completely impossible to tell from the rules. There might be movement going on but there are no rules for how often or how far you can move or a limit to the number of times you can move so you don't have to engage the mechanics at all for these things. Contrast that to a system where the mechanics are more connected to the story and you get something like: I stick him to the ground if he can't get out of the way, DC 23. He rolls a 21 and is stuck. He spends his round attempting to get out. He makes a 22 on his strength roll. He manages to break free. I spend my move action to climb up then swing over to other side of the street. It's impossible to remove the description from the second example entirely because the mechanics ARE the description. That is certainly debatable. Both the way I read the rules and watching the people play on YouTube, the point of having multiple powers in each category(some of which are just plain worse than others) is that sometimes you won't be able to use one based on the current fiction. For instance, Spiderman might have his webshooters taken away or have his hands tied and pointed in the wrong direction so he can't use them. Sometimes there might not be enough room to properly use super agility. During these circumstances the DM can say "No, you can't use that power right now". I rather got the impression that each time you activated a power you should really check with the DM to determine if it's possible. Plus, there's some wiggle room in powers that aren't described in a lot of detail where the DM might simply say "No, The Wolverine IS the best at what he does. But what he does is NOT the dishes. You can't use that here." You don't have to feel AS worried. But mathematically, it's still a bad idea to use any power that has a lower die. Sure, it MIGHT not make a difference because of how small the numbers are. However, if your goal is to hit an enemy, choosing a lower die is counter to that goal. Basically, the only reason to choose the lower die is if you don't care if you lose or not. No, that doesn't mean they are connected. It just means that the game is a freeform roleplaying game that periodically rolls dice to decide what happens. To be connected, the mechanics have to describe what is happening and the story has to describe the mechanics. [/QUOTE]
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