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<blockquote data-quote="Ratskinner" data-source="post: 6164457" data-attributes="member: 6688937"><p>In my long and varied experience with these things...its just not possible. Every detail or corner-case rule you add will slow things down. Its the nature of the beast. Even if its not the rule or its resolution that takes the time...its the looking up of DCs or hp or the like. Which isn't to say that "I want an explicit rule for everything" is a bad desire, its just in direct opposition with the desire for speed. When looking at a system like that, I've noted that all the "its not slow" arguments boil down to accounting methods implemented by the systems afficianados to</p><p></p><p></p><p></p><p>First off, I've played that game...and it isn't Marvel Heroic, so stop saying it is <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. (That game is called Otherkind, though it is <em>slightly </em>more complicated than that). As @VyvyanBasterd has noted, Marvel Heroic has rules for determining and adjudicating much more than what you appear to be aware of. It is certainly true that it handles things more dynamically than D&D ever has. However, I think that's very in keeping with the genre its trying to emulate. </p><p></p><p></p><p></p><p>Or you could design the system to just allow you to try it while not being so absolutely beholden to the DM's permission. The Supers genre is rife with characters doing unusual or unique things with their powers. For Spiderman, just trying to enumerate all the ways he has used his various powers would be a daunting task, I'd hate to try and go through and write a rule for each of them...and he's not even a worst-case scenario.</p><p></p><p></p><p></p><p>Again, these things don't have to be written into the rules statically.</p><p></p><p></p><p></p><p>If the an MHRP player simply says "I attack", then its legit to question them on why they are rolling anything other than their affiliation die and whatever combat skill die their character has. However, all Colossus' player need do is describe the attack with a few more words...."Colossus screams in rage at him and tries to pound him into the dirt." and suddenly his Quick to Anger distinction kicks in a d8 and his Godlike d12 strength applies as well. If I'm your Watcher, that second description gets you the dice without me questioning it.</p><p></p><p></p><p></p><p>No argument there.</p><p></p><p></p><p></p><p>One could blame the mechanics, and I would (although perhaps banning Druids entirely was a bit of an overreaction). But I can see both points, although I think the real answer just depends on your point of view and personal desires. I actually consider it a fairly big problem that D&D locks itself so tightly into its own particular brand of fantasy. I think it makes it very frustrating for people coming into DMing and looking for that narrative/creative authority and discovering that they need to fight against the rules to do it (like your friend).</p><p></p><p></p><p></p><p>Yes.... the point is that once you are "stunned" its irrelevant where or how it happened. All "Stun" is the same. Just like all Complications (in a very gross sense) work the same, by penalizing relevant actions. The difference is that because of the MHRP's mechanical environment, it doesn't need to specify some large number of possible conditions and their mechanical effects. I don't really think there's a lot of debate at MHRP tables as to when complications like "Stunned", "Entangled in Vines", or "Covered with Bees" would be applicable. </p><p></p><p></p><p></p><p>Well, you're mixing mechanical metaphors here, so yes, Marvel notes don't make sense within D&D's framework. But the same is true in reverse. Within the MHRP mechanics all your questions are, in fact, answered. First off, let's put the question in Marvel terms. Let's say there's an Illithid, he might have a Psionics power block with a <strong>Psychic Blast d10</strong> power listed. That's it. Now, if the author of the Illithid really wanted to specify that they use the blast to stun, he might instead make it <strong>Psychic Blast d8</strong> and add <strong>SFX:</strong><em><strong> Mind Blast</strong></em><strong> Step up your effect die by +1 when creating a "Stunned" complication using Psychic Blast.*</strong> Now, you may be tempted to ask about Duration, Actions, etc., but these are handled by the system itself. A complication is generally good for one roll or round (so a few seconds), but you could pay a PP (or Doom Pool die, if you're the Watcher) to have it last until the end of scene. Secondly, it can add up, so if several Illithids ganged up and pushed your "Stunned" complication beyond d12, you're rendered helpless, otherwise "Stunned" probably affects quite a lot of rolls and actions and adds it die to your opponent's pools. (Avoids the dreaded "Save or Die" type situation right off the bat, how 'bout that.) </p><p></p><p>Of course, if 4e's mechanics left you feeling like they were wishy-washy, I'm not sure that's gonna help. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>*Honestly though, MHRP has Mental Stress that does basically the same thing so I would probably recommend leaving it at d10 and dealing mental stress. That would make the Duration answer "Until the end of the scene" and the impact answer "Hinders your actions." The pumping it up over d12 stays the same in either case.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6164457, member: 6688937"] In my long and varied experience with these things...its just not possible. Every detail or corner-case rule you add will slow things down. Its the nature of the beast. Even if its not the rule or its resolution that takes the time...its the looking up of DCs or hp or the like. Which isn't to say that "I want an explicit rule for everything" is a bad desire, its just in direct opposition with the desire for speed. When looking at a system like that, I've noted that all the "its not slow" arguments boil down to accounting methods implemented by the systems afficianados to First off, I've played that game...and it isn't Marvel Heroic, so stop saying it is :). (That game is called Otherkind, though it is [I]slightly [/I]more complicated than that). As @VyvyanBasterd has noted, Marvel Heroic has rules for determining and adjudicating much more than what you appear to be aware of. It is certainly true that it handles things more dynamically than D&D ever has. However, I think that's very in keeping with the genre its trying to emulate. Or you could design the system to just allow you to try it while not being so absolutely beholden to the DM's permission. The Supers genre is rife with characters doing unusual or unique things with their powers. For Spiderman, just trying to enumerate all the ways he has used his various powers would be a daunting task, I'd hate to try and go through and write a rule for each of them...and he's not even a worst-case scenario. Again, these things don't have to be written into the rules statically. If the an MHRP player simply says "I attack", then its legit to question them on why they are rolling anything other than their affiliation die and whatever combat skill die their character has. However, all Colossus' player need do is describe the attack with a few more words...."Colossus screams in rage at him and tries to pound him into the dirt." and suddenly his Quick to Anger distinction kicks in a d8 and his Godlike d12 strength applies as well. If I'm your Watcher, that second description gets you the dice without me questioning it. No argument there. One could blame the mechanics, and I would (although perhaps banning Druids entirely was a bit of an overreaction). But I can see both points, although I think the real answer just depends on your point of view and personal desires. I actually consider it a fairly big problem that D&D locks itself so tightly into its own particular brand of fantasy. I think it makes it very frustrating for people coming into DMing and looking for that narrative/creative authority and discovering that they need to fight against the rules to do it (like your friend). Yes.... the point is that once you are "stunned" its irrelevant where or how it happened. All "Stun" is the same. Just like all Complications (in a very gross sense) work the same, by penalizing relevant actions. The difference is that because of the MHRP's mechanical environment, it doesn't need to specify some large number of possible conditions and their mechanical effects. I don't really think there's a lot of debate at MHRP tables as to when complications like "Stunned", "Entangled in Vines", or "Covered with Bees" would be applicable. Well, you're mixing mechanical metaphors here, so yes, Marvel notes don't make sense within D&D's framework. But the same is true in reverse. Within the MHRP mechanics all your questions are, in fact, answered. First off, let's put the question in Marvel terms. Let's say there's an Illithid, he might have a Psionics power block with a [B]Psychic Blast d10[/B] power listed. That's it. Now, if the author of the Illithid really wanted to specify that they use the blast to stun, he might instead make it [B]Psychic Blast d8[/B] and add [B]SFX:[/B][I][B] Mind Blast[/B][/I][B] Step up your effect die by +1 when creating a "Stunned" complication using Psychic Blast.*[/B] Now, you may be tempted to ask about Duration, Actions, etc., but these are handled by the system itself. A complication is generally good for one roll or round (so a few seconds), but you could pay a PP (or Doom Pool die, if you're the Watcher) to have it last until the end of scene. Secondly, it can add up, so if several Illithids ganged up and pushed your "Stunned" complication beyond d12, you're rendered helpless, otherwise "Stunned" probably affects quite a lot of rolls and actions and adds it die to your opponent's pools. (Avoids the dreaded "Save or Die" type situation right off the bat, how 'bout that.) Of course, if 4e's mechanics left you feeling like they were wishy-washy, I'm not sure that's gonna help. :) *Honestly though, MHRP has Mental Stress that does basically the same thing so I would probably recommend leaving it at d10 and dealing mental stress. That would make the Duration answer "Until the end of the scene" and the impact answer "Hinders your actions." The pumping it up over d12 stays the same in either case. [/QUOTE]
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