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<blockquote data-quote="Vyvyan Basterd" data-source="post: 6164528" data-attributes="member: 4892"><p>It matters in a game that plays on a grid (actual or distance measured). It doesn't matter as much in MHRP, so it covers a greater range.</p><p></p><p></p><p></p><p>So, the answer in Champions is "however thick the GM decides the material is." Different approaches is all I see.</p><p></p><p></p><p></p><p>The asset represents how much of the building the villain is able to bring to fore, that's all. It is assumed that action flow is continuous. A hero is not just standing there waiting for a building to fall on him just because its not his turn.</p><p></p><p></p><p></p><p>I just want to be clear. I'm not discussing with you intending to convince you to like MHRP. I can understand why you wouldn't like it with the tastes you've stated here. I'm just responding to points about the game I believe you've misrepresented due to your unfamiliarity with the system. I'm not claiming that Champions or any other supers games lacks something just because I believe MHRP has it.</p><p></p><p></p><p></p><p>Add to my list the Example Powers chapter that gives a rough explanation of what different rated powers are capable of. Their are mysteries involved in MHRP that can make it a challenge to achieve what you want to do, but I enjoy those mysteries.</p><p></p><p></p><p></p><p>Sorcery is the power to create illusions. A d6 gives you a small area about room-sizes, d8 gives you up to neighborhood-sized, d10 gives you city-wide, and d12 regional. The games on a grand scale. It doesn't care about things in a world of 5-foot squares. </p><p></p><p></p><p></p><p>They are roleplaying or environamental hooks to play off to your aid (d8) or detriment (d4). It is the player's choice how he uses them. If a player strains the fiction, the table (not just the Watcher) will usually call it out and may suggest a better application.</p><p></p><p></p><p></p><p>MHRP puts the onus on the player to make things work within the ruleset, while the games you like put the onus on the rules. Both approaches work, you and I just enjoy different styles. But your repeated claims that "it doesn't matter" is misrepresenting the game. If it doesn't matter, then why all the worry in previuos posts about getting 'permission' from the Watcher to do something? The choices matter, the opponents capabilities matter. Just because MHRP quantifies its rules differently than Champions does not mean it has rules that don't matter.</p><p></p><p></p><p></p><p>And this is the exact reason I find Champions too limiting for my tastes in the superhero genre. Spider-Man not being able to do something he did in the comics because you ran out of points buying everything else would bother me greatly. But then from what I know, correct me if I'm wrong, Champions is meant to be played creating your own superhero, while MHRP is built to play Marvel heroes (another aspect of the system I understand people don't like).</p><p></p><p></p><p></p><p>The rules do tell you that. There's no set DC for the strength of his webs, instead that is determined by the active roll. Both result in a Target Number.</p><p></p><p></p><p></p><p>That's not what "say yes" means. It means you work towards achieving what the player wants. It does not mean you can do whatever you want.</p><p></p><p></p><p></p><p>I'd appreciate it if you'd withhold the condescending insulting tone here. I have weathered the gross inaccuracies and "my supers game is better than yours" without resorting to slamming your game of choice or insulting you.</p><p></p><p></p><p></p><p>Because YOU didn't do anything different! There are a plethora of tactics Spider-Man can take beyond that. Not just fluf description, but actual RULES that amount to more than "I swing my sword again."</p><p></p><p></p><p></p><p>I wouldn't have a problem with a D&D Fighter saying he kicked someone while sword-fighting. Watch fantasy movies and you will see this kind of action regularly. "Hits" aren't necessarily hits in D&D. "Damage" isn't necessarily actual physical damage. There's enough abstraction to allow for this IMO. </p><p></p><p></p><p></p><p>Just because you are unable to recognize them doesn't mean they aren't there. Every time one of us has pointed them out you respond that either "Champions doesn't do it that way", "Sometimes you can" or "Claim #42 that they don't actually exist."</p><p></p><p></p><p></p><p>It's not about writing stories. It's about emulating the action in a comic book. If all Spider-Man did in the comics was "I attack" his titles would have ended decades ago. I understand that's not how everyone likes to play, but this fact does not make Champions somehow "better."</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 6164528, member: 4892"] It matters in a game that plays on a grid (actual or distance measured). It doesn't matter as much in MHRP, so it covers a greater range. So, the answer in Champions is "however thick the GM decides the material is." Different approaches is all I see. The asset represents how much of the building the villain is able to bring to fore, that's all. It is assumed that action flow is continuous. A hero is not just standing there waiting for a building to fall on him just because its not his turn. I just want to be clear. I'm not discussing with you intending to convince you to like MHRP. I can understand why you wouldn't like it with the tastes you've stated here. I'm just responding to points about the game I believe you've misrepresented due to your unfamiliarity with the system. I'm not claiming that Champions or any other supers games lacks something just because I believe MHRP has it. Add to my list the Example Powers chapter that gives a rough explanation of what different rated powers are capable of. Their are mysteries involved in MHRP that can make it a challenge to achieve what you want to do, but I enjoy those mysteries. Sorcery is the power to create illusions. A d6 gives you a small area about room-sizes, d8 gives you up to neighborhood-sized, d10 gives you city-wide, and d12 regional. The games on a grand scale. It doesn't care about things in a world of 5-foot squares. They are roleplaying or environamental hooks to play off to your aid (d8) or detriment (d4). It is the player's choice how he uses them. If a player strains the fiction, the table (not just the Watcher) will usually call it out and may suggest a better application. MHRP puts the onus on the player to make things work within the ruleset, while the games you like put the onus on the rules. Both approaches work, you and I just enjoy different styles. But your repeated claims that "it doesn't matter" is misrepresenting the game. If it doesn't matter, then why all the worry in previuos posts about getting 'permission' from the Watcher to do something? The choices matter, the opponents capabilities matter. Just because MHRP quantifies its rules differently than Champions does not mean it has rules that don't matter. And this is the exact reason I find Champions too limiting for my tastes in the superhero genre. Spider-Man not being able to do something he did in the comics because you ran out of points buying everything else would bother me greatly. But then from what I know, correct me if I'm wrong, Champions is meant to be played creating your own superhero, while MHRP is built to play Marvel heroes (another aspect of the system I understand people don't like). The rules do tell you that. There's no set DC for the strength of his webs, instead that is determined by the active roll. Both result in a Target Number. That's not what "say yes" means. It means you work towards achieving what the player wants. It does not mean you can do whatever you want. I'd appreciate it if you'd withhold the condescending insulting tone here. I have weathered the gross inaccuracies and "my supers game is better than yours" without resorting to slamming your game of choice or insulting you. Because YOU didn't do anything different! There are a plethora of tactics Spider-Man can take beyond that. Not just fluf description, but actual RULES that amount to more than "I swing my sword again." I wouldn't have a problem with a D&D Fighter saying he kicked someone while sword-fighting. Watch fantasy movies and you will see this kind of action regularly. "Hits" aren't necessarily hits in D&D. "Damage" isn't necessarily actual physical damage. There's enough abstraction to allow for this IMO. Just because you are unable to recognize them doesn't mean they aren't there. Every time one of us has pointed them out you respond that either "Champions doesn't do it that way", "Sometimes you can" or "Claim #42 that they don't actually exist." It's not about writing stories. It's about emulating the action in a comic book. If all Spider-Man did in the comics was "I attack" his titles would have ended decades ago. I understand that's not how everyone likes to play, but this fact does not make Champions somehow "better." [/QUOTE]
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