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Making superhero gear make sense (mostly Marvel related)
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<blockquote data-quote="Janx" data-source="post: 5412442" data-attributes="member: 8835"><p>Well, each power is special. As Val suggests, design-wise it's a good idea to implement it consistently with the other powers.</p><p></p><p>Its also possible, based on your explanation to me about Faith points and your reference to Abu Dabai, that you're in a different culture than us (us as in American-like). That's cool. I'm just guessing here, but since you mentioned translating, your game is set in the middle east, that you're from a middle-eastern culture.</p><p></p><p>It's possible "Hero" does translate to "Faith" as in having. And that Magic has some special connotations for you culturally. Though it may also have some negative meaning as well (based on my understanding of western "Magic" and middle eastern culture.</p><p></p><p>But design-wise, its a good idea to model stuff symmetrically. Unless everybody has Magic (as everybody has something in the other aspects of the game), you'd be better advised to model Magic as another Power (or Power tree as I describe).</p><p></p><p>An energy blast from Cyclops is just as dodgeable as a spell blast from Dr. Strange (well, barring the attacker's skill level).</p><p></p><p>Though within the Magic category of powers, there may be resistance and shield spells/powers that give bonuses to resist these attacks.</p><p></p><p>As a designer of software (and armchair game designer), I see this all the time, where somebody insists their component is special and not the same as all the other subsystems. Whereas, I see it, and it can be treated the same as everything else.</p><p></p><p>Consider D&D 1e vs. 3e. Clearly 1e had a lot of unique subsystems to handle stuff. 3e took all that and made it all very symmetircal. The same design for swimming as for thief skills as for attack rolls. Technically, they could have modeled combat AS skill checks, but they didn't take it that far.</p></blockquote><p></p>
[QUOTE="Janx, post: 5412442, member: 8835"] Well, each power is special. As Val suggests, design-wise it's a good idea to implement it consistently with the other powers. Its also possible, based on your explanation to me about Faith points and your reference to Abu Dabai, that you're in a different culture than us (us as in American-like). That's cool. I'm just guessing here, but since you mentioned translating, your game is set in the middle east, that you're from a middle-eastern culture. It's possible "Hero" does translate to "Faith" as in having. And that Magic has some special connotations for you culturally. Though it may also have some negative meaning as well (based on my understanding of western "Magic" and middle eastern culture. But design-wise, its a good idea to model stuff symmetrically. Unless everybody has Magic (as everybody has something in the other aspects of the game), you'd be better advised to model Magic as another Power (or Power tree as I describe). An energy blast from Cyclops is just as dodgeable as a spell blast from Dr. Strange (well, barring the attacker's skill level). Though within the Magic category of powers, there may be resistance and shield spells/powers that give bonuses to resist these attacks. As a designer of software (and armchair game designer), I see this all the time, where somebody insists their component is special and not the same as all the other subsystems. Whereas, I see it, and it can be treated the same as everything else. Consider D&D 1e vs. 3e. Clearly 1e had a lot of unique subsystems to handle stuff. 3e took all that and made it all very symmetircal. The same design for swimming as for thief skills as for attack rolls. Technically, they could have modeled combat AS skill checks, but they didn't take it that far. [/QUOTE]
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