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General Tabletop Discussion
*Pathfinder & Starfinder
"Narrative Options" mechanical?
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<blockquote data-quote="Doug McCrae" data-source="post: 6153124" data-attributes="member: 21169"><p>There's an optional hit location system, which we're not using for this game, that does allow for limbs being disabled. I just had a look at the rule and it's GM's option whether a disabled limb has actually been severed or merely badly damaged, so HERO may have more scope for FitM than I thought. (Despite the system being amazingly crunchy and precise, appeals to the GM to make a judgement call are scattered throughout the text of the current rules, which I find a bit weird.) The other way to do it is a power called Transform, which potentially permits anything to be turned into anything, and is very much a fallback in HERO for when you can't think of any other way to represent an effect.</p><p></p><p>There is a level of abstraction in HERO. The same rules constructs can describe different effects in the game world - fire blasts, raw magical energy, lasers or entropic forces could all be represented by varying levels of the power Blast. HERO System uses the term 'special effect' for the game world aspect of a power. This mostly seems to apply at the character build stage though. Once it's decided what a power will be, that's what it remains, so it's a different kind of abstraction than FitM, I think.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 6153124, member: 21169"] There's an optional hit location system, which we're not using for this game, that does allow for limbs being disabled. I just had a look at the rule and it's GM's option whether a disabled limb has actually been severed or merely badly damaged, so HERO may have more scope for FitM than I thought. (Despite the system being amazingly crunchy and precise, appeals to the GM to make a judgement call are scattered throughout the text of the current rules, which I find a bit weird.) The other way to do it is a power called Transform, which potentially permits anything to be turned into anything, and is very much a fallback in HERO for when you can't think of any other way to represent an effect. There is a level of abstraction in HERO. The same rules constructs can describe different effects in the game world - fire blasts, raw magical energy, lasers or entropic forces could all be represented by varying levels of the power Blast. HERO System uses the term 'special effect' for the game world aspect of a power. This mostly seems to apply at the character build stage though. Once it's decided what a power will be, that's what it remains, so it's a different kind of abstraction than FitM, I think. [/QUOTE]
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