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Realistic Consequences vs Gameplay
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<blockquote data-quote="prabe" data-source="post: 8015992" data-attributes="member: 7016699"><p>I don't appear to have explained it adequately.</p><p></p><p>Spells are actions, something the player declares the character is doing. One acquires spells by finding them--either in captured spellbooks or on scrolls--or by random chance--the spells one acquires at a new level. One has a set number of spells one can prepare and cast, as a feature of one's class level (in the case of <em>passwall</em> it looks as though that class would have to be Magic-User). Once one has cast a prepared spell it's no longer available (barring preparing it more than once). Casting a spell takes some amount of segments or rounds (or longer in some instances), and the effects are clearly defined--<em>passwall</em> has specific effects, which are different from <em>phantasmal force</em>, which are different from <em>alter reality</em>.</p><p></p><p>Using a Hero Point in Mutants and Masterminds (or using the similar rules in Fate, whereby one can use a Fate Point to "Declare a Detail") is a thing the player is explicitly doing as the player; it's not an action they're declaring their character as doing. They are much more limited a resource than spells are in AD&D--the default in Mutants and Masterminds is one Hero Point; the default number in Fate Core is three Fate points. Using a Hero Point in this way (as a subset of "Inspiration) in Mutants and Masterminds is described in the rules as "intended to give the players more input into the story and allow their heroes chances to succeed"; using a Fate Point this way (as "Declaring a Detail") is described in the rules thus: "Sometimes you want to add a detail that works to your character's advantage." Note that both rules are explicit that it's the player doing it, not the character. Hero Points in Mutants and Masterminds are acquired when a character undergoes a "Setback" (defined as a failed check with the worst possible result) or a "Complication"(which are described as "essentually setbacks the players choose for their heroes in advance" with examples given as Accident, Addiction, Enemy, Fame, Hatred, Honor, Obsession, Phobia, Prejudice, Reputation, Responsibility, Rivalry, Secret, and Temper. One can also earn Hero Points for suitably heroic acts or particularly good roleplaying (at the GM's description). In Fate, the primary way of acquiring Fate Points is by accepting Compels from the GM.</p><p></p><p>Does that help clear things up?</p></blockquote><p></p>
[QUOTE="prabe, post: 8015992, member: 7016699"] I don't appear to have explained it adequately. Spells are actions, something the player declares the character is doing. One acquires spells by finding them--either in captured spellbooks or on scrolls--or by random chance--the spells one acquires at a new level. One has a set number of spells one can prepare and cast, as a feature of one's class level (in the case of [I]passwall[/I] it looks as though that class would have to be Magic-User). Once one has cast a prepared spell it's no longer available (barring preparing it more than once). Casting a spell takes some amount of segments or rounds (or longer in some instances), and the effects are clearly defined--[I]passwall[/I] has specific effects, which are different from [I]phantasmal force[/I], which are different from [I]alter reality[/I]. Using a Hero Point in Mutants and Masterminds (or using the similar rules in Fate, whereby one can use a Fate Point to "Declare a Detail") is a thing the player is explicitly doing as the player; it's not an action they're declaring their character as doing. They are much more limited a resource than spells are in AD&D--the default in Mutants and Masterminds is one Hero Point; the default number in Fate Core is three Fate points. Using a Hero Point in this way (as a subset of "Inspiration) in Mutants and Masterminds is described in the rules as "intended to give the players more input into the story and allow their heroes chances to succeed"; using a Fate Point this way (as "Declaring a Detail") is described in the rules thus: "Sometimes you want to add a detail that works to your character's advantage." Note that both rules are explicit that it's the player doing it, not the character. Hero Points in Mutants and Masterminds are acquired when a character undergoes a "Setback" (defined as a failed check with the worst possible result) or a "Complication"(which are described as "essentually setbacks the players choose for their heroes in advance" with examples given as Accident, Addiction, Enemy, Fame, Hatred, Honor, Obsession, Phobia, Prejudice, Reputation, Responsibility, Rivalry, Secret, and Temper. One can also earn Hero Points for suitably heroic acts or particularly good roleplaying (at the GM's description). In Fate, the primary way of acquiring Fate Points is by accepting Compels from the GM. Does that help clear things up? [/QUOTE]
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