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<blockquote data-quote="aramis erak" data-source="post: 8778672" data-attributes="member: 6779310"><p>It's not.</p><p>Powersets don't even have direct comparisons in Leverage... Nor firefly.</p><p>Leverage is core roll of Attribute + Role + distinction. Optional gear and conditions.</p><p></p><p>Firefly has default assumption of Attribute + Skill + Distinction, with specialization adding a d6. Distinctions also carry the FX.</p><p></p><p>Marvel has distinctions, Affiliation, one to 3 powersets (with one or more powers each and often several FX), Specializations (aka skills), and often assets; up to 3 damage track complications, and no limit on other created complications/assets. But when rolling: 1 distinction, 1 affiliation, one power per powerset, one specialization, one asset, one target complication; each plot point spent allows adding another from any of those groups except affiliation. So, you don't normally get more than 4-6 dice; one can, however, wind up with pools into the 8-10 range, not counting the mob rules nor the giant critter rules.</p><p></p><p>FX refers to mechanical special rules...</p><p>In Firefly, they're attached to Distinctions. (And so are starting skills.)</p><p>In MHRP, they're attached to Power Sets.</p><p>Various effects do interesting things, such as "step down then double" a particular die - so that d10 Flight becomes 2d8, for example - or "spend a Plot Point to pick a second damage die for another target." Or even "Step up your ___ power for this action, then shut it down for the rest of the session."</p><p></p><p>It's also worth noting that Firefly lacks a doom pool. NPCs have stats and skills, and difficulties default to either opposed by NPC or opposed by 2dX (X varies by difficulty). ISTR that the doom pool is (in published Plus designs) unique to MHRP.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8778672, member: 6779310"] It's not. Powersets don't even have direct comparisons in Leverage... Nor firefly. Leverage is core roll of Attribute + Role + distinction. Optional gear and conditions. Firefly has default assumption of Attribute + Skill + Distinction, with specialization adding a d6. Distinctions also carry the FX. Marvel has distinctions, Affiliation, one to 3 powersets (with one or more powers each and often several FX), Specializations (aka skills), and often assets; up to 3 damage track complications, and no limit on other created complications/assets. But when rolling: 1 distinction, 1 affiliation, one power per powerset, one specialization, one asset, one target complication; each plot point spent allows adding another from any of those groups except affiliation. So, you don't normally get more than 4-6 dice; one can, however, wind up with pools into the 8-10 range, not counting the mob rules nor the giant critter rules. FX refers to mechanical special rules... In Firefly, they're attached to Distinctions. (And so are starting skills.) In MHRP, they're attached to Power Sets. Various effects do interesting things, such as "step down then double" a particular die - so that d10 Flight becomes 2d8, for example - or "spend a Plot Point to pick a second damage die for another target." Or even "Step up your ___ power for this action, then shut it down for the rest of the session." It's also worth noting that Firefly lacks a doom pool. NPCs have stats and skills, and difficulties default to either opposed by NPC or opposed by 2dX (X varies by difficulty). ISTR that the doom pool is (in published Plus designs) unique to MHRP. [/QUOTE]
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