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<blockquote data-quote="Tony Vargas" data-source="post: 6578051" data-attributes="member: 996"><p>The mechanical effect is clear enough that it doesn't require tight coupling to a specific description to give you clues how to resolve it. If you can't see how the default descriptions 'leads' to the mechanics, you can substitute a description that does make sense to you. If you want to start with the narrative effect, you can, you just pick the mechanical effect that gives what you feel is the best fit, and replace it's default description. </p><p></p><p>The only thing that's missing is a pretext to screw over a player by making his power less effective on the grounds that the mechanics don't accurately model what its supposed to do, or, conversely, try to argue that your power should do more than it does on similar grounds. So you cut down on rules lawyering. Not a bad thing.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6578051, member: 996"] The mechanical effect is clear enough that it doesn't require tight coupling to a specific description to give you clues how to resolve it. If you can't see how the default descriptions 'leads' to the mechanics, you can substitute a description that does make sense to you. If you want to start with the narrative effect, you can, you just pick the mechanical effect that gives what you feel is the best fit, and replace it's default description. The only thing that's missing is a pretext to screw over a player by making his power less effective on the grounds that the mechanics don't accurately model what its supposed to do, or, conversely, try to argue that your power should do more than it does on similar grounds. So you cut down on rules lawyering. Not a bad thing. [/QUOTE]
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