
Originally Posted by
Opal
I'm not going to argue with you about what your reasons really are, but, I'd ask you to stop and think: is there anything you really /can't/ do right now, because of the way the system is? Or is it that you find it kludgy or inellegant that some concepts are easier to build than others?
Mental powers work pretty similarly across genres. The will of the attacker and defender are generally key, for instance. They rarely produce blatantly visible effects (more often signs in the victims behavior - even in comics where they're illustrated, it's for the benefit of the reader, like the wavy lines of Spidey's danger sense). There are differences, certainly, so we have limitations and advantages to customize the powers. But, you need a starting point, and that point will always be arbitrary. Why not arbitrarily set it where it makes building characters easier for the most common archetypes and genre bits. A genre that handles something differently or more detailed can be addressed in it's own book.
A good point. With Hero, it is much easier to buy a power that does more than you want, and use open-ended limitations to customize it down to what you want. That aproach is also good for balance, if the powers in question have Apts that are consistent with the rest of the game.
Well, defense against KAs vs defense against normal attacks... false dichotomy. There's a basic concept of "damage" against which you can buy defenses. The fact that KAs go against a subset of that defense is because it's inherently Advantaged (and in case you wonder, I do support eliminating both as separate powers).
How does that bundling restrict you from building the character you want, though? You just buy STR, and limit-away whatever aspect you don't want. While, most concepts, where STR acts about like STR does in most dramatic paradigms, simply buy STR, instead of buying multiple closely related powers.
Frankly, the level of abstraction you like in a game is subjective, too. Hero already is /more/ the way you like it, than the way most gamers like it (most gamers don't play Hero, afterall).
Currently, Hero has a level of abstraction, yes, but it does not completely divorce F/X and mechanics, and it does have many of it's powers and mechanics designed to fascilitate familiar archetypes and classic bits from certain genres (or common among multiple genres). Moving it to be more abstract is changing it, just as moving towards being less abstract would be.
The first part speaks to purely narrative concerns; game mechanics shouldn't affect that.
As for the second part, the inherent disadvantages in having a common SFX for all your powers is balanced by the inherent advantages (being faced by a "Drain all Fire Powers" vs being hit with an "Aid all Fire Powers"). I don't think there should be a cost break for what's effectivly no limitation. Yes, it would take more to "check" the 2nd guy's powers, but it would also take more to boost them.
I think that's reaching... I could just as easily and logically claim that Life Support should include PD, since that's just how my body interacts with chemicals (obvious for chemical-based attacks, but even physical attacks have substance, and are therefor "chemicals").
I don't have a suceceptibility to Energy Blasts, just like I don't have one to poisons.
Dependency and Suceptibility could be folded, though. Dependency is just Suceptibility to the lack of something.
Yup, and that's a good thing, I think. The concept (variable costs depending on frequency in campaign) is seen elsewhere; I think it's appropriate here.
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