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Originally Posted by Tim Gray
I've been playing with a definition of Super-Agility, which isn't one of the examples in the T&J book (the idea is to make up your own powers, so only a limited number are given full work-ups).
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So I just wanted to know how T&J handled it. I like leaving power definitions up to the players, but I am surprised that these cases were not included as examples. It was not clear to me from the game preview that there was a mechanical difference between "hard to hit" and "hard to hurt." Personally, I like there to be some distinction between the two, even if it all averages out.