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Originally Posted by Tim Kirk
A more interesting note on damage is that you can roll damage into social/mental or other traits meaning sure Batman may take a heavy punch, but it just means that his "injuries" means he misses a business meeting at Wayne, Enterprise/Waynetech whatever its called these days--and now is suffering an attempted takeover that is close to suceeding because he took a hit on his Astute Businesman +4 trait.
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Yep, but if he gets hit by someone with Expert Super Strength, the levels of Super-damage can be brutal. If they beat him by 1, he's knocking off 12 levels of nasty -- which will pretty much FUBAR most start-level characters. If you get hit by a Master Super Strength with more than a margine of 1... forget about it.
In my T&J games I houseruled that Super-Strength does not, in fact, to super scale damage to living peoples automatically, and made it much more expensive to do super scale damage to them in general (more expensive than a haymaker -- I think we ended up going with 4 or 5 hp) -- just to stop the number of 1 hit takedowns for those without Super Armor.
This, of course, is a personal preference (I don't think the Hulk should take people down 15 times faster than Magneto), and was easily done without breaking the system. T&J's real strength is its flexibility.