Quote:
Originally Posted by fmitchell
The last bullet point was porting the Truth & Justice method of handling powers to BRP. That is, rate powers on their narrative effect, rather than their practical effect. Tossing around buildings is easy; hurting another super is hard. (The tricky bit is interfacing normals and supers. I haven't really worked that out.)
Since T&J, I think, does the best job of handling wildly different power levels of any superhero game I've seen, that might be the way to go.
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I can't help but wonder if trying to port a subsystem from a game that's fundamentally different in design philosophy that way is--well advised. BRP and RQ are, at their root, pretty simulationist systems; they're in fact about as far away from dramatist systems as you can get, as they're set up with little built in recourse to make the game in that direction.
Naturally, one should do what you want, but I can't help but think if one wants a strongly non-simulationist experience that starting with BRP is just not ideal, and porting over a powers system designed for that isn't going to help but a limited amount.