Quote:
Originally Posted by Michael Thayne
@ErhnamDJ,
While I hesitate to play the "to be fair" card WRT an abusive comment like, to be fair to Mark Skarr, it seems like many of the supers games you play are not typical supers games. I think GURPS supers assumes a fair amount of enforcing of genre conventions, or at minimum some anti-munchkin enforcement (something explicitly mentioned in Power-Ups 4.)
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Right. And I was assuming those when I limited my example psychic to genre appropriate abilities. The thing is, though, that other people aren't assuming those same genre restrictions and are assuming the presence of stuff like Immunity to Afflictions.
Even in your game where the rule was pretty much anything goes, I still wouldn't have even
considered taking that ability.
I think another issue is that the superhero stuff I'm more familiar with is from a time when the genre conventions weren't the same as what other people think of. I think of the nigh-invincible Superman who could cross the entire universe in a few minutes, and who could time travel, and who could push entire planets around, and that kind of thing. That guy fits perfectly well within my understanding of what a superhero is, and what's appropriate to genre conventions.
Wikipedia says The Hulk is able to withstand nuclear explosions and that "The Hulk is also able to generate omnidirectional bursts of kinetic energy that completely destroy the planet he is standing on."
That's why I have so much trouble with DR being so incredibly expensive. When I think of someone having a high amount of DR, I think of them being able to casually survive punches from that guy who can rip planets asunder.