This is not directed at you, Mal. You just brought up some points I wanted to address.
Mal Malenkirk wrote:I'm just saying that if I'm playing in a game where a hero can fly at 700 mp/h, I'd like it if he also had Super Constitution or the ability to create a protective force field. I'm not saying that I don't want to hear about a ''flash'' kind of character. But if he's flying at near sonic speed with nothing to protect his average human skin, then no, I'm not going to ''buy'' it.
No one's asking for mechanics for this kind of stuff, are they? This is really only semantics. If you want to start adding reasoning into your game, you don't need mechanics to do this. If you want your Speed Demon to have a Super-Con and force field, then give them those abilities. Nobody is saying that a character with only the Speed power doesn't have some type of protection when he runs at 1166 km/h. This could be implied. But, if you want your speedster to actually have a force field, give him the power. The same goes for Super-Con.
Mal Malenkirk wrote:I'm saying that if a hero has the ability to use tactile telekinesis to maintain the integrity of a 2000 tons structure he's lifting (Superman does that), I would appreciate it if said superhero also demonstrated other telekinesis abilities beyond this extremely specialised yet powerful one. I always found Superman a highly dubious hero because he has no unifying theme. His powers are all over the place without rime nor reasons.
Actually, if I remember correctly, Superman's telekinesis also extends to his flight ability. But, as far as the tactile telekinesis, the writers came up with that to explain why he could pick up cruise liners without them breaking in half. Not a bad explanation. In comics, writers were always coming up with new or different ways of explaining powers. As each new writer took over, you could always expect a revamp of the character or a new take. Yes, Superman's abilities seem to be all over the place, but look how long he's been around. At one time, he could barely leap small buildings and then by the eighties he was flying through space without the use of any type of protection.
Mal Malenkirk wrote:I'm saying that if hero A is able to punch through a steel door and that hero B is a normal human, then hero B shouldn't be able to take a beating for a few panels before finally coming up with a clever scheme to overpower the other character. What I want to see is character B coming up with his devious plan now, dodging the hell out of the way or else I want to see him get run through a wall and stay down for the count. (I'm thinking about a Punisher VS Venom battle, amongst other).
If you really want to play in a game where someone with super-strength can punch a normal and put his fist through them, then by all means, go right ahead. But what fun is that? At some point, especially in a game, you have to ignore realism in favor of fun. There was also the one-shot comic with the Punisher killing the Marvel Universe. Not too realistic, but it was a fun read though.
Mal Malenkirk wrote:As a matter of fact, using rules and statistics to portray super powered individual will necessarily bring some consistency to your campaign whether you want it or not (unless you fudge, of course).
Some books stick closer to this kind of consistency than others.
As I said earlier, a lot of this is semantics. If you want to explain why your speedster doesn't go blind when he travels at high speed, then say he creates a force field around his body when he travels that fast. If you want o actually give hime the force field power then buy it during creation. If you want to explain why your super-strong character can lift cruise ships without them splitting in two, then say he has tactile telekinesis. If you want him to have telekinesis, then get the power. We don't need actual rules for this stuff.