BASHMAN wrote:Why would you need to power stunt a Zany Action? Those are things that ANYBODY can do.
You could also power stunt Paired Weapons or Swift Strike I suppose, the latter representing some sort of combat rage, I guess.
I meant to power stunt a Zany Action to INTERRUPT. But I think I get the point.
Yeah...
I'd prefer a more hard-fast "rule" for using a Hero Die to GET an extra attack from stunting Paired Weapon or Swift Strike (or Panel from stunting Super Speed).
It seems way too arbitrary to me to need to make a judgment call each time for each different character based on one or all of:
- the situation
- the personality/style of the character
- and which power that you to stunt one of those off of
It's just a can of worms.
I think, personally... If I were king of the world I'd request either:
- a solid rule under options for Hero Die (in the RAW) noting that a Hero Die CAN always stunt for (either) an extra Panel or an Attack.
or
- a note (as a sidebar in the RAW) for Narrators suggesting how/when it's fair to stunt that, and something suggested to discuss with your group to choose to either always allow it for any character/NPC or to never allow that Power Stunt.
But I'm a little ANAL from playing too much D&D 3-4... hehe
I found it *frustrating* (in a light-hearted way) that there was a seemingly random note on the fact you CAN spend a Hero Die to "interupt" any action under "Take the Hit".
An option NOT listed under all the other options for Hero Die expenditures.
My game-gang *knew* we'd all seen that rule. But in-game we got confused because we couldn't find it (to reference) under the Hero Die options.
Like I said... Anal... but in the end, something that (I think) is important to get a quick-start game rolling. A "Take the Hit" action is very very cool and appropriate to the genre of comic book superheroes. So knowing any hero CAN do that as a Hero Die option at a glance of the rules seems important to me.
[getting off my anal soap box]
'Nuff said. LOL
-kev-