>>80361156>How much blood and gore is apropriate for a superhero game?
Depends on the tone. This sort of thing is more or less a sliding scale, and is largely determined by how you describe the effects of people avoiding getting hit. Which I know sounds kind of weird, but let me explain.
Gritty and dangerous combat is often described with the combatants avoiding direct hits, taking cover, and preventing themselves from getting hurt in the first place. This is because when you have the attacks actually hit them and do actual damage, they can be more impactful, with the various descriptors used leaning more towards the bodily and sickening to drive home the impact. There's a different feeling from "the thud of a fist impacts against your chest" and "you feel the unmistakable crack of a rib breaking, and the sharp pain of the jagged edge against your skin.
By contrast, the other extreme is to allow everyone that runs in metahuman circles to be unusually durable, A sword swings towards someone, and he can casually do a bare-handed blade catch without the sword tearing off his palms. A pair of dudes with super strength get into a massive slugging much, each of them giving as much as they get.
Most comic books lean towards the latter, as they're meant to appeal to the fantasy of powers making you, you know, not need to deal with such things like a broken wrist. What I've found, though, is that the best tone to take is one where both are employed, because at the end of the day incoming strikes should have a different meaning for someone who's invincible versus someone who's just a normal dude fighting metahumans. It'll also give your players a sense of how tough someone is by your narration of how they deal with incoming strikes, and getting across information like that is terribly important for lore stuff. It can also make it hit much harder when the invulnerable guy fails to protect someone and they get fucking splattered by the villain.