I have to say, it is irritating and coming off as rather arrogant for you to keep simply declaring that we're wrong, that we're "incorrect" and that you are absolutely right. It's your opinion, one that I, Orladdin, and others disagree with.
Yeah, I can see how that would be annoying. But:
It's not an opinion, it's a belief. The difference matters.
Someone here is right and someone here is wrong.
You can do a lot more, and justify a lot more, with Omnipotent God to invoke from, than you can from a lot of other aspects. Even if each invoke is relatively equal in strength, you have an aspect that can be used to justify literally anything.
Nope. The GM has to find your explanation satisfactory, and they're under no obligation to let you invoke OMNIPOTENT GOD for everything. Or for anything, actually.
I could say almost the exact same thing about Tetris.
What is this I don't even.
Seriously, no idea what you mean.
You must have a very different definition of "hiding small objects... ...in plain sight" than I do.
You can feasibly hide any object, but you can't really hide a sword or a baseball bat or an semi-automatic .45 in your jacket pocket without the bouncer finding it when he frisks you (or casually glances at you, for that matter).
Sure, Harry and Michael routinely "hide" their staff and sword, respectively, by stuffing them into a big duffel bag, but they'd never get that past Marcone's bodyguards... not even by accepting a compel. It doesn't have to be a compel... It's as simple as the bouncer saying, "Sorry, you can't come in here with weapons," or "Hey, I'll need to look inside that duffel bag."
In fact, it SHOULDN'T be a compel, because simply carrying a weapon doesn't give the character an aspect to compel, unless some other character takes the trouble to generate that aspect using an appropriate action.
Suggest you read the trapping again, it doesn't work that way. It can hide small objects in plain sight, and it can be used to oppose any attempt to see something you've hidden.
And there do exist people in the world who don't search duffel bags for weapons.
Point A: You're saying that the character's inability to hide their claws is balanced by the player's ability to be compelled.
Point B: You're saying that having retractable claws causes you to miss out on this option.
Okay, this is the root of the problem. Because that's exactly what I'm not saying.
A character's inability to hide their Claws does not need to be balanced by anything. Because if you don't get Compelled, your inability to hide your Claws does jack and squat. The narrative fact of un-hideable Claws only enters the land of things that matter to the game's balance though Compels.
If your Claws are retractable, you don't get those Compels. For better or for worse.
Agree with you about the aspect, except that I'd say that the pushover GM in that scenario is breaking the game through his incompetence. Fortunately, only a little bit. Infinitely applicable invokes doesn't make the game unplayable or anything.
I agree that Sanctphrax does ignore the other side of the equation about narrative effecting mechanics.
You know, this sort of criticism is pretty useless. If I do something wrong, point it out so it can be fixed. General comments like this are just noise.
If you are creating a game. You simply must take narrative into account or you isolate the people who value the narrative as much or more than the mechanics. That is bad business. That is not good game design. As I've said before I have helped game designers do just this. I got paid for it. I was asked to move halfway across a country to do this (help create balanced game rules and mechanics) and help write narratives also. They all (all is obviously a fallacy but the vast majority is not) agree narrative must be tended to in terms of designing powers. It is fact, I'm sorry.
I must be really bad at explaining myself.
Did I ever say anything about narrative being unimportant?
I hope not, because I don't think that.
It's important, it should just be kept from becoming mechanics.
There's a reason I include descriptions and flavour text in my powers. That stuff's great, it makes the game fun. But it should be kept separate from the rules, and it should be written so that it can be changed by individual tables.
Like I said before, the main problem with narrative as mechanics is that it screws up the narrative. The mechanics generally do okay, though there are exceptions.