The Dresden Files > DFRPG

Why Martial Arts?

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void:
A couple reasons. One, the stunts are all example stunts. Sure, players can take them (and should, if they precisely fit their concept), but they're only there to give concrete instances of the rules guide they started with.

Two, everywhere that they can, they try to make sure that all the examples are representative of approximately what the RPG designers would want in their games. Not what should be in every game, but 'when we roll, this is how we roll'. They're often selected because their particular flavor is exemplar of the relative flavor our authors prefer... but not because they're what the authors expect us to run.

They've said it time and time again, it's our game once we're holding it.. My attempts at alterations have mainly been to verify "Are you sure this is the tone you want to convey?"

So if you have concerns about the Martial Arts tree, approach it analytically, make comparisons, make suggestions for the apparent tone, and ask them yourself if this is what they actually wanted.

Then you'll have your answer. Me, I'm too busy giggling over enchanted items, but that's probably the drugs talking.

("Oh, I get it, it's a MAAAAAAGICAL diorama." "Shut up, it's a precise arcane instrument." "That looks like you should populate it with lego men." "SHUT UP.")

Jetan:
On a similar note, I was struck that Killer Blow looked great for a SotC stunt, but underpowered for Dresden. The difference is that having the stunt at all already cost a refresh, and therefore represents the loss of a fate point. So effectively it looks like it costs two fate points for a +3 damage bonus. Any character likely to have the Killer Bonus stunt probably has enough aspect that if they were willing to blow two fate points for a particular swing, they could tag something relevant to combat.

It breaks even if you use it twice in one refresh period, but you had to pre-commit a fate point to it, and it only breaks even. So if you use it three times, it starts to make up for having lost flexibility. Does that seem appropriate, or, more likely, am I missing something?

If the effect is indeed not adjusted for the impact of is refresh cost, then I would ask whether there are other stunts that are similarly underpowered because they effectively pre-spend a fate point.

Aside: I should note that I'm loving the pre-order!

luminos:
I see killer blow as being a case of "if you really absolutely must wreck complete devastation" kind of thing.  Sure, its more economical to just tag two aspects in most circumstances, but killer blow can be used in conjunction with regular aspect tagging to take damage beyond the potential of a guy who can just tag aspects.

Deadmanwalking:
Yeah, Killer Blow seems weak. Maybe up it to +4 damage? That'd make it break even if used once, and start being an advantage if used two times or more.

toturi:

--- Quote from: luminos on April 22, 2010, 10:47:56 AM ---I can offer speculation, but I'd need examples of the stunts you are talking about.

--- End quote ---
http://www.jimbutcheronline.com/bb/index.php/topic,17278.0.html
That may not be the best example but evidently the issue was settled swiftly, all on the same day if the posts were to be believed.

The issue of Martial Arts was raised on 20 April. In both cases, it was Iago that responded. So let's see how much longer it will take them to make changes to Martial Arts, if at all.

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