The Dresden Files > DFRPG

Why Martial Arts?

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Rel Fexive:
Or just call it "Seasoned Brawler" instead.  Or come up with your own stunt to do it.  There's nothing to say you can't do either :)

toturi:

--- Quote from: Victim on April 21, 2010, 06:49:37 AM ---Finally, what MA based stunts are more potent than usual?  Guns has something like Armed Arts, letting the character use Guns for certain weapons.  Weapons has Riposte, which is a lot like Redirected Force (except probably better).  There's Lethal Weapon, which is +2 damage with a limit that comes up a lot.  Weapon 2 can be quite good though.  However, it seems less like a bonus for a prerequisite stunt and more like something to make up for the inherent lack of damage to Fists attacks.  Other skills can get something like +1 damage for a stunt (target rich environment/way of the bow for Guns, Off hand weapon training for melee) and start with more damage.

--- End quote ---
I agree. I would like to see how "tidge more potent" Martial Arts stunts are supposed to be. The people in charge of the RPG have done a good job of toning down the stronger stunts, now I would like to see them toning up the stunts if they are supposed to be more potent than the usual.

Many RPG writers often water down abilities that they think are too strong, they often drop the ball when dealing with abilities that are weaker than they should be. I am curious to see if the Dresden RPG is an exception.

luminos:

--- Quote from: toturi on April 22, 2010, 09:05:28 AM ---I agree. I would like to see how "tidge more potent" Martial Arts stunts are supposed to be. The people in charge of the RPG have done a good job of toning down the stronger stunts, now I would like to see them toning up the stunts if they are supposed to be more potent than the usual.

Many RPG writers often water down abilities that they think are too strong, they often drop the ball when dealing with abilities that are weaker than they should be. I am curious to see if the Dresden RPG is an exception.

--- End quote ---

The Dresden RPG is the exception because the system has been designed for maximum flexibility, so that if you don't like the stunts offered for fists, you can and should make up your own stunts.  That's why the stunt chapter starts by giving guidelines on how to create stunts.

toturi:

--- Quote from: luminos on April 22, 2010, 09:20:19 AM ---The Dresden RPG is the exception because the system has been designed for maximum flexibility, so that if you don't like the stunts offered for fists, you can and should make up your own stunts.  That's why the stunt chapter starts by giving guidelines on how to create stunts.

--- End quote ---
That is not really different from asking the GM to house rule away the Martial Arts requirement for those stunts.

And what you say could also be applied to some of those stunts that were deemed to be too strong. Why then did the writers move so quickly to nerf them?

luminos:

--- Quote from: toturi on April 22, 2010, 09:55:34 AM ---That is not really different from asking the GM to house rule away the Martial Arts requirement for those stunts.

--- End quote ---

I think that that is more of a feature of the system than a problem.  The game is built to be house ruled.  If you think about it, fate points are just a system of elaborate temporary "house rules"


--- Quote from: toturi on April 22, 2010, 09:55:34 AM ---And what you say could also be applied to some of those stunts that were deemed to be too strong. Why then did the writers move so quickly to nerf them?

--- End quote ---

I can offer speculation, but I'd need examples of the stunts you are talking about.

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