The Dresden Files > DFRPG
Why and Can
Barodahn:
--- Quote from: void on April 23, 2010, 11:48:03 AM ---There are some ways of justifying modular abilities without full shapeshifting, but that's going to put some limits on what you can do, and everyone needs to have a pretty good idea of what you're after, to avoid mid-session "Wait, you're WHAT?" record scratches.
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I like the idea of instead of it being any, you make a list of the abilities ahead of time, so it is clear you can only select among such and such powers.
and thanks for the official word Iago, much appreciated. ( i am taking your statement to mean, "yes, can be solo, but you better have a concept that explains it"!! )
iago:
--- Quote from: Barodahn on April 23, 2010, 09:28:23 PM ---( i am taking your statement to mean, "yes, can be solo, but you better have a concept that explains it"!! )
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That's really true for everything. Yes, you can have almost any power you can afford -- but you've gotta establish the template (along with the attached high concept) & have it pass the sniff test at the table.
rickayelm:
If you use modular abilities to take toughness do you always use the same catch or can you change it?
Deadmanwalking:
--- Quote from: rickayelm on April 28, 2010, 11:00:57 PM ---If you use modular abilities to take toughness do you always use the same catch or can you change it?
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Depends on how you justify it. If it's a physical weak point? Sure. If it's something more mystical like Cold Iron for a shapeshifting Fae? Not so much. Either way, it's the adjusted costs after the Catch you need to pay for out of the Modular Ability pool (see the Fetches in OW if you don't believe me).
iago:
IMO -- at my table -- if the Catch isn't always the same, then it's not worth any points. If there's no way people can research it, and you can shift it to be something else each time someone stumbles into what it is, then that's a no rebate thang.
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