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Aren't Claws Too Weak?

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Deadmanwalking:
I think the title speaks for itself. They provide +1 Stress on unarmed attacks. That's it. As a Mundane Stunt you can get +2 with a restriction...which makes it about equal to Claws. But aren't powers supposed to be flat-out better than Mundane Stunts? Shouldn't someone who just has the Claws power (and, say, Human Form at +0) get something a bit more for the 3 Refresh they gave up?

To look at it another way, Inhuman Strength grants +2 Stress (which also applies to Weapon attacks) and at least one Refresh worth of other capabilities (+3 Lifting and Breakin, +1 to Grapples, +1 Grapple Stress). Shouldn't claws equal the Stress bonus since that's all they give, and even then only to unarmed attacks?

Right now, claws are something certain concepts (like say, a werewolf) require, and so are purchased for them, but at least to me, it feels like a chore, a wasted point of Refresh to make the concept work. That shuldn't be the case with any Stunt, much less a Power, and almost acts as a surcharge subtly discouraging those concepts (not that that'll stop people, but still).

Changing it isn't even particularly unbalancing since you can only get Claws once, so it's not gonna stack up or anything (well, it'll stack with Strength powers, but those are more expensive).

Moriden:
Thus why in my games claws is -0

Falar:
I was originally going to take Claws for my Weregoat as one of his first powers at Feet in the Water ... then I figured it was better to just go for Inhuman Strength. Whereas Claws will definitely be necessary at some point, they're not budgetarily smart at all.

Now, say, if they were Weapon:2, then they'd probably be worth it. Or Weapon:2 and Weapon:3 vs Unarmored Opponents ... Or Weapon:1 and they provide +2 to Fists when using them.

Deadmanwalking:
Just making them Weapon: 2 seems the simplest and most balanced enhancement of the claws to me. Going overboard could be just as big a problem as them being underpowered.

paul_Harkonen:
Two things to note:
First, I do not know enough about the system to feel certain about any of my opinions regarding balance issues.

Second, it seems to me that Claws add several non-combat abilities (climbing, scratching open\damaging objects, and scaring the bejesus out of mundanes) plus they open up a number of maneuvers that allow you to add a number of different Aspects to the target (most of which would be incredibly easy to Tag or Invoke).

The balance issues for FATE are difficult to identify given the amorphous nature of Aspects.  The ability to add aspects like "MAIMED"  or "BLEEDING" or things like that which easily add to the power of everyone else, as well as your own character on subsequent attacks.  Claws also allow you to Invoke certain aspects on targets, off the top of my head, you more easily tear off "Flesh Masks" and can take advantage of things like the Chlorofiend (which I would give the Aspect of "MADE OF PLANTS").

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