The Dresden Files > DFRPG

Lawbreakers: Do We Need Them?

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iago:
Aaaand, I'm out. Make the game what you will, folks. :)

Valarian:

--- Quote from: KOFFEYKID on April 28, 2010, 06:24:22 PM ---Do you actually think lawbreakers (the stunts) are actually needed?
--- End quote ---
I just can't resist the Star Wars quote for this:
Beware the dark side. Anger, fear, aggression. The dark side of the Force are they. Easily they flow, quick to join you in a fight. If once you start down the dark path, forever will it dominate your destiny. Consume you it will

Personally, I like the stunts. They force the player to consider the implications of the character's actions (i.e. possibility of the character becoming an evil NPC). They also give a bonus to make future law breaking easier. The more times you break a law, the easier it  becomes to do so (a great temptation). Like the Dark Side of the Force, the law breaking (i.e. gaining stunts) becomes easy and seductive.

As a GM, if a player ever did lose his character due to law breaking and managed to evade the Wardens, I would definitely bring the character back as a bad guy.

Korwin:
I'm away from the pdf, but here my focused lawbreaker pc...

-2 Channeling (Spirit)
-2 lawbreaker killing
-2 lawbreaker thrall
-2 lawbreaker mindreading
-1 refinement + 2 Focus items
----
-9

Superb Conviction and discipline
Great Lore
+ 4 Focus Offensive Spirit

Does lawbreaker add to conviction and discipline?
If yes, that would be an +11 mental attack with an +15 to hit.
Without using aspects...

Start without the lawbreaker Stunts and the GM may even let you play that thing.


luminos:

--- Quote from: Korwin on April 29, 2010, 04:47:06 PM ---I'm away from the pdf, but here my focused lawbreaker pc...

-2 Channeling (Spirit)
-2 lawbreaker killing
-2 lawbreaker thrall
-2 lawbreaker mindreading
-1 refinement + 2 Focus items
----
-9

Superb Conviction and discipline
Great Lore
+ 4 Focus Offensive Spirit

Does lawbreaker add to conviction and discipline?
If yes, that would be an +11 mental attack with an +15 to hit.
Without using aspects...

Start without the lawbreaker Stunts and the GM may even let you play that thing.




--- End quote ---

Your numbers are off.  First of all, your focus gives you a bonus to either control or power with offensive spirit, not both.  Next, the max bonus you get from a lawbreaker gives a +3 to the roll, so there is no way that you can get a +15 to hit out of that combination (well, unless you get a +4 on the dice roll, which has 1/81 chance of happening). 

To answer your question about what lawbreaker adds to.  Lawbreaker only adds in when you roll the dice to perform that lawbreaking activity, so since you don't roll to summon the power, it won't increase what you can normally handle by conviction.  It does add to the discipline roll if the roll is used to control a spell that is intended to break one of the laws you have stunts for.

Korwin:
Yeah, I got the impression the Lawbreaker stunts are cumulative (if more than one Law is broken with it at once). I'm with the PDF's now and only the highest counts...

So I'll revise the build

-2 Channeling (Spirit)
-2 Lawbreaker Forth
-5 Refinement + 10 Focus items
----
-9

Superb Lore and Conviction
Great Discipline
+ 5 Offensive Spirit Controll Focus
+ 5 Defensive Spirit Power Focus
+ 2 Defensive Spirit Controll Focus


He uses Veils and Illusion by manipulating the Mind of the opponent (Law Violation).
In an fight, he uses his magic to put the enemies to sleep (Law Violation? Gatekeeper did it...)

An Block/Veil would be +10 with an +8 Controll roll (+2 Lawbreaker, +2 Focus)
An attack would be +5 Power and +11 Control roll (+2 Lawbreaker, +5 Focus)

Not as overpowered as the first (incorrect) version, but not bad...
And the Power comes mainly from the Foci not from the Lawbreaker.

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