The Dresden Files > DFRPG Resource Collection
Custom Power List
Save_vs_DM:
--- Quote from: devonapple on April 25, 2011, 11:41:22 PM ---Alas, the setting strongly privileges full-powered spellcasters, so the rules support that. Which I do not intend as actual criticism of your proposed powers.
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None taken, of course. But at the same time page 76 (the sticky notes) makes it sound like some of them should be incredibly capable (that's a literally phrase from "Harry") so I felt the rules should really reflect that.
Silverblaze:
I think that the first power (Focused Study) is better than Refinement. This in my opinion shouldn't be. I think adding two rote spells should be added to the Refinement power in any game that this power is allowed also. I think perhaps choosing only one option per refresh is more balanced. Perhaps allowing two choices per is fine but once all choices are picked (each only allowed to be chosen once) the power cannot be taken again.
For example: once a playr has chosen this power twice they would have all the bonuses other than +2 rote spells. Maybe throw in two rotes for free once it has been taken twice?
While on the topic I think it is entirely possible non wizard spell casters get the shaft in the long run, I'm not sure how to fix that, but this doesn't seem quite optimal to me.
Focused Mastery -2 (this costs too much for what it does.
The closest thing to keeping casters in check is forcing them to take metal stress for spells. Letting them skip that is a bad idea. If the power is allowed it should only be allowed once, not several times (one signature spell ever). I also think letting them cast it multiple times per day without stress is a poor idea. Maybe only allow the casting without stress once a day?
Save_vs_DM:
--- Quote from: Silverblaze on April 26, 2011, 01:26:25 AM ---I think that the first power (Focused Study) is better than Refinement. This in my opinion shouldn't be. I think adding two rote spells should be added to the Refinement power in any game that this power is allowed also. I think perhaps choosing only one option per refresh is more balanced. Perhaps allowing two choices per is fine but once all choices are picked (each only allowed to be chosen once) the power cannot be taken again.
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Not a bad suggestion. What if they still had to obey the column limits? In that instance they'd be limited to a +1 bonus and a +2 bonus for channeling and ritual. In which case this is more or less refinement then.
I'm really leery on only allowing one option per refresh, since that makes it half as effective as Refinement. That one extra refresh for Evocation gives you a heck of a lot of bang for your back when compared to Channeling. Plus if you limit it to only one option per pick then you might as well pick Evocation at that point. You'd get the same specialization benefit plus two extra elements.
Personally, my thinking is this: Refinement lets you pick 2 specialization bonuses per choice (and in my games I did add the rote spell clause to refinement) which is what this does. Those specializations must go into one element; but if you only have one element known then choosing said element is pointless. Then again, I suppose you could take sponsored magic. That loophole needs closed.
--- Quote from: Silverblaze on April 26, 2011, 01:26:25 AM ---While on the topic I think it is entirely possible non wizard spell casters get the shaft in the long run, I'm not sure how to fix that, but this doesn't seem quite optimal to me.
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This is so freaking true. My players are now sitting at 13 refresh and the wizard is just an utter powerhouse. It's gotten to the point where the rest of the characters are feeling overshadowed. And unfortunately, the normal balance of compelling the wizard like crazy only makes him stronger in the long run. I've no idea how to close the gap.
--- Quote from: Silverblaze on April 26, 2011, 01:26:25 AM ---Focused Mastery -2 (this costs too much for what it does.
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That's good to know. See, I was worried that it was too cheap for what it offered.
--- Quote from: Silverblaze on April 26, 2011, 01:26:25 AM ---The closest thing to keeping casters in check is forcing them to take metal stress for spells. Letting them skip that is a bad idea. If the power is allowed it should only be allowed once, not several times (one signature spell ever). I also think letting them cast it multiple times per day without stress is a poor idea. Maybe only allow the casting without stress once a day?
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Yeah, the power might well be much too powerful. And I never intended it to be taken multiple times.
You know, I might modify it instead. Maybe give the wizard a +1 bonus on his targeting roll with that one spell instead of reducing stress.
Sanctaphrax:
I kinda like Focused Study. It's sort of similar to the Elemental Command power that I posted here a while ago.
Adding 2 rotes is an acceptable stunt in my books.
Focused Mastery looks like two stunts and an aspect. I wouldn't bother with it.
Signature Spell makes me very nervous.
The main differences between Intangibility and Gaseous Form would be that the Intangible person could fight other Intangible people or make navel-gazing maneuvers. I think maybe social actions should be allowed too.
citadel97501:
--- Quote from: Save_vs_DM on April 25, 2011, 11:31:53 PM ---Signature Spell [-1]
Musts: Channeling or Evocation
Description: You've utterly mastered a single spell and have learned how to cast it with an economy of energy and motion.
Skills Affected: Conviction, Discipline, Lore
Effects:
Signature Spell. Choose one of your rote spells. The stress cost for casting this one particular spell is reduced by one. If this reduction would reduce the stress cost to zero you may only cast this spell for zero stress a number of times equal to your Lore rank, after which you must pay the normal stress cost.
I'm still really up in the air on Signature Spell. It was a neat mechanic I was toying around with and I wanted to write it up formally. I think it might be a bit strong for only 1 point of refresh, but it fills a bit too lackluster for 2 refresh. However, I was looking at the Incite Emotions and Beast Change powers. Both are more or less "one spell" that you can cast for free all the live long day. However, wizard spells are a lot more potent so I knew they shouldn't be unlimited. And linking it to Lore at least makes sure you have to keep a third skill up there (and does play into the Rote spell aspect). Thoughts on the power of this one?
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I agree the Signature Spell power is something to be careful with, however since your limited to one spell I think it will be OK. It is just going to balance the evocation/channeling specialists to something closer to the Enchanted Item Crafter's, since evocation specialists do have an issue when comparing straight combat skills. . .
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