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Sanctaphrax:
You make a compelling argument, Belial. I'll have to give this some more thought.

Although I like the way that superior defences encourage maneuvers and Declarations.

Also, keeping accuracy low gives weaker characters a chance of survival.

And the Strength and Speed bonuses are more interesting to me than any accuracy bonus I've seen. When you buy Mythic Strength, you don't just buy +6 stress. You also buy a bunch of other stuff. Most of the accuracy bonus powers aren't like that.

I worry that players will just take whatever gives to-hit bonuses, regardless of their concept. This isn't an issue with Strength, since it's very unlikely for Strength to be incompatible with a concept focused on massive physical damage.

Honestly, most of what I've said about accuracy bonuses applies to stress boosts too. Which is why I try to be careful about those, too. Anything that goes beyond Strength + weapon + stunt makes me antsy.

You know, if we had a building block physical power that increased accuracy this wouldn't be a problem. But then we'd have combat characters that always hit, which would be a different problem.

Oh, and ways and means? Magic's stackability is heavily limited. The return on Refinement diminishes drastically as you purchase it.

ways and means:

--- Quote from: Sanctaphrax on May 19, 2011, 12:13:53 AM ---

Oh, and ways and means? Magic's stackability is heavily limited. The return on Refinement diminishes drastically as you purchase it.

--- End quote ---

Cough Cough Focus Items (no slippery slope for them)
Though if you want an example of an under 10 refresh spell caster having more accuracy than a melee fighter could ever have no matter what the refresh, take the example of the

Kemmlerite Necromancer -

Evocation -3
Thamaturgy -3
5th Law breaker -2
Kemmlerite Necromancy -1

Focus Item +4 Necromancy Control
+1 Spirit Power Specialisation
+1 Necromancy Control Specialisation

Total Control Boost- 12 Weapons Rating 6-9 (reasonably)

The most a submerged melee fantatic can get is +9 and that is only when obeying his higher power after already hitting somebody.  

Silverblaze:

--- Quote from: Belial666 on May 18, 2011, 08:44:48 PM ---I really, really, really don't like it. Why? Two reasons;

1) Speed Powers give a defense bonus. Strength powers do not give an accuracy bonus. To keep things equal, powers (and stunts) that boost accuracy must exist.
2) Defense stunts and powers are currently more effective that accuracy boosters.
3) I'd prefer PCs and NPCs of high refresh having something like accuracy 8-9 with weapon 6-8 rather than accuracy 6 and weapon 12-14 for the same cost. The first one makes for a steady but slightly slower combat. The second makes for combat that only lucky rolls matter.



And yes, a mythically strong guy dual-wielding quarter-ton maces or I-beams or rails in each hand has weapon 12 (6 strength, 4 weapon, 2 dual-wield). It only costs -7 refresh, leaving enough refresh for supernatural toughness. He will only hit at superb but being hit by him would feel like being hit by a locomotive.

--- End quote ---


agreed on all fronts


"Cough Cough Focus Items" --- these can be destroyed if the GM needs breathing room..for better or worse.  I'm not agreeing nor disagreeing just stating a fact. it aids and harms both sides of the debate honestly

Silverblaze:
I propose a power or stunt for "blind fighting".  Do we have one yet?

There is no system for swingign at invisible things or being in total darkness is there?  Other than perhaps a maneuver or aspect?

As a community I think we need one. (system and corresponding stunt to negate it).  Glamours causing invisibility and the power Myrk sort of necessitates something of the like.  Perhaps just a negation of the manuever blind or pitch dark. This is equal to a plus 2 bonus no?

Belial666:
@accuracy powers/stunts;
If you are worried about the numbers side of things, here are some things you can do;

1) In order to have accuracy or dodge powers, request the character's concept include skill of some sort. A brute like Magog for example has no accuracy boosters despite being a primary melee denarian.

2) Impose some sort of soft cap. I.e. request your players that their attack skill modifiers be no higher than skill+3, the same level supernatural speed + stunts can bring them. If you are in a high refresh game, that would be skill+4, the same level mythic speed + stunts can bring them. This would be for static bonuses though, not abilities that cost FP or stress. (those need to be on par with magic so no cap)

3) Accept no new accuracy powers. When players suggest a new attack boosting power or stunt, it will be considered a reflavor of an existing power and not stack with it. That way, you only ever need to worry about the accuracy boosters already in the book.


@magic:
Yeah, it can get really powerful really fast. At submerged, a weapon 10 control 11 caster is doable without any powers offering rebate (IoPs, Dependency, Human Form). At twice submerged refresh, you are looking at weapon 17 control 19 for really strong warlocks. That does not so much create an imbalance between casters and other character types as make any combat that involves a caster a game of ICBM tag; who goes first nukes and wins. That is why I usually set aside about 1/4 of the refresh of any casters I play to get non-blasting stuff.
As for foci, some foci are easily broken. But others are much less so. If instead of a wooden rod you make a tungsten bracelet, hide the bracelet under your sleeve, wear several identical bracelets (1 focus and 3-4 fake foci) and conceal each bracelet under its own veil, it is considerably more difficult to get your foci removed. Of course, if a strong opponent is close enough to attempt to break your foci, they are also close enough to attempt to break you.

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