The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Pbartender:
--- Quote from: KOFFEYKID on December 21, 2011, 04:54:24 PM ---I dont see why, in this case, we cant have our cake and eat it too.
--- End quote ---
You can have your cake and eat it too... But you can't eat your cake and have it too.
So, the question then, is how do we make the distinction between Super-Science! and Magic, and keep them independent of each other? I don't necessarily have a problem with people trying to mix the two -- though mortal magic hexing will have a tendency to complicate the effort. But without a restriction of that sort, anybody who wants to be a Super-Scientist! automatically knows how to do traditional magic as well, even if it doesn't make sense that they should.
That's, really, the trickiest part about this particular template. How to keep Science! and Magic independent of each other, while still using the same rules for both. Is there a better way to word the restriction? Is there a better way to do the whole thing?
polkaneverdies:
In the canon and from Woj humans hex technology because they are inherently conflicted beings. The current dv magic rules have that conflict express itself by fouling tech. It used to be develop boils, make milk sour, cause flame to burn different colors.
Hexing doesn't apply to Odin or Lea or Mab, etc. because they are not human.
Sanctaphrax:
I think that if we scrapped the restrictions entirely it would still be possible to run Super-Science! as non-magic. That's mostly a matter of fluff. And if someone wants to use Super-Science! to represent actual magical technology, more power to them.
The power works mechanically regardless of this. I think we should leave the final decision to Pbartender, who wrote the power.
So, Pbartender, what sort of interaction would you like Super-Science! to have with other spellcasting powers?
And other than that, does anyone have a bone to pick with Super-Science!?
If not, then do we even need to write up Magi-Tech? The two are very similar. (This is mostly aimed at KOFFEYKID, who wrote Magi-Tech. I want to know if Super-Science! covers his vision of Magi-Tech well enough to render it redundant.)
KOFFEYKID:
If you keep the restrictions on Super-Science! then my version of Magi-Tech is still valuable to a player, actually if you are a true spell-caster of any stripe my version will be likely a bigger bang for your buck.
The player who just wants Super-Science! by itself will do well, considering that it is sort of like evocation and thaumaturgy for 4 refresh instead of 6, though its key skills are probably slightly less useful and it has more restrictions (requiring foci etc) which makes it less flexible.
Pbartender:
--- Quote from: Sanctaphrax on December 22, 2011, 05:15:19 AM ---So, Pbartender, what sort of interaction would you like Super-Science! to have with other spellcasting powers?
--- End quote ---
The original intent was to not have it interact directly with other spellcasting powers -- aside from hexing -- while not necessarily prohibiting a character from taking them and benefiting from them. The goal was to make it possible for one of my players to create a character that relied on a wide variety of non-magical gadgets, rather than a character that mixed technology and magic.
That said, there's really nothing preventing anyone from deleting that particular restriction, should they choose to use Super-Science!. And that doesn't bother me in the slightest.
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