The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
Hmm, I dunno. It feels wrong to give powers arbitrary weak points like that. So I'd rather not unless it's absolutely necessary.
By the way, have I ever mentioned that I don't like powers giving accuracy bonuses? Because I don't. Mostly because of stacking issues.
kertain:
I don't have anything constructive to add, nor would I attempt to keep up with you guys.
Just wanted to say thank you for the effort put into this list, it has made my life much easier.
I have to say we have a top notch community.
crusher_bob:
Hmm, now that I've looked closely at extra appendages and thought about it some, I think that the multi-maneuver part of it may actually be better than the multi attack part. Expecailly since you don't need any supporting powers (like claws or strength) to get a lot of milage about being able to lay multiple aspects on people with just one action.
I think that balancing that, along with balancing multiple attack at the same time may be difficult.
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Assupmtion: It would be impossible to balance multi-attacks in all circumstances since the the level of weapon you are using greatly changes the utility of making several attacks that hit with a low margin of success.
So, I think the balance point should be centeread around great base targeting with weapon:4, and that whatever solution is used doesn't outright break the system up to, say, fantastic targeting and weapon:8
So, we have:
-2 muliple appendages
Great targeting, weapon 4
If that's all we have, just gained the ability to spray attack with our claws (or whatever), and the seems to be it.
If we get one level of coordiantion, we can make 2 attacks at +3, or 4 attacks at +2 or our normal attack at +4, plus an effectively free attack at +2.
If we have 2 levels of coordination
Regular attack +4, plus free attack at +4 (same as two attack option)
Or four attacks at +3
If we have 3 levels of coordination
four attacks at +4
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This implementation of coordination is defenitely broken as it goes up in levels. Maybe change it to something like +1 to one spray attack per level, not to exceed the max? So that having coordination 3 gives you +3 in total, and not potentially +18 if you want to split your normally fantastic attack pool 6 ways. In theory, +1 attack for one refresh is balanced, so +1 to (one) spray attack should also be balanced, if a bit underpowered.
How's this instead:
Excellent coordination [-2]
When making spray attacks, add 3 to your skill before splitting your skill into the separate attacks of the spray. When the split is done, any single attack of the spray cannot be higher that your base accuracy.
And make multiple appendages give you point point of 'bonus pool' already. That means you are paying around 1.5 points for spray anything and spray maneuvers, and around .5 points for the +1 bonus to spray pool. And you can pay another 2 points for a +3 (so total +4) spray pool. So you'd be paying -4 refresh for what could amount to a free maneuver or attack at +4 every turn, in addition to your normal attack or maneuver.
d_black_se:
--- Quote from: Sanctaphrax on May 16, 2011, 11:13:51 PM ---Minor Abilities
"Noob security systems" (requires IP?... Please) [-1]
If you access the network inside of a building using your "IP?...Please." power, you will be able to see the layout of all the security systems. For the price of a fate point, you can temporarily turn them all off as well.
--- End quote ---
A few points about this:
1. If it's going to stay, the requirement needs to drop.
2. This seems to me to fly in the face of the conventions of the dresden verse in general. Technology is generaly antithetical to magic. So allowing magic users access to, or in this case the ability to manipulate technology seems to cut out one of the primary reasons for Pure mortals. I don't want to wax poetic about all thereasons I find this one wrong, but there's many. I could see it as a mortal stunt though.. either adding or using scholarship or burglary in a roll.
Sanctaphrax:
@crusher_bob: Good points all.
However, I have a problem with your proposed fix. It encourages small sprays, and characters making two attacks for the price of one. The reason for the original wording of Excellent Coordination is that I wanted 5-attack sprays to be non-worthless.
So, I propose this: Excellent Coordination may only be purchased twice. It seems that the problems mostly arise after three purchases, so this should curb the excesses.
It allows a character to make an absolutely huge number of Good attacks, but Good attacks are pretty lame so I think that it ought to be balanced-ish.
Still needs playtesting, of course. Especially the maneuver part.
@d_black_se: You're right about the requirement, thanks.
But I either don't agree with or don't understand your second issue. It seems that there are two possible problems here:
1. You're concerned about the setting's consistency.
2. You feel that the existance of this power is unfair to Pure Mortals.
Now, just because something's on this list doesn't mean anyone has to use it. I personally I like the idea of technomancy, so I might give Noob Security Systems a try. While I understand that it's out of place in the default Dresden game, I feel that it'll be useful to enough games that it's worth putting on the list.
Also, not all magic is bad for technology.
Anyway, I remember having a conversation like this about social magic. Personally, I don't like the idea of social magic in my games. It makes mortals socially vulnerable where they were once socially capable. But nonetheless, I'd be willing to put social powers onto this list for the benefit of people who feel differently.
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