The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
crusher_bob:
--- Quote from: BumblingBear on May 19, 2011, 04:49:52 AM ---My counter argument is that I tell PCs they can take whatever powers they want but just to keep in mind that the monsters will scale accordingly.
--- End quote ---
This method of game balance only works when you have one player, when all PCs have the borken thing, or they all have equal amounts of equally broken things.
And "equal amounts of equally broken things" is same this as 'a balanced power set'
crusher_bob:
--- Quote from: Sanctaphrax on May 18, 2011, 07:26:02 PM ---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.
--- End quote ---
Alas, your [-4] point version gives 3 free attacks or maneuvers at good, mine gives one free attack or maneuver at great. I figured that more 'free' actions was more broken that a slightly better free action.
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Comparing your version at great base skill:
1 action at +4, 2 actions at +3
4 actions at +3
To mine (total pool 8, max +4):
2 actions at +4
4 actions at +2
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And fantastic skill:
Your version:
1 action at +6, 2 actions at +3
1 action at +5, 3 actions at +3
1 action at +4, 4 actions at +3
6 actions at +3
My version (total pool 10, max +6)
1 action at +6, 1 action at +4
2 actions at +5
1 action at +4, 2 actions at +3
5 actions at +2
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Anyone else want to chime in? would you pay 4 points of refresh for this? Which extra action system looks better?
BumblingBear:
--- Quote from: crusher_bob on May 19, 2011, 05:37:09 AM ---This method of game balance only works when you have one player, when all PCs have the borken thing, or they all have equal amounts of equally broken things.
And "equal amounts of equally broken things" is same this as 'a balanced power set'
--- End quote ---
I never said anything about broken powers.
I also will allow a bit of shenanigans as long as it is confined to mental, physical, or social. As long as a PC has a weakness, I can work with that.
Most characters who go ball out with powers tend to neglect the social or mental side. Heck, my uber powerful group got schooled a few days ago by a sorceress using gravity magic. Suddenly when characters couldn't use athletics to dodge, things got nasty. :)
Eventually, you play the DF long enough and realize that the best way to be "powerful" as a PC is to be creative and work with the narrative.
crusher_bob:
--- Quote from: BumblingBear on May 19, 2011, 08:40:15 AM ---Most characters who go ball out with powers tend to neglect the social or mental side. Heck, my uber powerful group got schooled a few days ago by a sorceress using gravity magic. Suddenly when characters couldn't use athletics to dodge, things got nasty. :)
--- End quote ---
Hitting people with an out of context attack is way too easy in this game. That's why I don't like the implementation of incite emotion. I also don't like the various resisted with: (some skill other than athletics) attacks sometimes made with evocation. It's like saying "My group thought they were badass until I made them use basket-weaving or die. hur, hur hur." In other implementations of FATE, where, AFAIK, weapon values usually aren't used, an out of context attack is usually just another way of saying, "Do +2 damage." But in DFRPG, where weapon values are such a big deal, it can be saying "Do +8 damage" instead.
Hero/champions is one of the few games I've seen that mostly gets the cost of out of context attack right. They generally cost between 2 and 2.5 times as much as a regular attack.
InFerrumVeritas:
Personally, I'd allow excellent coordination to be purchased as many times as you'd like. However, I'll probably add a clause that it cannot increase it over your base accuracy. Thus, characters with lots of arms, heads, whatever can make lots of attacks with little drawback (other than a pretty massive refresh cost).
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