The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
Given that there exists a point where they are not overpowered, and given that their power if expressed as a function would be continuous, you can show mathematically that there exists a point where their power is reasonable.
It's a lot of work to find that point, of course.
UmbraLux:
Not really sure FATE supports that conclusion. Suppose you do find that place where they're reasonable...and now I spend tags and fate points to increase both. Are they still reasonable once each has been turned into something effective?
Out of curiosity, why are you determined to create a dual action mechanic? What do you see it adding to the game?
Silverblaze:
I brought up that fate points per action/roll in anotehr multiple attack thread. I was soundly ignored and/or disagreed with.
My opinion has never truly changed on the matter. I agree with Umbra Lux.
Sanctaphrax:
--- Quote from: UmbraLux on July 28, 2012, 09:57:02 PM ---Not really sure FATE supports that conclusion. Suppose you do find that place where they're reasonable...and now I spend tags and fate points to increase both. Are they still reasonable once each has been turned into something effective?
--- End quote ---
Why would Fate Points change anything? They provide the same benefit, whether or not you have a multiple attack Power.
(I'm not sure whether it was in the thread Silverblaze is talking about, but I addressed that concern at least once. Check out the second link in this post.)
--- Quote from: UmbraLux on July 28, 2012, 09:57:02 PM ---Out of curiosity, why are you determined to create a dual action mechanic?
--- End quote ---
Because I feel like it. Same reason I do most of what I do here.
I don't really care about what they add to the game, but that doesn't mean I don't think they would add to the game.
As I see it, they have three main uses.
The first is to help with big single opponents for a group. For reasons I'm pretty sure you know, it's hard to design a singular foe in this system. Multiple weak actions let an opponent that would normally squish one PC/action act in a more interesting way.
The second is tautological; to provide multiple actions. Some people like them, and the current methods of taking multiple actions (spray attacks, supplemental actions, Declarations, and narration) are unsatisfactory to them.
The third is to provide greater variety in combat. The key to a combat system that can hold people's attention in and of itself is variety. More mechanical options is a good thing.
Relevant links:
http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1111063.html#msg1111063
http://www.jimbutcheronline.com/bb/index.php/topic,25934.0.html
http://www.jimbutcheronline.com/bb/index.php/topic,24488.0.html
http://www.jimbutcheronline.com/bb/index.php/topic,33211.0.html
http://www.jimbutcheronline.com/bb/index.php/topic,24797.0.html
(Rapid Strike was an early version of Flurry that cost a FP instead of 4 stress. I removed a restriction or two and a bunch of clarification text when I made Flurry...I'm thinking of putting it some of that back in.)
UmbraLux:
--- Quote from: Sanctaphrax on July 29, 2012, 04:14:08 AM ---Why would Fate Points change anything?
--- End quote ---
Because two successes is usually considered better than one. Isn't that the point behind two effective actions?
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