The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Sanctaphrax:
Here's my attempt at cleaning up Might Over Magic while adding its various clarifications.
MIGHT OVER MAGIC [-2]
Description: You can shatter magical effects through physical force.
Skills Affected: Might.
Effects:
Disruptive Strikes. You destroy ongoing spells by hitting them. Doing so requires you to roll your Might skill plus the weapon rating of your melee attacks (including Strength bonuses) against a difficulty equal to the spell's strength or complexity. If you succeed, the spell ends.
Parry Magic. You may use your Might skill plus the weapon rating of your melee attacks (including Strength bonuses) in place of your Athletics skill to defend against magical attacks and maneuvers.
Hm. In retrospect, Parry Magic probably gives too good a defence roll. With Supernatural Strength, Superb Might, and a big sword, that's a defence of 12 against magic.
And that's not a worst-case scenario at all.
I think we should probably make Parry Magic weaker. Any suggestions on what the new numbers should look like?
Mrmdubois:
Halve might score and strength power values?
ways and means:
Don't add in non-strength weapons rating a great sword shouldn't effect your ability to parry magic (as allowing non-magic items to give skill boosts is a bad precedent) so if you want the big number you will have to have paid for them with refresh. Mind you if someone wanted a +6 to parry magic ability for 3 refresh (without needing mythic strength) that would also be balanced as it opposed to something that allows similar ridiculous stacking so I am not sure the power as is needs changing.
Sanctaphrax:
Yeah, dropping the item bonus is probably necessary.
Not sure whether to use the whole Strength bonus or halve it. Halving it would make it analogous to Speed, which would be nice, but it might be too big a nerf.
ways and means:
Refresh Cost for a +2 to defense vs magic stunt = 1 refresh.
Refresh Cost of Might over Magic = 2
Without any Strength Power might over magic costs one more refresh than a stunt and gives no bonus to defense (unless you include weapons rating from items), making the stunt infinitely superior.
Lets use half values next.
Might Over Magic + Mythic Strength (-8) Gives a +3 vs magic
Comparing efficiency that is 0.4 bonus for point of refresh vs a 2 bonus per point of refresh from the stunt (the stunt is five times as good.) Even if we ignore the mythic strength cost that is still a -2 for a +3 which is 25% less efficient than a stunt.
Using full weapon values
Might Over Magic + Mythic Strength (-8) Gives a +6 vs magic
Comparing efficiency that is a 0.75 bonus per point of refresh spent vs 2 from the stunt, the stunt is 2 2/3rds times better than the power. If we ignore the mythic strength refresh again that is a -2 giving a +6 which is 1.5 times better than a stunt therefor reasonable for a power.
The power using half values is just terribly weak full stop, at full values it is just terribly weak at any strength level below supernatural (supernatural is the break even point).
I don't like the fact that the power is balanced for mythic levels when mythic levels should be rare, a -2 refresh power should never give no bonus at all, maybe the power should have varying cost dependent on how much strength is taken.
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