The Dresden Files > DFRPG

is righteousness overpowered?

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Mr. Death:
Well, the wording is that it complements, not just modifies. "Complement" is defined as, "If a secondary skill could only add to the primary skill, say it complements that skill."

So you could argue that because it says your Conviction "complements" the skills, it gives the +1, but I can see it the other way.

whitelaughter:

--- Quote from: Thatwolfguy on January 10, 2018, 08:48:02 PM ---yeah, boy was he playing it wrong.  so then why would anyone use this instead of just spending the fate point to get +2 on the roll?

--- End quote ---
Most of the True Faith powers are better replaced by properly worded aspects. Sure, you can lose a refresh to have the ability to turn up somewhere when the GM feels like it...or you could spend a Fate point when you feel like it.

Rather than spending Fate to replace a skill with conviction, keep the refresh and have 2 Fate points to increase the skill: at minimum that's as good and it will often be better by 4.

 Why take Bless this House when you can have 'family man' and have a decent threshold to start with?

For that matter, why are these stunts supernatural? If holy water made by a completely mundane priest can burn a monster, why is the skin of a sanctified believer doing the same thing somehow supernatural?

About the only use for these power are either as spells for a Theurgically based Channeller, or possibly you could put Righteousness and Holy Touch into a weapon as an Item of power.

Mr. Death:

--- Quote from: whitelaughter on January 15, 2018, 08:41:26 AM ---Most of the True Faith powers are better replaced by properly worded aspects. Sure, you can lose a refresh to have the ability to turn up somewhere when the GM feels like it...or you could spend a Fate point when you feel like it.
--- End quote ---
The GM has to accept it in the other case, too. With the power, it's free, and essentially the same thing.


--- Quote ---Rather than spending Fate to replace a skill with conviction, keep the refresh and have 2 Fate points to increase the skill: at minimum that's as good and it will often be better by 4.
--- End quote ---
As pointed out before, that +1 can apply to any number of rolls for a long time. You could be talking like a dozen +1s over a variety of skills, which IMO is better than one +4.


--- Quote ---Why take Bless this House when you can have 'family man' and have a decent threshold to start with?
--- End quote ---
Bless This House applies to any threshold you enter, not just your own. And some people don't want to play characters with big families that would be locked onto that location.


--- Quote ---For that matter, why are these stunts supernatural? If holy water made by a completely mundane priest can burn a monster, why is the skin of a sanctified believer doing the same thing somehow supernatural?
--- End quote ---
Because it's a power above and beyond what's normally possible for mortals, with the direct implicit sponsorship of a supernatural being.


--- Quote ---About the only use for these power are either as spells for a Theurgically based Channeller, or possibly you could put Righteousness and Holy Touch into a weapon as an Item of power.

--- End quote ---
That's a really narrow view of the power set, and I think you're really misunderstanding their utility.

Sanctaphrax:
Bless This House really is weak. But the others are pretty solid.

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