The Dresden Files > DFRPG
Why are powers so much stronger than stunts?
nadia.skylark:
--- Quote ---I think that would be significantly too strong. It takes 2-3 extra stress to one-shot someone with Inhuman Toughness, while that pile of consequences can absorb 12 stress.
--- End quote ---
Right. I hate the way stress tracks work. I always manage to forget some part of it.
nadia.skylark:
How much refresh do you think it should cost to give someone an additional mild, moderate, and severe physical consequence?
Sanctaphrax:
2, maybe?
But I'm not confident there's any cost that'll work well.
It's a bit awkward because the value of a severe consequence is so dependent on what level of Recovery you have. If you've got Supernatural Recovery, you can use your consequences frequently; if you have no Recovery, you can use them rarely.
nadia.skylark:
--- Quote ---2, maybe?
--- End quote ---
Thanks!
--- Quote ---But I'm not confident there's any cost that'll work well.
It's a bit awkward because the value of a severe consequence is so dependent on what level of Recovery you have. If you've got Supernatural Recovery, you can use your consequences frequently; if you have no Recovery, you can use them rarely.
--- End quote ---
If my character had recovery powers, I'd just give them toughness instead of this. The point of this power is for a character who's specifically mortal (well, a wizard) and has no reason to have toughness/recovery powers, but manages to stay in fights much longer than she should because she can take a bunch of damage and still keep fighting.
Mr. Death:
--- Quote from: nadia.skylark on May 22, 2019, 03:25:57 PM ---How much refresh do you think it should cost to give someone an additional mild, moderate, and severe physical consequence?
--- End quote ---
I have to disagree with Sanctaphrax here. Like he said, that's an additional 12 stress they can take; that brings the total stress a character can take in a single go up to 32 just on consequences alone (34 if they have a 5 in Endurance, 36 if they tack on No Pain, No Gain); that's up to 36 (38,40) with stress boxes, 41 (43,45) with an apex dodging skill, and 45 (47,49!) with a high roll.
So for two refresh, you've got someone -- with no other magical defenses -- who can fairly easily survive things like the Heart Exploding spell, which is statted out to explicitly be an inescapable one-hit-kill.
"Getting hit a lot and getting back up" is more for things like John McLane, who's taking bullets and punches a bunch (2-3 shift hits), which he recovers from once he gets away and can catch his breath.
It's not for John McLane going down in a fiery helicopter crash and bursting into flames and getting up and walking away.
Effectively adding 12 stress boxes, far more than the protection you get from a 6-refresh power like Mythic Toughness? And without a catch? No way I'd allow that for a measly 2 refresh, if I allowed that at all.
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