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DFRPG / Re: Power Rewrite: Physical Immunity
« on: August 08, 2012, 08:37:20 PM »
*I figured but wanted some opinions on it. Could cost narrower things at -10 if needed.
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That's not true. Did the Alphas have to pay a price for their power?
No, they just had to learn how to use their magical potential.
If you want to have a human direct her magical potential towards being strong and fast and tough, you can. Just take an appropriate high concept and whatever Powers seem reasonable.
I've made characters like this before, though I'd have trouble finding one with an actual backstory. Most of the characters I've made are generic.
I don't understand how that solves anything, but whatever. If that's what you wanna do, I'm cool with that.
No, I was against your method of applying Catches because it was atrociously sloppy.
O.k...so I might be out of my depth here but I'd like to offer some input.
As tedronai said, a loophole is just another word for a catch so it's already included in the power. I like the idea of tying the Immunity Power(not necessarily the catch) to an aspect or high concept for a few reasons:
1. There are already many powers that have that as a pre-requisite
2. It would limit ridiculous "catches" because the power/catch would have to make sense for the character
3. Tying it to an aspect lets you use compels/fate points for the purpose of maneuvers.
So if someone tries to pin you, but you're immune to fists, you could spend a fate point to say you're immune to that sort of maneuver. Or maybe the GM says you don't need pay...whatever. The point is the aspect can dictate whether a maneuver may or may not work.
I think the main argument, unless I'm reading it wrong, is about immunity with no loopholes. Once again, if you tie it to an aspect, creative players/GM's can use compels to find ways to bypass invincibility(at least temporarily) by way of fate points, even if the enemy has no true catch.
Sorry if I've already repeated something that's already been written...I admit that I skimmed a good portion of the middle part of the thead.
No, the rule is "once per roll" I believe. Currently you can use the same aspect on multiple different defense rolls or on both offense and defense if it makes sense. A once per exchange rule would eliminate that.
Isn't that already a standard rule?