ParanetOnline

The Dresden Files => DFRPG => Topic started by: gojj on August 29, 2011, 08:03:27 PM

Title: Question about Inhuman Strength
Post by: gojj on August 29, 2011, 08:03:27 PM
Specifically my question pertains to: "Superior Strength. Whenever using your Might to modify (page 214) another skill, it always provides a +1 regardless of the actual comparison of your Might score to the skill in question" (YS 183). This means it would stack with the +2 stress also included with Inhuman Strength when attacking somebody with physical force, correct? Because by its definition it seems like Might would always modify Fist rolls when attacking someone, well almost always, I imagine if your character was more about finesse than brute strength it might not. But say I roll straight up on my Fist attack and get a Great (+4) and I have Inhuman Strength, would the total stress (assuming the opponent rolled a mediocre defense with no armor) be 6 or 7? Can I modify my fists with Inhuman Strength and receive the +2 stress from Hammer Blows in the same attack? And if I can would I have to dictate how my Might helped me or would it just be assumed that if I punch a guy my Might would come into effect?
Title: Re: Question about Inhuman Strength
Post by: EdgeOfDreams on August 29, 2011, 08:06:54 PM
If only for game balance reasons, no, you should NOT allow Might to compliment Fists, even with Inhuman Strength.  The power already does enough by making Fists and Weapons users do more damage without making them more accurate as well.
Title: Re: Question about Inhuman Strength
Post by: wyvern on August 29, 2011, 08:38:04 PM
Answer: maybe.

Logically, it makes sense for might to compliment fists (or weapons) for some fighting styles.  The game balance of allowing that, though, is questionable at best.  And, while I don't generally consider the stats in OW as being necessarily correct, it's worth noting that none of them list their attack bonus as including a bonus from might complimenting their attack skills.

That said, I'd allow it if you've spent a stunt on being able to do such a thing; I'd probably phrase it as something like:
"Hammer Blows: you may compliment fists or weapons attacks with might (when appropriate to the weapon in question), as long as your target is defending with either fists or weapons and not using a combat style designed to counter strength advantages."
So, if your target is just trying to dodge?  That extra strength doesn't help.  If you're using a crossbow?  Extra strength doesn't help.  If your target is a martial artist who's taken the time to assess your style and taken to using techniques designed to turn that strength against you?  Extra strength doesn't help.  But if it's just some ordinary warrior type who's foolish enough to think they can block your attacks?  Bam.

I'd also be tempted to allow it in the case of using a breakable weapon; if your choices are "attack with no bonus" or "attack with bonus and risk the GM compelling you to break your weapon / hand / whatever", that's a potentially interesting choice.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on August 29, 2011, 09:42:17 PM
Probably not.

Would you give a +1 bonus to Fists attacks to a mortal with Might 5 and Fists 4?

I don't think so. Fists is assumed to include that stuff.

PS: Compels are not bad things, so using them as a balancing factor seems like a bad idea to me. Sorry, wyvern, I had to say it.
Title: Re: Question about Inhuman Strength
Post by: gojj on August 29, 2011, 09:48:58 PM
Ok, so it sounds like the bonus to Might modification was meant more for stuff like breaking and entering (modifying Burglary).
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on August 29, 2011, 09:54:01 PM
Sure, or jumping a chasm with a hundred pounds of gear strapped to your back.
Title: Re: Question about Inhuman Strength
Post by: wyvern on August 29, 2011, 10:11:49 PM
Would you give a +1 bonus to Fists attacks to a mortal with Might 5 and Fists 4?
Subject to the same limits I mentioned before?  Certainly.  Although in that case, a more appropriate stunt might be one that just shifts the attack trapping from fists to might.

PS: Compels are not bad things, so using them as a balancing factor seems like a bad idea to me. Sorry, wyvern, I had to say it.

Compels are not bad things for the game.  They're not necessarily even bad things for the player; I know I've had fun coming up with self-compels for various PCs I've had.  They are, pretty much by definition, bad things for the character, however - and thus not completely unusable as a balancing factor.

Consider: When presented with a compel, you have a choice: either accept and gain a fate point, or buy it off and lose a fate point.
Now, in the buy-it-off case, it's obvious that the PC is not coming out ahead; the player has lost a resource that could have been used to the PCs benefit later, and the character gains nothing that wouldn't have been the case without the compel.
However, the PC *also* comes out behind when accepting the compel.  Why?  Well, let's consider what a fate point can do: For the context of a single roll, a fate point used to benefit you grants plus two.  A compel, by contrast, triggers an automatic failure at a minimum, and often triggers failure plus something else bad - like a broken weapon, or a missed fire blast setting the building on fire, or any spell hexing delicate equipment that you needed to take intact...  So even an accepted compel is still overall detrimental to the PC; a +2 is worth less than an automatic failure that doesn't even allow a roll.  And that's before you consider that a compel can easily go all the way up to triggering what might normally be a concession or even a take-out result.

Now, where the PC comes out ahead is when they've picked out the right aspects and are getting a compel to do something they would've done anyway - like a heroic type getting a fate point to go running towards the sound of screaming in a back alley.  But that's not the case in this suggestion; a broken weapon isn't something that would've just happened without fate points getting involved.
Title: Re: Question about Inhuman Strength
Post by: ways and means on August 29, 2011, 10:22:10 PM
I probably would support a stunt to qualify this but it does makes sense especially with weapons (your strength determines your speed with heavy melee weapons).

Here is one of my homebrew stunts relating to this issue.

Overpower (might)-You have learnt to use your overpowering might in melee combat to your best advantage, attacking faster and stronger.  You can use your might skill to compliment your weapons attacks in close quarter combat (no throwing) whilst wielding a two-handed weapon.

 
Title: Re: Question about Inhuman Strength
Post by: devonapple on August 29, 2011, 10:29:35 PM
I think we are all on the same page by now, but just to make a rationale from the other direction: it would be a serious hindrance if all Fists checks were, be default, modified by Might because that would punish anyone with a Might lower than their Fists skill.

Ultimately, Might is for carrying, breaking and moving stuff; Fists is for hitting skillfully and forcefully enough to hurt someone.
Title: Re: Question about Inhuman Strength
Post by: ways and means on August 29, 2011, 10:47:19 PM
I have the Mas Oyama opinion of fighting  "in an equal fight between two equally skilled opponents the stronger fighter will win". So it makes sense from my opinion to modify fist with might, it also makes sense in my opinion it also makes sense for a fist fighter with zero might to be at a disadvantage.  You might argue disadvantage the ancient grandmaster but I reckon they would have stunts for fighting stronger opponents.

Murphs sparing in Ghost stories also seems to support that strength will be the determining factor between equally skilled opponents.
Title: Re: Question about Inhuman Strength
Post by: Arcteryx on August 30, 2011, 05:41:12 AM
I had this question pop up in my game, I decided not to allow Might to complement Fists, and I haven't had cause to regret it.
Title: Re: Question about Inhuman Strength
Post by: Todjaeger on August 30, 2011, 07:06:25 AM
Quick answer would be 'No' Inhuman Strength does not provide a +1 due to using an application of Might to aid Fists.  For explanation see bottom paragraph.

The Might trapping Wrestling can also be used for hand to hand combat with people.  Or as occurred during a convention one-shot, a bunch of Icelandic werewolves ended up Wrestling with neo-Nazi cultists, and after successfully grappling with them with Inhuman Strength: Bruising Strength causing some rather messy... results.

Something which I think people might need to keep in mind is that a high strength (Might) does not make it any easier to hit someone/something, since strength does not aid accuracy (Fists) but would potentially increase the amount of damage when a punch connects.  So when attempting to punch someone, the difficulty/test is a 4dF + Fists skill vs. whatever sort of defense the target has or puts up, again brute strength does not make a punch any more accurate or likely to hit, so Might provides no help in hitting.  Therefore if the Fists skill +4dF roll meets or exceeds the difficulty of the defense, the target takes the difference between the two in shifts of Stress.  Once the actual punch has connected with the target, here is where having a high strength is beneficial, but this is already covered under the trapping Hammer Blows under Inhuman Strength for +2.

Again the Discipline, Fists, Guns or Weapons roll to attack someone is all about how accurate, or how well, the target is hit with extra shifts of stress due to shifts of success indicating something sensitive or important being hit.

-Cheers
Title: Re: Question about Inhuman Strength
Post by: Haru on August 30, 2011, 08:02:37 AM
It is a straight up no for me, might does not complement fists, and I wouldn't even allow a stunt to do so. The "I am stronger so I should hit harder" part of strength powers is already covered, everything else would be double dipping. If you want to fight with might, I suggest going for a grapple.
Title: Re: Question about Inhuman Strength
Post by: Vairelome on August 30, 2011, 08:03:35 AM
Once the actual punch has connected with the target, here is where having a high strength is beneficial, but this is already covered under the trapping Hammer Blows under Inhuman Strength for +2.

I can see how Inhuman Strength is useful once the blow has landed, but in your simulation, the guy with Might at +0 and the guy with Might at +5 perform precisely the same, with or without Inhuman Strength.  I don't see how that squares with "having a high strength is beneficial."  Naturally, it should matter when an Inhumanly Strong creature punches someone, but I wouldn't think Might +5 ought to have no relevance whatsoever.
Title: Re: Question about Inhuman Strength
Post by: ways and means on August 30, 2011, 09:56:58 AM
I look at it like this what does high strength mean to melee combat.

Fist
Hard to block - A high strength should provide a bonus against any attempt to physically impede it.
Hard to parry - Same argument as above, it makes no sense for someone with 0 might to be able to parry someone with mythic strength,

Weapons
Hard to block
Hard to parry
Faster - Melee weapons can be moved faster with high levels of strength (this is especially true with heavier melee weapons) which means they should be harder to dodge.  If it is harder to defend against someone with physical strength that is the same thing as plus accuracy in this system.
Title: Re: Question about Inhuman Strength
Post by: NicholasQuinn on August 30, 2011, 11:10:57 AM
With little actual combat experience, I'm not even going to bother commenting on the actual effects of being strong in a fight. But from a purely balance perspective I would suggest that might not be allowed to complement it. A stunt to allow it? Maybe, the bonuses from complementing (I've not read the section in a while, correct me if I'm mistaken) stay relatively small (+1/+2?) and thus can work as a stunt, although I'd argue against anything above +1.

As for those arguing strength is a worth a bonus in melee combat etc, using an appropriate aspect for straight up to hit roll bonuses would be my advice.
Title: Re: Question about Inhuman Strength
Post by: Arcane on August 30, 2011, 01:27:47 PM
Hard to parry - Same argument as above, it makes no sense for someone with 0 might to be able to parry someone with mythic strength,
Got to disagree with you there.  All that force in attempt to hit someone is being focused in one direction.  If one manages to hit the limb in question from an angle rather than head-on then there is no force being exerted to prevent the blow from being deflected.  Also, the existence of combat techniques like those in judo which take advantage of an attacker's force and uses it against them is another way someone weaker can parry someone who is stronger.
Title: Re: Question about Inhuman Strength
Post by: ways and means on August 30, 2011, 02:37:04 PM
Have hard time seeing someone parrying a steam train or a dragons claw, Someone with mythic Strength can throw cars and hit with the force of rocket launcher (6 shifts), A fist attack with mythic strength has more force than a car travelling at 50mph (weapons 5) and s weapon used by someone with mythic strength is more powerful still I just can't see a normal person having the force to deflect those sort of blows (easier to parry a car).   
Title: Re: Question about Inhuman Strength
Post by: Dravokian on August 30, 2011, 03:34:14 PM
When it comes to augmenting fist attacks with might i made me a house rule for my table. The way I did it especially with inhuman or supernatural strength is that when you do it you take the temporary aspect of off balance until your next turn. So basically you gain a little extra on the attack but you leave yourself open cause you over extended your attack. I don't give a free tag on this aspect. It must be payed for with a fate point but anyone watching can make a simple alertness or fists roll to see that you have overextended yourself and are more open for a attack, with the spending of a fate point to take advantage of it. It works well for my table and you may want to look into it for yours as well.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on August 30, 2011, 04:54:31 PM
If two characters with Superb Fists are not equally strong, then the weaker one is more skilled (or maybe faster, etc) than the stronger one.

Because they are both equally good at punching. Strength is a part of that, and so if someone is equally good at punching but less strong then that means he has some other quality that compensates.

(My interpretation.)

A character with Mythic Strength facing an opponent who tries to parry his attacks has a good justification for a Might Declaration right there. That would provide the desired situational advantage.

Alternately, you could make a stunt or power that causes your melee attacks to count as ranged attacks when determining what skill can be used to defend. I wouldn't expect any balance problems, given that you could accomplish the same effect by using a thrown weapon.
Title: Re: Question about Inhuman Strength
Post by: ways and means on August 30, 2011, 05:51:53 PM
If two characters with Superb Fists are not equally strong, then the weaker one is more skilled (or maybe faster, etc) than the stronger one.

Because they are both equally good at punching. Strength is a part of that, and so if someone is equally good at punching but less strong then that means he has some other quality that compensates.

(My interpretation.)

A character with Mythic Strength facing an opponent who tries to parry his attacks has a good justification for a Might Declaration right there. That would provide the desired situational advantage.

Alternately, you could make a stunt or power that causes your melee attacks to count as ranged attacks when determining what skill can be used to defend. I wouldn't expect any balance problems, given that you could accomplish the same effect by using a thrown weapon.

I have never quite liked the interpretation that high skills are qualified by powers, for one there are plenty of situations where powers aren't available or not in use (White courtiers choose when to use their powers) and then they would still have the same skill even without having the same boosted strength or resources. So unless you would be willing to lower pc's skill in these situations (which is a disadvantage they didn't get a rebate for) the idea doesn't hold up. 
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on August 30, 2011, 08:32:16 PM
Sounds like a good compel to me.

Or maybe the White Courtier suffers from hunger demon interference that reduces his finesse and cancels out the benefits of his increased strength.

Or whatever. Point is, the abstractness of the FATE system is our friend here. There's no need to compromise game balance based on what makes sense, because what makes sense is so mutable.
Title: Re: Question about Inhuman Strength
Post by: Todjaeger on September 02, 2011, 08:01:07 PM
Have hard time seeing someone parrying a steam train or a dragons claw, Someone with mythic Strength can throw cars and hit with the force of rocket launcher (6 shifts), A fist attack with mythic strength has more force than a car travelling at 50mph (weapons 5) and s weapon used by someone with mythic strength is more powerful still I just can't see a normal person having the force to deflect those sort of blows (easier to parry a car).

The easiest way I have of explaining this is that all the brute force in the world doesn't make a swing, kick or punch any more accurate.  This is why someone with a higher Fists skill, but a lower strength could still defend against an attack.  Whether they are parrying a strike, redirecting it, or just side-stepping it, that is all narration.

Once the strike actually connects is then when the strength could come into play.

-Cheers

Title: Re: Question about Inhuman Strength
Post by: Michael Sandy on September 18, 2011, 10:11:22 PM
I think that applying the inhuman strength modifier to fists or might makes sense when one is doing a MANEUVER, but not when doing a strike.  That way, someone who is really strong may be able to connect with some maneuvers where they would not with just their strikes, and then tag the maneuvers in order to hit with their strikes.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 19, 2011, 02:59:52 AM
Sounds like a decent idea. No matter how good someone is at nonmagical maneuvers, they aren't going to break the game that way.

Though I'm not sure it was worth resurrecting the thread for.
Title: Re: Question about Inhuman Strength
Post by: Arcteryx on September 19, 2011, 03:31:16 AM
I think that applying the inhuman strength modifier to fists or might makes sense when one is doing a MANEUVER, but not when doing a strike.  That way, someone who is really strong may be able to connect with some maneuvers where they would not with just their strikes, and then tag the maneuvers in order to hit with their strikes.

I like that idea - seems like a decent compromise. I'll look for an opportunity to give it a test in play and see how it turns out.
Title: Re: Question about Inhuman Strength
Post by: BumblingBear on September 21, 2011, 08:15:56 PM
While it makes sense for fists to help with attack rolls, I am against it for balance reasons.  You already get added stress on the weapon with the power.

That said, if someone wanted to homebrew a rule that:

The +2 added to the weapon value (or +3 etc) are added to weapons or fists skill instead, that would fly too.

In the end, on a successful attack you'd be doing the same amount of damage.  And I know that some people would balk at being able to hit easier... but keep in mind that stress is an abstract thing.

If you've ever fought with swords or fists, you know that fighting a stronger person... it hurts even to block.  It causes stress to avoid stress.

So if my players made a convincing argument for a house rule like this, I would probably allow it.  It would really make the inhumanly strong character feel more deadly too.
Title: Re: Question about Inhuman Strength
Post by: Becq on September 21, 2011, 09:10:13 PM
In my opinion, the spirit of the mechanics for the strength powers are this: you get a bonus of +2 stress when relying on your strength to inflict damage, and you get a +1 to your roll when relying on your strength for any other purpose besides inflicting damage.

Note that most if not all of the time, Might does not modify your combat skill of choice (because your combat skill should be assumed to take into account your physical prowess), and therefore interpretation of the rule is moot.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 22, 2011, 03:22:41 AM
It's not a terrible idea, but I'd rather not make Strength powers much stronger.

Maybe let the user choose between +1 to hit and +2 stress?

Eh. I wouldn't use this myself (given the way that it makes accuracy stunts obsolete and my belief that Strength is strong enough) but if you actually want to make Strength deadlier then it's probably a good idea.

And the "it hurts to block" thing is correct, in my experience.
Title: Re: Question about Inhuman Strength
Post by: The Mighty Buzzard on September 22, 2011, 04:54:20 AM
And the "it hurts to block" thing is correct, in my experience.

Yeah, it's one of those 'sort of' kind of things though.  While going at it, I don't really notice pain from a block until after the fight's over.  Mostly the pain comes later when I have time to start noticing the bruises.  Then again, I've never fought anyone with Inhuman Strength.  That I know of...
Title: Re: Question about Inhuman Strength
Post by: Belial666 on September 22, 2011, 11:13:04 AM
Do note that parrying with weapons does not only mean blocking the enemy weapon. It can mean a small redirection enough to foul his aim. It may also mean press against his weapon so that you move out of the way or even take advantage of that extra momentum in your own attack. Direct blocking, while the most often used parrying technique, is neither the smartest thing to do nor the most effective. It is simply the least complicated and thus easiest to learn.
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 22, 2011, 11:32:57 AM
Do note that parrying with weapons does not only mean blocking the enemy weapon. It can mean a small redirection enough to foul his aim. It may also mean press against his weapon so that you move out of the way or even take advantage of that extra momentum in your own attack. Direct blocking, while the most often used parrying technique, is neither the smartest thing to do nor the most effective. It is simply the least complicated and thus easiest to learn.

While this may matter at inhuman levels of strength when you get beyond this that argument ceases to have any real importance at supernatural strength you have the same force as a speeding car in your attacks (perhaps a slight exaggeration)  and at mythic strength you have the same force as a speeding truck. Now I ask you this how exactly would you parry a blade moving with the same force as a speeding car (we are probably talking about a blade moving way in access of over 100 miles an hour hear) the momentum alone would be hard to divert at human levels of strength. It is actually the speed boost that super strength implies for weapons that makes me think that the might bonus should add to weapons roll, faster attacks are both harder to dodge and too parry.
Title: Re: Question about Inhuman Strength
Post by: zenten on September 22, 2011, 02:39:38 PM
While this may matter at inhuman levels of strength when you get beyond this that argument ceases to have any real importance at supernatural strength you have the same force as a speeding car in your attacks (perhaps a slight exaggeration)  and at mythic strength you have the same force as a speeding truck. Now I ask you this how exactly would you parry a blade moving with the same force as a speeding car (we are probably talking about a blade moving way in access of over 100 miles an hour hear) the momentum alone would be hard to divert at human levels of strength. It is actually the speed boost that super strength implies for weapons that makes me think that the might bonus should add to weapons roll, faster attacks are both harder to dodge and too parry.

Why are you assuming they would move faster?  Really strong people don't move weapons faster than those that aren't as strong (as long as the weapon isn't too heavy for someone).  And the force of a punch isn't dependant on it moving faster either.
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 22, 2011, 05:08:11 PM
The stronger you are the easier you can move something heavy, the lighter the weapon the faster it can be moved, greater strength makes things relatively lighter and there for easier to move at a greater speed. The extra damage from strength powers from melee weapons has to come from the blades force and if we assume the weapon is the same weapon rating before and after introduction of strength powers that means you have the same leverage, blade sharpness and blade weight then the biggest variable left to account for the damage increase is blade momentum. Then again for a fighter I would be perfectly happy if all of the fighting skills modified blades or fist, because a fighter who is both stronger (might) more fleet of foot (athletics) and has more stamina (endurance) should me more effective than someone who is slower, weaker and has less stamina even if they have the same level of skill with a blade or their hands that is just me, I also like the fact that if you allow might to modify melee then a massively strong opponent might be as big a threat as they are in the novels and might even be able to compete with a well speced evocator .
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 23, 2011, 04:37:56 AM
1. I maintain that a massively strong character can compete with an evoker. Maybe the evoker is stronger, but not by a lot.

2. I also maintain that skills take physical capability into account.

3. Logically, Strength kinda has to make a sword swing faster unless you twist the physics a bit.

This is because a stronger character can by definition exert more kinetic energy. Kinetic energy comes from a mixture of speed and mass. And Strength doesn't make you heavier, does it?

But it often seems, from the way it is depicted, that magical strength is accompanied by some kind of phantom mass.

So yeah. Whatever.
Title: Re: Question about Inhuman Strength
Post by: Belial666 on September 23, 2011, 08:59:14 AM
Go ahead. Tell the gal with the powers below that she ain't as good in combat as a wizard. I triple-dog-dare ya. She can "only" beat a half dozen Blampires at a time into a bloody pulp. And given statistically even rolls, you're gonna have to blast her with ten Power 8 Control 8 evocations before she goes down, while she's hitting you with weapon 6 attack +6 blows. Maybe, if you're an extremely focused evoker, you can take her on in a fair fight. But it could go both ways.

Quote
[-2] Inhuman Strength
[-2] Supernatural Toughness with +2 catch
[-1] Evasion: use Athletics for defense against magic and energy attacks
[-1] Monk AC: when unarmored and unencumbered, +2 to your Dodge trapping
[+1] Human Form modifying
[-2] Inhuman Speed
[-1] Flight (glowy aura instead of wings)
[-1] Gauntlets of Talos (IoP)
 . . It is What It is: heavy meteoric iron spiked gauntlets. w2 for fists
 . . Olympic Might: raise strength by 1 rank (normal to inhuman, or inhuman to supernatural, or supernatural to mythic)
 . . True Aim
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 23, 2011, 11:51:05 AM
Comparable refresh Non-Optomised Evocator Build

Pyromancy [-2]
Ritual Enchanted Items [-2]
5 Refinement [-5]

Ends up with 10 accuracy, 8 power fire castor with 10 strength block enchanted item 8 times a session , who rolling equal with your character will take her out in four turns with consequences  (considering your defense is 8 so he cause 8 stress each turn given equal numbers) in none if which you will hit him because his defense beats your attack by 4 shifts.

Anyone using an optomised Psychomancy wizard build could take her out in one or two hits without much problem.
Title: Re: Question about Inhuman Strength
Post by: Belial666 on September 23, 2011, 03:01:01 PM
This is a fairly optimized evocator build as it is the maximum power/control one can have at submerged sans Lawbreakers (IoP or no IoP, you can't have higher focus than +5). But your assessment of the results is flawed. Here's how my run of the combat ended up;

Quote
Round 1:
a) Awesome Gal activates inhuman speed as a supplemental (if she hasn't already) then aims as a normal action
b) Evocator hits Awesome Gal for 8 stress.
Round 2:
a) Awesome Gal, seeing she's facing a big wizardly type and needs to neutralize him fast, smashes the evocator's staff using her huge bonus for smashing things! She rolls at +6 for supernatural strength, +4 for her normal strength, +2 for aiming, maybe +2 for a fate point if she doesn't roll well enough. She smashes the staff even through the evocator's puny block!
b) Evocator shoots his now control-5 evocation and misses.
Round 3:
a) Awesome Gal lifts off the ground and acheives "perfect balance" in thin air.
b) Evocator uses his FP and a good roll for a +9 attack +8 power and Awesome Gal tags "perfect balance" to raise her defense to +10. Odds are she avoids it but at worst she takes a mild consequence.
Round 4:
a) Seeing she's a bit hurt, Awesome Gal uses her speed's free move (plus supplementals if required) to position herself in the desired location (and readies to use that speed again - but the Evocator doesn't know that)
b) Evocator "focuses" so he gets a bonus to control so he can use more power on his next spell.
Round 5:
a) Awesome Gal just sits there, waiting for the next attack (still readying)
c) Evocator rolls well, tags Awesome Gal's consequence and his "focused" aspect to nova at Control 11 Power 13 (mild mental and 2 backlash taken). Awesome Gal uses her readied action to superspeed-move around a building corner, behind a tree or other cover that can take the hit instead of her (having positioned herself right after she was hurt and expecting a nova). With 7 zones movement she could even move out of the evocator's sight completely. Thus she dodges the nova.

In your assessment, you missed a few things;

1) Once they have the initiative, a highly mobile enemy can always ready to avoid enemy attacks from a single opponent. Unless the fight is in some featureless plane, they can also always disengage after they've dealt some damage, wait a few mins for stress recovery then come back in for round two with that damage still there. Said damage includes resources the wizard cannot recover such as uses/day for his enchanted items. I decided not to go this tactical approach because a) it is highly annoying and takes forever to run and b) the speedster pretty much wins outright.

2) Big magic items give a bonus to others noticing them equal to their bonus. So a lore of +3 trying to sense a +5 item rolls at Legendary ( +8 ), pretty much always succeeding. Also, an item with 5 focus slots is staff-sized and thus physically obvious.

3) Strength powers DO give big bonuses to attacking objects with Might. Foci and enchanted items are objects so a superstrong character can easily smash a wizard's focus and enchanted items. But that's not the only way. Awesome Gal could have broken the floor under the wizard's feet, using Might with the breaking bonus as a maneuver to trip him if they were on normal ground, as an attack if they were on a building/bridge/high place and he could fall through the hole. She could have dropped the roof on him or a car (or other heavy weight), making a block with her strength power bonus by burying him under the weight.

4) Suppose the Evocator won the fight. He still would not do so easily. But casters are at their absolute strongest vs single enemies in short combats. If he and Awesome Gal both had to fight a large number of enemies such as a dozen ghouls, gruffs, elves and the like, chances are he'd die messily while she'd wipe the floor with them.



As you can see, strength and speed are just as useful as major evocation talents. They might be of less utility than thaumaturgy, but give a guy with supernatural strength a couple of minutes and he can still bring down the Empire State Building.
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 23, 2011, 03:25:54 PM
I see it more likely that in the first round the wizards puts a lot of stress or consequences into his ring of fire block on athletics and movement say 12 or 14, he then moves one zone away as a supplemental action away, he then extends the spell which means that until you beat the athletics block (usually with athletics or endurance as it does not restrict the might skill) you have an effective athletics of mediocre which actually ends up being a block against attack because you can't get to him and use the opportunity for incineration when your strongest defense has been nullified.
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 23, 2011, 03:44:22 PM
Though I have to admit that a melee build can compare with a evocation build but only when using the sacred guardian ability, which I actually find to be more useful for a melee build than mythic strength and only for 1 refresh (+4 to attack rolls are killer), though that build is only really good when combined with a high discipline/conviction and a stunt to boost defense against mental attacks or a power that lets your recover mental stress (blood drinker).
Title: Re: Question about Inhuman Strength
Post by: Richard_Chilton on September 23, 2011, 05:34:15 PM
Left out one thing in the combat...

The wizard draws a magic circle - and supernatural girl can't cross it.

Richard
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 23, 2011, 07:44:04 PM
Magic circles only work against certain types of character. There is no indication that the girl in question here belongs to one of those types.

I don't like Sacred Guardian.

I could say a lot about the example, but I'll restrain myself. I just want to point out a couple of things:

-Enchanted items are not part of Evocation, and as such are not really relevant to the comparison I was making.
-ways and means has an odd definition of non-optimized.
-Evokers are usually rather fragile, which means that Speed and Strength together can be a huge problem for them.
Title: Re: Question about Inhuman Strength
Post by: Becq on September 23, 2011, 09:07:26 PM
Comparable refresh Non-Optomised Evocator Build

Pyromancy [-2]
Ritual Enchanted Items [-2]
5 Refinement [-5]

Ends up with 10 accuracy, 8 power fire castor with 10 strength block enchanted item 8 times a session , who rolling equal with your character will take her out in four turns with consequences  (considering your defense is 8 so he cause 8 stress each turn given equal numbers) in none if which you will hit him because his defense beats your attack by 4 shifts.

Anyone using an optomised Psychomancy wizard build could take her out in one or two hits without much problem.
Are you using a custom template?  I don't see how you get 10 accuracy without specializations from those retirements, and a Focused Practitioner (Pyromancy) can't have them.
Title: Re: Question about Inhuman Strength
Post by: Belial666 on September 23, 2011, 09:14:56 PM
1) You cannot make a block against defense rolls. You may trick people into not making defense rolls but actually preventing them from doing so is not allowed. So even if you block her athletics, she still gets her normal defense - though she doesn't have to (see below)

2) A ring of fire blocking athletics won't stop a superman equivalent. She could fly over it (moving straight up instead of through). And if it's a dome of fire, she could still smash through the ground under it. An effective might of +10 is no trifling ability; someone could walk through any barriers sort of fortified vault doors without even having to roll to break them.

3) Suppose your big trap somehow works; she now can't follow you. What prevents her from breaking the floor and lifting up a couple huge pieces into a makeshift barrier from your magic until your entrapment spell ends? (using Might to make a block. Got the idea from what Superman does in the last superman animation episode to stop Darkseid's Omega Beams. Really good animation BTW)

4) A magic circle? Seriously? Against someone that can pick up a very real truck and whack you with it while your own attack method is based on magic?

5) There is no way to tell someone is ridiculously strong, fast and tough before you see them using that supernatural power unless they belong to a specific race you know of. Wizards on the other hand - especially those using big foci - are immediately recognizable. So the wizard cannot know the blonde, blue-eyed 5-ft-tall girl can punch through tank armor or dodge bullets or that she is even non-mortal (she might not be - a young scion, changeling or faerie knight might count as human for Lawbreaking if they are mortal). Is he going to go nova the first round of combat against every single opponent? OTOH, the schoolgirl from Krypton will know what the spellcaster is and isn't going to have any Lawbreaking-related ramifications to consider before attacking.

6) Yes, I could definitely add Blood-Drinker and Feeding Dependency: Blood, plus a Sacred Guardian equivalent instead of Wings into this build. But I was not going for brokenness - just a fairly strong build.




In general, Strength powers have a crapload of uses beyond adding stress. They can be used in attacks, blocks and maneuvers at their full (and significant) bonus if you are creative. I'd made a post a few months back when a Strength vs Speed powers topic came up. I'd started writing good uses for Strength bonuses in all kinds of situations and I stopped when I lost count at about three dozen. The asnwer to "strength powers are weak" is "start being creative".
Title: Re: Question about Inhuman Strength
Post by: The Mighty Buzzard on September 23, 2011, 10:35:17 PM
3. Logically, Strength kinda has to make a sword swing faster unless you twist the physics a bit.

Not necessarily.  You've got to take into account the effort put into swinging through the target rather than at it.  The instant contact is made, all the kinetic energy in the attack is transfered but you put more into it via continued muscle contraction.  Yeah, I know it's pedantic but sometimes I just can't resist.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 24, 2011, 01:32:58 AM
Irrelevant, I think.

We agree that a character with Strength can emit more kinetic energy, right?

And that extra energy doesn't come from extra mass.

So I think my point still stands.

Though I freely admit I might not understand what you are saying.
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 24, 2011, 02:28:00 AM
1) You cannot make a block against defense rolls. You may trick people into not making defense rolls but actually preventing them from doing so is not allowed. So even if you block her athletics, she still gets her normal defense - though she doesn't have to (see below)

I interpret the rule you cannot block a defense roll to mean just that you cannot block some roll to defend against an attack even when no active defense is possible (see ambushes), but using ambushes as a precedent it seems you can block a defense skills (just not a roll) which after a successful block results in a zero skill modifier.  In the case of the ring of fire spell this would mean you could still attempt to parry and  endure the after spells unimpeded but attempts to dodge it would be run at a skill level of mediocre (until the block was broken). I use this interpretation of the rule because it makes sense to me and because enemies that are grappled shouldn't have unencumbered defense skills  (being held in place and stopped from doing anything) but grapples can't block defense rolls.
Title: Re: Question about Inhuman Strength
Post by: Belial666 on September 24, 2011, 08:43:04 AM
OK, I'll bite. How does a ring of fire prevent someone from using athletics when they can fly straight up or move through the ground? Especially when not physically restraining the character at all? Now, if you are physically restraining her, I'd understand it. But it would also allow her to smash through with any physical action - including her immense strength.

Also, say the ring does work as you describe and prevents her from moving off or dodging the evocator's big attack without physical bonds she can break. It's obviously a setup for a big spell that will take her out. So she readies an action against his spellcasting as soon as she is trapped and waits for his attack - but he doesn't know that as she seems to be doing nothing. He goes ahead and attacks with his best magical blast... and she carves a circle in the pavement with her index finger, scraping a bit of skin (and thus blood) in the process. And his best magical blast dissipates against the hastily erected circle.
Someone with supernatural strengh could carve a circle in just about any material with their bare hands as the Skinwalker amply displayed in Changes in pretty much exactly the same situation. Harry had him entrapped in a spell that also was strangling him and he defeated the magical attack by carving a circle into the stone beneath him.



So if an evocator is going to use magic that circumvents her strength and defenses both (which I am still not sure you could do), she is going to use a defense that circumvents his magic. Turnabout is fair play. And after he wastes a couple of attacks on circles and no longer had enough energy left to kill her, it would be clobberin' time. It is another tactic I did not use in the example combat because it is unfair for the comparison. A spellcaster not expecting it is pretty much automatically defeated and a pyromancer lacks the ability to modify his spells in a way that can pierce circles. (yes, there is a way. I'm saving that particular trick for when a GM tries to pull the circle trick on my characters. )
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 24, 2011, 09:52:50 AM
Simple circles only count as threshold 1 according to the book they would not be enough to stop that spell oribus is 4 power where as the other block would be 12-14 a whole different kettle of fish. The block I suggested didn't take into account flight or digging but was meant to reduce the movement of an opponent to a few square feet.
Title: Re: Question about Inhuman Strength
Post by: The Mighty Buzzard on September 24, 2011, 01:20:25 PM
Irrelevant, I think.

We agree that a character with Strength can emit more kinetic energy, right?

And that extra energy doesn't come from extra mass.

So I think my point still stands.

Though I freely admit I might not understand what you are saying.

Wasn't disagreeing, just making a minor correction.  Hence the pedantic bit.  It's likely to be mostly extra speed unless they've written their character differently.  But some of of it is also going to be in the ability to put more energy into the follow-through part of a swing.  And that would act more like added mass than speed even though it's neither.  Someone better than me would have to take over if you wanted to mathematically explain the physics of a punch correctly though.
Title: Re: Question about Inhuman Strength
Post by: The Mighty Buzzard on September 24, 2011, 01:40:38 PM
Simple circles only count as threshold 1 according to the book they would not be enough to stop that spell oribus is 4 power where as the other block would be 12-14 a whole different kettle of fish. The block I suggested didn't take into account flight or digging but was meant to reduce the movement of an opponent to a few square feet.

They're also thaumaturgic though, so you could theoretically create a no-prep, threshold 5 circle if you had a Lore of 5.  Naturally you'd have to make a Discipline roll good enough to control all five shifts in one exchange too or you won't be done setting it before you get kersmacked.
Title: Re: Question about Inhuman Strength
Post by: computerking on September 24, 2011, 02:40:49 PM
Might I suggest moving this to the PbP boards, finding a mediator/GM, and actually playing out an Evocator vs Physical Adept fight, so we can all watch all the moves, countermoves, and attacks in a "real game" situation, to avoid all the what-ifs and Oh-if-that-is-the-case-I-would's, once and for all.
Title: Re: Question about Inhuman Strength
Post by: Belial666 on September 24, 2011, 03:05:30 PM
1) Magic circles don't count as a threshold of 1 (where did you see this BTW?). They flat-out can't be crossed by magical energy. We've seen spells from casters of Dresden's power (power 8 or so) stopped cold by a hastily erected magic circle in the middle of combat.

2) We can play the duel, as suggested by computerking. I'm game, if you are. Alternatively, if you think a duel is not the best way to judge effectiveness in combat, we each choose 3 very hard combat challenges made out of creatures statted in Our World that we think our character can beat but the other guy cannot. We submit the combat challenges to the GM and then we run our character against all 6. Whoever can take out the most enemies with a rest for stress recovery between encounters is proven more effective.
Title: Re: Question about Inhuman Strength
Post by: UmbraLux on September 24, 2011, 03:10:23 PM
1) Magic circles don't count as a threshold of 1 (where did you see this BTW?). They flat-out can't be crossed by magical energy. We've seen spells from casters of Dresden's power (power 8 or so) stopped cold by a hastily erected magic circle in the middle of combat.
I run circles as a block.  As any block, they may be set for a variety of different things and have a rating. 
Title: Re: Question about Inhuman Strength
Post by: Belial666 on September 24, 2011, 03:16:23 PM
While probably this is more fair, it doesn't follow any rules given for circles (there aren't any) and it is not at all accurate according to the books
Title: Re: Question about Inhuman Strength
Post by: UmbraLux on September 24, 2011, 03:28:05 PM
...it is not at all accurate according to the books
The books are mixed on the subject.  The most detailed conversation I remember is in Fool Moon.  There Dresden discusses different possibilities and says some are harder than others...but he does seem to be describing blocks to me.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 24, 2011, 07:57:24 PM
I don't think that there are any actual rules for how magic circles work. GM fiat is the way to go. But we know from the novels what they apply to and what they don't, at least.

A single simulation will prove nothing, but it might be fun. I'd be willing to mediate/GM.

I'm beginning to believe that the root of this disagreement is that through a combination of houserules and favourable readings of the RAW ways and means has made wizards vastly more powerful than they normally are. Having done so, he worries that they are too powerful and looks for a way to balance other character types against them.

Belial, meanwhile, interprets the rules differently and as a result has no balance problems. So he tries to show ways and means that his balance problems don't exist.

PS: %^#@ Orbius. This may or may not be relevant to the discussion, but whatever.
Title: Re: Question about Inhuman Strength
Post by: computerking on September 24, 2011, 08:12:58 PM
PS: %^#@ Orbius. This may or may not be relevant to the discussion, but whatever.
I just had to quote this for my sig...
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 24, 2011, 08:13:12 PM
Actually the house/rule slash interpretation of the raw that allows blocks to block certain rules was designed to make grapples (a mainly melee thing) as strong as I thought they should be (which in terms of defense mitigation is exactly as strong as ambushes which I consider in many ways to be based of blocks). As this interpretation effects all block it is not particularly beneficial to casters. 
Title: Re: Question about Inhuman Strength
Post by: UmbraLux on September 24, 2011, 08:37:58 PM
I'm beginning to believe that the root of this disagreement is that through a combination of houserules and favourable readings of the RAW ways and means has made wizards vastly more powerful than they normally are. Having done so, he worries that they are too powerful and looks for a way to balance other character types against them.
I don't have a "balance" issue in game...the wizard typically throws around three to four shift spells. 

I simply recognize that, mechanically, there are more ways to raise spell power than to raise weapon damage.

Targeting skills are roughly equivalent.  The wizard uses Discipline while a combat type will use one or more of Fists, Weapons, or Guns. The wizard may have a slight advantage in being able to use his single targeting skill at any range but it's probably balanced by the requirement for additional skills (Conviction and Lore). Depending on whether or not reactive blocks are allowed, the wizard may or may not need a defensive skill. Combat types do need either a defensive skill or a stunt allowing them to use their combat skill for defense.  Overall, a wash.

Weapon / spell Power is a different matter.  A combat type has two methods of increasing damage - use a weapon (which limits Fists' usefulness) or Strength powers (which don't help Guns).  On the other hand, a wizard has three methods: increase a skill (Conviction), Specialties, and Focus Items. Specialties cost refresh and may be compared to spending refresh on Strength powers. However Conviction and Focus Items stand out, Conviction because it doesn't cost refresh and Focus Items because they're a relatively refresh cheap method. 

To make matters worse, a Good (+3) Conviction pretty much matches the maximum civilian weapon rating.  Since most wizards will increase Discipline and Conviction whenever possible, they're probably starting out higher than most weapon wielding combat artists.  And, at the same time, he increases the number of spells he can cast.

Which brings us to a wizard's major weakness - the number of spells he can cast.  But most combats don't last all that long and this can be ameliorated with enchanted items.  In the end a wizard is capable of hitting harder than most combat types, he's got enough endurance to last most situations, and he's far more flexible.

When it comes to "game play balance" I really don't care.  We're playing a cooperative game not a competitive one.  It's simply a recognition of the mechanical possibilities.
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 24, 2011, 09:30:00 PM
I don't see that allowing might to modify weapons is a house rule but an interpretation of the raw which has many reasonable arguments for it (the strongest being weapon speed boost). I don't see someone with inhuman toughness getting a +1 to accuracy as being game breaking either not compared to crafting, incite emotion and psychomancy at the speed of evocation and spirit channeler who uses veils and illusions well.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 25, 2011, 02:07:09 AM
@computerking:

I'm honoured.

@UmbraLux:

My comment wasn't actually addressed to you, but since you're here...

Your summary is mostly fair. I take issue only with a few points and the final conclusion:

1. I refuse to consider reactive blocks as part of wizard balance. To me, using reactive blocks and then saying that Evocation is more powerful than other powers is like raising the bonus from True Aim to +2 and then saying that True Aim is unusually powerful.

2. Evocation has a lot of random weaknesses that you aren't mentioning. The consequences for fluffing a roll are much worse, and casting spells makes you more vulnerable to mental attacks. There's more, but it's not terribly important that I cover everything right now.

3. The peripheral benefits of Strength and Speed are considerable. You seem to be ignoring them.

What these points add up to is this: it's not that simple. Evocation and physical powers are not precisely equivalent, but they are similar enough in power that they can compete more or less evenly. Changeling vs Wizard is a fairly fair fight.

Oh, and one other thing: this is not a cooperative game. It's normally played that way, but it could support PvP or solo play rather well. Nothing about the game is inherently cooperative except the genre.

D&D 4E is an inherently cooperative game, I hear. I can't speak from experience, but apparently playing solo doesn't really work in it.

@ways and means:

I could care less about what's a houserule and what's an interpretation of canon. The difference between the two is nothing more than terminology.

But you (if I recall correctly) allow mental attacks with evocation, zone-wide attacks that don't hit the user,  omni-applicable magical grapples that stop defense rolls, veil-based auto-ambushes, and many other things that make wizards more powerful.

As long as you do this, wizards are going to be more powerful than other characters. What you seem to be doing here is trying to raise other characters to their increased level.

To me, this seems backwards. Don't compensate for your self-inflicted excessively powerful wizard problem, just fix it.
Title: Re: Question about Inhuman Strength
Post by: UmbraLux on September 25, 2011, 03:07:36 AM
1. I refuse to consider reactive blocks as part of wizard balance.
If you'll reread my statement, I was stating both needed a defensive skill if reactive blocks were not allowed.  In other words, targeting skills are equivalent unless you use reactive blocks.

Quote
2. Evocation has a lot of random weaknesses that you aren't mentioning. The consequences for fluffing a roll are much worse, and casting spells makes you more vulnerable to mental attacks. There's more, but it's not terribly important that I cover everything right now.
Consequences for screwing up a roll are optional - backlash keeps the spell going and fallout doesn't hurt you.  As for taking mental stress, you're correct.  However...

Quote
3. The peripheral benefits of Strength and Speed are considerable. You seem to be ignoring them.
...you trade taking mental stress for the ability to make attacks, blocks, and maneuvers in all types of conflict - mental, physical, and social.  Not to mention doing things which may be physically impossible...even for someone with extreme strength.  With strength you can do anything related to application of force.  With magic you can do anything you can imagine.  Even duplicate everything someone with strength or speed can do...though for much shorter periods of time. 

Quote
What these points add up to is this: it's not that simple. Evocation and physical powers are not precisely equivalent, but they are similar enough in power that they can compete more or less evenly. Changeling vs Wizard is a fairly fair fight.

Oh, and one other thing: this is not a cooperative game. It's normally played that way, but it could support PvP or solo play rather well. Nothing about the game is inherently cooperative except the genre.
Perhaps...doesn't change my statement since I specifically used "I" and "we're" to refer to my preferences and the way my group plays.

Shrug.  Like I said earlier, I haven't seen any issues in the game.  I'm guessing you haven't either. 
Title: Re: Question about Inhuman Strength
Post by: The Mighty Buzzard on September 25, 2011, 03:13:20 AM
I say you arm wrestle for it.  And no, I'm not going to buy that either of you have Superb Might.  Anything above Fair will require a notarized affidavit from your personal trainer.
Title: Re: Question about Inhuman Strength
Post by: UmbraLux on September 25, 2011, 03:25:27 AM
I say you arm wrestle for it.
As duels go, that seems relatively benign.  But unless you have an internet arm wrestling app, we may have to settle for logic.   ;)
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 25, 2011, 03:34:20 AM
But you (if I recall correctly) allow mental attacks with evocation, zone-wide attacks that don't hit the user,  omni-applicable magical grapples that stop defense rolls, veil-based auto-ambushes, and many other things that make wizards more powerful.

Grapples can only be used on one opponent (a block can be used on all) and I don't allow grapples to block defense roll if I did that it would mean that anytime someone tried to defend they would have to beat the grapple strength or automatically lose the defense getting automatically hit, what I do is allows blocks that would stop effective use of a skill to stop effective use of a skill (using mundane examples when a person is handcuffed hands behind his back he shouldn't be able to use his parry skill as a defense, the same with dodging when your legs are caught in snare). The person will no matter what still get their defense roll (the defense roll is not being blocked) which they can make with an skill that makes sense, even in a well described totally binding magical grapple the target will all ways be able to roll endurance to defend as well as any other skill that makes sense. 

I let veils be used for the hiding skill of ambushes because that seems logical to me and is in line with the raw (your invisible how could you possibly hide better) In the raw it states that veils are in all practical senses magically enhanced stealth rolls and ambushes are a subset of the stealth rules. So I let player use veils to hide in the first round and use the same roll (ambush rules) to ambush an enemy in the next according to the ambush rules from the raw.

With Mental Evocations I feel I am following the novels where there are several examples of mental attacks and manoeuvres in the novels from people without psychomancy.
(click to show/hide)


Though I have come to agree with you about zone wide attacks being broken without self-harm (and no longer include that house rule) though there is nothing stopping a wizard to declare with an alertness roll enemies are in a different zone (zones being ambiguous and all). 

Now that I have that out the way the reason why I support strength modifying weapons is because it makes sense this is not me compensating for superior wizard damage, it just makes sense for high might to aid melee skill, faster blows are both harder to block and to dodge (to defend against as a whole) and given the fact that combat rolls are contested a penalty to defense is the same as a bonus to attack. Now you might argue that skills include the other stats and too a certain degree I agree with you with just skills interaction but not when it comes to powers which are not necessarily all ways on or available. Basically I think a power that grants a   bonus when might modifies a skill should be usable when ever might modifies a skill (it should do what it says it does and what you have paid refresh for) and for me might modifies the weapons skill very often indeed. In the novels stronger enemies attacks are more likely to bypass blocks
(click to show/hide)

in DFRP whether a block is bypassed is decided by the attack roll against its target, which would mean if you didn't let might modify melee attack then your greater strength would have no impact on whether you could bypass even the weakest of block, someone with mythic strength but only a good fist skill could wail on a great block to no avail what so ever.   
Title: Re: Question about Inhuman Strength
Post by: Belial666 on September 25, 2011, 09:58:16 AM
http://www.jimbutcheronline.com/bb/index.php/topic,29137.0.html


This is the proposed character efficiency test. Yes, the encounters in the test are really, really hard. That's what Harry Dresden faced in the books in his Submerged to Submerged+3 refresh levels. Only for him they were probably even worse.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 25, 2011, 08:53:27 PM
There are a lot of points flying around here, and I honestly don't have the energy to address them all right now.

So, just a few things:

@Belial: Are you planning to GM that set of encounters yourself?

@UmbraLux:

-Sorry about jumping down your throat re: reflexive blocks. I just find mention of them kind of annoying in discussions like this.
-Do you actually allow mental and social evocation attacks? If so, what I said to ways and means about houserules goes for you too.
-Fallout is totally bad for you.
-Magic does not provide the random physical benefits of Speed and Strength. No improved initiative, no superior movement, no superior Might modification.
-And yes, I have had no real problems. Which is my point.

@ways and means:

Not really interested in discussing the justifications for individual houserules/interpretations. My point is that by using them you alter the balance of the game. Do you agree with that?
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 25, 2011, 08:57:46 PM
Arm wrestling is probably best handled as a series of opposed Might rolls. Get a total threshold of 3 over your opponent and you win.

I think my Might is Average. I'm a young man and in fairly good shape, but I routinely get out-muscled by people who are actually strong.

First roll is -1, for a result of 0.

http://invisiblecastle.com/roller/view/3197692/ (http://invisiblecastle.com/roller/view/3197692/)
Title: Re: Question about Inhuman Strength
Post by: UmbraLux on September 25, 2011, 09:24:31 PM
-Do you actually allow mental and social evocation attacks? If so, what I said to ways and means about houserules goes for you too.
Hasn't come up yet, maneuvers are far more common.  That said, mental and social attacks are a possibility...and I don't see what that has to do with house rules.  Have I missed something in YS which limits evocation to the physical track?

Quote
-Fallout is totally bad for you.
Yes?

Quote
-Magic does not provide the random physical benefits of Speed and Strength. No improved initiative, no superior movement, no superior Might modification.
Every one of those can be duplicated (for a short period) via maneuvers.  If you're willing to spend fate on temporary powers, they can be duplicated for longer periods by maneuver + fate.
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 25, 2011, 09:59:36 PM

@ways and means:

Not really interested in discussing the justifications for individual houserules/interpretations. My point is that by using them you alter the balance of the game. Do you agree with that?

Well as I believe my interpretation of the game is correct one and in line with the raw (apart from the zone wide thing that I ditched) I wouldn't say they alter the balance of the game because they are part of the game and therefor part of the balance of powers in the game. What I would agree is that my interpretation of the game has a different balance of powers than your interpretation.

Truth be told I have said several times why I think might should modify weapons (mainly the speed issue which you mostly agree with me on) but the three arguments against this you have used in this and other topics are pretty unconvincing.


I don't think a stress test would prove anything, your melee build probably isn't the strongest such build and the Evocator build wasn't the strongest either and I personally think a well built incite emotion build would beat both of them.
Title: Re: Question about Inhuman Strength
Post by: Belial666 on September 25, 2011, 10:01:02 PM
@Sanctaphrax:
If I want to test my own character, somebody else would need to GM. I can run the encounters for others, if they want me to.


My Might is +2. I can lift my mother (130 lbs) and my sister (186 lbs) so I can lift adult people. I'm probably the strongest guy in my family. (though that isn't saying much).
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 25, 2011, 11:03:06 PM
In retrospect, "alter" was slightly slanted language. Sorry about that, I do try to be objective.

Incite Emotion is another thing that is more powerful under your rules interpretations than mine, so it's probably not the best example.

I don't recall making argument #3, but it isn't a bad one.

I view the effects of sometimes-on powers on skills as something that should be handled with aspects. But I'm willing to accept that this isn't a question with a right answer.

The meat of this discussion is in argument #2.

I don't think that this interpretation would break the game, but I do think it would have bad effects on balance. Here are three of the most important ones:

1. A guy with Superb Might and Great Fists becomes better at Fists than a guy with Superb Fists and Great Might. This bugs me.

2. Strength becomes even better than it is. It's already very good, even if Evocation might possibly be better.

3. Accuracy and damage stunts become pointless for anyone who isn't mortal. By the rules that I currently use, they are a decent choice. Under this interpretation, they are not. If you don't think that this is bad, I can explain why it is (in my opinion).

PS: Would you also have Might modify defense rolls? How about defense rolls against ranged attacks for characters with Footwork?
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 25, 2011, 11:37:52 PM
In retrospect, "alter" was slightly slanted language. Sorry about that, I do try to be objective.

The meat of this discussion is in argument #2.

3. Accuracy and damage stunts become pointless for anyone who isn't mortal. By the rules that I currently use, they are a decent choice. Under this interpretation, they are not. If you don't think that this is bad, I can explain why it is (in my opinion).

PS: Would you also have Might modify defense rolls? How about defense rolls against ranged attacks for characters with Footwork?

Obviously might would only modify weapons when it would modify weapons, so it would modify weapons defense against another strong opponent (it is easier to parry a strong person when you are as strong yourself) but wouldn't help in other situation. Strength powers would never benefit footwork as that has nothing to do with strength.

I would like to know why you think supernatural should use stunts for damage and accuracy rather than powers, powers should be generally better than stunts in my opinion as pure mortals should be weaker in melee combat than supernaturals (very much novel canon). I see stunts mainly as being mainly for pure mortals who cannot access powers, or for supernaturals wanting to increase the versatility of certain skills (the trapping swapping stunts).

   
Title: Re: Question about Inhuman Strength
Post by: The Mighty Buzzard on September 26, 2011, 08:10:04 PM
Arm wrestling is probably best handled as a series of opposed Might rolls. Get a total threshold of 3 over your opponent and you win.

I think my Might is Average. I'm a young man and in fairly good shape, but I routinely get out-muscled by people who are actually strong.

First roll is -1, for a result of 0.

http://invisiblecastle.com/roller/view/3197692/ (http://invisiblecastle.com/roller/view/3197692/)

Opposed rolls, to the victor go the shifts.  First to six shifts wins.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 26, 2011, 10:42:03 PM
Who am I wrestling here?

Anyway, I had some trouble understanding ways and means' latest post. So if this reply doesn't address it properly, that's why.

Obviously, powers should be stronger than stunts. But the narrow focus, versatility and specialization of stunts should make them a non-stupid choice for all characters.

This has several upsides:

1. It presents an interesting choice in chargen, preventing the formation of a One True Way.
2. It provides characters with more personality. A pair of stunts boosting accuracy and stress inflicted can be very different from another pair of stunts boosting accuracy and stress inflicted. Strength is always Strength.
3. It rewards specialization. With stunts, you can build a swordsman. With powers, you can't. You can only build a Weapons-user. It should be possible to narrow one's focus and become better at it at the expense of one's other abilities.
4. It is aesthetically and thematically pleasing. This one is very personal, so I won't bother explaining it.

What these all boil down to is this: if not for the usefulness of stunts, I would have gotten sick of statting up magical combat characters a long time ago. Your interpretation makes things less fun. (For me at least.)

PS: You mentioned that one could use Endurance to defend when grappled. Can you also use Endurance to defend when not grappled?
PPS: Why can't you grapple a zone? The RAW seems to allow it with spellcasting, if Orbius is to be taken seriously.
PPPS: If Footwork was refluffed as Parry Everything, would Might modify Weapons/Fists for its use?
Title: Re: Question about Inhuman Strength
Post by: The Mighty Buzzard on September 26, 2011, 11:06:46 PM
I forget now.  Right then, crack a beer and forget the whole thing.
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 26, 2011, 11:17:04 PM
In your story Orbius defaults as only against one person, and considering the fact that in the block section your story states that grapples can be used against one enemy and block against many (though the default difference between a block and a grapple can be hard to define at times when block interfere with multiple skills such as blindness or darkness block).

In my opinion when might mite modify a roll comes entirely down to context and gm caveat, I simply am arguing that in certain situation might can modify weapons and fist skill (against parrying opponents and wizard spirit block were the main examples to come to mind where even if you leave out the speed of the blow the force of the blow matters) and probably for most players I would demand they have a stunt along the lines of 'pin the tail' for might to gain a reliable bonus for any particular trapping of weapons or fists.     
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 27, 2011, 01:10:04 AM
Alright then!

I no longer have any idea what we were arguing about.

PS: If the uselessness of Strength against blocks bugs you, you might want to look into changing the block rules. By the current RAW, a weapon -1 pellet gun is as effective against a forcefield as a weapon 6 anti-tank bazooka.
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 27, 2011, 01:17:29 AM
Alright then!

I no longer have any idea what we were arguing about.

PS: If the uselessness of Strength against blocks bugs you, you might want to look into changing the block rules. By the current RAW, a weapon -1 pellet gun is as effective against a forcefield as a weapon 6 anti-tank bazooka.

Your probably right about the blocks, I have run out of things to say about the subject anyway.
Title: Re: Question about Inhuman Strength
Post by: UmbraLux on September 27, 2011, 01:18:36 AM
That just leaves the drinking contest!  Anyone who can still count beers at the end of the evening loses.   ;D
Title: Re: Question about Inhuman Strength
Post by: InFerrumVeritas on September 27, 2011, 02:48:54 PM
I have the Mas Oyama opinion of fighting  "in an equal fight between two equally skilled opponents the stronger fighter will win". So it makes sense from my opinion to modify fist with might, it also makes sense in my opinion it also makes sense for a fist fighter with zero might to be at a disadvantage.  You might argue disadvantage the ancient grandmaster but I reckon they would have stunts for fighting stronger opponents.

Murphs sparing in Ghost stories also seems to support that strength will be the determining factor between equally skilled opponents.

Inhumanly strong opponents already have an advantage: They deal more damage with each hit.  If it's 50/50 as far as hits and misses go, might gives you an edge.  You'll break your opponent before they can break you.

You don't need to add to this.  It's silly.

For a normal person, they'll be in quite a lot of trouble when it comes to wrestling, which is where stronger opponents tend to take fights anyway.
Title: Re: Question about Inhuman Strength
Post by: ways and means on September 27, 2011, 04:30:55 PM
Inhumanly strong opponents already have an advantage: They deal more damage with each hit.  If it's 50/50 as far as hits and misses go, might gives you an edge.  You'll break your opponent before they can break you.

You don't need to add to this.  It's silly.

For a normal person, they'll be in quite a lot of trouble when it comes to wrestling, which is where stronger opponents tend to take fights anyway.

I am not actually adding anything if you read the strength powers you will know they give a bonus when might modifies a skill, when might mite modify a skill is entirely subjective (there is no rule saying that might can't modify melee attacks) but when I GM I interpret it pretty leniently in so far that if the players can make a logical argument why might would modify their roll I will usually let them. There are also stunts that allow one skill to always compliment another skill when using a particular trapping of the second skill (pin the tail) and if someone uses such a stunt with say might complimenting the melee combat trapping then getting the bonus is perfectly legit by the raw (as they have paid both for the bonus when modifying and the stunt that allows might to modify every time they use a particular trapping).  If you want to house rule that might can never modify weapons or fist be my guest but it isn't raw. 
Title: Re: Question about Inhuman Strength
Post by: Becq on September 27, 2011, 08:33:16 PM
"In combat, Might can help you with particular
applications of Fists and Weapons: if physical
force is a very significant element at play, Might
will modify (page 214) the primary skill."

When I read this, I see the words very significant element and assume that the designers meant "more than is usual for Fists and Weapons".  A perfect example of this would be the scene in Saving Private Ryan where the two soldiers are wrestling with a dagger, and the one soldier uses his superior strength to drive the dagger into the other's chest.

Perhaps a good way of looking at this would be that you should only allow a character to benefit from high Might in combat where another character with low Might would be penalized.  (After all, 'modify' means +1 or -1 depending on the relative skill values.)

Of course, I'll grant you that it is a bit ambiguously worded and therefore up to interpretation.  But I know that I'd be pissed if my GM consistently made me take a -1 penalty to boxing because my Fists was 5 and my Might was 4, and he insisted that boxing relied heavily on strength and should therefore count as modifying.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 28, 2011, 04:07:24 AM
I agree with what Becq said.

Having Might modify a combat skill ought to be an unusual occurrence.

Another good example might be a fight between two people who are chained to one another, where the stronger one can easily pull his opponent around.
Title: Re: Question about Inhuman Strength
Post by: Belial666 on September 28, 2011, 10:49:40 AM
Or, you could modify Fists/Weapons with Might when you got two opponents with equal Fists/Weapons and Athletics and one of them is significantly stronger than the other - I.e. when Might should make a difference.
Title: Re: Question about Inhuman Strength
Post by: The Mighty Buzzard on September 28, 2011, 07:29:46 PM
I agree with what Becq said.

Having Might modify a combat skill ought to be an unusual occurrence.

Another good example might be a fight between two people who are chained to one another, where the stronger one can easily pull his opponent around.

I'd run that as a mutual grapple with the difficulty to break free being based on the chain rather than the opponent.  Might for breaking free and pretty useful for maneuvers.  Possibly even for an attack base for just swinging them at a wall, roll might rather than fists.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on September 28, 2011, 08:59:09 PM
@Buzzard: I suppose that could work too, but it seems complicated.

@Belial: Not sure why strength would matter more when other skills are even.
Title: Re: Question about Inhuman Strength
Post by: The Mighty Buzzard on September 28, 2011, 09:44:13 PM
@Buzzard: I suppose that could work too, but it seems complicated.

It's one of my stunts. Overcomplicate: Take a +2 to any Research roll when you can confuse at least one person with your explanation of how you're accomplishing a task.
Title: Re: Question about Inhuman Strength
Post by: UmbraLux on September 29, 2011, 03:58:16 AM
It's one of my stunts. Overcomplicate: Take a +2 to any Research roll when you can confuse at least one person with your explanation of how you're accomplishing a task.
Hehe, combine that with the zone aspect, "It's the Internet!" and all kinds of complicating compels are possible... 
Title: Re: Question about Inhuman Strength
Post by: sinker on September 30, 2011, 08:34:50 PM
I know I'm a bit late to all this but I thought I'd say that I've played a high might/low fists character and it can be a really rewarding (and hilarious) experience (if anyone's interested it was a scion party-boy dilettante with inhuman strength/claws and a fair or average fists). I think anything that would have increased the character's accuracy on a regular basis (like a flat ruling that might always modifies fists) would have actually taken away from that character. However it seems like that flat ruling is no longer a prevailing opinion, if it ever was.

As a side note W&M, by a literal reading of the RAW blocks are only capable of preventing specific actions (read the paragraph beneath the bulleted list on YS210) and a defense roll is technically not an action but a part of someone else's attack (read the first few paragraphs of attacks on YS200). By this very literal reading of the book one could come to the conclusion that it is impossible to use a block to interfere with a defense roll. But I guess we all interpret things differently.
Title: Re: Question about Inhuman Strength
Post by: Sanctaphrax on October 02, 2011, 02:56:30 AM
+1 to what sinker said.