ParanetOnline

The Dresden Files => DFRPG => Topic started by: PirateJack on March 01, 2014, 10:37:21 PM

Title: Dexterity Powers
Post by: PirateJack on March 01, 2014, 10:37:21 PM
So I'm not a fan of the In/Sup/Mythic Dexterity powers and have decided to re-write them so that fit the same theme as the other building block powers. Also a player in my campaign wanted to take it and my brain rebelled. I'd like some opinions on my first draft to see if it could be improved upon at all, and whether the cost is right. I'm afraid Steady Hand and its upgrades may make it a bit too powerful for -2 refresh.

(click to show/hide)

(click to show/hide)

(click to show/hide)
Title: Re: Dexterity Powers
Post by: Taran on March 02, 2014, 03:00:10 AM
I haven't seen the original powers but I see some things that I, as a GM, would have problems with.  Here's some suggestions...not sure if they're what you're looking for.

Born with a sword in hand
A straight bonus to weapons seems powerful and not in keeping with the power.  I can see fencing, throwing knives, catching things, juggling and using small, quick weapons.  But I don't know how well it'd help swinging a claymore or a club, for instance.  Maybe have it limited to a class of weapons or something...or choose one 'type' of weapon. I don't know.

Look, a Distraction looks good.

Give me a real challenge: 
Maybe instead of a straight bonus, reduce the time it takes for building and fixing things. for things like extended tests where you make a roll every "X" time increment, you could reduce it on the time chart.  I don't like the idea of a straight bonus to lock-picking because modern day vaults involve a lot of high-tech computer stuff...and while dexterity helps, it takes a lot of intelligence.  So the fine motor skills would make it Faster but not necessarily easier.

So maybe, instead of a straight +2/4/6, make it a +1/2/3 and have it reduce the time by 0 steps, 1 steps, 2 steps.   

In general
I'd also have something where any instance where a fine motor skill might modify a skill, it always compliments, regardless of the skill level.  (kind of how the Strength and toughness powers )

Quote
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.
Title: Re: Dexterity Powers
Post by: Haru on March 02, 2014, 03:23:55 AM
I think most of this should work as it is. Not really a fan of a flat +1/+2/+3 weapon bonus. It is extremely powerful on the one hand, while at the same time, it is sort of dull.

I think Steady Hand would work better the way "Almost too fast to see" from speed works. If there is added bonus to the difficulty from factors like tiny size or intricate details, that is reduced by 2/4/6. It reflects the fact that those circumstances don't bother you as much as they would regular people. But nimble fingers don't replace learning actual skills. They make it easier, sure, but they don't replace it.

My biggest issue, I'm sort of missing a consistent theme going through the power, a feeling that all of this belongs together. I know it's supposed to be "dexterity", and it's sort of there, yes, but to me, this looks more like a way to stack a bunch of loosely related bonuses together into an "I can do everything" power. Especially since the examples of dexterity in the powers differ so vastly from each other that they don't really feel like they fit under the same roof. Granted, it's probably not too bad, given the chosen skills, but still, I feel like you would be better served if you sorted some of those bonuses out individually by character, rather than doing it like this.
Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 02, 2014, 04:17:15 AM
I like what Haru and Taran have said, but I have some stuff to add.

1. If you're gonna boost Weapons, you might as well boost Fists and Guns as well.
2. You should probably specify which trappings the Weapons boost affects. Mostly so that it doesn't affect knowledge rolls. And so that it's clear how it interacts with stunts that move trappings to Weapons.
3. The ability to draw and reload weapons without taking a supplemental action penalty would be fitting.
4. I'd be careful with the +6 bonuses, if I were you.
Title: Re: Dexterity Powers
Post by: PirateJack on March 02, 2014, 01:39:39 PM
Thanks for the input guys. There are some great suggestions in there that I wish I'd thought of myself. Especially the time increment reduction. That one fits much better than a flat +2/4/6 bonus. So, now for the first re-write!

(click to show/hide)

(click to show/hide)

(click to show/hide)

Okay, I've dropped the support skills down a bit so that they don't give flat bonuses to skills any more. This should make the Weapons bonus a bit more prominent and bring it more into line with the refresh cost. I'm not much a fan of it either, but the purpose of this power is to do for Weapons what the Speed powers do for Athletics and the Strength powers do for Might. The Weapons bonus now doesn't apply to the Knowledge trapping as well.

I'm less inclined to give a bonus to Fists/Guns, though I admit it does fit with the idea of dexterity. Any ideas on how to make this less of an issue? A re-flavouring maybe?

Still feels a bit clunky, but it's getting closer to what I want from this power.
Title: Re: Dexterity Powers
Post by: Taran on March 02, 2014, 10:31:52 PM
So here's my take:

You mentioned that you like the idea of reducing time increments, but haven't incorporated it. 

I like the quick-draw.  It makes sense and fits well.

You've turned it into a Weapons power so now I don't know how the Sleight of Hand fits the theme.  Originally, I liked the bonus to sleight of hand and misdirection because it fit the flavour you were going for, but you've gotten rid of it.  I think, the way this power is now, most people are going to have weapons as an apex skill thus making the power redundant.

Maybe you can let it give a bonus to concealing a light weapon?

and/or

Maybe it can let you use weapons instead of stealth or deceit skill to do an ambush?

Basically, you draw your weapon so fast, you catch people off-guard.  I wouldn't let this stack with the bonus to weapons skill, though.
Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 03, 2014, 04:11:28 AM
...the purpose of this power is to do for Weapons what the Speed powers do for Athletics and the Strength powers do for Might.

...

I'm less inclined to give a bonus to Fists/Guns, though I admit it does fit with the idea of dexterity. Any ideas on how to make this less of an issue? A re-flavouring maybe?

If you want it to be a Weapons Power, I'd suggest a reflavouring. Dexterity applies to much more than just Weapons.

Maybe call it Inhuman/Supernatural/Mythic Swordsmanship, or something like that.

Then you could ditch the lockpicking and stuff in exchange for stuff like spray attacks with Weapons and Weapons-based ranged defence.
Title: Re: Dexterity Powers
Post by: Taran on March 03, 2014, 02:11:40 PM
If you want it to be a Weapons Power, I'd suggest a reflavouring. Dexterity applies to much more than just Weapons.

Maybe call it Inhuman/Supernatural/Mythic Swordsmanship, or something like that.

Then you could ditch the lockpicking and stuff in exchange for stuff like spray attacks with Weapons and Weapons-based ranged defence.

The spray attacks idea is good.

Quick Draw - Inhuman- No supplemental for drawing a weapon
                        - Supernatural- Once per scene, before a combat starts, you can draw your weapon with such speed that you can catch an enemy off-guard:  Roll weapons vs alertness, if you succeed, you may make an Ambush attack against one foe.
                          Mythic As per Supernatural but you get a +1 to the roll vs alertness (not the attack roll)

Spray attacks - Inhuman: You may make spray attacks with a melee weapon
                            -Supernatural: you get a +1 for the purpose of spray attacks.  The Bonus can be allocated any way you like but the total for a single attack cannot exceed your weapons skill. 
                            -Mythic: You get a +2 for the purposes of spray attacks.  The bonuses can be allocated any way you like but the total for a single attack cannot exceed your weapons skill

Born with Weapon in hand The weapons skill never restricts or is restricted by another skill.  You could drive your motor-cycle while sword-fighting without penalty.

Swift Parry:    I'm not sure giving bonuses to parrying is a good idea.  How about this:
                         Inhuman:  You get a +1 to parry melee attacks.  You must be aware of the attack.
                         Supernatural: Even bullets look slow to you.  +1 to parry melee and you can also parry ranged attacks. You must be aware of the attack.
                         Mythic:  You can parry melee and ranged attacks at +1 to  your weapons skill. You must be aware of the attack.

Edit:  Speed powers give a straight up bonus to dodge, so maybe this power can do the same. +1/+2/+3 for each level, respectively.

These are suggestions.  NOt sure how balanced they are.
Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 03, 2014, 10:53:21 PM
Here's what I had in mind for a Weapons Power.

Not sure I'd allow these in one of my games. They're designed to make stunts obsolete and I usually frown upon that. Also, I pushed the power level pretty hard. These are likely too good.

I don't think +1/tier is too good, compared to what Speed and Refinement do. But I worry about how it might stack, so that's restricted.

Considered including a surprise attack trapping, but decided against it because the Power already does so many things.

Generally speaking, I prefer zone attacks to spray attacks. Simpler, cleaner, and more effective in play.

(click to show/hide)

(click to show/hide)

(click to show/hide)
Title: Re: Dexterity Powers
Post by: cowardlylion on March 03, 2014, 11:37:18 PM
Mythic skill + Speed powers seem a little OP attacking everyone you want in four zones is basically equivalent to attacking every enemy in most combats.
Title: Re: Dexterity Powers
Post by: Hick Jr on March 04, 2014, 01:29:47 AM
Hmm. I like those Skill powers, Sanctaphrax. I think the power level balances out once you get past the Inhuman tier, which is a gigantic value and mimics like four stunts. I'd definitely take Mythic Skill on a character.

*begins furious statblocking*
Title: Re: Dexterity Powers
Post by: Taran on March 04, 2014, 02:01:32 AM
I don't like free zone wide attacks.

One of my players took the natural weapons upgrade to do zone wide and started obliterating everything.  There should be a-2 for zone attacks, the same way spells need to add 2 shifts imo.

That write up looks a lot like the natural weapons write up, actually.  Just with lots of upgrades: zone wide; potent, etc...

Mythic skill + Speed powers seem a little OP attacking everyone you want in four zones is basically equivalent to attacking every enemy in most combats.

There's this too.

With 8 refresh you are attacking a every enemy in at least 2 zones with a +8, weapon 6 sword, with no drawback.  And it can be done unlimited times...and you can't be disarmed.
Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 04, 2014, 04:07:29 AM
Hmm. I like those Skill powers, Sanctaphrax. I think the power level balances out once you get past the Inhuman tier, which is a gigantic value and mimics like four stunts. I'd definitely take Mythic Skill on a character.

*begins furious statblocking*

Glad you like them. The Inhuman tier is significantly more than 4 stunts, though.

Mythic skill + Speed powers seem a little OP attacking everyone you want in four zones is basically equivalent to attacking every enemy in most combats.

I'm surprised that that's the part people are objecting to. In my experience being able to hit two zones isn't much better than being able to hit one...wizards in my games hardly ever fire off multi-zone spells.

Really, I threw that in as an afterthought when I realized that otherwise taking Speed and Skill together was counterproductive. An Athletics defence boost doesn't play well with a Weapons defence boost. At the lower Skill levels you still need Athletics to dodge from time to time, but when you hit Mythic Skill...

I'm more nervous about the +1/+2/+3 effect.

I don't like free zone wide attacks.

One of my players took the natural weapons upgrade to do zone wide and started obliterating everything.  There should be a-2 for zone attacks, the same way spells need to add 2 shifts imo.

These zone attacks aren't free. They cost Refresh.

I used to have effects like this one inflict a -2 penalty to hit, but they were too weak. A weapon rating penalty like the one evocation uses might be better, but in my experience the area effects have been fair.

Really surprised that you found a character with Area Weaponry to be overpowered. I've found it worthwhile, but...it doesn't really compare to what Evocation can do for the same price. And of course it's a lot of Refresh to duplicate a 0-Refresh mundane grenade. Was it a low-optimization game or something?

That write up looks a lot like the natural weapons write up, actually.  Just with lots of upgrades: zone wide; potent, etc...

That's probably because I wrote both. My Power writing style is a bit same-y, I'm afraid, since I really want to be clear.

With 8 refresh you are attacking a every enemy in at least 2 zones with a +8, weapon 6 sword, with no drawback.  And it can be done unlimited times...and you can't be disarmed.

Yeah, I think it might be overpowered. Not because you can hit two zones, but because you can toss out unlimited Legendary weapon 6 attacks with no drawback. And also because you have Legendary defence while you do it.

The immunity to disarming, incidentally, doesn't seem terribly valuable to me. Opponents can always just throw some other maneuver at you that's equally effective.
Title: Re: Dexterity Powers
Post by: Hick Jr on March 04, 2014, 04:25:45 AM
If you built an optimized swordsman-type character with Mythic Skill, and a wizard-type character, spending the exact same amount of Refresh, the wizard brutally curb-stomps the warrior. Every time.

Mythic Skill is powerful, but so is Mythic anything.
Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 04, 2014, 05:03:31 AM
Various thoughts with little connection to each other:

1. I dunno about that. I can see a lot of scenarios where the swordsman wins. But it depends on the Refresh level, how far away the fighters start, and the way each character is built.

2. Of course, duels generally ignore a lot of important stuff. Like a spellcaster's ritual casting, the flexibility of magic, a swordsman's greater skill selection, and a swordsman's ability to fight more-or-less forever.

3. In retrospect, it would probably be appropriate for the Weapons boosts to affect maneuvers and blocks. Don't want to make the Power stronger, but it feels weird.

4. If you had the job of altering the Skill Powers until you felt they were fair, what changes would you make? Would you make any?

5. If any of you are going to allow Powers like these in your game, please think about the effect they have on the viability of Stunts and whether you're okay with that.

6. Sorry about the derail, PirateJack.
Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 06, 2014, 05:15:46 AM
No response?
Title: Re: Dexterity Powers
Post by: PirateJack on March 06, 2014, 06:27:55 PM
Night shift kills me.

Various thoughts with little connection to each other:

1. I dunno about that. I can see a lot of scenarios where the swordsman wins. But it depends on the Refresh level, how far away the fighters start, and the way each character is built.

2. Of course, duels generally ignore a lot of important stuff. Like a spellcaster's ritual casting, the flexibility of magic, a swordsman's greater skill selection, and a swordsman's ability to fight more-or-less forever.

The set up seems about right to me, bar a couple of things I'm not a fan of (like Living Weapon). It matches up to magic quite well, though I feel that spellcasters are still more powerful than this.

Quote
3. In retrospect, it would probably be appropriate for the Weapons boosts to affect maneuvers and blocks. Don't want to make the Power stronger, but it feels weird.

Maybe drop the weapon bonus down to:

Inhuman: +2 stress.
Supernatural: +1 Weapons, +2 stress.
Mythic: +2 Weapons, +4 stress.

That would put it at Fantastic Weapons, but would make it a bit more balanced when including manoeuvres and blocks. It'd be effectively the same as Incite Potent Mass Selective Physical Restrictive Protective Effect [-7] in that case, but limited to Weapons and unable to upgrade past Mythic.

Quote
4. If you had the job of altering the Skill Powers until you felt they were fair, what changes would you make? Would you make any?

Damn, that's a tough one. I think Limitation does a lot more for balancing than any changes to the actual skills would do, since the Catch always seemed clunky to me (plus there's no way as a GM I'd let anything, PC or NPC, take a +6 Catch like the rulebook allows).

Quote
5. If any of you are going to allow Powers like these in your game, please think about the effect they have on the viability of Stunts and whether you're okay with that.

Well, this kinda came up as part of a Worm RPG I'm running on another site, where the character has self improvement powers associated with the wind (speed, dexterity, teleportation, etc.). He tried to take Inhuman Dexterity (http://dfrpg-resources.wikispaces.com/Inhuman+Dexterity) as is on the wiki and my mind went NOPE!

Quote
6. Sorry about the derail, PirateJack.

No problem. Discussions like this are always better than Q/A sessions.
Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 06, 2014, 09:13:38 PM
The set up seems about right to me, bar a couple of things I'm not a fan of (like Living Weapon). It matches up to magic quite well, though I feel that spellcasters are still more powerful than this.

Huh, really?

Seems like people in general don't rate this Power nearly as highly as I do.

Also, what do you not like about Living Weapon? Do you think it should be changed because it's bad, or is it just not to your taste?

Maybe drop the weapon bonus down to:

Inhuman: +2 stress.
Supernatural: +1 Weapons, +2 stress.
Mythic: +2 Weapons, +4 stress.

That could work, but it's simpler and more elegant to have each tier give +1. I'll think about it.

What would you think of just removing the weapon rating bonus? People could pick up stunts or Strength for that. Maybe also get rid of the multi-zone attack option on Mythic Skill, since that seems to scare people. Then we could expand the Weapons bonus to maneuvers and blocks. It'd still be too strong compared to stunts, but it might balance well against other Powers.

And do you think the stacking limitation is actually necessary? I'm starting to think that people wouldn't buy stunts or True Aim anyway, since another level of Skill is probably better.

Well, this kinda came up as part of a Worm RPG I'm running on another site...

Sounds interesting. Can I get a link?
Title: Re: Dexterity Powers
Post by: cowardlylion on March 06, 2014, 11:38:11 PM
Just to see what a Submerged character with this power might look like here is one I made earlier.

Name: Lancer
High Concept: Spear of Justice
Trouble: Last of a cursed Tribe
Aspect: Code Sworn , Untouchable Martial Master, The quickest path is straight ahead, A time for all things.

Powers
Mythic Skill (-6)
Berserk Armour (-2)
+2 Obvious Item of Power (Red Plate Mail)
+2 Inhuman Toughness
+2 Inhuman Strength

Stunts
Mind of Steel: Add +2 to discipline when defending against supernatural mental attacks.

Skills:
+5 Weapons, Discipline
+4 Alertness, Conviction
+3 Endurance, Presence 
+2 Athletics, Might, Intimidate
+1 Rapport, Empathy, Resources, Contacts, Survival

So he has an eight for both physical attack and defense and a weapon rating of 8 when wielding a great-sword.
Title: Re: Dexterity Powers
Post by: PirateJack on March 07, 2014, 10:06:10 AM
Huh, really?

Seems like people in general don't rate this Power nearly as highly as I do.

Also, what do you not like about Living Weapon? Do you think it should be changed because it's bad, or is it just not to your taste?

It means that if you don't have a Wizard on side there's very little way to stop this guy. The way you defeat a master swordsman is to take away his sword; if you can't do that you're effectively forced to cripple or kill him in order to win. It limits the options available to a character to be forced into that level of violence, especially if you want to take him alive. It also means that if another Mythic-level swordsman comes along they're both unable to disarm each other, which is probably realistic, but not quite in the spirit of the way the FATE system works, which is more like a pulp fiction novel than real life.

More than that though, the infinite bonus for modifying is fine for Weapons but doesn't make sense for other skills. Why should a swordsman get a bonus to, say, Might when using it to modify? He doesn't grow any stronger, and any bonuses Might would give to Weapons is already included in there implicitly since it goes into being able to wield a sword in the first place. Doesn't make sense to me.

Lastly, you effectively make Weapons into Fists+ with the ability to use it unarmed. Maybe if you had Natural Weaponry or a Shapeshifting ability, but even then I think this would be better off as a stunt than part of this power.

Quote
That could work, but it's simpler and more elegant to have each tier give +1. I'll think about it.

What would you think of just removing the weapon rating bonus? People could pick up stunts or Strength for that. Maybe also get rid of the multi-zone attack option on Mythic Skill, since that seems to scare people. Then we could expand the Weapons bonus to maneuvers and blocks. It'd still be too strong compared to stunts, but it might balance well against other Powers.

That could work. This power is trying to do too much and is overlapping in other skills' areas. So yeah, let's get rid of the weapon rating bonus.

Thinking about it, this skill with the multi-zone attack would be a great way to model Black Kaze's power in Worm.

Anyway, let's compare the bonuses to the other skill powers, assuming an optimised build at Submerged for each power.

Mythic strength acts at +8 Might with 4 stress inflicted as a supplemental in a grapple. Muscular force attacks get +6 stress.

Mythic Speed gives an effective Athletics of +8. Sprinting increases that to +11.

Mythic Toughness gives +6 physical stress boxes and natural Armour:3. That means 10 stress minimum to inflict a consequence in one hit.

Mythic Recovery gives instant recovery after a scene has ended and the ability to clear away three physical consequences. (As a side note, does that mean you can clear three consequences at once or one consequence three times? The wording favours the latter, but I'd like to be sure.) That's an effective minimum of +6 stress per scene, with a maximum of +24 stress per scene.

I'd say we want this power to be a bit weaker than Mythic Strength and Speed, since this power would cover both offence and defence plus manoeuvres and blocks. Since Strength has stress bonuses already, we should shelve that. We don't want to completely replace Athletics as the defensive power, so perhaps getting rid of the ability to parry anything... Limit it to being able to block single target attacks that are targeting him? We have to drop the multi-zone attack because Wizards have to pay -2 power for every zone they want to attack. This guy could do it at full power with exactly zero cost. The choice of target for zone wide attacks is enough, I think.

(click to show/hide)

Thinking about it some more, I think the flat bonus to Weapons could easily apply to knowledge as well, since part of being an expert swordsman is knowing what you're up against as well as using various forms with various advantages/disadvantages (or that's what my fantasy reading tells me). If it doesn't, Limitation would be able to cover that more effectively.

Anyway, this way we're looking at +8 Weapons/+3 stress, but able to target every enemy in a zone (without hurting allies) for 11 stress before rolls/armour. Defensively we've got +8 defence against everything from Fists to lasers, but not area of effect weaponry or some spells.

I'd say we have to drop the flat bonus. Maybe drop it from Inhuman Skill entirely and make Sup/Mythic Skill into a +1/+2 bonus. So we'd be looking at +7/+3 at 10 stress total before rolls/armour and +7 as a defensive skill. That means it's not quite doing the same job as Mythic Speed but it synergises well with the lower levels of it, with the same going for the Strength powers but moreso because of the stress bonus.

It also means a Submerged character would need to take a pretty hefty Limitation to get anything above Inhuman Power to go with Mythic Skill, which I think fits.

Quote
And do you think the stacking limitation is actually necessary? I'm starting to think that people wouldn't buy stunts or True Aim anyway, since another level of Skill is probably better.

Well, that's kinda true about Athletics and Fists with the Speed and Strength powers. I mean, another level of Strength is objectively better than the Killer Blow stunt and Fleet of Foot is part of Inhuman Athletics. Not to mention Tireless, No Pain, No Gain and Tough Stuff compared to Supernatural Toughness (plus Catch/Limitation). I think what we're seeing here is a difference in how stunts are viewed. I view stunts as a way to make a character unique, which is why most of the stunts I use are made up from scratch. Once I've got the basic character concept down (powers) I'll go for stunts to make him my own.

Quote
Sounds interesting. Can I get a link?

Sure!

https://forums.darklordpotter.net/showthread.php?t=25726

We're in the City Creation stage at the moment and I'm trying to wrangle the players into making actual characters rather than powersets at the same time. Also, if you're in to fanfic we've got a decent amount of Dresden Files stuff. Mostly of very high quality.
Title: Re: Dexterity Powers
Post by: InFerrumVeritas on March 07, 2014, 02:48:10 PM
Personally, I'd have a dexterity grant a bonus to maneuvers with weapons, not attacks or stress.  To show skilled, somewhat flashy, uses of weapons skill.  The swashbuckler disarming his opponent, cutting the strap on their armor, that sort of thing.
Title: Re: Dexterity Powers
Post by: Silverblaze on March 10, 2014, 07:37:23 PM
Personally, I'd have a dexterity grant a bonus to maneuvers with weapons, not attacks or stress.  To show skilled, somewhat flashy, uses of weapons skill.  The swashbuckler disarming his opponent, cutting the strap on their armor, that sort of thing.

Yeah.  My group wouldn't use the old version or the new one.  Still unbalanced in out opinions.  I agree with InferrumVeritas.  Bonuses to dodge or accuracy are better than just doing stress most times. 
Title: Re: Dexterity Powers
Post by: Taran on March 12, 2014, 06:28:59 AM
If we break down what each of the powers do, each has about 4 effects of similar power: (I've grouped recovery/toughness).  From looking at PirateJacks original take, it looks like he kind of broke it down like this.

Primary Effect
Strength gives +2/4/6 Damage
Speed gives +1/2/3 dodge
Toughness/recovery gives: 1/2/3 armour


Dexterity shouldn't give any of those benefits. Give it +1/2/3 accuracy instead.

Secondary Effect
Strength gives +3/6/9 for lifting breaking
Speed gives +1/2/3 free zones for moving
Toughness/recovery gives + 2/4/6 stress boxes

Dexterity should give some equivalent. +1/2/3 for Weapons maneuvers (or maybe +2/4/6?)

specific "situational" bonus
Strength: +1/2/3 damage/accuracy for grappling
Speed: +4 etc.. initiative bonuses
Toughness/recovery: long term recovery from consequences.

dexterity: Ambush 1/scene. ambush @+1; ambush @+2

Random Effect
Strength: Modifies: +1/2/3
Speed: Diffuculty factors for stealth drop by 2/4/never impedes
Toughness/recovery: Endurance never restricts.  No need to eat or sleep.

Dexterity: Quick Draw + Maybe can draw so quickly that they never parry at mediocre even when ambushed?
Or  Weapons never restricts...something to that effect.

***

I'm not saying it's perfect...  Just suggesting a way to make it on par with the other "building block" powers.
Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 12, 2014, 09:05:37 PM
I like the idea of breaking it down into 4 effects and I tried to do something like that myself. But...

There should be some defensive benefits. Otherwise weapon-dude will probably end up defending with Athletics, and that's kinda lame. If you want the benefit to not be too strong, maybe Weapons Footwork + the ability to apply your Speed dodge bonuses to Weapons defences would fit.

+1/+2/+3 to maneuvers is just really weak.

And ambushes are kinda brutal, but adding 1 or 2 to the roll doesn't change much. I think that suggestion front-loads too much power in the Inhuman tier.
Title: Re: Dexterity Powers
Post by: Taran on March 12, 2014, 09:40:14 PM
Strength doesn't give a benefit to defense.  But I see your point. +1/2/3 to weapon skill (including parrying) but I wouldn't let it replace the speed power by letting you defend against ranged attacks.


Originally, for the ambushes, I had:
inhuman = quick-draw (no supplemental to draw) which is the equivalent to a +1
supernatural = ambush
Mythic = ambush +1

I don't really like that, though.  Also, I don't want to give an advantage to initiative, though, since speed does that already.

- I like the spray attack idea (not the zone-wide)
- I like the Maneuver idea - maybe a +2/4/6 to maneuvers.
- I like the "never defending at mediocre" - even when ambushed.  So you still don't get an action on an ambush round, but at least you can instantly draw(a la quick-draw) and defend.

Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 12, 2014, 10:19:47 PM
If you give people a Weapons defence boost and no ranged parry, they'll just take Footwork. Using your probably-about-Good Athletics instead of your probably-effectively-Epic Weapons is just a huge pain.

And honestly, it should be possible to be a great fighter and not a great sprinter. Someone like Shiro shouldn't be so vulnerable to guns and evocations.

Never defending at mediocre sounds good to me. Doubling the maneuver bonus also sounds good, though there are potential issues.

That model for ambushes just moves the big level to Supernatural. The problem is, the three levels aren't remotely equal.

Not sure what you have against zone attacks. Anyone with Weapons can use them just by grabbing a grenade and every wizard has them. They're a common effect, no point trying to play keep-away with them.

Personally, I like zone attacks here because they're a natural outgrowth of the spray attack effect. Spray-zone-selective zone is a nice progression between tiers, with a mechanically-useful and narratively-appropriate effect.
Title: Re: Dexterity Powers
Post by: Taran on March 12, 2014, 10:57:25 PM
If you give people a Weapons defence boost and no ranged parry, they'll just take Footwork. Using your probably-about-Good Athletics instead of your probably-effectively-Epic Weapons is just a huge pain.

And honestly, it should be possible to be a great fighter and not a great sprinter. Someone like Shiro shouldn't be so vulnerable to guns and evocations.


Fair enough, then let them spend a refresh on footwork.  I don't think it should be a gimme, IMO.  There'd be less of a reason for taking a Speed Power.  If you give them the defense vs ranged I feel it becomes an all eggs in one basket type of power.  If you're a weapons person, there'd be no reason NOT to take this power since it lets you attack/defend with one skill plus some other benefits.

I don't see why a swordsman should be as effective against guns as they are against weapons.
That model for ambushes just moves the big level to Supernatural. The problem is, the three levels aren't remotely equal.
Yeah, I just thought there could be some kind of bonus for drawing quickly...but once again, I don't think it should actually improve initiative.

Not sure what you have against zone attacks. Anyone with Weapons can use them just by grabbing a grenade and every wizard has them. They're a common effect, no point trying to play keep-away with them.

Both grenades and spells have a limited supply while this ability does not.

I don't know.  Honestly, I've only seen it in one combat and the character had modular abilities.  When she didn't use it, the party was struggling(and they were supposed to struggle...it was a tough encounter); when she used it she wiped the floor with lots of enemies.  Mostly mooks, mind you, but still.  It helped that she could fly and had Supernatural speed.  She could always move then blast and commanded the battlefield.

In the first round she had it on and obliterated people.  Then she turned it off and flew around doing mostly minimal stuff.  It seemed sub-optimal to have it turned off.  When she finally turned it back on again, it was game over for the encounter.

Personally, I like zone attacks here because they're a natural outgrowth of the spray attack effect. Spray-zone-selective zone is a nice progression between tiers, with a mechanically-useful and narratively-appropriate effect.

Spray attacks don't get used much because splitting your attack really lowers effectiveness.  That's why I thought bonuses to spray attacks would make it more a viable ability.
Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 15, 2014, 12:06:22 AM
Fair enough, then let them spend a refresh on footwork.  I don't think it should be a gimme, IMO.

False choices are bad design. If everyone who takes Power X wants/needs Stunt X, it's better to include Stunt X in Power X even if you have to increase the Refresh cost. It removes traps and makes the game more balanced.

If you're a weapons person, there'd be no reason NOT to take this power since it lets you attack/defend with one skill plus some other benefits.

I think that'll be the case no matter what we do, unfortunately. If you're "strong guy", there's no reason not to take Strength. If you're "weapon guy", there's no reason not to take this.

Which would be a decent reason not to allow this Power no matter how well-written it is, in my opinion. And honestly none of the versions we have here are super-duper well-done.

I don't see why a swordsman should be as effective against guns as they are against weapons.

How would you feel about using Weapons -1 for ranged defence?

I don't know.  Honestly, I've only seen it in one combat and the character had modular abilities.  When she didn't use it, the party was struggling(and they were supposed to struggle...it was a tough encounter); when she used it she wiped the floor with lots of enemies.  Mostly mooks, mind you, but still.  It helped that she could fly and had Supernatural speed.  She could always move then blast and commanded the battlefield.

In the first round she had it on and obliterated people.  Then she turned it off and flew around doing mostly minimal stuff.  It seemed sub-optimal to have it turned off.  When she finally turned it back on again, it was game over for the encounter.

Spray attacks don't get used much because splitting your attack really lowers effectiveness.  That's why I thought bonuses to spray attacks would make it more a viable ability.

Okay, that makes sense.

Zone attacks are indeed brutal against mook hordes. Every half-decent evoker laughs at huge armies of trash enemies.

But they're a part of the system, and the limits on their use are small. If you want to be really effective against hordes, you need them. Restricting them to a couple of character types doesn't fix that.

Also, Wings and Speed and a ranged attack is pretty amazing.
Title: Re: Dexterity Powers
Post by: Blk4ce on March 15, 2014, 05:55:38 PM
I haven't really followed the thread, but have you considered ranged bonuses? Like, not only on guns, but also a Discipline bonus to aiming enchanted items, and the like, if a wizard takes this power for example.
Title: Re: Dexterity Powers
Post by: cowardlylion on March 15, 2014, 10:24:19 PM
Well there are several different balance issues this power has first how much should accuracy boosts cost and the in-game answers are 1 refresh for +2 attack with focus items, 1 refresh for +1 attack with stunts and 1 refresh with true aim (give or take). The power isn't the cheapest way to boost accuracy.

The next point of balance is the true cap. For magic this is skill x 3 as you can add a skill and your lore twice with enough refresh. It is possible with a superb skill cap to have +15 accuracy.

For melee the cap is more subjective as a lot of the ways to raise it most gm's will not allow you can have 6 (with a stunt) 7 (if you allow true aim), possibly 8 (if you allow swing for the fences) or 12 (if you allow sacred guardian).

With the power as written you end up with a Cap of 8 for Weapons so in the mid-range of what is possible with weapons and a fraction of what is possible with magic (about half). 



Title: Re: Dexterity Powers
Post by: Taran on March 16, 2014, 01:52:37 AM
False choices are bad design. If everyone who takes Power X wants/needs Stunt X, it's better to include Stunt X in Power X even if you have to increase the Refresh cost. It removes traps and makes the game more balanced.

That's like saying that anyone who takes Weapons as their Apex skill wants/needs footwork or high athletics and is, therefore a design flaw.  It has nothing to do with this power.  It has everything to do with the limitations on the Weapons skill.  I don't think that's bad design or lack of balance.  It's the inherent draw-back of being a melee character. And I think it was purposely designed that way so I would hesitate to just add it in.

I think that'll be the case no matter what we do, unfortunately. If you're "strong guy", there's no reason not to take Strength. If you're "weapon guy", there's no reason not to take this.

But if you're the strong guy, and you take A strength power, it doesn't help you dodge bullets either.  So why should the Melee guy be able to?  That's reserved for the Fast guy. So, you should definitely want to take this power if you're the Weapons guy because it should make you better at melee.  But you shouldn't take it because it also makes you untouchable at range.


Which would be a decent reason not to allow this Power no matter how well-written it is, in my opinion. And honestly none of the versions we have here are super-duper well-done.

Which is why you shouldn't stack parrying ranged on top of it.

How would you feel about using Weapons -1 for ranged defence?

Hmm...what about Inhuman @ -2; Supernatural @-1; Mythic @ weapons skill?
So it definitely worse than a Speed power and a guy with high athletics may still use athletics, even with this power...but a guy with crap athletics may still use the parry - especially at Supernatural and Mythic.

Also, Wings and Speed and a ranged attack is pretty amazing.

Yeah, I noticed that.
Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 16, 2014, 03:58:49 AM
The next point of balance is the true cap. For magic this is skill x 3 as you can add a skill and your lore twice with enough refresh. It is possible with a superb skill cap to have +15 accuracy.

On one hand, that never actually happens. The specialization pyramid is a harsh mistress.

On the other hand, there's Lawbreaker and Sponsored Magic.

That's like saying that anyone who takes Weapons as their Apex skill wants/needs footwork or high athletics and is, therefore a design flaw.

Nah. I'm fine with the choice between Footwork and a decent Athletics. Athletics is a core skill so it's allowed to be a bit mandatory, and at least there are one or two alternatives. (Though I think giving a ranged defence trapping to Guns might be a good idea, to encourage characters with diverse fighting skills. I also might let someone with a ballistic shield use Weapons against bullets. But I digress.)

But once you've got a Weapons defence roll of 7 or something, your Athletics is almost certainly gonna be lame by comparison.

But if you're the strong guy, and you take A strength power, it doesn't help you dodge bullets either.  So why should the Melee guy be able to?

He's not the Melee guy, he's the Weapons guy. Weapons is a ranged attack skill.

Anyway, blocking attacks is a core part of what Weapons does. So Weapons guy ought to be good at it, and have abilities related to it.

That's reserved for the Fast guy.

It really isn't. It's reserved for Fast guy, Crafter guy, bought-a-relevant-stunt guy, has-one-of-various-custom-Powers guy, and maybe sees-the-future guy if you allow OW powers.

Which is why you shouldn't stack parrying ranged on top of it.

No it isn't. Ranged parrying is part of the power even if it's not part of the power, since it's in a universally-available stunt and taking it is a no-brainer. Including a ranged parry in the power proper doesn't actually make the power stronger, assuming it replaces another similarly useful trapping.

Hmm...what about Inhuman @ -2; Supernatural @-1; Mythic @ weapons skill?
So it definitely worse than a Speed power and a guy with high athletics may still use athletics, even with this power...but a guy with crap athletics may still use the parry - especially at Supernatural and Mythic.

Could work. It's a bit clunky though.
Title: Re: Dexterity Powers
Post by: PirateJack on March 16, 2014, 06:24:58 PM
If we break down what each of the powers do, each has about 4 effects of similar power: (I've grouped recovery/toughness).  From looking at PirateJacks original take, it looks like he kind of broke it down like this.

Primary Effect
Strength gives +2/4/6 Damage
Speed gives +1/2/3 dodge
Toughness/recovery gives: 1/2/3 armour


Dexterity shouldn't give any of those benefits. Give it +1/2/3 accuracy instead.

Maybe instead of accuracy we could go for defence instead. That would put this power as basically Athletics-lite defence wise, and allow a bit more leeway in the secondary abilities it could give.

Quote
Secondary Effect
Strength gives +3/6/9 for lifting breaking
Speed gives +1/2/3 free zones for moving
Toughness/recovery gives + 2/4/6 stress boxes

Dexterity should give some equivalent. +1/2/3 for Weapons maneuvers (or maybe +2/4/6?)

Manoeuvres bonus works for me.

Quote
specific "situational" bonus
Strength: +1/2/3 damage/accuracy for grappling
Speed: +4 etc.. initiative bonuses
Toughness/recovery: long term recovery from consequences.

dexterity: Ambush 1/scene. ambush @+1; ambush @+2

In light of the different focus for the primary ability, I think a more offensive focus for this one would be more appropriate. Like Sanctaphrax's Spray-Zone-Selective Zone attacks.

Quote
Random Effect
Strength: Modifies: +1/2/3
Speed: Diffuculty factors for stealth drop by 2/4/never impedes
Toughness/recovery: Endurance never restricts.  No need to eat or sleep.

Dexterity: Quick Draw + Maybe can draw so quickly that they never parry at mediocre even when ambushed?
Or  Weapons never restricts...something to that effect.

I like the idea of this or the ambush ability filling the fourth slot, with the other being taken as a stunt. Ambush makes more sense as a power-based ability, while Weapons never restricting sounds like something an expert mortal swordsman would be able to do and would do better as a stunt.

So...

(click to show/hide)

(click to show/hide)

(click to show/hide)

I think I'm happy enough with these that I'd be willing to use them in my games.
Title: Re: Dexterity Powers
Post by: PirateJack on March 18, 2014, 01:14:34 AM
Okay, this is looking good, now to cover the other side of the equation. We kinda cut the power in half a couple of pages ago, so now why don't we do the actual Dexterity part of this.

In/Sup/Mythic Dexterity
Skills Affected: Burglary, Deceit, Performance, Scholarship.
Primary Effect: Manoeuvres with Performance are at +1/2/3
Secondary Effect: Lockpicking is done 2/4/6 time increments faster.
Situational Bonus: Attempting to hide a small object with Deceit with no penalties/+1/+2
Random Effect: You are competent enough to administer First Aid/Perform Surgery/Be a Neurosurgeon. Mild/Moderate/Severe consequences can begin healing.

This seems a bit rough and I'm thinking that the Deceit/Performance bonuses could be swapped around, giving Playing to an Audience a bonus and Deceit manoeuvres the +1/2/3.
Title: Re: Dexterity Powers
Post by: Sanctaphrax on March 18, 2014, 09:54:13 AM
Eh, seems weak and scattered.

I have a hard time imagining a character who would want all of those bonuses enough to buy this Power.
Title: Re: Dexterity Powers
Post by: Blk4ce on March 18, 2014, 05:35:12 PM
Also, you don't need to be inhuman to do first aid (or surgery for that matter)...
Title: Re: Dexterity Powers
Post by: PirateJack on March 18, 2014, 06:34:08 PM
Eh, seems weak and scattered.

I have a hard time imagining a character who would want all of those bonuses enough to buy this Power.

Which is why it's a first draft. I didn't want to step on the Swordsmanship power's toes so I focused it more along the lines of sleight of hand and nimble fingers. This power would be more focused at social characters rather than fighters. It is, in essence, a power that makes you very good with your hands.

Might be an idea to have a bonus to Guns in some way, instead of Performance manoeuvres. That would fit the sneaky thief archetype character quite well then, though the First Aid thing is probably not in keeping with it then.

Also, you don't need to be inhuman to do first aid (or surgery for that matter)...

You do need a stunt to start recovery though. This would effectively replace it by means of a steady hand.