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The Dresden Files => DFRPG => Topic started by: Silverblaze on June 02, 2012, 08:30:40 PM

Title: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 02, 2012, 08:30:40 PM
Topic:  Rewriting a power called Physical Immunity

Reasons:
1. Cost is likely too low.
2. Stacked catch is confusing when combined with other catches.
3. Immunity to all/but a catch is a poor way to handle immunities.

#3 example: it is easier to say "I am immune to fire".  Than to say "I have physical immunity to fire with a catch of everything else.  Or I am catched by everything except for fire." 

Solution:

White Wolf Publishing created a book called Freak Legion prior to the New World of Darkness supplements.  It contained ways to create antagonists that fight their version of werewolves. One of the powers they could purchase was called Immunity.  This power had a varying cost with a chart full of examples to use as a guideline.  This system had no catches.  You could simply pay X points and make a monster immune to fire.

My proposal is a power that does just that.  We decide how much it should cost to be immune to fire.  That is the refresh cost.

Power: Immunity
Refresh (Varies +0 to - X [X being the cost for full immunity to all damage{physical, mental, social etc} aside from a plotline or plotline introduced ritual or item])

As a community we come up with a passable chart of examples to use as a guideline for immunity to various things and the costs for it.  Forget what you know about hte existing power.  Forget catches.  Immunity should serve as a way to make werecats always land on their feet (never take damage from falling).  Fire giants should be immune to fire.  etc.

Example:
-0 aging, bad smells, sweating
-1 fatigue, disease, poison
-2 drowning, falling, monkey wrenches (only monkey wrenches)
-3 metal weapons, claws, (the book claims mortal magic....I think that cost is too low...)
-4 fire, cold, electricity, explosions, pure force?
-5 magic
-6 mental damage or social damage
-7 weapons of any sort
-8  attacks from immortal beings or mortal beings
-9 physical or social or mental immunity
-10 two immunites listed above
-11 immune to all three (aside from plot like mentioned above)

Please, Please note this isn't set in stone. This is simply an example of what I wish to accomplish.  I don't expect to be agreed with.  I would prefer constructive criticism to..."NO.  I disagree".  That isn't helpful..please offer a change in the power, or cost, or chart, etc.
Title: Re: Power Rewrite: Physical Immunity
Post by: sinker on June 02, 2012, 10:28:07 PM
Personally I see the partial immunities costing too much under your model. Under the current system you can gain immunity to fire or magic for about 2 refresh which makes it so that you won't have to center an entire character around it. Seems about right to me. Consider that at chest deep your immunity to fire will cost more than half of your available refresh. It's not that useful. I think it's the higher levels that need adjustment.
Title: Re: Power Rewrite: Physical Immunity
Post by: ways and means on June 02, 2012, 11:02:19 PM
I agree with Sinker I see an immunity to magic being worth 3-4 refresh and an immunity to something like fire being worth 2-3.
Title: Re: Power Rewrite: Physical Immunity
Post by: sinker on June 02, 2012, 11:23:17 PM
Although, now that I'm thinking about it, I've realized that there's a problem with having a static cost list like this. It doesn't take into account the idea that different things will have different usefulness in different games. W&M just mentioned magic being 3-4 refresh, but I recently played an outsider scion with PI to magic and it came up maybe once per session. Not one conflict per session, but once. One action. That's totally not worth 3-4 refresh, but I could certainly see a game where it would be or even be worth more.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 03, 2012, 12:13:36 AM
You can't model a power on how useful it will be in a given campaign.  The GM can technically make sure any immunity comes up NEVER.  Quite literally.  They can choose to do it on purpose.

As far as point costs.  I already said, I was just using the table as an example for what I was trying to do.  So I should make most things cheaper?  But the higher end stuff more.

So more like:


-0 aging, bad smells, sweating

-1 fatigue, disease, poison

-2 or -3 drowning, falling, monkey wrenches (only monkey wrenches)
 metal weapons, claws, (the book claims mortal magic....I think that cost is too low...)
 fire, cold, electricity, explosions, pure force?
magic

-6 mental damage or social damage
-7 weapons of any sort

-8  attacks from immortal beings or mortal beings

-10 physical or social or mental immunity
-12 two immunites listed above
-14 immune to all three (aside from plot like mentioned above)


???

Opinions?
Title: Re: Power Rewrite: Physical Immunity
Post by: sinker on June 03, 2012, 12:50:30 AM
You can't model a power on how useful it will be in a given campaign.  The GM can technically make sure any immunity comes up NEVER.  Quite literally.  They can choose to do it on purpose.

Actually you can provided that you and the GM are working together instead of being antagonistic to each other.

The current system I use for The Catch (and to a lesser extent the RAW system for The Catch) is modeled on how useful it should be in a given campaign.
Title: Re: Power Rewrite: Physical Immunity
Post by: UmbraLux on June 03, 2012, 01:40:16 AM
Have to agree with Sinker on modeling cost based on usefulness.  I'll even go a step further and say the closer you tie a power to narrative, the more you should base cost on usefulness. 

Take sponsored magic as an example - beyond basic casting, its cost ends up being tied directly to use in the form of compels.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 03, 2012, 01:48:02 AM
Compels are cost-neutral.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 03, 2012, 03:36:51 AM
The usefulness of every Power, from Addictive Saliva to Worldwalker, depends on the game. This ensures that no matter how well you balance things, actual play will throw you off.

But since play unbalances in every direction randomly a well-balanced Power will rarely become excessively over or under powered in play. The variation tends to remain within reasonable bounds.

So giving Powers flat costs is quite a sensible idea. Skilled system-users can change those costs to fit individual games if they like, others should probably not mess with them if they care about balance at all.

That being said, I prefer a "how often will this matter" based cost for situational Powers like this. It minimizes this issue while providing an easy way for people to cost weird restrictions.

PS: Social Immunity probably should not be possible. How could anyone ever be immune to a bad reputation? Resistance to social stress makes sense, but immunity is just weird.
Title: Re: Power Rewrite: Physical Immunity
Post by: sinker on June 03, 2012, 04:51:39 AM
Sue is likely immune to social stress, both because she doesn't exist except as a construct, and because she's indifferent to her reputation.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 03, 2012, 04:59:25 AM
She might be indifferent to her reputation, but the mob loaded up with torches and pitch forks certainly isn't.
Title: Re: Power Rewrite: Physical Immunity
Post by: Haru on June 03, 2012, 05:10:50 AM
There are 2 kinds of Physical Immunity that are relevant, and as far as I can tell, it is only the "always, but..." part that seems to be causing headaches. I suggest simply removing that part. If someone or thing can only be killed by one thing, that sounds to me like a plot device anyway and I think an aspect should be enough here. And yes, that includes PCs. You can still be taken out in a conflict, the power does not remove the stress you take. You can buy toughness powers as well to do that. I like this approach, because it only dictates the taken out result, not the stress intake. And stress does not only mean damage but all kinds of disadvantages that lead you to lose a conflict.

A more expensive full PI would not really accomplish much in my eyes. PI in my eyes has one definite drawback: it is boring. If you put a high price on it, then a character who actually takes it would not have anything else to play with. If you reduce the "impossible to hurt" part to "impossible to kill", things get way more interesting again, but the power is not really worth all that much anymore.

If we do that, we can take the remaining Physical Immunity and make the "+2 if it only protects from one thing" bonus always on and get a [-6] Physical Immunity power against one specific thing with a stacked catch. I would also force this specific thing to be more narrow than a catch on other toughness powers. So "Immunity against fire" would be fine, "immunity against magic" would not.

If you still think is is too cheap, separate the Immunity power from the rest of the toughness powers, so the catches won't stack.

I do not like a fixed list, because it does not take into account the creature itself. An "Immunity to garlic" would cost a werewolf [-0] refresh, but a black court vampire would have to pay in full and it would remove his other catch bonus as well.

Quote
PS: Social Immunity probably should not be possible. How could anyone ever be immune to a bad reputation? Resistance to social stress makes sense, but immunity is just weird.
Some sort of mindcontrol comes to mind. It would probably be very limited, but it would be possible.
Or how are you going to hurt Marcone? Everyone knows he's a criminal, so is is going to be immune to attacks in that area. But again, I would suggest a pointer to an appropriate aspect instead of a full blown immunity.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 03, 2012, 06:19:45 AM
Or how are you going to hurt Marcone? Everyone knows he's a criminal, so is is going to be immune to attacks in that area. But again, I would suggest a pointer to an appropriate aspect instead of a full blown immunity.
You make him look weak.  You make him look stupid.  You make him look sloppy.  You make him look untrustworthy (he may be a criminal, but he's still known as Gentleman Marcone).  You make him look like the sort of heartless bastard that would condone the murder of a child.  Or who would engage in that sort of thing himself.  And who would enjoy it.
Title: Re: Power Rewrite: Physical Immunity
Post by: CottbusFiles on June 03, 2012, 12:46:01 PM
The usefulness of every Power, from Addictive Saliva to Worldwalker, depends on the game. This ensures that no matter how well you balance things, actual play will throw you off.

It's also based on how well you yourself can use it.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 03, 2012, 04:38:55 PM
The usefulness of every Power, from Addictive Saliva to Worldwalker, depends on the game. This ensures that no matter how well you balance things, actual play will throw you off.

But since play unbalances in every direction randomly a well-balanced Power will rarely become excessively over or under powered in play. The variation tends to remain within reasonable bounds.

So giving Powers flat costs is quite a sensible idea. Skilled system-users can change those costs to fit individual games if they like, others should probably not mess with them if they care about balance at all.

That being said, I prefer a "how often will this matter" based cost for situational Powers like this. It minimizes this issue while providing an easy way for people to cost weird restrictions.

PS: Social Immunity probably should not be possible. How could anyone ever be immune to a bad reputation? Resistance to social stress makes sense, but immunity is just weird.

Hermits / Loners like mountain men of old, from the Ozarks didn't much care about their reputation at all.  That said, some ancient being with a god complex could easily not be effected by social consequences or stress.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 03, 2012, 04:41:17 PM
I didn't create a fixed list.  i created examples.  I can't stress that enough.  All we need to do is come  up with a few categories of immunity with a cost for each and have a wonderful little caveat: These are guidelines; alter the costs as yo usee fit.  (Just like White Wolf did)  Problem solved.

I know when White Wolf created an immunity power and made a list/chart as a guidline it streamlined the power and how to cost it.

It made things much smoother. 

That is why I want to divorce immunity from the toughness powers and make it different altogether.  New costs.  Etc.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 03, 2012, 08:03:43 PM
Hermits / Loners like mountain men of old, from the Ozarks didn't much care about their reputation at all.
 
They might not care, but the nearest townsfolk, whom you've now convinced this person is a rampaging psychopath on the run and needs to be put down no matter how long it takes to find him...

That said, some ancient being with a god complex could easily not be effected by social consequences or stress.
See above.  Replace 'townsfolk' with 'Assembled Signatories to the Unseelie Accords'.  Replace standard torches and pitchforks with artifacts of mind-wrenching power.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 03, 2012, 08:13:39 PM
They might not care, but the nearest townsfolk, whom you've now convinced this person is a rampaging psychopath on the run and needs to be put down no matter how long it takes to find him...
See above.  Replace 'townsfolk' with 'Assembled Signatories to the Unseelie Accords'.  Replace standard torches and pitchforks with artifacts of mind-wrenching power.

+1.

Also, being tricked into believing something that ain't true can be modelled with social stress. Nobody's immune to being deceived, barring some form of omniscience.

That aside, separating PI from Toughness is a good idea.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 03, 2012, 08:36:31 PM
That aside, separating PI from Toughness is a good idea.

Maybe I'm just not seeing it, but what would be the benefits of this move?
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 03, 2012, 08:43:39 PM
Maybe I'm just not seeing it, but what would be the benefits of this move?

It allows you to use different Catch mechanics more elegantly and it's just good book-keeping to keep very different Powers in very different places.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 04, 2012, 08:37:19 PM
 
They might not care, but the nearest townsfolk, whom you've now convinced this person is a rampaging psychopath on the run and needs to be put down no matter how long it takes to find him...
See above.  Replace 'townsfolk' with 'Assembled Signatories to the Unseelie Accords'.  Replace standard torches and pitchforks with artifacts of mind-wrenching power.

I don't see that as an equivalent for social consequences.  I see that as a plot related result of events.

+1.

Also, being tricked into believing something that ain't true can be modelled with social stress. Nobody's immune to being deceived, barring some form of omniscience.

That aside, separating PI from Toughness is a good idea.

Maybe I'm just not seeing it, but what would be the benefits of this move?
It allows you to use different Catch mechanics more elegantly and it's just good book-keeping to keep very different Powers in very different places.

I think Immunity needs to be seperate power for for the reasons I already stated in this thread.  I honestly don't expect everyone to agree with me,  I honestly don't care if they do.

I however, will be using it in games I run.  I think other people who lurk here may like it or people who join later may like it.  Therefore, I see value in taking time to stat it up.  I would like help and opinions on how to do it. 

I won't try to force it though.  If no one wants to offer assistance I'll just take it to my own notes and stat it all myself.  No point in trying to cram it down people's throats.

Up for it Sanctaphrax?
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 04, 2012, 08:50:29 PM
I don't see that as an equivalent for social consequences.  I see that as a plot related result of events.

Your reputation affects how others treat you.  If your reputation is bad enough, others will react negatively towards you.  If your reputation is really bad, they may even react violently.
Social attacks can affect reputation.

...so...

'Plot-related' in that it substantially affects the plot, as should all substantial consequences against PCs or major NPCs.
'Result of events' in that it could easily be the result of a Compel (possibly invoke-for-effect-triggered) against a substantial ruined-reputation Consequence, or Taken-Out result.
Think of it as having an Extreme Consequence change the character's Trouble to 'Kill on Sight', or something of the like.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 04, 2012, 09:09:37 PM
Your reputation affects how others treat you.  If your reputation is bad enough, others will react negatively towards you.  If your reputation is really bad, they may even react violently.
Social attacks can affect reputation.

...so...

'Plot-related' in that it substantially affects the plot, as should all substantial consequences against PCs or major NPCs.
'Result of events' in that it could easily be the result of a Compel (possibly invoke-for-effect-triggered) against a substantial ruined-reputation Consequence, or Taken-Out result.
Think of it as having an Extreme Consequence change the character's Trouble to 'Kill on Sight', or something of the like.

I think I get it... but I have issue with social consequences in general.  I'll simply concede the point.  That however is a topic for anotehr time and place.

I just figured if thhre was a way to be immune to damage mentally or physically there should be a way to be immune to social damage. 

At the very least if a group likes the idea, we should present a cost for such a thing.  I assume it would cost the same as physical or mental immunity?



Recap:


Table 1: Vetoed by majority of community who posted

Costs were considered too high

-0 aging, bad smells, sweating
-1 fatigue, disease, poison
-2 drowning, falling, monkey wrenches (only monkey wrenches)
-3 metal weapons, claws, (the book claims mortal magic....I think that cost is too low...)
-4 fire, cold, electricity, explosions, pure force?
-5 magic
-6 mental damage or social damage
-7 weapons of any sort
-8  attacks from immortal beings or mortal beings
-9 physical or social or mental immunity
-10 two immunites listed above
-11 immune to all three (aside from plot like mentioned above)



Table 2: social immunity assumed too silly to exist but no other feedback given...please provide more feedback.


-0 aging, bad smells, sweating

-1 fatigue, disease, poison

-2 or -3 drowning, falling, monkey wrenches (only monkey wrenches)
 metal weapons, claws, (the book claims mortal magic....I think that cost is too low...)
 fire, cold, electricity, explosions, pure force?
magic

-6 mental damage or social damage
-7 weapons of any sort

-8  attacks from immortal beings or mortal beings

-10 physical or social or mental immunity
-12 two immunites listed above
-14 immune to all three (aside from plot like mentioned above)

opinions?
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 04, 2012, 10:15:30 PM
I could envision Social Immunity as representing an incredibly powerful, constant, and ubiquitous, if limited, mind-control magic
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on June 05, 2012, 01:14:40 AM
Questions/thoughts:


I would still recommend making the core mechanic based on likelihood of taking consequences from a given damage source, then including a list of sample damage types to create an end result similar to your table. 
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 05, 2012, 05:36:52 AM
I'm up for this.

I have issues with the idea of Social Immunity. I generally dislike social Powers, and this is worse than most. But I'd rather not go into too much detail, except to say that if you're mind-controlling the entire world than the world should have a chance to defend itself.

Now for some off-the-cuff numbers. These might not be perfect, but I think they're at least okay.

I'd cost catchless Physical Immunity at -16. That's 6 for Toughness, 6 for Recovery, and 4 extra to turn being really tough into being invincible. Also, I occasionally extend Toughness past Mythic and I'd like to make room for that.

Nicodemus-level toughness should probably be -12 or so. It's extremely unfair, so it should be extremely expensive.

Immunity to everything that isn't Holy seems like -10ish, and immunity to everything that isn't Cold Iron is probably about -8.

Immunity to weapons seems like a -6 power. Might be unfair to people without Fists, though. Regardless, this is where I'd put stuff that sits between specific and general.

Immunity to magic is probably -4. -3 if people can bypass it by throwing things at you magically. Same goes for other powerful specific protections.

Immunity to fire or to poison or to other very specific threats is probably -2.

Immunity to paper and other such jokes ought to be -1.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 05, 2012, 06:30:06 PM
Will take the posts into account and try a new revised table.

After the table I'll post reasons for each costing.

From there it will be easier to debate costs and reasons why and work toward a consensus. (or as close to a consensus as we can get get)

I'll be closing and opening at work.  Plus need to run errands and do other things life demands so... likely will not get this posted until Wednesday afternoon or evening, Thursday morning at the latest.  I'll of course take all thoughts/posts/opinions seriously when designing the new power/table(s).

As always thanks for your input and cooperation thus far. ;D
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 06, 2012, 01:52:40 AM
Please note this post was hurried and semi incomplete but I felt the need to do it before I went to bed. 


-0 aging, bad smells, sweating, paper, getting drunk, seduction attempts
-1 fatigue (from endurance - not Stress), disease, poison, drowning, monkey wrenches (only monkey wrenches or other specific thing)
-2 falling, sleep, hunger, thirst
-3 metal weapons, claws, non metal weapons, an element ( fire, cold, electricity, explosions, pure force, wind, water, earth), distractions
-4 a type of magic, a type of creature
-5 magic, weapons, natural weapons, insanity
-6 immunity to attacks from a gender
-7 attacks from immortal beings or mortal beings
 -8 immunity to attack from all but genderless beings
-13? physical or social or mental immunity (damage, insanity, distractions)
-20 two complete immunites listed above
- 30 immune to all three

Multiple immunities may be purchased by adding up hte costs.  Example: immunity to Fire and cold would cost : -6 refresh.  While an immunity to falling, drowning, fatigue and force attacks would cost -7.

Holy attacks bypass physical immunity unless an additional 2 refresh is spent.

Physical immunity must pick one item or quality (other than holy) that will bypass the resistance. This is considered a +0 catch. Example: (nicodemus - noose) etc.

Reasoning:

-0) shouldn't matter often mostly narrative
-1) annoyances or such attacks will happen rarely
-2) dangerous or important but usually isn't a big deal in most situations
-3) important or dangerous; could easily come up multiple times per session
-4) dangerous but specific
-5) dangerous, a broad group, or a common attack type
-6) broad category, will come up often if not every game
-7) broad category, will come up almost every game
-8) very broad categories, very dangerous or will come up every single game
-10 or more ) complete immunities, grants near godlike resilience, very hard to bypass nigh indestructible or unshakable

Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 06, 2012, 05:15:25 AM
I don't think free immunity should be possible unless the thing you're immune to is truly harmless.

Social Immunity still doesn't make sense.

I think you charge too much for Mental Immunity. Mental stress isn't that common.

Immunity to drowning, fatigue, sleep, and falling can all be obtained elsewhere more easily.

I think you underestimate the importance of poison.

Stacking two immunities should not cost as much as both together. Immunity to monkey wrenches, halberds, and pickaxes should not cost as much as immunity to metal weapons.

Holy should not be given special status.
Title: Re: Power Rewrite: Physical Immunity
Post by: Mij on June 07, 2012, 01:00:50 AM
Immunity to Seduction Attempts?
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on June 07, 2012, 01:11:32 AM
Immunity to Seduction Attempts?
"Hey, big boy, wanna go back to my place?"
"Depends, do you have the new DFRPG module?  If so, we could run through that..."
"No, I mean I want to rock your world!"
"Why, is your wizard specialized in earth magic?"

Totally clueless [-?]
You are completely immune to any social attacks that attempt to seduce you.  You never take stress or consequences from such attempts, and seduction-related maneuver attempts fail.

Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 07, 2012, 01:12:04 AM
Immunity to Seduction Attempts?

Could represent being a eunuch or being genderless.
I don't think free immunity should be possible unless the thing you're immune to is truly harmless.

Social Immunity still doesn't make sense.

I think you charge too much for Mental Immunity. Mental stress isn't that common.

Immunity to drowning, fatigue, sleep, and falling can all be obtained elsewhere more easily.

I think you underestimate the importance of poison.

Stacking two immunities should not cost as much as both together. Immunity to monkey wrenches, halberds, and pickaxes should not cost as much as immunity to metal weapons.

Holy should not be given special status.

Poison is still just one type of damage.

Just because they can be obtained does not mean the character whop is immune tothem should have recovery and therefore heal faster.  Some concepts would not regenerate and would not feel fatigue.

Social immunity doesn't have to make sense to you.  I want a cost for it in case someone wants it.  I don't even use social combat in my games so it'd be useless to me ;)  Still worth figuring a cost for.

Being immune to holy costs extra.  Holy touch bypasses all toughness for one stress.  Soulfire lowers toughness.

Would you prefer I list costs for Holy touch and soulfire specifically instead?

Trying a new chart.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 07, 2012, 01:15:22 AM
-0 aging, bad smells, sweating,
-1 fatigue (from endurance - not Stress), disease, drowning, monkey wrenches (only monkey wrenches or other specific thing) paper, getting drunk, seduction attempts
-2 falling, sleep, hunger, thirst, poison
-3 metal weapons, claws, non metal weapons, an element ( fire, cold, electricity, explosions, pure force, wind, water, earth), distractions
-4 a type of magic, a type of creature
-5 magic, weapons, natural weapons, insanity
-6 immunity to attacks from a gender
-7 attacks from immortal beings or mortal beings
 -8 immunity to attack from all but genderless beings
-9 mental or social immunity
-13? physical immunity (damage, insanity, distractions)
-20 two complete immunites listed above
- 30 immune to all three


I think -13, -20 and -30 are too expensive.  Ideas?

-12, - 15, -20?

I think immunities that are stacked can be paid for as I suggested.  Why shouldn't it?
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on June 07, 2012, 01:30:46 AM
A character that is immune to all physical, social, and mental attacks has a special term that applies to it.

"Plot Device"
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 07, 2012, 02:31:59 AM
Poison is still just one type of damage.

So's magic. But one Refresh for immunity to magic would be silly.

Just because they can be obtained does not mean the character whop is immune tothem should have recovery and therefore heal faster.  Some concepts would not regenerate and would not feel fatigue.

If does mean, however, that they shouldn't cost so much. If I can get immunity to drowning and an extra benefit for 1 refresh, why should I have to pay 1 Refresh for just immunity to drowning?

Social immunity doesn't have to make sense to you.  I want a cost for it in case someone wants it.  I don't even use social combat in my games so it'd be useless to me ;)  Still worth figuring a cost for.

It's not that it doesn't make sense to me, it's that it doesn't make sense period.

The concept is ridiculous. Assigning a Refresh cost to it is like assigning a Refresh cost to yellow fnrejbn an tortoise.

Being immune to holy costs extra.  Holy touch bypasses all toughness for one stress.  Soulfire lowers toughness.

Would you prefer I list costs for Holy touch and soulfire specifically instead?

No.

I'd prefer you specify the effects of Soulfire on Immunity, then rewrite Holy Touch because apparently you want it to do something it does not, at present, do.
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on June 07, 2012, 07:37:56 PM
Soulfire downgrades all Toughness powers by one step.  Physical Immunity is in fact a "Toughness power".  Therefore it seems reasonable to assume that Physical Immunity would count as armor:3 against Soulfire.

Note: The first two sentences are RAW; the third is my assumption in the absence of any indication that an alternate interpretation is indicated.

I can see the conundrum on Holy Touch, since on the one hand it indicates that creatures that don't have Catch:holy take a stress regardless, while on the other hand an Immunity power that doesn't have Catch: holy indicates that you should take no stress.  My take on this is that the 1 stress 'minimal hit' from Holy touch bypasses everything, similar to ACAEBG (but only for that one stress), but that's just my feeling about how it should play, not RAW.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 08, 2012, 12:14:21 AM
So's magic. But one Refresh for immunity to magic would be silly.

If does mean, however, that they shouldn't cost so much. If I can get immunity to drowning and an extra benefit for 1 refresh, why should I have to pay 1 Refresh for just immunity to drowning?

It's not that it doesn't make sense to me, it's that it doesn't make sense period.

The concept is ridiculous. Assigning a Refresh cost to it is like assigning a Refresh cost to yellow fnrejbn an tortoise.

No.

I'd prefer you specify the effects of Soulfire on Immunity, then rewrite Holy Touch because apparently you want it to do something it does not, at present, do.

Magic is at least 5 types of damage.  So yeah it would be stupid to cost that at -1 refresh.

Aside from that I agree with Becq in regards to holy touch and soulfire.

As for your opinion of recovery vs immunity to sleep.  it makes perfect sense.  Not every character needs to be efficient.  Some characters might be immune to drowning, but not be aquatic.  Some scions may be immune to getting tired from running (Scion of Hermes?) However they may not want or feel that recovery is fitting for the concept.

How does that not make sense?
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 08, 2012, 12:16:10 AM
A character that is immune to all physical, social, and mental attacks has a special term that applies to it.

"Plot Device"

Agreed, however, I've found lots of people on this forum as well as those I've met who want to stat plot devices.  Those immune to all three damage types still can be hurt by something.  Those players and GM's would perhaps want to know a cost for such a power.

I'm not advocating the use for a player or even 99.99% of NPC's.  However, I'd like to try to accomodate as many as possible with this power.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 08, 2012, 05:23:07 AM
As for your opinion of recovery vs immunity to sleep.  it makes perfect sense.  Not every character needs to be efficient.  Some characters might be immune to drowning, but not be aquatic.  Some scions may be immune to getting tired from running (Scion of Hermes?) However they may not want or feel that recovery is fitting for the concept.

How does that not make sense?

This is that whole 'should powers be balanced thing, again.
It is obviously a reasonable proposition to be able to separate these effects out of their original power, but that should also change the price of the resulting power, not merely remove the additional benefits from the original power when those benefits constituted a substantial portion of that power.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 09, 2012, 01:23:02 AM
Tedronai said it better than I would have.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 09, 2012, 05:50:30 PM
Does this work better then?

-0 aging, bad smells, sweating, paper, getting drunk, fatigue (from endurance - not Stress)
 
-1disease, drowning, monkey wrenches (only monkey wrenches or other specific thing), sleep, hunger, thirst, seduction attempts, falling

-2 , all poisons


How are we on costs in the middle ground (-4-7 range)?  I'm trying to get these close to keep you all happy, but I also feel the need to justify why I costed them as I did.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 10, 2012, 07:27:22 AM
The problem is that any Refresh cost for immunity to falling, fatigue, or drowning will always be too much because you can get immunity to those things plus other benefits for the same cost.

I suggest bundling immunities to fix this.

Immunity to drowning and fatigue and falling together is easily worth a point of Refresh. Probably too good for one Refresh, actually.

Still think poison immunity is good enough to charge 2 or 3 Refresh for.

And immunity to seduction is actually useful. I wouldn't give it away free.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 10, 2012, 05:59:13 PM
The problem is that any Refresh cost for immunity to falling, fatigue, or drowning will always be too much because you can get immunity to those things plus other benefits for the same cost.

I suggest bundling immunities to fix this.

Immunity to drowning and fatigue and falling together is easily worth a point of Refresh. Probably too good for one Refresh, actually.

Still think poison immunity is good enough to charge 2 or 3 Refresh for.

And immunity to seduction is actually useful. I wouldn't give it away free.

Yeah, ok I get your costing point.

Do you get my point?

Some characters who are immune to falling damage would not regenerate.  Some people who are immune to drowning would not be immune to falling.

lets take some character concpets that this works for.

Were Cheetah - sadly not immune to fatigue from running (they use hunting dogs to kill them because the cheetah lacks stamina), however we could enhance the myth of cats falling on their feet to take an immunity to falling damage.

Wolverine - not immune to anything, but he does have recovery

Colossus (x-men fame) - immune to sleep, immune to breathing (drowning) doesn't have to eat or drink in metal form, does not regenerate (recovery), not immune to falling damage or fatigue.

The powers I'm making here may not be optimal but they do allow you to create a wider range of specific characters.

I'll alter seduction to -1

I'll alter movement barriers also to be inline with Ways and Means teleport power.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 10, 2012, 08:24:06 PM
I get your point, but I think there are better solutions then deliberately offering underpowered Powers.

Replace "fatigue" with "fatigue, thirst, and starvation" in the -1 category. That'd make it worthwhile.

If people don't want that particular combo, that's okay. The examples are just examples, to give you an idea of what each amount of Refresh can buy.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 11, 2012, 05:38:44 PM
I get your point, but I think there are better solutions then deliberately offering underpowered Powers.

Replace "fatigue" with "fatigue, thirst, and starvation" in the -1 category. That'd make it worthwhile.

If people don't want that particular combo, that's okay. The examples are just examples, to give you an idea of what each amount of Refresh can buy.

Fatigue is already -0.  I am ok with combining thirst and hunger.

I'll concede that sincee these are examples, players are free to not optimize. 

I'll alter this.

Can we move on to the rest of the list or:

I'm stealing a line from Sanctaphrax - "I'll assume this is perfect."

New List:


-0 aging, bad smells, sweating, paper, getting drunk, fatigue (from endurance - not Stress)
 -1 disease, drowning, monkey wrenches (only monkey wrenches or other specific thing), sleep, hunger & thirst, seduction attempts, falling damage
-2  all poisons
-3 metal weapons, claws, non metal weapons, an element ( fire, cold, electricity, explosions, pure force, wind, water, earth), distractions
-4 a type of magic, a type of creature
-5 magic, weapons, natural weapons, insanity
-6 immunity to attacks from a gender
-7 attacks from immortal beings or mortal beings
 -8 immunity to attack from all but genderless beings
-9 mental or social immunity
-13 physical immunity to damage, insanity, distractions
-20 two complete immunites listed above
- 30 immune to all three

Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 11, 2012, 11:22:04 PM
Looks pretty good to me.

I might kick up the cost on total damage immunity or immunity to everything except genderless beings a bit, but that's probably just personal taste.

Mind if I reformat a bit and add this to the list?
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 12, 2012, 03:41:46 AM
Either both 'insanity' and 'distractions' are listed twice, or -13 needs clarification.
Immunity to Drowning still costs too much.
Title: Re: Power Rewrite: Physical Immunity
Post by: devonapple on June 12, 2012, 05:46:36 PM
Would it help if I posted a digest of the Immunity cost chart for HERO or Mutants & Masterminds? They are fairly comprehensive.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 13, 2012, 06:38:32 AM
I'd be interested.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 13, 2012, 08:39:27 PM
I'd like that too.

Sanctaphrax, by all means, add it to the list.  Just post the version you wish to add first so we can all make sure it works for us.

Also wait until Devonapple has posted his immunity list.

Adding it tothe list may be a long time coming (relatively), but that is why I created the alternative to Physical Immunity.

Also, please add a  note (when adding the power to the Master List) it is meant as an alternative to physical Immunity and will not use a catch system, since you are "catched" by everything you are not immune to.

I may need to alter costs before the list is done of course.  tehre are also a few thigns I am not very willing to budge on without more debate.

I think we are in the home-stretch though,.
Title: Re: Power Rewrite: Physical Immunity
Post by: devonapple on June 13, 2012, 10:53:52 PM
[this will be a work in progress - I will edit this list when I get home]

Mutants & Masterminds breaks down immunity between the following options:
Aging - Immunity 1
Critical (presumably critical hits)  - Immunity 2
Disease  - Immunity 1
Environment (any one type: cold, heat, high pressure, radiation, vacuum)  - Immunity 1
Energy (Chemical, Cold, Darkness, Electricity, Fire/Heat, Gravity, Kinetic, Light, Magnetism, Radiation, Sonic, Vibration) - varies by type
Exhaustion  - Immunity 5
Life Support (disease, poison, any environment, suffocation)  - Immunity 9
Mental Effects  - Immunity 10
Poison  - Immunity 1
Pressure  - Immunity 1
Social (interaction) skills  - Immunity 5
Sleep  - Immunity 1
Starvation and Thirst  - Immunity 1
Suffocation  - Immunity 2
Any effect calling for a particular saving throw (either: Fortitude, Reflex or Will)  - Immunity 30 (per save)
Special  - Immunity 1-10 depending on how common the power/special effect is (bullets would be 5, gravity would be 2, any technological or elemental would be 10)
Immunity 1: a rare power descriptor (such as your own powers, a close sibling’s powers, etc.).
Immunity 2: an uncommon power descriptor (such as chemical, gravitic, necromantic, etc.).
Immunity 5: bullets, cold, electricity, falling, fire, magic, radiation, sonic, etc.
Immunity 10: a common power descriptor (such as all effects with cold, electricity, fire, radiation, or weather
descriptors, for example)
Immunity 20: a very common power descriptor (any bludgeoning or energy, for example).

Some rephrased M&M benchmarks:
Immunity 1 (starvation & thirst)
Immunity 1 (sleep)
Immunity 1 (aging)
Immunity 11 (life support [cold, disease, heat, high pressure, low pressure/vacuum, poison, radiation, suffocation], sleep, starvation & thirst)
Immunity 12 (aging, life support [cold, disease, heat, high pressure, low pressure/vacuum, poison, radiation, suffocation], sleep, starvation & thirst)

Some HERO system benchmarks:
Immunity (starvation & thirst) = Life Support (Diminished Eating 3)
Immunity (suffocation) = Life Support (Self-Contained Breathing 10)
Immunity (sleep) = Life Support (Diminished Sleep 3)
Immunity (aging)= Life Support (Longevity 5)
Immunity to low pressure/vacuum = Life Support (Safe Environment 2)
Immunity to cold, disease, heat, high pressure, low pressure/vacuum, poison, radiation, suffocation], sleep, starvation & thirst = Life Support (Total [45 points])
Immunity to aging, cold, disease, heat, high pressure, low pressure/vacuum, poison, radiation, suffocation], sleep, starvation & thirst = Life Support (Total [50 points])
Immunity to all terrestrial diseases & biowarfare agents = Life Support (Immunity 10)
Immunity to all terrestrial poisons & chemical warfare agents  = Life Support (Immunity 10)
Title: Re: Power Rewrite: Physical Immunity
Post by: devonapple on June 14, 2012, 11:27:57 PM
Any other elements I should try to incorporate in these lists, or do you think we have enough to work with here?
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 15, 2012, 04:15:10 AM
Thanks for collecting all that, devonapple.

Some more special and energy examples would be good.
Title: Re: Power Rewrite: Physical Immunity
Post by: devonapple on June 15, 2012, 07:02:10 AM
Done and done!
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 18, 2012, 01:20:10 AM
That's pretty cool.

So Devonapple: opinions on costs or insights into this power ewrite?
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 19, 2012, 08:26:06 PM
So I'm getting ready for a final chart or semi final chart.

 Helpful opinions on the chart so far?

Be specific with recommended costing, otherwise I'm goign to do a rewrite at my earliest convenience and assume everything else is fine.

Then assuming Sancta doesn't see more issues I'll let him do with it as is needed to be added to the list.

Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 20, 2012, 05:00:55 AM
Thanks, devonapple.

I look forward to seeing the next list.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 26, 2012, 05:53:50 PM
0 aging, bad smells, sweating, paper, getting drunk, fatigue (from endurance - not Stress)
 -1 disease, drowning, monkey wrenches (only monkey wrenches or other specific thing), sleep, hunger & thirst, seduction attempts, falling damage
-2  all poisons
-3 metal weapons, claws, non metal weapons, an element ( fire, cold, electricity, explosions, pure force, wind, water, earth), distractions
-4 a type of magic, a type of creature
-5 magic, weapons, natural weapons, insanity
-6 immunity to attacks from a gender
-7 attacks from immortal beings or mortal beings
 -8 immunity to attack from all but genderless beings
-9 mental or social immunity
-13 physical immunity to damage, insanity, distractions
-20 two complete immunites listed above
- 30 immune to all three

caveats:  Depending upon interpretation of ACAEBG and Soulfire additional costs may be needed to be immune to them.  One ignores all toughnesses the other downgrades toughness one step.  We need a cost for that. 

Also if the creature is normally effected by holy touch  or righteousness; to be immune should cost more.

Additional caveat: I feel immunities to those things shouldn't be allowed but I am biased.
Perhaps we could create a chart for immunities to things that normally bypass toughness related powers?

Aside from thqat unless the community has something to add to this conversation ...................


Reformat a bit and add this to the list!
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on June 26, 2012, 07:30:14 PM
Why would you buy an immunity to a power that specifically ignores that immunity?  Even if you bought the immunity, the power would still ignore it, because that's what the power does...
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 26, 2012, 08:49:31 PM
Why would you buy an immunity to a power that specifically ignores that immunity?  Even if you bought the immunity, the power would still ignore it, because that's what the power does...

I would tend to agree.

 People on this forum seem to like work arounds to ACAEBG etc.  So I figure an option could help keep people happy.  I'd never use it, but I need to do my designing with others in mind.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 27, 2012, 04:59:45 AM
Looks pretty good to me. I'll probably make a couple of tiny edits when I reformat this (which I will do tomorrow), but they will indeed be tiny.
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on June 28, 2012, 04:50:53 AM
More comments:

Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 28, 2012, 06:19:51 AM
Reformat here.

Immunity to things that bypass Toughness can be handled with other Powers.

IMMUNITY [-varies]
Description: You are completely immune to some form of harm.
Note: The cost examples provided here are intended for the hypothetical average game. In unusual games, they may need to be adjusted. In some rare cases, it may qualify as a Compel when this Power does not apply.
Skills Affected: Many.
Effects:
Immunity. Pick a type of stress. You are immune to that type of stress. This may prevent certain maneuvers and blocks from functioning, at the GM's discretion.
Variable Cost. The cost of this Power depends on the type of stress selected.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 28, 2012, 05:22:40 PM
A list is easier to read as a list than it is to read as a wall of text.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 28, 2012, 07:30:58 PM
A list is easier to read as a list than it is to read as a wall of text.

Totally agreed.

Mutants and masterMinds/Herosystems/Freak Legion did it right.  A list works best with a similar format to what I used.  I'm not saying mine was perfect.  It wasn't.

Should likely note: that complete immunities need an equivalebnt to a +0 catch.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 28, 2012, 07:32:35 PM
Becq: Immunity doesn't require stress beign dealt to work.

It can work on "being moved".  It can work like Juggernaut "unstoppable" - immunity to being stopped once in motion.

Etc.

 It is a catch all.
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on June 28, 2012, 10:44:24 PM
The book's version only affects stress and consequences.  I guess Sanctaphrax's version might include maneuvers, if the GM chooses to, so the new version of immunity makes immunity even more powerful, since you can't even perform maneuvers against the target (in order to escape, for example).
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on June 29, 2012, 03:24:55 AM
The book's version only affects stress and consequences.  I guess Sanctaphrax's version might include maneuvers, if the GM chooses to, so the new version of immunity makes immunity even more powerful, since you can't even perform maneuvers against the target (in order to escape, for example).

You mean my version...

I wanted the revision, because I do not like the book version.  Some versions of immunity will be that powerful.  Some will be less powerful.  Say: Immunity to grapples.

Some may have complete immunity to stress and maneuvers from a certain type of attack.

Some may only have immunity to the manuevers or only the stress.  This new table is supposed to be flexible nad represent a way to accomplish an immunity to ANYTHING.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 29, 2012, 03:28:02 AM
If immunity to maneuvers (of a specified type) are intended to be included as an option but not intended to be assumed to be included in all options, then that needs to be made far more clear, and new entries should be included to reflect the various options.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 29, 2012, 04:41:09 AM
A list is easier to read as a list than it is to read as a wall of text.

I was worried about that.

I like the text block, but I guess I'm weird. Will reformat.

As for the other posts, the maneuver immunity here is just common sense stuff. If I'm bulletproof I can't be affected by a PINNED DOWN WITH GUNFIRE maneuver.

I guess I could rewrite the power to include real maneuver immunity, but I'm not sure how to do that.

PS: The idea of the complete immunities here is that they're really complete barring ACaEBG-style shenanigans. Do you think that they should be more expensive, given that?
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on June 29, 2012, 04:45:09 AM
As for the other posts, the maneuver immunity here is just common sense stuff. If I'm bulletproof I can't be affected by a PINNED DOWN WITH GUNFIRE maneuver.
But you might be able to be affected by a 'Distracted by a thousand lead mosquitos' maneuver.
And I'm rather at a loss for how I'd justify total immunity to physical maneuvers.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on June 29, 2012, 05:05:23 AM
I agree, mostly.

I do think that overwhelming power could justify physical maneuver immunity though. Immunity, in this case, is basically an abstraction for a defence roll of 50 or some other ludicrous number.

Though on second thought, that might not work so well when people want to use thaumaturgy or a bazillion FP.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 06, 2012, 05:13:16 PM
Being immune to soulfire effects or ACAEBG should be noted as costing more...or not allowed one of the two.

I supposed in an effort to make people happy we should come up with a cost .  This whole system for Immunity is optional anyhow: people will pick and choose what they want - so we might as well include the option.  Just note that it may be overpowered.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 07, 2012, 06:16:17 AM
Being immune to soulfire effects or ACAEBG should be noted as costing more...or not allowed one of the two.

We have that custom Power. Costs 2 Refresh, IIRC. Does that sound sensible to you?
Title: Re: Power Rewrite: Physical Immunity
Post by: ImpishMortal on July 09, 2012, 03:18:13 PM
But you might be able to be affected by a 'Distracted by a thousand lead mosquitos' maneuver.
And I'm rather at a loss for how I'd justify total immunity to physical maneuvers.

I agree. While someone may not take physical damage, they are still subject to the laws of physics. Therefore, someone with physical immunity to unarmed attacks could be TRIPPED, THROWN, or HELD DOWN if a manuever was successful. The rewrites should reflect this.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 09, 2012, 07:03:11 PM
I agree. While someone may not take physical damage, they are still subject to the laws of physics. Therefore, someone with physical immunity to unarmed attacks could be TRIPPED, THROWN, or HELD DOWN if a manuever was successful. The rewrites should reflect this.

If someone's immunity to unarmed attacks is narrated as passing right through living flesh but not through anything else, then you might not be able to do those maneuvers.

The current version reflects this, I think.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on July 09, 2012, 07:30:43 PM
But you might be able to succeed with some other nominally-physical maneuvers.

And maneuvers already include a 'reasonableness test' that can be used to weed out the sorts of things that would be ineffectual on the basis of resistances and immunities.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 10, 2012, 05:23:58 PM
We have that custom Power. Costs 2 Refresh, IIRC. Does that sound sensible to you?

I think it should cost 3 Refresh, but if the comnity settled at 2 that's fine I guess.

Maybe that power should be linked or mentioned at the end of this power's write-up then.

Aside from that I think we're pretty close to as finished as this is gonna get.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 10, 2012, 10:37:55 PM
@Tedronai: That's the idea.

@Silverblaze: As I recall, there was no community consensus. I just picked a number and asked anyone with a problem to complain. Nobody did, so my number stood.

Why 3?

Anyway, I'd like to clarify the thing about maneuvers before calling this done. But I don't expect any really substantial changes.
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on July 11, 2012, 12:51:02 AM
@Silverblaze: As I recall, there was no community consensus. I just picked a number and asked anyone with a problem to complain. Nobody did, so my number stood.
For the record, I had a problem with it and complained.  :p
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 11, 2012, 01:15:27 AM
Okay, I just went back to the thread and looked.

I didn't explicitly ask for complaints, I just posted the power for critique.

Couldn't find Becq's complaint. Did we discuss this in a thread other than the Custom Powers Master List?
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on July 11, 2012, 01:53:35 AM
Nah, back on page 4 of this topic.  'Twas short, so I'll repeat it:

Quote
Why would you buy an immunity to a power that specifically ignores that immunity?  Even if you bought the immunity, the power would still ignore it, because that's what the power does...

Ok, so person A has immunity to ACAEBG (and presumeably a Toughness power or the like to go along with it).  Great.  Person B has ACAEBG, which doesn't bother person A, because he is immune.  Then person B spends a Fate point, which negates person A's immunity (and Toughness).

In other words, immunity to a power that negates immunities seems like a -0 power, since it doesn't actually accomplish anything.

But YMMV.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 11, 2012, 02:02:49 AM
Oh, come on.

You cannot price a Power based on the assumption that it does not do what it says it does.

You might as well assume that ACaEBG fails against Physical Immunity.

Obviously, There Is No Salvation (the Power in question) trumps ACaEBG and Soulfire and Righteousness and Sacred Guardian.

That's what it's for. If you don't like it, don't include it in your games.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on July 11, 2012, 02:33:05 AM
Back on the topic of immunity to maneuvers, my point was that, even in the absence of maneuvers being explicitly included in '[X] Immunity', maneuvers where it does not make sense for a particular target to be susceptible to that form of interference, manipulation, etc., will not function against those targets.

The explicit inclusion of immunity to maneuvers only creates problems.  It solves none.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 11, 2012, 03:03:04 AM
I'd be in favor of something akin to:

Maneuvers working fine, but declarations related to your immunity being easier and may negate certain maneuvers.

Say someone has an immunity to being moved or stopped once he starts moving (Juggernaut) anything close to strying to stop or move him would fail.  Juggernaut declares he is the Juggernaut and doesn't stop.

 Manuevers that let him keep going but add to his momentum would work fine.


I tend to agree with Becq in regards to ACAEBG.  I do not like the concept of things like There is no Salvation.

 However, it exists as a custom power: some people like it.  I cannot change that.  I think a statement like this should be included:

Immunity does not grant special protection from Soulfire, Sacred Guardian, ACAEBG, and the like unless another custom power found elsewhere is purchased (and allowed).

I think Sanctaphrax keeps removing Social immunity from his write up becuase he doesn't like it and is unwilling to compromise.  I think it is just as reasonable as being able to cast spells or fly: it is a game - not everything is going to make perfect sense.  I don't even use social stress/combat/manuevers in games I run or in the games I have played in. 

I think it should be included as an option. 
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on July 11, 2012, 03:26:08 AM
You cannot price a Power based on the assumption that it does not do what it says it does.
And yet you seem unconcerned that with the inclusion of TINS, ACAEBG no longer does what it says it does?

So what happens when somebody builds a new custom power, maybe "All Creatures Are Equal Before God's Might", which has exactly the same description ACAEBG does.  It would work against TINS because TINS doesn't grant immunity to ACAEBGM.

Meh, the whole discussion is silly; go ahead and design your power as you see fit, I'll step out.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 11, 2012, 03:29:57 AM
Immunity does not grant special protection from Soulfire, Sacred Guardian, ACAEBG, and the like unless another custom power found elsewhere is purchased (and allowed).

Sure.

I think Sanctaphrax keeps removing Social immunity from his write up becuase he doesn't like it and is unwilling to compromise.

Eh, sort of.

See, if it was just that I disliked it I'd include it.

But this isn't just something I dislike, it's also a thing that does not make sense.

I'm not as willing to accept things that make no sense as you are.

Flying and stuff can be excused as magic. Full social immunity can't.

PS: I did include a couple of social immunities. Seduction and fear are both there. It's only the blanket immunity that I dropped.
PPS: Once you include ACaEBG, Physical Immunity no longer does what it says it does. Specific trumps general. This is normal and desirable.
PPPS: TINS trumps ACAEBGM too. It mentions "all similar effects".
PPPS: TINS isn't really my Power. It's someone else's, I just rewrote it.
Title: Re: Power Rewrite: Physical Immunity
Post by: ImpishMortal on July 11, 2012, 12:33:10 PM
Does there really need to be immunity powers for social attacks? Said immunity probably should be the result of an aspect instead. Barring that, it makes sense that some characters/creatures will already be immune to some things due to not caring about or understanding the social battlefield.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 11, 2012, 01:09:36 PM
Does there need to be social immunity?  No.

I have no use for it at all.

I simply think for the sake of completion one should think about what it should cost.

I'd argue it should cost the same as mental immunity.

Sanctaphrax: Would you be willing to include a link for this powers dicussion at the end of it's write up so people can see how we got here and can see the discussions on ACAEBG, Soulfire, Sacred Guardian, and social immunities?

The reason I think being immune to Sacred Guardian, ACAEBG, Soulfire, Righteousness, Holy Touch (if you have a power called There Is No Salvation - holy should likely hurt you).  You get immunity to 5 powers bypass effects, some of which cost -1 through -5 refresh.  Some argue Sacred Guardian should cost more.  I think it merits -3 refresh, if the ability to bypass toughnesses ca cost from 1 to 5 points of refresh and the median is 3...that should be the cost in my mind. 















I'd also like to agree with Becq one more time then hold my piece on the matter. (TINS and immunities to ACAEBG shouldn't exist)  Powers that bypass toughnesses or satisfy catches generally ignore immunities and like effects.  Why escalation occurs is with small rewording a new version of bypassing could exist specifically to include the new custom power.  Since custom powers are allowed tehre is nothing in the rules barring errata based upon the gaming group's individual needs/tastes.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 11, 2012, 01:14:27 PM
Things I'd like to see included in the write-up.

1. List formatting for ease of costing.

2. Sanctaphrax: Would you be willing to include a link for this powers dicussion at the end of it's write up so people can see how we got here and can see the discussions on ACAEBG, Soulfire, Sacred Guardian, and social immunities?

3. For the sake of completion one should think about what Social Immunity should cost.

4. Immunity does not grant special protection from Soulfire, Sacred Guardian, ACAEBG, and the like unless another custom power found elsewhere is purchased (and allowed).


#4 is the important one in my opinion.


--------------------------------------------------------------------------------------------------


Maybe I missed this in the write-up - but: I think a note needs made taht an equivalent of a +0 Catch is required to have these.

•Immunity to all mental stress costs 9 Refresh, while immunity to all physical stress costs 13 Refresh.

•Immunity to both costs 20 Refresh.



--------------------------------------------------------------------------------------------------

Also, in some instances the narrative effects of hte power could have small impact on mechanics.  Immunity due to rapid healing - should still allow people to heal from vampirisms.  immunity due to imperviousness should still allow manuevers to work, as should rapid healing... Immunity due to said objects passing through harmlessly may still allow vampirism but I doubt it...many maneuvers certainly wouldn't work.  i know the current power makes mention that some maneuvers may not work.  How should we make clear that narratively immunity could be due to many factors.

 For example a lack of sexual organs can be justification for immunity to seduction.
Title: Re: Power Rewrite: Physical Immunity
Post by: ImpishMortal on July 11, 2012, 01:36:59 PM
For example a lack of sexual organs can be justification for immunity to seduction.

Or the character could just have an aspect that says that they are asexual. Why pay for powers when you can have aspects for some of these things for free? ;)
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 12, 2012, 02:35:41 PM
Or the character could just have an aspect that says that they are asexual. Why pay for powers when you can have aspects for some of these things for free? ;)

Counter arguement being: pay a small amount for it and have other things to get for free with another aspect.

You only get 7 aspects and a limited amount of refesh.  I fail to see why options are bad.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 12, 2012, 06:29:47 PM
Or the character could just have an aspect that says that they are asexual. Why pay for powers when you can have aspects for some of these things for free? ;)

Because if you acquire an ability with an Aspect, then you have to spend a Fate Point to get any mechanical benefit out of that ability.

1. List formatting for ease of costing.

Is the current list format not satisfactory?

2. Sanctaphrax: Would you be willing to include a link for this powers dicussion at the end of it's write up so people can see how we got here and can see the discussions on ACAEBG, Soulfire, Sacred Guardian, and social immunities?

No. I don't want any links in the list.

I can explain the controversy in the Note sections of the relevant Powers, though. TINS already has a something a bit like that.

If you'd be willing to sum up the debate, I'd appreciate it.

3. For the sake of completion one should think about what Social Immunity should cost.

In order to do that, we'd first have to work out what the heck Social Immunity even is.

When I say that it doesn't make sense, I don't just mean it's illogical. I also mean that I don't understand how it's meant to work or what it's meant to do.

4. Immunity does not grant special protection from Soulfire, Sacred Guardian, ACAEBG, and the like unless another custom power found elsewhere is purchased (and allowed).

That's the plan.

Except for Soulfire...I'm really not sure how this should interact with Soulfire. Drop down to Mythic Toughness?

Maybe I missed this in the write-up - but: I think a note needs made taht an equivalent of a +0 Catch is required to have these.

No way.

The whole idea was to find an appropriate cost for full invincibility. If 9-13-20 Refresh isn't enough, let's make it cost more.

Besides, requiring a +0 Catch encourages BS shenanigans.

Also, in some instances the narrative effects of hte power could have small impact on mechanics.  Immunity due to rapid healing - should still allow people to heal from vampirisms.  immunity due to imperviousness should still allow manuevers to work, as should rapid healing... Immunity due to said objects passing through harmlessly may still allow vampirism but I doubt it...many maneuvers certainly wouldn't work.  i know the current power makes mention that some maneuvers may not work.  How should we make clear that narratively immunity could be due to many factors.

Yeah, I'll try to make the odd status of maneuvers clear.

For example a lack of sexual organs can be justification for immunity to seduction.

Indeed. Immunity to seduction makes plenty of sense.

The reason I think being immune to Sacred Guardian, ACAEBG, Soulfire, Righteousness, Holy Touch (if you have a power called There Is No Salvation - holy should likely hurt you).  You get immunity to 5 powers bypass effects, some of which cost -1 through -5 refresh.  Some argue Sacred Guardian should cost more.  I think it merits -3 refresh, if the ability to bypass toughnesses ca cost from 1 to 5 points of refresh and the median is 3...that should be the cost in my mind.

Specific defences should generally cost less than the thing they defend against, because they'll frequently be worthless.   

That being said, I can see some decent arguments for deliberately making TINS underpowered.

I'd also like to agree with Becq one more time then hold my piece on the matter. (TINS and immunities to ACAEBG shouldn't exist)  Powers that bypass toughnesses or satisfy catches generally ignore immunities and like effects.  Why escalation occurs is with small rewording a new version of bypassing could exist specifically to include the new custom power.  Since custom powers are allowed tehre is nothing in the rules barring errata based upon the gaming group's individual needs/tastes.

Again, not every custom Power is for everyone.

Personally, I'd prefer to get rid of ACaEBG. But I'm not just writing for myself here.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on July 12, 2012, 06:36:38 PM
Because if you acquire an ability with an Aspect, then you have to spend a Fate Point to get any mechanical benefit out of that ability.

Not necessarily.
Maneuvers already having to pass a 'reasonableness test', the presence of a sufficiently strongly interpreted aspect on the target character might be enough to justify refusing that maneuver as being unreasonable, without the target character having to pay a FP.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 12, 2012, 06:40:15 PM
But then they can just make another mechanically equivalent maneuver with a different narrative justification.
Title: Re: Power Rewrite: Physical Immunity
Post by: ImpishMortal on July 12, 2012, 07:03:41 PM
Not necessarily. If a character has an aspect that says they have true love (and therefore its protection), they don't have to spend a Fate Point to prevent being fed upon by a member of house Wraith. It just can't happen.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 12, 2012, 07:23:27 PM
That's a Compel on the Raith's Aspects.

Mechanically speaking, Aspects do nothing unless invoked or compelled.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on July 12, 2012, 07:53:13 PM
But then they can just make another mechanically equivalent maneuver with a different narrative justification.

In that all maneuvers are mechanically equivalent and they could simply perform a different maneuver, yes.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 12, 2012, 11:53:57 PM
Because if you acquire an ability with an Aspect, then you have to spend a Fate Point to get any mechanical benefit out of that ability.

Is the current list format not satisfactory?

No. I don't want any links in the list.

I can explain the controversy in the Note sections of the relevant Powers, though. TINS already has a something a bit like that.

If you'd be willing to sum up the debate, I'd appreciate it.

In order to do that, we'd first have to work out what the heck Social Immunity even is.

When I say that it doesn't make sense, I don't just mean it's illogical. I also mean that I don't understand how it's meant to work or what it's meant to do.

That's the plan.

Except for Soulfire...I'm really not sure how this should interact with Soulfire. Drop down to Mythic Toughness?

No way.

The whole idea was to find an appropriate cost for full invincibility. If 9-13-20 Refresh isn't enough, let's make it cost more.

Besides, requiring a +0 Catch encourages BS shenanigans.

Yeah, I'll try to make the odd status of maneuvers clear.

Indeed. Immunity to seduction makes plenty of sense.

Specific defences should generally cost less than the thing they defend against, because they'll frequently be worthless.   

That being said, I can see some decent arguments for deliberately making TINS underpowered.

Again, not every custom Power is for everyone.

Personally, I'd prefer to get rid of ACaEBG. But I'm not just writing for myself here.

Fine, to hell with social immunity.  But if you can take stress from it, one should be able to be immune to it the way this sytem works.

No on the +0 catch?  I'm of the mind that PLOT Catches should be able to bypass invincibility.  Nothing should be invincible.  You can post it that way, but I'm pretty sure most peopl will look at it and think "designed by power gamers for power gamers"  invincibility isn't fun in a game for most people.

Nm. Format is fine.

"The whole idea was to find an appropriate cost for full invincibility. If 9-13-20 Refresh isn't enough, let's make it cost more." No.  The idea was to get rid of stacked catches (which make no sense). 

Yeah full invincibility should cost like 30+ refresh.  At least in my mind.  Opinions?

Does full invincibilty grant immunity to ACAEBG or Soulfire etc?  I say no.

I think immunity catched by soulfire becomes mythic toughness, yeah.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 14, 2012, 08:47:20 AM
Fine, to hell with social immunity.  But if you can take stress from it, one should be able to be immune to it the way this sytem works.

If and only if it makes some kind of sense.

No on the +0 catch?  I'm of the mind that PLOT Catches should be able to bypass invincibility.  Nothing should be invincible.

Invokes and Compels can do anything. So if you want to prevent something from being invincible, they can help.

And of course, there's always ACaEBG and company.

Requiring a +0 Catch doesn't make characters non-invincible, it just encourages people to take stupid Catches.

You can post it that way, but I'm pretty sure most peopl will look at it and think "designed by power gamers for power gamers"  invincibility isn't fun in a game for most people.

Really?

Because from a powergamer's perspective, full invincibility is not terribly attractive. Too expensive.

"The whole idea was to find an appropriate cost for full invincibility. If 9-13-20 Refresh isn't enough, let's make it cost more." No.  The idea was to get rid of stacked catches (which make no sense).

Okay, the whole idea for my effort was to find an appropriate cost for full invincibility. 

Yeah full invincibility should cost like 30+ refresh.  At least in my mind.  Opinions?

I was thinking 16ish for physical, less for mental. But I could see myself bumping those numbers up.

Does full invincibilty grant immunity to ACAEBG or Soulfire etc?  I say no.

The former no, the latter probably not.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 15, 2012, 12:46:46 AM
If and only if it makes some kind of sense.

Invokes and Compels can do anything. So if you want to prevent something from being invincible, they can help.

And of course, there's always ACaEBG and company.

Requiring a +0 Catch doesn't make characters non-invincible, it just encourages people to take stupid Catches.

Really?

Because from a powergamer's perspective, full invincibility is not terribly attractive. Too expensive.

Okay, the whole idea for my effort was to find an appropriate cost for full invincibility. 

I was thinking 16ish for physical, less for mental. But I could see myself bumping those numbers up.

The former no, the latter probably not.

+0 catches should be monitored by the GM and have them make sense.  A player decides he wants a stupid catch, he can find a new group to play with, the groups I've had...about three or four over the years wouldn't tolerate that crap at all.

16 to 20 for invincibility seems.... arbitrary but so does my number, so whatever.  i just want the number to be pretty friggin high.

Next part could be offensive to certain players play style. I am not taking a stance on the matter or giving my opinion of those people, nor their plauy style...just describing the general views of the stereotypes.
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Title: Re: Power Rewrite: Physical Immunity
Post by: ways and means on July 15, 2012, 01:51:30 AM
For your min-maxers it is best to go with a +3 catch for your toughness, something like a weakness to poison (because the poison damage mechanics are tame with great endurance and because they are annoying to run most gm's don't.) or a weakness to something like wood, leather or salt etc (common but people don't make weapons out of them very often).

The only physical immunity a true min-maxer would go for is for magic because every min-maxer knows magic is the most broken thing in the game (your mythic tough guy with a +3 catch can still be one shotted by a stacked evocator) and so being immune to it for 3 refresh is a really good thing. 

Mind you I think you are all over-rating PI and invulnerability the power to force stalemate is never going to ruin a game to the same degree as a the one hit over kill wizard protagonist who also gets more general utility than their weaker equivalents. The invulnerable guy invulnerability doesn't allow them to completely out shine the rest of the party, it doesn't allow them too do the job of everyone else better than they can do it themselves (here looking at you Mr Wizard).
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 15, 2012, 02:27:09 AM
Part of a GM's job is develop challenging encounters and fun encounters throughout a game. 

Lots of cannon fodder "can" slow a wizard down.  Splitting the party up temporarily can give each player time to shine.

How do you challenge someone physically if they are completely immune to harm? 

(Yeah, I know, socially and mentally challengingthem is still possible, however...I bet most people who are immune to harm, enjoy fighting and physical encounters to some extent.)

If people enjoy not being able to be hurt at all as opposed to just durable ; thats fine . they just need to realize not much is goign to challengethem if they can outlast everything.  That is why we are coming up witha cost. 

Your opinion is quite valid Ways and means...but do you have an opinion on the cost (in refresh?)  taht is what we are trying to hammer out so we can finish this power. 
Title: Re: Power Rewrite: Physical Immunity
Post by: ways and means on July 15, 2012, 02:48:30 PM
Part of a GM's job is develop challenging encounters and fun encounters throughout a game. 

Lots of cannon fodder "can" slow a wizard down.  Splitting the party up temporarily can give each player time to shine.

How do you challenge someone physically if they are completely immune to harm? 

By making the battle not about killing them, make your combat goals orientated and give your players reason to care beyond their characters survival. Immunity doesn't allow you to defeat the bad guy, it doesn't allow you to catch up with the speedster running away with your plot maguffin. It doesn't stop you being sidelined and embarrassed, if we are talking about a standard game 10 refresh the person who has put all their refresh into invulnerability (-8) isn't going to be better than a wizard who invested all their refresh in refinement or a focused swords man or mental canon who have put all their refresh into respective focus. In terms of practical advantage I find the current price is fine I actually find it weaker than 8 refresh spent in refinement which can make you instantly fatal as well as make you really hard to attack (enchanted item defense + 14 control).   
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 15, 2012, 08:50:43 PM
By making the battle not about killing them, make your combat goals orientated and give your players reason to care beyond their characters survival. Immunity doesn't allow you to defeat the bad guy, it doesn't allow you to catch up with the speedster running away with your plot maguffin. It doesn't stop you being sidelined and embarrassed, if we are talking about a standard game 10 refresh the person who has put all their refresh into invulnerability (-8) isn't going to be better than a wizard who invested all their refresh in refinement or a focused swords man or mental canon who have put all their refresh into respective focus. In terms of practical advantage I find the current price is fine I actually find it weaker than 8 refresh spent in refinement which can make you instantly fatal as well as make you really hard to attack (enchanted item defense + 14 control).

Thanks for your input.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 16, 2012, 12:57:00 AM
+0 catches should be monitored by the GM and have them make sense.  A player decides he wants a stupid catch, he can find a new group to play with, the groups I've had...about three or four over the years wouldn't tolerate that crap at all.

If your rules encourage conflict between players, they probably need work.

If a player wants to be truly invincible, making the rules force him to take a BS non-vulnerability isn't going to help at all. It encourages entirely the wrong kind of behaviour.

If you want to tell them no, just tell them no.

16 to 20 for invincibility seems.... arbitrary but so does my number, so whatever.  i just want the number to be pretty friggin high.

I picked 16 because it seemed like the most I'd ever see anyone invest in Toughness, even with houseruled Mythic+ Powers.

Next part could be offensive to certain players play style. I am not taking a stance on the matter or giving my opinion of those people, nor their plauy style...just describing the general views of the stereotypes.
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I think we have different definitions of power gamer. I use the term to describe people who want their characters to be as capable as possible. You?
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 16, 2012, 02:38:58 AM
"If your rules encourage conflict between players, they probably need work."

You tell every gaming group over my two decades of gaming and all across my state plus convention groups I've been part of that all their rules need work. 

Blanket statement creates blanket animosisty; if you are ok with that, by all means continue.


All rules can encourage conflict between players.

Many systems allow a way to be unkillable and having only one thing that will kill you.

It may encourage bullshit catches, but the Gm gets final say...so really; said powers do not encourage that.

Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 16, 2012, 02:40:23 AM
Power gamers

min maxers

munchkins

read this forum for a while.  it'll inform you.

http://forum.rpg.net/archive/index.php/t-467832.html (http://forum.rpg.net/archive/index.php/t-467832.html)

Advising people just skim this one looking at definitions or it could be a long read and people will lose interest before finding the good information in there that I found by actually reading the whole thing.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 16, 2012, 02:44:11 AM
The above are often found in all players to some degree and are not always but can be negative behaviors.

I must insist upon a seperate thread and stress civility when further discussing these "problem gamers".  I merely linked the forum where it is discussed for the sake of those who are not familiar with the terms and to let people know there are many definitions...many people use the terms as insults or in derogatory fashion.

I am not trying to do that.  i will say invulnerabiltiy screams power gamer to me though.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 16, 2012, 03:20:17 AM
All rules can encourage conflict between players.

Only in the same sense that all rules could use work.

Encouraging fights is a flaw like any other.

It may encourage bullshit catches, but the Gm gets final say...so really; said powers do not encourage that.

The best measure I know for the broken-ness of a rule system is, "how often does the GM need to veto the rules?"

Requiring everyone to have some kind of vulnerability but offering no reward for a broad vulnerability means that whoever provides the most preposterous weakness "wins" at powergaming.

Which encourages people to provide weaknesses that are as preposterous as possible.

That is exactly what we want people to not do.

So we shouldn't encourage it.

PS: Even if such ridiculous behaviour is encouraged, many people won't do it. I doubt you would, for example. But I might, and if my group was such that it wasn't appropriate for me to do so I'd be at least mildly irritated.
PPS: That thread is an interesting/entertaining mess...there are like twenty definitions there. Which one do you use?
Title: Re: Power Rewrite: Physical Immunity
Post by: UmbraLux on July 16, 2012, 03:37:04 AM
Only in the same sense that all rules could use work.
Well...Silverblaze does have a point - insofar as rules are about conflict, they encourage conflict.  Really has nothing to do with whether or not the rules meet some ephemeral goal of perfection. 

However, some systems do more to encourage PvP than others.  That's a point Silverblaze appears to be overlooking.

Has nothing to do with how 'broken' a rule may or may not be though.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 16, 2012, 04:48:03 AM
Character vs character conflict is just fine.

But you don't want players fighting or kicking each other out of the group, right?
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 16, 2012, 05:47:24 PM
Character vs character conflict is just fine.

But you don't want players fighting or kicking each other out of the group, right?

No, but sometimes it has to happen for a group dynamic to work.  Rare thing...but it happens and sadly often for the better.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 16, 2012, 06:01:51 PM
Well...Silverblaze does have a point - insofar as rules are about conflict, they encourage conflict.  Really has nothing to do with whether or not the rules meet some ephemeral goal of perfection. 

However, some systems do more to encourage PvP than others.  That's a point Silverblaze appears to be overlooking.
Has nothing to do with how 'broken' a rule may or may not be though.

I can agree to that notion as well.


Sanctaphrax said:

"PS: Even if such ridiculous behaviour is encouraged, many people won't do it. I doubt you would, for example. But I might, and if my group was such that it wasn't appropriate for me to do so I'd be at least mildly irritated.

PPS: That thread is an interesting/entertaining mess...there are like twenty definitions there. Which one do you use?"


PS: No I wouldn't.  A player being mildly irritated can happen from anything or a ruling by a GM that we can't forsee or make rules about/nor stop on this forum.  It is as inevitable as teh sun rising and setting.  I refuse to worry about that.

PPS: In an effort to appear completely neutral on the topic of power gamers min-maxers, munchkins, and rules lawyers: I am afraid I'll have to remain silent on my definition so I can at least appear to be diplomatic.  I think all gamers have all of those tendencies to some degree.  Suffice it to say I can agree with most definitions of the word in question.  However, full invincibility in an RPG would likely be viewed by people as a negative desire.  I would lean that way, but in an effort to remain diplomatic about such things i will refrain from giving my full opinion.

Regardless the fact remains that I can't see anyone taking a power seriously that grants full invincibility.  I just can't. 

That is why I think a catch of some sort is required. Likely linked to high concept to force the catch to be sensible.  If we're seriously going to go around in circles on this.  Mention the catch as optional for some gaming groups and I'll shut up about it. 

However, since I was willing to back down about social immunity and made other minor concessions here and there, I'm going to put my foot down.  I started the thread, I suggested the rewrite, I want the power considered seriously by players and GM's alike.  I don't feel full invincibility is something a player should have and I doubt I am in the minority.  If we can't come to a compromise on this matter then scrap the project and let the thread die.

Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 17, 2012, 06:01:23 AM
PS: No I wouldn't.  A player being mildly irritated can happen from anything or a ruling by a GM that we can't forsee or make rules about/nor stop on this forum.  It is as inevitable as teh sun rising and setting.  I refuse to worry about that.

Physical pain is unavoidable too, but putting thumbtacks in your shoes is still daft.

I see no reason why the rules should be set up to annoy me here.

However, full invincibility in an RPG would likely be viewed by people as a negative desire.  I would lean that way, but in an effort to remain diplomatic about such things i will refrain from giving my full opinion.

Regardless the fact remains that I can't see anyone taking a power seriously that grants full invincibility.  I just can't.

Say whatever you want, I'm not going to get hurt.

Even if you'll never use full invincibility, some people will. In fact, I'd say most people would if they needed to run a fight scene involving Mab. They wouldn't use a full set of numbers for it, but that's beside the point.

This is a bit like the Social Immunity thing. Even if it does not appeal to you at all, as long as it makes sense and is balanced it ought to be an option.

I see no reason why the rules should be set up to annoy me here. (EDIT: Bad copypasta.)

That is why I think a catch of some sort is required. Likely linked to high concept to force the catch to be sensible.

Actually, that just makes the problem worse by telling people to make their High Concept incoherent too.

The root of the problem is that a +0 Catch can be anything from a sizable weakness (like Nicodemus's noose) to something completely unfair (like the knucklebones of a specific caveman, wrapped in leather made from Mab's skin during a solar eclipse by a transgendered were-squid).

When you tell people to choose between a large weakness and a small one, you should expect them to pick the small one.

But in this case, the small weakness is terrible and bad for the game. So we don't want them to pick it. So why would we set up the rules to make people do exactly that?

If we're seriously going to go around in circles on this.  Mention the catch as optional for some gaming groups and I'll shut up about it. 

However, since I was willing to back down about social immunity and made other minor concessions here and there, I'm going to put my foot down.  I started the thread, I suggested the rewrite, I want the power considered seriously by players and GM's alike.  I don't feel full invincibility is something a player should have and I doubt I am in the minority.  If we can't come to a compromise on this matter then scrap the project and let the thread die.

Okay, at this point I lose track of what you're saying. Could you rephrase that?
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 18, 2012, 02:15:35 AM
Basically, if you want people to take a power seriously...it shouldn't grant invulnerability with no way to bypass it.

Some might, but most will not.  I'd prefer this power to be taken seriously or at least considered as a viable house rule /rewrite of Physical Immunity ; renamed and rewritten as Immunity.

If we can't compromise on the +0 catch (even if we just note it as an option tied to high concept ) then I see no way for this power to be finished AND taken seriously.  Meaning without a compromise of some sort, which I have been willing to do throughout - this thread and this rewrite can go no further in my opinion.


You seriously think linking a power to a high concept like this makes the matte worse?

Seriously?

Denarian template: Catch - even a rare one - something holy or demonic - spear of destiny maybe?  Water from the Grail?  Piece of the cross etc.

Temple Dog - Similar idea

Fae - even rare ones - maybe Lea's athame - cold wrought iron maces -

Werewolves - silver knives forged on a full moon or silver knives cooled in wolvesbane

Deity level beings - weapon coated in the blood of one of their mortal descendants

I know these are just examples but - is it that hard to make a cool and rare item fit your concept?  Really?  I think not.  It saddens me that there are people that would choose ink from transgendered squidzillas for their catch...it truly does.

I honestly can't see how any player or any GM would allow such nonsense.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 18, 2012, 03:11:39 AM
The problem is not that people will actually take impossible Catches...

Here, let me begin at the beginning:

Optimizing is fun, at least for some people (including me). When I build a character, I instinctively maximize that character's power and minimize its weaknesses. Character creation is partially an intellectual puzzle.

If you view character creation as an intellectual puzzle, then making a character that's weaker than it could be is a failure to solve that puzzle correctly.

If we make people choose between "trangendered squidzilla ink" and "the noose around your neck" as a weakness, then we make them choose between "the right answer to the puzzle" and "a Catch that makes sense".

This sucks. It's not fun for anyone who cares about optimization. Because the correct answer is stupid and unfun, you're forced to pick the wrong one.

And if you require Catch to match concept, then you change that choice to one between "the right answer to the puzzle" and "a character that makes sense".

Which is worse.

The issue here is not that you're advocating the prohibition of true invincibility. It's that you're presenting "transgendered squidzilla ink" and "the noose around your neck" as equal.

Suppose I suggested a Power identical to Evocation except for providing 6 focus slots. But there's a catch! It's only available to transgendered squidzillas!

Wouldn't that be terrible?

Same issue here.
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on July 18, 2012, 04:15:18 AM
That's why there's a problem with looking at Catches the way the RAW does.  If, instead, you treat the selection of the Catch rebate value as a vote on the part of the player as to how often the Catch will come into play (just like picking aspects that describe enmities is a vote to include those enemies in the campaign), then it fixes itself -- because if the two players who choose "noose around your neck" and "transgendered squidzilla ink" but both pick "will rarely come into play", then those two Catches should be treated equally.  If necessary, the GM can create a squidzilla community in some corner of the Nevernever, as well as aboriginal Fae who harvest the rare creatures for their ink, which is considered a delicacy among Gruffs.

Poof.  Now there's no right answer, and you can have fun building your Catch any way you want, then discussing what Catch value would be close enough to reasonable that trying to satisfy the frequency wouldn't damage the setting (ie, making the transgendered squidzilla ink Catch a common one might take the game too far into the realms of silliness for the players' tastes).

Regarding the Evoker squidzilla idea, that only works for a broken Catch rule.  A working Catch rule would provide a discount based on how much of a liability the Catch is to the character possessing the power.  And since for 100% of those who bought the power the limitation that they be transgendered squidzillas would provide no liability whatsoever, there should be no Catch discount for it.
Title: Re: Power Rewrite: Physical Immunity
Post by: ways and means on July 18, 2012, 04:40:43 AM
0 catches are not meant to come in to play more than once in a campaign, you are a dealing with a catch which can be unique (1 of a kind) and that no one knows about,given this the chances of a 0 zero catch coming up tends towards zero. The noose in my opinion should be worth a +1 at least as it is instantly available (wrapped around Nick's neck) and pretty self-evident (using a noose to kill someone never). Nick's catch defiantly should be worth more than a catch of the Demon Lily that only grows in the darkest depths of the outside in the stomach of the greatest King of the Old Ones.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 18, 2012, 07:45:39 PM
...Nick's catch defiantly should be worth more than a catch of the Demon Lily that only grows in the darkest depths of the outside in the stomach of the greatest King of the Old Ones.

Yes.

But by the RAW, it is not. And building rules on top of that RAW will not end well.
Title: Re: Power Rewrite: Physical Immunity
Post by: Rougarou on July 19, 2012, 09:40:06 AM
I'd actually say that Nick's catch is valued higher than the Demon Lily in the given example.

Nick's catch should, in my opinion and contrary to Our World page 103, be +2, the Demon Lily +0. Why?

The Noose:
+0 for broad protection
+2 for availability (anyone fighting him has access to it)
+0 because you have to know specific information on him to know about it

The Lily:
+0 for broad protection
+0 for exceedingly rare
+0 because of having to know specific information

I'm well aware of the fact that The Noose could be viewed as a +0 Catch because it requires using a one of a kind item to satisfy it... however, the fact that the one of a kind item is always present whenever facing Ol' Nicklehead means it's no different than any Achilles's Heel style catch and can be exploited by anyone who is fighting him and knows about it.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 23, 2012, 01:56:48 AM
I honestly find the viewpoint of someone who would take such a silly catch totally alien.  Like trying to understand Cthulu....

I mean that. 

In any game I run and let a player be "invincible" there is a 100% chance at some point they WILL be hit by their catch at least once no matter how rare.  No exceptions.  No matter how silly.  That said tehre is no reason to take something that doesn't fit the high concept.  It won't make it come up that much more often, if at all.

As a player I would have no interest in being 100% invincible nor playing with a PC ally who was.  As a GM I would not allow a 100% invincible player or even NPC.

I see no point in such a thing.  Want to make Mab or The Almighty 100% invincible? :  Their high concept alone could accomplish that.  That is so inherent to their being it simply is .

For dramatic effect and story their will always be a way to hurt the thing the story calls to be fought. 

I'm willing to compromise on this to the extent that an option be listed to inviolve a way to hurt someone who is 100% invincible.  You can even have the baseline power as written not require that +0 catch equivalent. 

I stand by the idea; that I can't take a custom power serious if it truly allows for 100% invincibility.  I can't be the only one.

 There is a reason for many years and even now GM's groan when a player says "Hey! I found this on the internet and want to play it or have the power etc." 

I think we balance most of this stuff pretty damn good, but I have never met a GM (as far as I know) that would look at a power as viable once they saw it allowed 100% invincibility. 
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 23, 2012, 06:18:06 AM
I honestly find the viewpoint of someone who would take such a silly catch totally alien.  Like trying to understand Cthulu....

I mean that.

Again, the problem is not that people will necessarily take such a Catch. The problem is that anybody who doesn't is Playing The Game Wrong.

Forcing people to play Wrong makes things less fun for them. 

I'm not joking. Mechanically speaking, a silly Catch is straight-up better than a sensible one. And the correct way to play a game is the way that makes you most likely to win. In character creation, winning means creating the most powerful character possible within the provided constraints.

You might not take character creation as a game in itself, and that's fine. But for everyone who does, this sort of imbalance is painful.

In any game I run and let a player be "invincible" there is a 100% chance at some point they WILL be hit by their catch at least once no matter how rare.  No exceptions.  No matter how silly.  That said tehre is no reason to take something that doesn't fit the high concept.  It won't make it come up that much more often, if at all.

That sort of works, but it gets kinda silly with the weird Catches.

And again, the problem is not that people will take Catches that don't fit their concepts. The problem is that people will be told by the game not to play concepts that don't justify suitable Catches.

I see no point in such a thing.  Want to make Mab or The Almighty 100% invincible? :  Their high concept alone could accomplish that.  That is so inherent to their being it simply is .

I'm sorry, that doesn't work at all.

Wizards need Evocation to Evoke, regardless of concept. Aspects do nothing unless invoked or compelled.

If you want invincible characters, you need to give those characters invincibility Powers. (Or Stunts, I suppose...as if.)

For dramatic effect and story their will always be a way to hurt the thing the story calls to be fought. 

I'm willing to compromise on this to the extent that an option be listed to inviolve a way to hurt someone who is 100% invincible.  You can even have the baseline power as written not require that +0 catch equivalent.

We already have All Creatures Are Equal Before God. And nobody can ever be immune to social attacks. And Aspects can do anything.

What more do you want?

Ignore TINS, it's a separate issue. One we should discuss separately.

I stand by the idea; that I can't take a custom power serious if it truly allows for 100% invincibility.  I can't be the only one.

 There is a reason for many years and even now GM's groan when a player says "Hey! I found this on the internet and want to play it or have the power etc." 

I think we balance most of this stuff pretty damn good, but I have never met a GM (as far as I know) that would look at a power as viable once they saw it allowed 100% invincibility.

I have to admit that having a Power not taken seriously by some dude over the internet doesn't bother me. If I've done my job right, that's enough for me.

I guess I have a bit of Pretentious Artist in my makeup. I feel beholden to abstract principles of game design, not people's prejudices.

PS: If we put an appropriate cost on full invincibility, then no player in any normal game will be able to afford it. That is right and proper, because full invincibility is more powerful than everything a normal PC should be able to afford put together.

The question is, how much is perfect invulnerability worth?
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 24, 2012, 08:12:52 PM

Again, the problem is not that people will necessarily take such a Catch. The problem is that anybody who doesn't is Playing The Game Wrong.

Forcing people to play Wrong makes things less fun for them. 

I'm not joking. Mechanically speaking, a silly Catch is straight-up better than a sensible one. And the correct way to play a game is the way that makes you most likely to win. In character creation, winning means creating the most powerful character possible within the provided constraints.

You might not take character creation as a game in itself, and that's fine. But for everyone who does, this sort of imbalance is painful.

That sort of works, but it gets kinda silly with the weird Catches.

And again, the problem is not that people will take Catches that don't fit their concepts. The problem is that people will be told by the game not to play concepts that don't justify suitable Catches.

I'm sorry, that doesn't work at all.

Wizards need Evocation to Evoke, regardless of concept. Aspects do nothing unless invoked or compelled.

If you want invincible characters, you need to give those characters invincibility Powers. (Or Stunts, I suppose...as if.)

We already have All Creatures Are Equal Before God. And nobody can ever be immune to social attacks. And Aspects can do anything.

What more do you want?

Ignore TINS, it's a separate issue. One we should discuss separately.

I have to admit that having a Power not taken seriously by some dude over the internet doesn't bother me. If I've done my job right, that's enough for me.

I guess I have a bit of Pretentious Artist in my makeup. I feel beholden to abstract principles of game design, not people's prejudices.

PS: If we put an appropriate cost on full invincibility, then no player in any normal game will be able to afford it. That is right and proper, because full invincibility is more powerful than everything a normal PC should be able to afford put together.

The question is, how much is perfect invulnerability worth?





RPG's are not made to win.

You can't play them wrong.

Flat out can't.
 
In a game based more on narrative than anythuing else, you really can't. (DFRPG)

BTW I love the character generation part of games.  Problem is I got too good at it.  I mean that.  So I started preferring limits.  If I can still do really well within those limits I am more satisfied than if I made a badass with no limits.




There is nothing to win or lose...you tell a story.  You win individual encounters.  Winning in an RPG is like winning at life.  You can't.  You can succeed in many avenues, but you can't win.

We are going in circles.  I'm not budging on my opinion.  You claim you won't either.  This is called an impasse.

I suggest we find a compromise. I've proposed one or two.  You ignore them or refuse them or refuse to compromise.  Otherwise, I am content to let this idea rot.

You claim you don't care if "some dude" doesn't take a power seriously.   I'mn sure it is more than some dude.  Some dude in this instance also means me.  I can't see a reason for full invincibility.  Why should something the PC's can never ever beat exist?  If the goal is to win the game...you can't beat that.  It is by definition unbeatable.

 Well, what if no one takes it seriously?  Then you made a power only you take seriously.  I really hate polls to determine who is right or wrong.  It just kicks people in the ego... but i am curious to know how many people think full invincibility needs to exist.  I am curious to know how many people even use the rewrites and custom powers we work at making.  I bet the number is fewer than we like to think....

If you put a cost to a power someday a player will buy it.

You want a cost for invincibility?  Pick something truly rediculous. I'll still hate it.  I passionately; vehemently;  emphatically; explicitly; (insert cuss word here starting with the letter F) ing....hate it.  If your compromise is going to be a really high cost that's what the next debate will be...

What is high enough?

Could put in social immunity - that might shut me up.  But we both know placating people who want something who makes no sense is something you won't do.

P.S. Full invincibility makes no sense to me.....
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 24, 2012, 08:30:27 PM
RPG's are not made to win.

You can't play them wrong.

Flat out can't.
 
In a game based more on narrative than anythuing else, you really can't. (DFRPG)

I think you're missing the point here.

If people are approaching character creation as a game in itself, then they can "win" by making a really strong character.

And you can play wrong, when there's a way to "win". You just have to do things that make it harder to "win".

If you put people in a situation where they have to choose between optimal play and making sense, that's no fun.

And fun is seriously important.

There is nothing to win or lose...you tell a story.  You win individual encounters.  Winning in an RPG is like winning at life.  You can't.  You can succeed in many avenues, but you can't win.

But you can "win" character creation.

We are going in circles.  I'm not budging on my opinion.  You claim you won't either.  This is called an impasse.

I suggest we find a compromise. I've proposed one or two.  You ignore them or refuse them or refuse to compromise.  Otherwise, I am content to let this idea rot.

As I said before, I'm not sure what you were trying to propose.

Why should something the PC's can never ever beat exist?  If the goal is to win the game...you can't beat that.  It is by definition unbeatable.

Not so. Even if you're impossible to hurt, people can just chain you up and bury you. Or they can beat you indirectly, by foiling plans and so on.

Or they can social-fu you.

Well, what if no one takes it seriously?

That's okay.

Quality is not determined by popular vote. 

I am curious to know how many people even use the rewrites and custom powers we work at making.  I bet the number is fewer than we like to think....

If I had to guess, I'd say three or four.

If you put a cost to a power someday a player will buy it.

Hopefully.

So we ought to pick an appropriate cost.

Personally, I'd have a hard time choosing between perfect invincibility and a full suite of Supernatural physical Powers. That's why I think 16 is a reasonable cost.

What is high enough?


My current figure is 16. Not sure if that's ideal, though.

Could put in social immunity - that might shut me up.  But we both know placating people who want something who makes no sense is something you won't do.

You're quite right.

Would that kind of compromise really make anyone happy?

P.S. Full invincibility makes no sense to me.....

Why not?

Take a loup-garou, put it in a universe without intelligent beings capable of inheriting things. Bam.
Title: Re: Power Rewrite: Physical Immunity
Post by: UmbraLux on July 25, 2012, 02:08:58 AM
If people are approaching character creation as a game in itself, then they can "win" by making a really strong character.
Only if a) "really strong" is a goal and b) it's a contest.

You may prefer a 'really strong' character while someone else wants an 'interesting' character and another player wants to create a specific concept...or even copy a fictional character.  There's no reason they can't all succeed at their individual goals. 
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 25, 2012, 04:29:29 AM
Only if a) "really strong" is a goal and b) it's a contest.

Exactly.

People with this attitude are a limited subset of the playerbase, but there's no need to make them feel bad.

This is somewhat separate from the discussion of whether full invincibility should be possible, in case it's not clear. Even if we don't allow full invincibility, we can avert this issue with infinitely-scaling costs for narrower and narrower Catches.




Hang on. I just had an idea, and I think it's a good one.

The highest level of invincibility has effects like ACAEBG as a "Catch". That way, there's a sensible weakness that's not compatible with TINS.

But wait. That could make transgendered squidzilla ink better than our so-called best Catch, because it would be compatible with TINS.

Yeah, I should just edit TINS so it doesn't work with Immunity. At least, so it doesn't work with high levels of it.

That way, transgendered squidzilla ink is in its rightful place as a dubiously optimal Catch selection.

This does have the downside of requiring that you use ACaEBG, which I regret since I'd just as soon play without it, but oh well. You could already get a similar effect by selecting Swords Of The Cross as a Catch and you could get a rebate for that one.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 30, 2012, 01:00:06 AM
My compromise was to make a catch for the invincibility.  You said... NO!

We debated on that for a while.

You won't budge.

I won't budge...

Why not make a note on the power that many people...some people there are people who think  that :

-16 invincibility should require a +0 Catch. 


I'd be satisfied with that.  I'm not asking a lot here.  I'm really not.  I'm not even requiring it be part of the power, but a "Note" attached to it.

-----------------------------------------------------------------------------------------------------

Hell, the source book YS mentions that Greater Glamourts is likely an NPC only power.  If they can make notes so can we.

I think you may be looking at this from a "What Sanctphrax wants and how Sanctaphrax plays." position;  rather than "How the majority plays and wants and will find useful."

Do we need to keep powergamers happy? Yes.  I game with powert gamers.  Do we need to keep people who prefer concept and "sub-optimal" but interesting characters heppy?  Yes.

 I think we are leaning towards appealign to power gamers rather than the other.

We have spent too much time and too many pages on this invincibility thing.  To the point where it almost is better off as it's own power or sub power of Immunity.

Hell it's pretty much just you - me - Umbra Lux -and becq (Becq is mostly mocking TINS at this point).

The crickets are otherwise deafening.

The quicker we can compromise on this issue the faster it can become a power on the Custom Power page and we can all breathe a sigh of relief that this debacle is over.


-----------------------------------------------------------------------------------------------------

IMMUNITY [-varies]
Description: You are completely immune to some form of harm.
Note: The cost examples provided here are intended for the hypothetical average game. In unusual games, they may need to be adjusted. In some rare cases, it may qualify as a Compel when this Power does not apply.
Skills Affected: Many.
Effects:
Immunity. Pick a type of stress. You are immune to that type of stress. This may prevent certain maneuvers and blocks from functioning, at the GM's discretion.
Variable Cost. The cost of this Power depends on the type of stress selected.
•Completely trivial immunities, like drunk-ness or bad smells, are free.
•Very narrow ones, like monkey wrenches or seduction attempts or falling damage, cost 1 Refresh.

•Narrow immunities like poison or acid or magically induced despair cost 2 Refresh.
•Immunity to a single common thing, like metal weaponry or explosions or fear, costs 3 Refresh.
•Immunity to a broad group of things, like the physical attacks of the undead or mental magic, costs 4 Refresh.
•Immunity to an extremely broad group of things, like all magic (including indirect spells) or all unarmed attacks, costs 5 Refresh.
•Immunity to everything (on a single stress track) except something very common, like the attacks of women, costs 6 Refresh.
•Immunity to everything (on a single stress track) except something unusual, like the attacks of immortal beings, costs 7 Refresh.
•Immunity to everything (on a single stress track) with a small loophole, like the attacks of genderless beings, costs 8 Refresh.
•Immunity to all mental stress costs 9 Refresh, while immunity to all physical stress costs 13 Refresh.
•Immunity to both costs 20 Refresh.


We need -16 for invincibility and a note for the option of having a +0 Catch tied to high concept for those of us who prefer nothign to be invincible.

Immunity to Both needs to cost more obviously.

Can we please figure out a compromise and be done with this?
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 30, 2012, 05:54:08 AM
My compromise was to make a catch for the invincibility.

Again, I don't see how this is a compromise. Isn't that exactly what you want?

-16 invincibility should require a +0 Catch.  [/u]

I'd be satisfied with that.  I'm not asking a lot here.  I'm really not.  I'm not even requiring it be part of the power, but a "Note" attached to it.

Please read the following two lines with as much care as you can muster:

Requiring a +0 Catch does not actually require characters to be vulnerable in any meaningful way.

Whether you want full immunity to be possible is actually not related to this argument. It's irrelevant. It's another issue.


The problem with your suggestion is and has always been that "requiring a +0 Catch" means assigning an equal value to everything from Nicodemus's noose to bullets made from the earwax of a 10 000 year old shark-moose from Spain who's never known the touch of the sun but who is exposed to moonlight every night between 12:03 and 12:05 while being massaged personally by Uriel and Mab and Fred the Australian garbage truck driver.

Do we need to keep powergamers happy? Yes.  I game with powert gamers.  Do we need to keep people who prefer concept and "sub-optimal" but interesting characters heppy?  Yes.

 I think we are leaning towards appealign to power gamers rather than the other.

No. Your proposal does nothing to benefit people who don't powergame as far as I can tell. If I'm missing something, please enlighten me.

Hell it's pretty much just you - me - Umbra Lux -and becq (Becq is mostly mocking TINS at this point).

Add Tedronai, and that's basically everyone who frequently discusses these things in detail.

Can we please figure out a compromise and be done with this?

I actually don't think it's possible to compromise as yet, because you clearly don't understand what I'm saying and I'm beginning to doubt whether I understand what you're saying.

Compromise requires a certain degree of mutual comprehension.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 30, 2012, 05:51:12 PM
'k

Not going to get rude or frustrated.  I'm not.

I'm going to explain my position, again.  I'm going to ignore your veiled remark about my reading comprehension.

A +0 Catch tied to high concept will work well in many games.  It really will.  In games where it won't work, they'll ignore the optional rule anyhow.  You'd ignore it...in order to WIN making a character concept yes?  Others would too. 

People who think the invincibility needs a nerf will likely find a use for the +0 Catch.  It doesn't have to be equal to nic's noose or transgendered squid ink.  People who want the thematic feel of one thing still being able to hurt the bad guy will use it just fine.  I agree +0 catches are not created equal.  That was why I said tie it to high concept.  Most high concepts will preclude allowing transgendered squid ink or ...bullets made from the earwax of a 10 000 year old shark-moose from Spain who's never known the touch of the sun but who is exposed to moonlight every night between 12:03 and 12:05 while being massaged personally by Uriel and Mab and Fred the Australian garbage truck driver.


I think an optional rule can be used as a compromise just fine. Optional by definition means not required.  That way...the power as you see fit exists.  The power as I see fit exists.  Both parties get what they want in some way.

What is there to understand about each other's view point?

You do not want a Catch.

I do.

That is what it boils down to at the very core.


"Whether you want full immunity to be possible is actually not related to this argument. It's irrelevant. It's another issue."


- Yes and no.  I'll agree it does not address the catch value system.  It does however, matter in one very relevant way.  Without requiring a catch...

A) I don't think the power should exist at all  B) The cost of the catch is irrelevant, since no catch would be required without a power to attach it to.


---------------------------------------------------------------------------------------------------

As an aside: this conversation has devolved far from a rewrite about Physical Immunity.  This thread was created to rewrite what already exists, we were on the right track.  Now we are just arguing the highest end of the power and can't seem to agree.

I'm getting tired of it.  So very tired of it...  I just don't want to give up and let a power I suggested be rewritten; be rewritten in a fashion I disagree with.

Could you or anyone else possibly suggest another compromise?
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on July 30, 2012, 07:13:57 PM
A Catch is a 'loophole'.

Immunity to everything subject to a 'small loophole' is already covered by this power.

Immunity to everything physical and mental, subject to a small loophole already happens to cost 16 refresh in this power.

No externally-defined Catch is required in this power.


At most, what should be included is some sort of 'special permission' note rearding higher levels of this power.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 30, 2012, 07:52:47 PM
We have established that the following will still work?

ACAEBG, Sacred Guardian, Holy Touch (if applicable), Soulfire, Social stuff....

Also would immunity to manuevers be allowed with -16 immunity ?  That seems a bit much.

Since then you could not chain up and dump in concrete etc.  I'm assuming maneuvers are required to get that done.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on July 31, 2012, 06:37:40 AM
What is there to understand about each other's view point?

You do not want a Catch.

I do.

That is what it boils down to at the very core.

I'm sorry, but this is actually wrong.

My comments have been pointing out the problems with your idea of requiring a +0 Catch. Not with not allowing full invincibility.

Let me quote myself:

Even if we don't allow full invincibility, we can avert this issue with infinitely-scaling costs for narrower and narrower Catches.

My comment about reading comprehension wasn't intended as an insult; I was trying to explain that the disagreement isn't what you thought it was.

We have established that the following will still work?

ACAEBG, Sacred Guardian, Holy Touch (if applicable), Soulfire, Social stuff....

Yes.

Also would immunity to manuevers be allowed with -16 immunity ?  That seems a bit much.

Since then you could not chain up and dump in concrete etc.  I'm assuming maneuvers are required to get that done.

I don't think anything would allow immunity to maneuvers. But some types of PI, like selective tangibility, might prevent the chain-up routine.

I suppose we should include maneuver-resistance in the cost of PI. It can become relevant if broad enough.

As for a different compromise, here's what I proposed earlier:

Hang on. I just had an idea, and I think it's a good one.

The highest level of invincibility has effects like ACAEBG as a "Catch". That way, there's a sensible weakness that's not compatible with TINS.

But wait. That could make transgendered squidzilla ink better than our so-called best Catch, because it would be compatible with TINS.

Yeah, I should just edit TINS so it doesn't work with Immunity. At least, so it doesn't work with high levels of it.

That way, transgendered squidzilla ink is in its rightful place as a dubiously optimal Catch selection.

This does have the downside of requiring that you use ACaEBG, which I regret since I'd just as soon play without it, but oh well. You could already get a similar effect by selecting Swords Of The Cross as a Catch and you could get a rebate for that one.

I don't know whether this is a real compromise, because I'm still not sure exactly what you want, but I think it's a decent idea.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on July 31, 2012, 04:41:59 PM
I could have sworn you were against catches on full invincibility because then the power didn't make people truly invincible.


So let me ask you one more question:

If I remove the +0 from the Catch... just said this:

A Catch related to your high concept or the source of your invulnerability, may be required in some games to have full invincibility.

Would that have been more palatable?

Examples may include: Kryptonite for the "Last Son of Krypton" ; The Noose for "Nicodemus Archleone" ; Weaponized Silver Denarius "Scion of Judas", etc.

The rebate of course could vary.

-----------------------------------------------------------------------------------------------------

I will say this though.  My point was to eliminate the need for Catches from Immunity.  I think that is why I have issue with Full Invincibility.  I'll give it some serious thought.  So long as enough manuevers and powers will still effect the individual with immunity (-16 or more)...I may be ok with it.  I really need to just take some time to think about it.  how I;d deal with it as a GM, a player, and ally...a lone foe vs that PC/NPC etc.
Title: Re: Power Rewrite: Physical Immunity
Post by: Taran on July 31, 2012, 06:44:24 PM
O.k...so I might be out of my depth here but I'd like to offer some input.

As tedronai said, a loophole is just another word for a catch so it's already included in the power.  I like the idea of tying the Immunity Power(not necessarily the catch) to an aspect or high concept for a few reasons:

1.  There are already many powers that have that as a pre-requisite
2.  It would limit ridiculous "catches" because the power/catch would have to make sense for the character
3.  Tying it to an aspect lets you use compels/fate points for the purpose of maneuvers.

So if someone tries to pin you, but you're immune to fists, you could spend a fate point to say you're immune to that sort of maneuver.  Or maybe the GM says you don't need pay...whatever.  The point is the aspect can dictate whether a maneuver may or may not work.

I think the main argument, unless I'm reading it wrong, is about immunity with no loopholes.  Once again, if you tie it to an aspect, creative players/GM's can use compels to find ways to bypass invincibility(at least temporarily) by way of fate points, even if the enemy has no true catch.

Sorry if I've already repeated something that's already been written...I admit that I skimmed a good portion of the middle part of the thead.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on August 01, 2012, 01:42:50 AM

O.k...so I might be out of my depth here but I'd like to offer some input.

As tedronai said, a loophole is just another word for a catch so it's already included in the power.  I like the idea of tying the Immunity Power(not necessarily the catch) to an aspect or high concept for a few reasons:

1.  There are already many powers that have that as a pre-requisite
2.  It would limit ridiculous "catches" because the power/catch would have to make sense for the character
3.  Tying it to an aspect lets you use compels/fate points for the purpose of maneuvers.

So if someone tries to pin you, but you're immune to fists, you could spend a fate point to say you're immune to that sort of maneuver.  Or maybe the GM says you don't need pay...whatever.  The point is the aspect can dictate whether a maneuver may or may not work.

I think the main argument, unless I'm reading it wrong, is about immunity with no loopholes.  Once again, if you tie it to an aspect, creative players/GM's can use compels to find ways to bypass invincibility(at least temporarily) by way of fate points, even if the enemy has no true catch.

Sorry if I've already repeated something that's already been written...I admit that I skimmed a good portion of the middle part of the thead.

I...uh...find your post compelling and I like it.

This works for me.

I think it pleases me and for the most part fixes most of my worries. 
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on August 01, 2012, 04:36:34 AM
I don't understand how that solves anything, but whatever. If that's what you wanna do, I'm cool with that.

I could have sworn you were against catches on full invincibility because then the power didn't make people truly invincible.

No, I was against your method of applying Catches because it was atrociously sloppy.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on August 01, 2012, 01:15:37 PM
I don't understand how that solves anything, but whatever. If that's what you wanna do, I'm cool with that.

No, I was against your method of applying Catches because it was atrociously sloppy.

Gotta appreciate your honesty. Blunt isn't bad.  Don't get me wrong.

I just wish I didn't get called an asshole when I was that honest.



So you think you can stand to deal with such an atrociously sloppy person long enough to settle on a cost for full invincibility to one stress track and then the cost for two full stress tracks so we can be done with this?
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on August 02, 2012, 06:25:03 AM
Gotta appreciate your honesty. Blunt isn't bad.  Don't get me wrong.

I just wish I didn't get called an asshole when I was that honest.

I promise not to call you an asshole if you're blunt with me.

So you think you can stand to deal with such an atrociously sloppy person long enough to settle on a cost for full invincibility to one stress track and then the cost for two full stress tracks so we can be done with this?

You aren't an atrociously sloppy person. Your idea is not you, and we all have bad ideas sometimes.

Anyway, yeah. Let's get this done.

I'm thinking a cost of 9 is still good for mental immunity. Being immune to any all mental stuff is cool and all...but it's not nearly as powerful as full physical immunity.

But I'm having second thoughts about full physical immunity. It needs to cost more than any character would ever invest in other defensive stuff. Which means that whatever cost we pick for it basically puts a ceiling on what other stuff can cost. So it needs to cost a LOT. More than 16.

ACaEBG really throws this off, though. Its existence means that even full Immunity is not really full. Which means it doesn't really need to cost that much.

Of course, TiNS unthrows it. So it's back to being full, and therefore super expensive.

The question now is whether we want it to be possible to use it with TiNS.

Here's what I'm leaning towards: stat Immunity under the assumption that ACaEBG and company are there to limit its power. Rewrite TiNS to make it cost a lot extra with Immunity, or to not work at all with it if we can't find a finite cost for infinite protection.

Under that model, it'll cost maybe 16 and it'll involve a very long note section.

How's that sound?
Title: Re: Power Rewrite: Physical Immunity
Post by: Becq on August 03, 2012, 12:06:46 AM
Probably a stupid idea, but I'll throw it out anyway:

What if you let the player/character/GM decide how much the immunity costs?  However much refresh they pay, that number becomes the difficulty on their opponent's attempts to assess and/or obtain the substance satisfying the Catch.  So there's always a Catch, but it might be that even the character doesn't realize that he's immune to everything except the toenail shaved from Lucifer's "Little Piggy Who Stayed Home" -- but someone with enough aspects to throw around might be able to divine it.

Just a random thought.  Now back you your regularly scheduled argument.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on August 04, 2012, 02:48:15 AM
Kind of interesting, but I don't think it scales well.

1 Refresh for immunity to every non-prepared opponent is really cheap. But what you get for 2 Refresh isn't much better than what you get for 1.

Anyway...the argument is actually pretty much over. Through mechanisms that I do not fully understand, we seems to have some kind of accord.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on August 05, 2012, 06:17:41 PM
I deem it well and done.  I like Becq's idea.  It may work well, but for everyone's sanity I suggest we simply create the power as is.

When hte power is done and posted tothe master list.

We can sit here as good forumites and postulate how to make becq's idea work.  We may even decide we like it better.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on August 05, 2012, 06:26:51 PM
I think that Becq's idea would work better if the cost started at 5ish and for every extra point invested you raised the difficulty to find the Catch by 2. Because doubling the difficulty to get The Catch does not double the Power's power.

Anyway, Silverblaze. What do you think of:

I'm thinking a cost of 9 is still good for mental immunity. Being immune to any all mental stuff is cool and all...but it's not nearly as powerful as full physical immunity.

But I'm having second thoughts about full physical immunity. It needs to cost more than any character would ever invest in other defensive stuff. Which means that whatever cost we pick for it basically puts a ceiling on what other stuff can cost. So it needs to cost a LOT. More than 16.

ACaEBG really throws this off, though. Its existence means that even full Immunity is not really full. Which means it doesn't really need to cost that much.

Of course, TiNS unthrows it. So it's back to being full, and therefore super expensive.

The question now is whether we want it to be possible to use it with TiNS.

Here's what I'm leaning towards: stat Immunity under the assumption that ACaEBG and company are there to limit its power. Rewrite TiNS to make it cost a lot extra with Immunity, or to not work at all with it if we can't find a finite cost for infinite protection.

Under that model, it'll cost maybe 16 and it'll involve a very long note section.

How's that sound?
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on August 05, 2012, 07:59:18 PM
I also felt that 16 was too low.

I think we need to calculate full physical immunity and calculate full physical and mental immunity.

It should not cost the same as adding them togther.

I think -22 sounds good for full physical immunity.

For full physical and mental close to -30.

These are fairly arbitrary numbers at present because I am very busy today.

Maybe a nice mix of the two we could find costing to be near -25 refresh.

The TINS/ACAEBG are a seperate issue.  Groups will have to decide that on their own.  i think if the two immunity powers are allowed at all and if they are allowed to be used in tandem the power cost should be near double. 

Then a PC will basically never have such a combination.

This post was hasty and I'll admit sloppy, but the basic ideas are sound and basically in agreement with your own.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on August 07, 2012, 10:03:53 PM
Numbers sound okay to me.

TINS and ACaEBG are separate issues, but their existence is relevant. Powers don't exist in a vacuum, they must be balanced against the environment they exist in.

So, we're looking at

-22 or so for perfect physical immunity
-9 for perfect mental immunity
-30 for both.
-And a note discussing the various issues here

Assuming that's correct, let's get this thing done.

If you want to do the last writeup, feel free.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on August 08, 2012, 02:25:52 AM
I'll do that. 

Likely sometime tomorrow.  I have an early morning, so I'll be crashing soon.

I'll be using your ...formatting so when you move it to the other thread you have to do less work.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on August 08, 2012, 01:17:16 PM
This power is designed to replace Physical immunity -

IMMUNITY [-varies]
Description: You are completely immune to some form of harm.
Note: The cost examples provided here are intended for the hypothetical average game. In unusual games, they may need to be adjusted. In some rare cases, it may qualify as a Compel when this Power does not apply.
Skills Affected: Many.
Effects:
Immunity. Pick a type of stress. You are immune to that type of stress. This may prevent certain maneuvers and blocks from functioning, at the GM's discretion.
Variable Cost. The cost of this Power depends on the type of stress selected.
•Completely trivial immunities, like drunk-ness or bad smells, are free.
•Very narrow ones, like monkey wrenches or seduction attempts or falling damage, cost 1 Refresh.

•Narrow immunities like poison or acid or magically induced despair cost 2 Refresh.
•Immunity to a single common thing, like metal weaponry or explosions or fear, costs 3 Refresh.
•Immunity to a broad group of things, like the physical attacks of the undead or mental magic, costs 4 Refresh.
•Immunity to an extremely broad group of things, like all magic (including indirect spells) or all unarmed attacks, costs 5 Refresh.
•Immunity to everything (on a single stress track) except something very common, like the attacks of women, costs 6 Refresh.
•Immunity to everything (on a single stress track) except something unusual, like the attacks of immortal beings, costs 7 Refresh.
•Immunity to everything (on a single stress track) with a small loophole, like the attacks of genderless beings, costs 8 Refresh.
•Immunity to all mental stress costs 9 Refresh
  Immunity to all physical stress costs 22 Refresh.
•Immunity to both costs 30 Refresh.


Sanctaphrax will of course add some notes as needed. 

-physical immunity in this case means nothing at all damages the character accept for thingsl ike ACAEBG,Soulfire (which reduces protection ot mythic toughness), sacred guardian, holy touch (where applicable)
-in some cases immunity to manuevers will be implied and vary from table to table, based on the narrative of the immunity. 
-ACAEBG
-TINS


Something I'd advise that likely won't be in hte notes of the power but very well could be, depending upon Sanctaphrzes notes: if PC's are allowed to have Physical Immunity (-22) or Perfect immunity (-30) effects that bypass all protection should possibly be more common.  However, the costs should maybe be lowered to reflect this.


Sanctaphrax: one last thing ; you can add or not.  Things that are immune to all physical damage except things like kryptonite, or dwarven weapons, or blood of the gods.... do we have a cost for that or should we add a category for such a thing?
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on August 08, 2012, 05:33:58 PM
Sanctaphrax: one last thing ; you can add or not.  Things that are immune to all physical damage except things like kryptonite, or dwarven weapons, or blood of the gods.... do we have a cost for that or should we add a category for such a thing?

Sounds like 'one small loophole' to me.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on August 08, 2012, 08:37:20 PM
*I figured but wanted some opinions on it.  Could cost narrower things at -10 if needed.
Title: Re: Power Rewrite: Physical Immunity
Post by: Tedronai on August 09, 2012, 10:35:23 AM
*I figured but wanted some opinions on it.  Could cost narrower things at -10 if needed.
The -8 'small loophole' line also applies to mental stress, which is available without the loophole at -9.  -10, then, for 'a particularly especially small loophole', would seem...contradictory.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on August 11, 2012, 03:14:32 AM
Tedronai has a point...we probably need to redo upper-level immunity to make the new total immunity cost sensible.

I have some ideas...I'll give it a try soon.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on August 15, 2012, 11:43:29 AM
Okay, here's what I've got.

In order to accommodate the vastly increased cost for full physical Immunity, I raised the cost of the various broad physical Immunities.

The costs now increase a bit more smoothly, and I think Tedronai's issue has been addressed.

We done?

IMMUNITY [-varies]
Description: You are completely immune to some form of harm.
Note: The cost examples provided here are intended for the hypothetical average game. In unusual games, they may need to be adjusted. For example, he costs here assume that effects like All Creatures Are Equal Before God are supremely uncommon; if this is not true in your game, the more powerful variants of this Power might well be overcosted. Alternately, an an anti-anti-defensive-Power Power could be added to the game. Said more powerful variants are likely inappropriate for some games and should be used with caution. In some rare cases, it may qualify as a Compel when this Power does not apply. Effects that reduce Toughness by one level reduce Immunity to Mythic Toughness.
Skills Affected: Many.
Effects:
Immunity. Pick a type of stress. You are immune to that type of stress. This may prevent certain maneuvers and blocks from functioning, at the GM's discretion.
Variable Cost. The cost of this Power depends on the type of stress selected.
Title: Re: Power Rewrite: Physical Immunity
Post by: Silverblaze on August 15, 2012, 01:19:06 PM
Yup.
Title: Re: Power Rewrite: Physical Immunity
Post by: Sanctaphrax on August 15, 2012, 04:03:51 PM
(http://img.wikinut.com/img/4o87lsg9mdulx3-y/jpeg/0/Yay%21.jpeg)