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The Dresden Files => DFRPG => Topic started by: deathwombat on March 27, 2011, 03:46:18 PM

Title: Stunts question 234561
Post by: deathwombat on March 27, 2011, 03:46:18 PM
What is the consensus on using stunts to get 2 skills for the price of one?
Example
Character has scholarship great 4
But a stunt to let it also act as Lore great 4
 or
survival 5 and stunt for guns 5 but only with a specific type of weapon (Rifles)
I am not  a fan but am looking for alternate interpretaions
Title: Re: Stunts question 234561
Post by: UmbraLux on March 27, 2011, 04:09:18 PM
It's done, at least situationally, in the book.  As long as you keep it situational particularly if messing with combat related skills, I think you're ok.  If you make one skill the 'uberskill to rule them all' you've probably gone too far.  There's a lot of gray in between for individual groups to decide...  :)
Title: Re: Stunts question 234561
Post by: Gatts on March 27, 2011, 05:29:44 PM
A stunt can't replace a skill, or have one skill cover another skill, that's against the fairly clear rules in the Stunts section of the book. Trappings? Sure.

For instance, you can move 'dodging' from Atheletics to Fists with a stunt, but you cannot make Athletics cover Fists. Additionally, the game will often become unbalanced if you really start narrowing down all of the combat trappings to one skill, or remove the need for three different skills for magic.
Title: Re: Stunts question 234561
Post by: crusher_bob on March 28, 2011, 04:37:31 AM
Thankfully, there are generally enough trappings of a skill that it would take more refresh than it's really worth to replace a skill completely with another.  It's almost possible with the combat skills, but paying points so that you can say "I hit him" with a different skill doesn't change things that much.

You could, for example take fists 5, and then take the following stunts:
Dodge with fists (replace dodge trapping of acrobatics)
Armed Arts (you can use fists to attack with 3 different types of weapons)

But you lose out on the abilities from athletics: climbing, running, jumping, and breaking falls
And from weapons you lose the ability to throw things (like knives, spears, and hand grenades)
Title: Re: Stunts question 234561
Post by: BumblingBear on March 28, 2011, 05:54:12 AM
Thankfully, there are generally enough trappings of a skill that it would take more refresh than it's really worth to replace a skill completely with another.  It's almost possible with the combat skills, but paying points so that you can say "I hit him" with a different skill doesn't change things that much.

You could, for example take fists 5, and then take the following stunts:
Dodge with fists (replace dodge trapping of acrobatics)
Armed Arts (you can use fists to attack with 3 different types of weapons)

But you lose out on the abilities from athletics: climbing, running, jumping, and breaking falls
And from weapons you lose the ability to throw things (like knives, spears, and hand grenades)

Indeed.

I think a lot of it boils down to common sense.

There's a lot of give and take.  If someone can dodge using fists, (I think) it doesn't apply to ranged attacks, AND if the character's athletics is weak, he/she still cannot climb over things well or change zones very well.

I would have no problem allowing these kind of stunts as long as they're not overpowered (like... Fists = Athletics), because using up a point of refresh really evens things out.
Title: Re: Stunts question 234561
Post by: ways and means on March 28, 2011, 06:10:02 AM
The fist to the dodging trapping of athletics (footwork) is an actual stunt in the 'Your story' it entire purpose is that you can dodge ranged attack with fists I don' think this is broken because fist dodging just makes me think martial arts. 
Title: Re: Stunts question 234561
Post by: BumblingBear on March 28, 2011, 06:37:14 AM
The fist to the dodging trapping of athletics (footwork) is an actual stunt in the 'Your story' it entire purpose is that you can dodge ranged attack with fists I don' think this is broken because fist dodging just makes me think martial arts. 

Meh - to me, it makes a lot more sense to dodge ranged attacks with weapons or guns... but I would still allow the stunt.

A lot of it (for me) would depend on whether the character is supernatural or not.  I'd ok stronger "mortal" stunts for a supernatural character.
Title: Re: Stunts question 234561
Post by: crusher_bob on March 28, 2011, 07:15:57 AM
I like all the defense replacement stunts it keeps every combatant from also being an olympic class sprinter.
Title: Re: Stunts question 234561
Post by: BumblingBear on March 28, 2011, 08:54:24 AM
I like all the defense replacement stunts it keeps every combatant from also being an olympic class sprinter.

There's definitely truth to this.

I especially like stunts people take that allow them to dodge gunfire using guns... because that makes /sense/ lol.
Title: Re: Stunts question 234561
Post by: Tedronai on March 28, 2011, 09:01:44 AM
It depends on your definition of 'dodge', really.
Title: Re: Stunts question 234561
Post by: BumblingBear on March 28, 2011, 09:31:02 AM
It depends on your definition of 'dodge', really.

I will run it as a character with a high guns skill and a stun to use guns to avoid gunfire knows when to get in the prone, how to take cover, and what will actually stop a bullet and is safe to hide behind.
Title: Re: Stunts question 234561
Post by: admiralducksauce on March 31, 2011, 02:42:25 PM
I will run it as a character with a high guns skill and a stun to use guns to avoid gunfire knows when to get in the prone, how to take cover, and what will actually stop a bullet and is safe to hide behind.

There's that, and then I also run it as constant suppressing fire on foes who would try to target the gunman.
Title: Re: Stunts question 234561
Post by: zenten on March 31, 2011, 04:14:55 PM
That's more of a Block on their Attack action.