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The Dresden Files => DFRPG => Topic started by: Bedurndurn on March 15, 2013, 11:59:17 AM

Title: Making effective PCs that aren't wizards?
Post by: Bedurndurn on March 15, 2013, 11:59:17 AM
So my group gave Neutral Grounds a try and had a good time with Fate and DF. It looks like the GM wants to run an Up to Your Waist level game for our group. I've given YS a read, and here's my problem in a nutshell: wizards seem to be really good at stuff. This is probably to be expected in a game based on a series of books about a wizard, but the part of my personality that likes big numbers on my character sheet (I am a flawed man. I believe in this system that means I get more fate points, so that's nice), demands that I pick at some bits.

So remembering that our campaign's set at UtYW, this seems like the best mechanical character choice:

Template (Focused Practitioner)
Lore and Discipline at Great, Conviction at Good
Powers/Stunts: Channeling [-2] and Ritual [-2] (I'm less sure on the elements/theme for these, but that seems up to player preference)

Now if I've understood this so far, it looks like that means that I get 4 focus item slots. I think (I'm less sure here) that I could use all 4 slots to get a focus item that gave a +4 to offensive control of whatever element I chose for Channeling.

That seems crazy, crazy strong. Fate dice have excellent central tendency, so what your modified skill is is fairly likely to be what you actually get when you roll. With this character, that would mean a typical combat would be tossing out an attack with Weapon: 3,4,5 and 6 each at 8 to control. (Is that accurate? I believe you get up to your Conviction rating in power for 1 mental stress, with each point of overflow increasing the incoming mental stress by 1. Since once the 1 box is filled in on the character's stress track, a stress 1 hit is just as damaging as a stress 2 hit, and he's got control to spare, he might as well ramp up in power each round). Now I'm only going by the other Neutral Grounds sample characters, but even with a dodge roll of 4 (which many of them didn't have the capacity to do), that'd be 7,8,9, and 10 points physical stress. The biggest non-wizard combatant from that pack is probably the werewolf who gets to attack at 4 with a weapon: 4 attack and his adjusted refresh is 2 worse than this wizard. If he swung at the equivalent dodge score of 4, he'd only get 4 physical stress a round (so it takes about 9 rounds for him to lay equivalent hurt).

I both understand that the game is not based around PvP (so maybe comparing PC attack strength vs PC defenses isn't a good metric) and that there is a heck of a lot more to RPGing than combat encounters, but:

So what are viable options for people who aren't wizards in this game? I don't think anybody can get the +4 to attack rolls that this guy has (nor honestly should they). The guidelines for stunts says that a stunts shouldn't give a +2 to the majority of a skill's use and that stunts don't stack, so it looks like the best anyone who isn't a wizard can get for an attack bonus is +1 and it will cost them 1 refresh point to do so. Inhuman strength and a sword seems like a pretty good combo (you'd get Weapon:5 and you could take some sort of +1 to hitting people with a sword stunt), but with the to-hit bonus stunt and the strength itself, that's only 1 refresh cheaper than this guy's powers for not nearly the same output. If the inhumanly strong can claim the +1 bonus for Might modifying them stabbing other people, then they'd get a little closer, but still be 2 points below the wizard's attack rating (and lower than the wizard's weapon rating for two rounds, and they have to be in melee when the wizard doesn't, and the wizard has the option of blasting a whole zone, and thaumaturgy, and intentional hexing, and yadda yadda yadda).

Now the wizard does run out of juice 4 rounds into a combat. That's certainly a downside. He also throws hot enough that if the opposition was balanced around the rest of the party it's already dead and if the opposition was balanced around what the wizard can do, it's time to leave because everyone else probably can't get the job done without him. Since the wizard is virtually guaranteed to hit and has a big weapon rating, it probably also makes sense for the other players to aid him blowing stuff up by bringing beneficial aspects into being, but to borrow a sports comparison, that effectively makes the wizard Lebron James and the rest of the party The People On Lebron James's Team Who Lacked the Foresight to Be Lebron James, which I bet will get thin real quick.

The wizard also isn't supposed to kill people with magic. That's a downside. But that's also like the lowest of low bars (since everyone else probably also shouldn't murder people, it being y'know murder and all), and since he can dictate what happens to whoever he takes out, it seems like a hard problem to have in Fate (though I guess not impossible).

So I guess that turned out more like a manifesto than a question, but to sum up: Wizards seem to be real good at stuff, can I make other archetypes also be good at stuff or if I like being good at stuff should I just play a wizard and then maybe forget that I can do stupid things to my attack roll?
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 15, 2013, 12:46:56 PM
Things to consider:
your proposed focused practitioner is, himself, quite squishy (3 defense at best, no meaningful facility with magical blocks, at best 4 physical stress boxes)
he can't safely perform large thaumaturgy without devoting significant resources to safely controlling the summoned power
he's highly unlikely to be particularly adept in any time-sensitive task that can't be solved by hitting things with a big stick (half his points spent doesn't mean all that much when they've been spent at the top of his skill pyramid; he's not getting much of anything else above a 2)

Consider a character with Inhuman Str and Spd, a +1 attack stunt, a +2 defense stunt, and an 'Armed Arts' equivalent for Athletics
throw in Feeding Dependancy and Human Form to make the build more affordable
With ONE skill (athletics) invested at great, this character is attacking at 6 with weapon 4 or 5, and defending at 7, every round, without having to burn stress to do it
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 15, 2013, 12:57:14 PM
Yes, wizards can do a lot. In fact, they can do almost anything, given time. If your only concern is efficiency, a wizard is a good way to go. Or better yet, an Alchemist, a focused practitioner with ritual(crafting). They will take down pretty much anything, given time. However, even a wizard isn't really good at everything. With your magic skills maxed, your other skills will automatically fall behind. Social skills for example. It is true, that a wizard can do a thaumaturgy ritual to replace most skills, but those take time that is not always available. And some things just can't be replaced, because it just wouldn't make sense.

In a low refresh game, pretty much anything can be pretty powerful, and part of the balancing in this system are the character aspects. So if you create a wizard that is always busting through walls if a problem occurs, he can be compelled to do exactly that, even if you know that more subtle matters would lead to a better solution. If you describe your wizard as being good at the details and fine stuff, he won't be much of a blaster.

I don't really like to go from efficiency when deciding on a character that I want to play. I usually look for a cool idea and then start to build it up to be as powerful as the power level allows. If you limit yourself to a wizard, it's going to get old after a while.

There is the typical were-something build, which can be pretty powerful, because you can have two skill sets. Typical would be one social set in human form, and a combat set in animal form. Though there are other options of course, depending on the animal. If you want to go sneaky, any small animal with "diminutive size" will get a +4 bonus on being stealthy, which in an UtYW game will equal a skill of 8, if stealth is maxed out. Add to that a stunt, and you won't even have to roll for most sneaky attempts. If you go for a sneak attack, you might be able to take out your target with one attack, if you set up a good ambush.

Holy men can be pretty powerful, too. The ability to get +1 on EVERY roll, simply by devoting themselves to a cause is nothing to sneeze at. Spending a fate point to solve pretty much any trouble you could encounter is a cool thing as well.

Items of Power are a cool thing as well, and as powerful as you like. I've got a character in my pbp game, who's got a packet full of magical trinkets that he can use. We did this by combining Item of Power and modular abilities. He can only use one item at the time, but he makes them count. So far, he's had a magnifying glass with the psychometry power, an amulet made of a pheonix eggs shell that grants recovery, and the boots of Hermes that grant him wings. We don't have a list of items he's got, we just decide on the items when he wants to use them.

Then, of course, there are things that don't fall into any templates, and if you have an idea for a character, that you don't know if it would or could be powerful, just post it, and I (and probably a few other forumites) will create a decent build out of your idea.
Title: Re: Making effective PCs that aren't wizards?
Post by: Deadmanwalking on March 15, 2013, 12:58:20 PM
The problem with Evocation is that it's not very good defensively (the numbers are potentially high, but you need a different Focus Item for it, and it takes an action), meaning you're relying on a non-peak skill for defense, and you can't do it very long. The character you hypothesize has a base of Legendary to hit, sure, but his attacks are only Weapon 3-6 and, as you note, he's pretty much limited to 4 attacks, and he's a huge target with only Good defenses at best, and no Toughness abilities. Now, if you use his remaining Refresh properly you can plug those holes (defensive Enchanted Items are some of the best defenses available in the game)...but that will use up their remaining Refresh, and is necessary to avoid just getting taken out as a glass cannon.

A physically potent character could easily have Great (or, with True Strike, Superb) attack at Weapon 7, Superb defenses, and Toughness powers and he could have them all day long, actually, you could do that with only 5 Refresh as, say, a Changeling with a magic sword:

Skills: Great Weapons, still has all his other skills free.

Stunt: Footwork (as the Fists Stunt, but for Weapons)

Powers:

Inhuman Strength [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch is Cod Iron [+3]

Item of Power (Sword) [+2] effecting;
Supernatural Strength [-2]
True Strike [-1, as the Sword of the Cross power of the same name]

There, quick example. And that's not even getting into non-combat characters and how useful they can potentially be. Or the potential brokenness of Incite Emotion. Or how potentially awesome Beast Change is. Or a host of other things. Wizards are indeed cool and powerful...but they aren't unbeatable, or the only useful things around.
Title: Re: Making effective PCs that aren't wizards?
Post by: InFerrumVeritas on March 15, 2013, 01:25:18 PM
Honestly, I've found for mid-lower level games there are two other really effective character choices:

Shapeshifters.  Beast change lets you essentially pick two things to be great at.  Have one form be physical combat focused and the other be socially focused and you have a great combination.  Sure, you're typically maxing out at Superb attacks (with a stunt granting +1), but you're incredibly versatile.  With a power like "Sacred Guardian" you can really stack those numbers.

Physic Abilities. The "Incite Emotion" powerset can easily be called broken, and is really, really effective against a variety of opponents.  Don't underestimate it.  For the two refresh you're dealing mental stress.  For four, you're dealing Weapon 4 mental stress at a range.  Oh, and that skill is good for both social situations and combat.  Win-win.

There's also a lot to be said for being a Pure Mortal with good compellable aspects.  That bucket of fate points that you don't get can easily help push those rolls up.

Also, tacking Glamors on something with Incite Emotion tied to Deceit is really nasty, but can get expensive.
Title: Re: Making effective PCs that aren't wizards?
Post by: bobjob on March 15, 2013, 03:01:49 PM
The Catch is Cod Iron [+3]

The fishiest iron I think would only provide +0. I mean, you have to find a fish working iron to be able to bypass his toughness, which is rare. What about Sturgeon Steel? Would that also work? :D
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 15, 2013, 03:33:19 PM
Spell casters are strong in this game.  Point for point they hit harder than most any other build.  The problem is they tend to be lacking in just about every other aspect.  Also consider that casters can run out of juice quick next to other combat types.  A combat focused shapeshifter with fast transformation will always be doing consistent damage and have some defenseive powers without needing to consider mental stress.

Also consider that your focus items are not physically attached to you.  A popular trick to trip up casters is to temporaraly disarm them of their foci.  One of my players is an absolute terror with a sword.  If she gets in close and disarms a wizard, they have to spend an action to make a "rearmed" Maneuver.  If they do that, they can't prepair a shield, which means a moderate or severe consequence is almost certain when she attacks them next turn.

Another pure mortal player had plenty of fate points, narratve justification, and resources/contact skill to obtain "kryptonite" or buy temporary powers for just about anything he faced off against.

In short magic users are great when being magicy, they are average at best in just about everything else.  I would suggest not being too number crunchy, just come up with an interesting character concept and back story.  Then take powers that fit the character, you can always refine the character as you play.
Title: Re: Making effective PCs that aren't wizards?
Post by: Dr.FunLove on March 15, 2013, 03:47:09 PM
In short magic users are great when being magicy, they are average at best in just about everything else.  I would suggest not being too number crunchy, just come up with an interesting character concept and back story.  Then take powers that fit the character, you can always refine the character as you play.

Totally agree with this paragraph.
Title: Re: Making effective PCs that aren't wizards?
Post by: blackstaff67 on March 15, 2013, 04:10:21 PM
The fishiest iron I think would only provide +0. I mean, you have to find a fish working iron to be able to bypass his toughness, which is rare. What about Sturgeon Steel? Would that also work? :D
It could work, provided he's wearing a coat of Scale Mail.
Title: Re: Making effective PCs that aren't wizards?
Post by: bobjob on March 15, 2013, 04:46:53 PM
It could work, provided he's wearing a coat of Scale Mail.

Badumpsh.

WHOOOOO RULES FROM A PINEAPPLE UNDER THE SEA! Sponge Bob FISH KNIGHT. Scale Mail made of Cod Iron as hard as can be! Sponge Bob FISH KNIGHT! A Sturgeon Steel Sword as sharp as you wish! Sponge Bob FISH KNIGHT! He stabs you with it and you flop like a fish! Sponge Bob FISH KNIGHT! Sponge Bob FISH KNIGHT! Sponge Bob... FISH KNIGHT!
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 15, 2013, 04:50:34 PM
Badumpsh.

WHOOOOO RULES FROM A PINEAPPLE UNDER THE SEA! Sponge Bob FISH KNIGHT. Scale Mail made of Cod Iron as hard as can be! Sponge Bob FISH KNIGHT! A Sturgeon Steel Sword as sharp as you wish! Sponge Bob FISH KNIGHT! He stabs you with it and you flop like a fish! Sponge Bob FISH KNIGHT! Sponge Bob FISH KNIGHT! Sponge Bob... FISH KNIGHT!
I am concerned and frightened.  You sir or madam, have way WAY to much time on your hands. =P
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 15, 2013, 04:51:48 PM
Badumpsh.

WHOOOOO RULES FROM A PINEAPPLE UNDER THE SEA! Sponge Bob FISH KNIGHT. Scale Mail made of Cod Iron as hard as can be! Sponge Bob FISH KNIGHT! A Sturgeon Steel Sword as sharp as you wish! Sponge Bob FISH KNIGHT! He stabs you with it and you flop like a fish! Sponge Bob FISH KNIGHT! Sponge Bob FISH KNIGHT! Sponge Bob... FISH KNIGHT!

*groan*  but I like.
Title: Re: Making effective PCs that aren't wizards?
Post by: Dr.FunLove on March 15, 2013, 05:02:40 PM
Badumpsh.

WHOOOOO RULES FROM A PINEAPPLE UNDER THE SEA! Sponge Bob FISH KNIGHT. Scale Mail made of Cod Iron as hard as can be! Sponge Bob FISH KNIGHT! A Sturgeon Steel Sword as sharp as you wish! Sponge Bob FISH KNIGHT! He stabs you with it and you flop like a fish! Sponge Bob FISH KNIGHT! Sponge Bob FISH KNIGHT! Sponge Bob... FISH KNIGHT!

My God...
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 15, 2013, 05:20:07 PM
Badumpsh.

WHOOOOO RULES FROM A PINEAPPLE UNDER THE SEA! Sponge Bob FISH KNIGHT. Scale Mail made of Cod Iron as hard as can be! Sponge Bob FISH KNIGHT! A Sturgeon Steel Sword as sharp as you wish! Sponge Bob FISH KNIGHT! He stabs you with it and you flop like a fish! Sponge Bob FISH KNIGHT! Sponge Bob FISH KNIGHT! Sponge Bob... FISH KNIGHT!
I smell something fishy. If this continues, this thread needs a sturgeon general warning.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 15, 2013, 05:29:28 PM
I smell something fishy. If this continues, this thread needs a sturgeon general warning.

Don't be so harsh, Haru.  I really think it has Sole.
Title: Re: Making effective PCs that aren't wizards?
Post by: bobjob on March 15, 2013, 05:49:14 PM
Don't be so harsh, Haru.  I really think it has Sole.

JDK002, it's sir.. And yes Taran, I have Sole. :D
Title: Re: Making effective PCs that aren't wizards?
Post by: EdgeOfDreams on March 15, 2013, 07:09:24 PM
Quote
Template (Focused Practitioner)
Lore and Discipline at Great, Conviction at Good
Powers/Stunts: Channeling [-2] and Ritual [-2] (I'm less sure on the elements/theme for these, but that seems up to player preference)

Now if I've understood this so far, it looks like that means that I get 4 focus item slots. I think (I'm less sure here) that I could use all 4 slots to get a focus item that gave a +4 to offensive control of whatever element I chose for Channeling.

On a more serious note, I'd like to add a clarification to this. As I understand the rules, you have 2 Evocation Focus Item Slots and 2 Thaumaturgy Focus Item Slots, so you can only get +2 to offensive control. The other 2 slots need to be spent on bonuses for Control or Power of your Rituals, or for Enchanted Items.

That said, Enchanted Items are still very strong. An item like Harry's duster that provides a substantial block or armor against incoming attacks 3/session can really shore up a caster's otherwise weak defenses.

In general, though, I agree with most, if not all, of the advice given earlier in this thread. Shape-shifters are definitely one of the top competing builds. In fact, anything with access to higher-than-Inhuman on the physical boosting powers is pretty scary. Even just Inhuman Speed and Inhuman Recovery are very powerful - Speed gets you hit a lot less and makes sure you can get wherever you need to go (whether that's positioning in combat, or just overcoming obstacles like walls, pits, fences, etc.), while Recovery almost guarantees you'll be entering most fights with a completely empty consequence list. Ever notice how often Harry is at a disadvantage in the books because he doesn't get a good chance to rest up between action scenes? Now imagine that wasn't ever an issue for him. Scary, ain't it?

Oh, and do NOT underestimate the potential of Sponsored Magic as an alternative to the Focused Practitioner or Wizard route. Yes, it's still a caster, but the flavor can be very different, and the debt mechanic is quite powerful. Really, anything that gets you Fate Points for free (especially compellable aspects that your GM likes to abuse you with) is a pretty substantial advantage in this game.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 15, 2013, 07:23:51 PM
On a more serious note, I'd like to add a clarification to this. As I understand the rules, you have 2 Evocation Focus Item Slots and 2 Thaumaturgy Focus Item Slots, so you can only get +2 to offensive control. The other 2 slots need to be spent on bonuses for Control or Power of your Rituals, or for Enchanted Items.

I agree with this.  It's a bit weird to have foci that come from one power boosting a separate power.
Title: Re: Making effective PCs that aren't wizards?
Post by: Theonlyspiral on March 15, 2013, 07:34:48 PM
Is there a specific rules quote on that?
Title: Re: Making effective PCs that aren't wizards?
Post by: Deadmanwalking on March 15, 2013, 07:36:38 PM
I...I've created some horrid fishy abomination. I'm...proud? Appalled? I'm not really sure.

On a more serious note, I'd like to add a clarification to this. As I understand the rules, you have 2 Evocation Focus Item Slots and 2 Thaumaturgy Focus Item Slots, so you can only get +2 to offensive control. The other 2 slots need to be spent on bonuses for Control or Power of your Rituals, or for Enchanted Items.

Harry's 3 Evocation Focus Items argue that you most certainly can do that as a Wizard, as do the Item Slots descriptions listed under Evocation and Thaumaturgy. The rules-text on Channeling and Ritual is a lot more restrictive, though, so it's possible that the particular build in question would have issues...albeit those would be easily solved by buying a level of Refinement.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 15, 2013, 08:35:04 PM
I guess what I mean by it being weird is if a character starts with Channelling or Evocation and then later takes Ritual, it seems weird that the Ritual Power has suddenly made their Channelling better.  You buy powers individually.  With the exception of Sponsored magic, I always assumed the foci were separate.

I never looked at Harry's character sheet that closely, although I'm fairly certain that many of these example characters don't add up very well.

Once again, I don't think it says anywhere that you can't...although I can't remember if it specifically says you can.  It was just an assumption I've always made.

In regards to Enchanted items, it specifically says you can make any item within the realm of evocation or thaumaturgy.  So I could see a cross-over, I guess.  With that said, If you only own channelling or Evocation, can you make enchanted items that do things only thaumaturgy permits?
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 15, 2013, 08:54:00 PM
All it says that I'm aware of is that you get a certain number of item slots.  There is no clause, explicit or implied, that I'm aware of that limits where or how you can spend them assuming you have the relevant power to spend them on.
Title: Re: Making effective PCs that aren't wizards?
Post by: Dr.FunLove on March 15, 2013, 09:09:32 PM
I agree with Ted et.al - I found these rules confusing myself but having Evocation and Thaumaturgy simply adds to your Focus Item pool. That is how I have read it.
Title: Re: Making effective PCs that aren't wizards?
Post by: EdgeOfDreams on March 15, 2013, 10:25:33 PM
I don't actually have a rules reference for the focus slots being separated. That's just the way that always seemed to make sense to me and the people I've played with. Even if it's just a house rule, I feel that enforcing the split does help encourage a little more variety in how spellcasters are built, but this isn't really the thread to be getting into that whole can of beans.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 15, 2013, 11:25:14 PM
Houserule as you will.  If it works at your table, then more power to you.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 15, 2013, 11:29:18 PM
I don't actually have a rules reference for the focus slots being separated. That's just the way that always seemed to make sense to me and the people I've played with. Even if it's just a house rule, I feel that enforcing the split does help encourage a little more variety in how spellcasters are built, but this isn't really the thread to be getting into that whole can of beans.

It definitely would temper the Uber evoker build, at least a little.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 16, 2013, 12:09:31 AM
Yeah, it doesn't work like that at all.

That aside, I wouldn't worry about spellcasters being overpowered at 7 Refresh. Your hypothetical character would probably mangle the average Evil Hat sample character, but another Up To Your Waist combat character could give them a really tough fight.

If you want, we can run a test fight. I'll play this dude:

(click to show/hide)

You play your spellcaster. We'll see how it goes.

That seems crazy, crazy strong. Fate dice have excellent central tendency, so what your modified skill is is fairly likely to be what you actually get when you roll. With this character, that would mean a typical combat would be tossing out an attack with Weapon: 3,4,5 and 6 each at 8 to control. (Is that accurate? I believe you get up to your Conviction rating in power for 1 mental stress, with each point of overflow increasing the incoming mental stress by 1. Since once the 1 box is filled in on the character's stress track, a stress 1 hit is just as damaging as a stress 2 hit, and he's got control to spare, he might as well ramp up in power each round).

Yes, that is how it works.

Most casters would have to worry about backlash or fallout if they did that, but your lopsided power/control set-up means you probably won't lose control of your spells even when overcasting.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 19, 2013, 11:08:58 AM
You'd be amazed how effective non-spellcasters can be in this system.

One True Believer or Champion of God with Righteousness can destroy any supernatural threat if they get hit hard enough. Not to mention that if you take a good, solid church or family home and a couple of True Believers, you've got yourself a veritable fortress against mystical attackers.

A White Court Vampire with their Speed, Strength and Toughness powers all primed can ruin a wizard's day pretty fast.

As always, Aspects are the major balancers in the game. They can make even a Pure Mortal into a powerhouse. It's all about what circumstances are present and what's happening in the story.

Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 19, 2013, 02:48:37 PM
The problem that all spellcasters have is limited resources--every offensive or defensive option they have has a limited number of uses, whether it be spells or enchanted items.

A wizard might be able to throw out four 8-shift evocations without breaking a sweat, but if the battle lasts more than 4 rounds, he's going to be in trouble. But a half-ogre with Supernatural Strength and Toughness may not have the raw, one-shot power of a wizard, but it can keep smashing things round after round and will take considerable damage before going down.

And the wizard needs prep time to be really effective--the best way a mortal can take on a wizard is to avoid a fair fight entirely. The increased fate point pool can go a long way toward invoking the wizard's aspects, invoking your own, or making declarations to tip the scales in your favor before the wizard has a chance to act.

This system isn't made to have pure mortals trade blows on even footing with heavy supernatural hitters (which is why I'm flatly against all the Weapon Specialization type stunts; pure mortals aren't supposed to be swinging Weapon:5 attacks at a +6 attack skill that easily)--but that isn't the same as saying mortals are ineffective. They just have to take a more indirect route to get there.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 19, 2013, 09:42:20 PM
And the wizard needs prep time to be really effective--the best way a mortal can take on a wizard is to avoid a fair fight entirely.

You know, people say this a lot.

But I've never been sure why Wizards are supposed to need prep time. Ritual spells are nice but Evocation is plenty effective without them.

And so far as I can tell Wizards are just as capable of fighting dirty as mortals are.

This system isn't made to have pure mortals trade blows on even footing with heavy supernatural hitters (which is why I'm flatly against all the Weapon Specialization type stunts; pure mortals aren't supposed to be swinging Weapon:5 attacks at a +6 attack skill that easily)--but that isn't the same as saying mortals are ineffective.

Dude.

There are canonical stunts that are like Weapon Specialization except better.

And in a straight-up fight, mortals are actually pretty effective.

What exactly makes you so sure about what the system is intended for?

PS: White Court Vampires are suboptimal, the Righteousness attack is incredibly situational, and Bless This House is rarely useful.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 19, 2013, 10:06:49 PM
You know, people say this a lot.

But I've never been sure why Wizards are supposed to need prep time. Ritual spells are nice but Evocation is plenty effective without them.

And so far as I can tell Wizards are just as capable of fighting dirty as mortals are.
Yeah, but the mortal needs to get the drop and fight dirty first. A lot of wizards depend on focus items or enchanted items for their attack and defense, and if they don't have those, they're vulnerable. They're also vulnerable if you can catch them before they put up a block--having your high stats in the magic ones means the physical ones are going to be lower.

Quote
Dude.

There are canonical stunts that are like Weapon Specialization except better.
I don't recall any that give you a flat +1 to all of your attacks with no drawback, or any that give a flat +2 to the weapon rating.

Weapon:4 and above are supposed to be a big deal--battlefield explosives, spells, grenades, small cars. Likewise, skills of 6 and above are supposed to be verging on superhuman ability. You really shouldn't be getting Weapon:5 attacks every round without some kind of power, and yet with this stunt any and every melee combatant can and will have it.

It's a personal pet peeve of mine that this kind of number inflation seems to be everyone's go-to. The Pure Mortal isn't supposed to be winning straight up melee with ogres and trolls, and with those stunts it becomes not just possible, but probable.

In a system where a skill of 3 is "good" and 4 is supposed to be professional level, this kind of inflation makes 6 the norm and anything less obsolete.

That's the real problem, honestly--it seems like everyone's just totally obsessed with what's optimal. A character can't compete unless they have all of those weapon specializations, because everyone else will have them. It takes choice out of the player's hands because there's a bare minimum that the character has to meet or else he'll be irrelevant next to his optimized companions.

Quote
And in a straight-up fight, mortals are actually pretty effective.
If their stats are inflated to the point where they're getting for free every round what it costs a wizard stress for every action, yeah.

Quote
What exactly makes you so sure about what the system is intended for?
The Pure Mortal template is given extra fate points because it can't match supernatural creatures in speed, defense or power--but these types of stunts make it so that any Pure Mortal who picks up a sword is superior to most all of them them, even in a Feet In The Water game.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 19, 2013, 10:58:09 PM
I've had issues with players seeking optimal builds before. But not so much in FATE-based games. Still it's something to be aware of. DFRPG is about the characters and their stories more so than how effective they are in a fight.

Don't knock Righteousness or Bless This House though. I've seen them be useful quite a bit!
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 20, 2013, 04:09:59 AM
Yeah, but the mortal needs to get the drop and fight dirty first.

Not necessarily. An ordinary gunshot can completely ruin a wizard's day, and beating a wizard's initiative usually isn't that hard.

A lot of wizards depend on focus items or enchanted items for their attack and defense, and if they don't have those, they're vulnerable. They're also vulnerable if you can catch them before they put up a block--having your high stats in the magic ones means the physical ones are going to be lower.

Neither of those has much to do with prep time.

I don't recall any that give you a flat +1 to all of your attacks with no drawback, or any that give a flat +2 to the weapon rating.

Way Of The AK, Flying Pointy Bits, and Archer all provide a flat +1 to hit with a particular weapon type. Actually, the former two are probably broader than I would allow a stunt in one of my games to be. I intended the Weapon Focus line of stunts to be clearly weaker than Way Of The AK.

Off-Hand Weapon Training gives +2 stress with any pair of weapon 3s. This is broader than Weapon Specialization. And in certain unusual situations it can give more than +2 stress.

Defend My Tribe also gives +2 stress with an easy-to-meet condition. PCs are frequently defending one another.

Lethal Weapon and Target-Rich Environment give equivalent bonuses, but their conditions are a bit harsher.

Armed Arts can easily give +3 stress if you have the right weapon on hand, but it's a bit of a cheap example.

None of these apply all the time. But most of them apply more often than the Weapon Focus line.

Weapon:4 and above are supposed to be a big deal--battlefield explosives, spells, grenades, small cars. Likewise, skills of 6 and above are supposed to be verging on superhuman ability. You really shouldn't be getting Weapon:5 attacks every round without some kind of power, and yet with this stunt any and every melee combatant can and will have it.

You keep talking about how things are supposed to be. But for the life of me I can't imagine how you know how things "should" be.

The rules say that you get weapon 3 for your average big weapon and that +2 stress is one of the standard stunt bonuses. Those rules don't make weapon 5 all that special.

They just don't.

It's a personal pet peeve of mine that this kind of number inflation seems to be everyone's go-to. The Pure Mortal isn't supposed to be winning straight up melee with ogres and trolls, and with those stunts it becomes not just possible, but probable.

Murphy wins all kinds of head-to-head fights.

A straight Pure Mortal combatant is a legal character and totally appropriate to the fiction. I can't work out why you don't think they should be balanced against other characters at the same level.

In a system where a skill of 3 is "good" and 4 is supposed to be professional level, this kind of inflation makes 6 the norm and anything less obsolete.

Um, no.

See, a PC who's designed to be a badass fighter will have 5s and 6s all over.

But such a PC is a badass among badasses. Even at Feet In The Water level.

I, personally, probably have 10-15 skill points and 4-6 Refresh after the Pure Mortal bonus. And I'm a pretty competent person.

It is normal and appropriate for PCs to be way more competent than most people.

That's the real problem, honestly--it seems like everyone's just totally obsessed with what's optimal. A character can't compete unless they have all of those weapon specializations, because everyone else will have them. It takes choice out of the player's hands because there's a bare minimum that the character has to meet or else he'll be irrelevant next to his optimized companions.

If you have two characters, equivalent except for the fact that one has Weapon Specialization or Defend My Tribe or something, then both will be able to contribute. One will be somewhat stronger, but not crushingly so.

This isn't hardcore optimization. It's just "take pluses to the things you want your character to be good at".

If their stats are inflated to the point where they're getting for free every round what it costs a wizard stress for every action, yeah.

That generally isn't possible, if we're talking combat wizards here.

The Pure Mortal template is given extra fate points because it can't match supernatural creatures in speed, defense or power--but these types of stunts make it so that any Pure Mortal who picks up a sword is superior to most all of them them, even in a Feet In The Water game.

What? No.

That just does not happen. Trust me, I've built characters of all types. And with these stunts, mortals don't come out ahead of equal-level supernaturals. Especially since supernaturals can take the same stunts...and maybe even the more-powerful canon stunts if the GM is feeling permissive.

(Except for when the power level is below Feet In The Water, of course. The Pure Mortal bonus is huge if you only have 4 Refresh to start with.)

I've had issues with players seeking optimal builds before. But not so much in FATE-based games. Still it's something to be aware of. DFRPG is about the characters and their stories more so than how effective they are in a fight.

Don't knock Righteousness or Bless This House though. I've seen them be useful quite a bit.

I find that optimization in DFRPG is rarely a problem because it's really easy. No need for complicated builds. Just spend your points on the thing you want to be good at.

So you don't get crippled characters much.

Anyway, RPGs in general are usually about characters and their stories. DFRPG isn't special in that regard.

I've found Righteousness plenty useful, but mostly for the Conviction complement effect.

As for Bless This House, I'd be interested in hearing how it got used. I've had contempt for it ever since I realized that neither Michael nor Charity could actually use it on their own house, and that Father Forthill probably can't use it on his church. And I've never seen it be useful.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 20, 2013, 11:39:31 AM
Can I ask a related question ? 

Is higher discipline always the best way to go?  I've just recently made a character, which after foci, has an equal discipline / conviction in his specialty.  He also has lots of enchanted items to make up for his weaknesses.  I've never played a full-fledge wizard before.  He's mostly a defensive-type wizard - unlike the one the OP was talking about.

Here  (http://www.jimbutcheronline.com/bb/index.php/topic,37171.msg1803806.html#msg1803806) he is, if someone wants to have a look.

To comment on some things:

A wizard who puts all his foci in control won't have enchanted items and would therefore lack some of the "prep" other wizards have.

Bless this house is useful for those places where things have an effective threshold of 0.
Title: Re: Making effective PCs that aren't wizards?
Post by: Cadd on March 20, 2013, 12:12:46 PM
As for Bless This House, I'd be interested in hearing how it got used. I've had contempt for it ever since I realized that neither Michael nor Charity could actually use it on their own house, and that Father Forthill probably can't use it on his church. And I've never seen it be useful.

Rereading Bless this House, I realized the weird thing that as the "True" Threshold rating raises, its effective rating (including inhabitants BtH-boost) could actually drop when it hits the inhabitants Conviction score.

Michael and Charity visit someones home with a threshold rating of 4. Their prescens boosts the effective rating to 8 (+2 from each).
However, their own home most likely has 5 or 6 as threshold, thus not allowing their BtH to boost it.

What would you say to "If Conviction > Threshold, then +2; if Conviction =< Threshold, then +1"? That gives it an actual effect no matter how high the threshold is.
Title: Re: Making effective PCs that aren't wizards?
Post by: Ard3 on March 20, 2013, 12:27:08 PM
What would you say to "If Conviction > Threshold, then +2; if Conviction =< Threshold, then +1"? That gives it an actual effect no matter how high the threshold is.

I thought about doing it this way too.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 20, 2013, 01:10:36 PM
In my experience, if a particular game system has a strong focus on tactical combat (like D&D) then the players are very likely to only select optimal character build options. You won't find a D&D Fighter who specializes in knife-fighting, for example, because knives and daggers do 1d4 damage while a longsword does 1d8.

FATE, thankfully, is all about story and narrative. It's actually quite difficult to create a character who has no way to contribute to the story.

With Bless This House, I think part of the reason for the restriction is one of balance, and also to reflect that there are some places where God believes the extra help isn't needed to keep people safe. I always figured that places like the Carpenter home should be extremely rare. In practical terms, I wouldn't give even a stronghold of faith like a major church a threshold higher than 3.
Title: Re: Making effective PCs that aren't wizards?
Post by: Cadd on March 20, 2013, 01:58:17 PM
With Bless This House, I think part of the reason for the restriction is one of balance, and also to reflect that there are some places where God believes the extra help isn't needed to keep people safe. I always figured that places like the Carpenter home should be extremely rare. In practical terms, I wouldn't give even a stronghold of faith like a major church a threshold higher than 3.

I'd agree with that, the problem is that the very example they give, right in the "Determining Strength" paragraph, is a church (thus starting at +3), with two factors to enhance it (very old & foundation for local Catholics) giving +2 each, thus pushed to +7!

Homes start at +4, then they give examples like "lived in for generations" and "inhabitants lived most of their lives there" as factors, so having both would be +8. The Carpenter house, using these guidelines, would have a natural threshold of at least +6 (all the kids growing up there); I'd say that Michael building it himself would warrant another +2, honestly.

Either thresholds start or build way too high, or BtH is seriously underpowered when it comes to boosting an existing threshold.

Sure, it's great at lifting a very flimsy threshold into something that actually protects, but proper homes aren't gonna see much of an increase!
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 20, 2013, 02:09:24 PM
Hmm, that's true. I actually hadn't factored in all those additional circumstances. Heck, here in Ireland, where the average house is probably at least 30-50 years old and has seen several generations of families live in it, you'd be looking at +6 being a low threshold.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 20, 2013, 02:18:45 PM
I like those numbers for thresholds.  THey're supposed to keep out some of the most powerful baddies.  It does make BtH less useful for many situations.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 20, 2013, 02:20:51 PM
It's true. Having access to a good threshold is one of the equalizers available to mortals.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 20, 2013, 02:50:08 PM
Not necessarily. An ordinary gunshot can completely ruin a wizard's day, and beating a wizard's initiative usually isn't that hard.
It certainly can--but if that gunshot doesn't take out the wizard, the wizard is going to come back with something much bigger. Hence the need for the pure mortal to prepare more, to try and prevent the wizard from having that chance.

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Neither of those has much to do with prep time.
Actually, they have everything to do with prep time. It takes time and effort to fabricate them, and the wizard has to think ahead and bring them--if he doesn't have them, he isn't prepared, and he's in trouble.

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Way Of The AK, Flying Pointy Bits, and Archer all provide a flat +1 to hit with a particular weapon type. Actually, the former two are probably broader than I would allow a stunt in one of my games to be. I intended the Weapon Focus line of stunts to be clearly weaker than Way Of The AK.
I'm not familiar with Flying Pointy Bits off hand, but Archer I can see because a bow is a very unusual weapon in the modern day--unlike a firearm or even a concealed knife, you're really not going to be able to take a bow everywhere, and it completely lacks any ability with spray attacks. Those restrictions, I think, justify being able to have a bonus on using a bow, since a bow is inherently inferior in a lot of ways to a modern firearm.

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Off-Hand Weapon Training gives +2 stress with any pair of weapon 3s. This is broader than Weapon Specialization. And in certain unusual situations it can give more than +2 stress.
Granted. I will say, though, that it makes a lot more sense to me that being hit with a second sword causes more damage. And it would have to be a very unusual situation for someone to be swinging something Weapon:5 on their offhand weapon. I can't even think of what kind of weapon would have that, except that it would be prohibitively huge for anything smaller than your average house.

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Defend My Tribe also gives +2 stress with an easy-to-meet condition. PCs are frequently defending one another.
I'll have to check this one before I can get back to you. But on this, and Way of the AK, I seem to remember someone going on at length about how the stunts and powers in Our World aren't balanced and shouldn't be taken as good examples.

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Lethal Weapon and Target-Rich Environment give equivalent bonuses, but their conditions are a bit harsher.
As you say, the conditions are harsher--and, importantly, not really in the player's control.

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Armed Arts can easily give +3 stress if you have the right weapon on hand, but it's a bit of a cheap example.
That's a trapping replacement, not a stress booster.

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None of these apply all the time. But most of them apply more often than the Weapon Focus line.
I think this is where we differ. How is it that Weapon Focus won't apply 99% of the time? It's entirely in the player's control unless the GM tosses a compel of some kind at them--they're going to be using those bonuses for every single attack and defense in the vast, vast majority of their fight scenes.

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You keep talking about how things are supposed to be. But for the life of me I can't imagine how you know how things "should" be.

The rules say that you get weapon 3 for your average big weapon and that +2 stress is one of the standard stunt bonuses. Those rules don't make weapon 5 all that special.

They just don't.
Mostly I know from, you know, reading the book, where it says that Weapon:4 is equivalent to battlefield explosives, Weapon:5 is equivalent to being hit with a small car, etc. Weapon:3 is large weapons--hard to conceal if not impossible, things you typically need two hands to swing. +2 to anything is supposed to be the most that a stunt gives, under relatively rare circumstances. "Every time the character swings the weapon that's central to his fighting ability" is not in any way "rare," in fact, it's going to be the vast majority.

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Murphy wins all kinds of head-to-head fights.
Point of fact, she doesn't. In all the books, I can think of one time she wins a physical fight with something with supernatural powers, and she does that by making the fight as indirect as she can manage--after fighting directly, skill vs. skill and strength vs. strength, gets her arm broken. And she's supposed to be the series' prime example of a pure mortal physical fighter.

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A straight Pure Mortal combatant is a legal character and totally appropriate to the fiction. I can't work out why you don't think they should be balanced against other characters at the same level.
As I said, it's the inflation. Effectively, a character is swinging more accurately than Michael, with more power than one of Harry's normal fire spells, for free every single round, and defending on par with Shiro, who's built up to be one of the best swordsmen in the entire setting, a "Mozart with a blade," against whom even 2000-year-old Knight-killer Nicodemus pauses.

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Um, no.

See, a PC who's designed to be a badass fighter will have 5s and 6s all over.

But such a PC is a badass among badasses. Even at Feet In The Water level.

I, personally, probably have 10-15 skill points and 4-6 Refresh after the Pure Mortal bonus. And I'm a pretty competent person.

It is normal and appropriate for PCs to be way more competent than most people.
Way more competent than most people, yes. And most people are going to have 1s and maybe 2s in their physical stats. This kind of inflation makes every PC more physically able and competent than just about every creature listed in Our World.

For all her badassery, the only time Murphy's been able to stand toe-to-toe with supernatural creatures and win as easily as all these skill and stress bonuses would imply is in Changes, when she apparently had an Archangel riding shotgun.

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If you have two characters, equivalent except for the fact that one has Weapon Specialization or Defend My Tribe or something, then both will be able to contribute. One will be somewhat stronger, but not crushingly so.
That's just it, though. If I'm playing alongside a character who's never swinging anything less than a Weapon:5 sword at 6, the GM is going to balance encounters to make it a challenge for him. If I'm sitting there swinging Weapon:3 at 4 or 5, I'm just not going to be able to keep up.

To paraphrase you when talking about Shields and the Rune Magic power not terribly long ago: Why would anyone ever not take these stunts, if they make a character inherently and objectively better than one without?

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That generally isn't possible, if we're talking combat wizards here.
Again: Per the descriptions in the book, Weapon:4 and above are supposed to be either massively destructive (grenades), or difficult to use and acquire (prohibitively huge melee weapons and guns that Rambo would need a little help moving around). Wizards, however, can toss that kind of power around, but only by taking stress, and always with the risk of backlash.

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What? No.

That just does not happen. Trust me, I've built characters of all types. And with these stunts, mortals don't come out ahead of equal-level supernaturals. Especially since supernaturals can take the same stunts...and maybe even the more-powerful canon stunts if the GM is feeling permissive.
With those stunts, every mortal will not only be outperforming, but overwhelmingly outperforming every non-named, non-Nobility-level monster in Our World.

Whereas in the fiction, Murphy treads lightly when facing anything supernatural in combat, defaults to her guns, and never engages in straight up fist fighting them if she can possibly avoid it, and when she does, she ends up with a broken limb. The fiction, and the write-up in Your Story, are pretty clear on this: Mortals can't compete with the supernatural one-on-one in a physical sense, they have to gain an advantage through maneuvering, finding weaknesses, and preparation.

These stunts go counter to all that. There's no need to maneuver when you've already got a +3 advantage on the enemy. There's no need to find weaknesses when you're getting Weapon:5 on every attack without any penalty. There's no need to take any defensive action if your defenses are +3 against any attack the enemy's going to throw at you.

It turns the Pure Mortal from a character type revolving around ingenuity and maneuvering to a character type that can just bash its way through fights doing nothing but attack attack attack.
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 20, 2013, 05:09:52 PM
Hmm, that's true. I actually hadn't factored in all those additional circumstances. Heck, here in Ireland, where the average house is probably at least 30-50 years old and has seen several generations of families live in it, you'd be looking at +6 being a low threshold.
Remember that there can be circumstances that will lower a threshold, too. Some families might not really be that close, or they just sleep in a house, without really living in it. There might be a secret that is tarnishing the threshold. I think wherever you are, +6 is still pretty rare.

Rereading Bless this House, I realized the weird thing that as the "True" Threshold rating raises, its effective rating (including inhabitants BtH-boost) could actually drop when it hits the inhabitants Conviction score.

Michael and Charity visit someones home with a threshold rating of 4. Their prescens boosts the effective rating to 8 (+2 from each).
However, their own home most likely has 5 or 6 as threshold, thus not allowing their BtH to boost it.

What would you say to "If Conviction > Threshold, then +2; if Conviction =< Threshold, then +1"? That gives it an actual effect no matter how high the threshold is.
I'd probably do it a bit different in the first place:
You have a threshold of 4, Charity enters and raises it to 6. Michael follows and his conviction is now lower than the threshold, so it stays at 6. So the power would not raise the threshold into oblivion, but it can still raise a low threshold pretty good, if multiple believers are in a house.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 20, 2013, 11:00:29 PM
FATE, thankfully, is all about story and narrative. It's actually quite difficult to create a character who has no way to contribute to the story.

People say this a lot. I don't know why.

What is it about FATE that makes it more story-oriented than, say, GURPS?

And so far as I can tell, optimization is universal. But it's only really a problem in unbalanced games.

It's true. Having access to a good threshold is one of the equalizers available to mortals.

How so?

So far as I can tell Wizards and the like are allowed to have good thresholds as good as mortals'.

My main issue with Bless This House is that situations where you can use it just aren't the common. The facts that you can boost your home threshold for free and that you can't use it on the thresholds you'd most want to use it on are just extra.

Can I ask a related question ? 

Is higher discipline always the best way to go?

No. Sometimes the other casting stats are better.

Actually, they have everything to do with prep time. It takes time and effort to fabricate them, and the wizard has to think ahead and bring them--if he doesn't have them, he isn't prepared, and he's in trouble.

It doesn't actually take in-session time to make items. Item dependency is a gear issue, not a prep time issue.

Granted. I will say, though, that it makes a lot more sense to me that being hit with a second sword causes more damage. And it would have to be a very unusual situation for someone to be swinging something Weapon:5 on their offhand weapon. I can't even think of what kind of weapon would have that, except that it would be prohibitively huge for anything smaller than your average house.

Why wouldn't specializing in a single weapon make as much sense as learning to use two at once?

Anyway, the weapon 5+ offhand thing generally comes up with enchanted items. Especially the Warden sword, since dual-wielding Warden swords is just plain cool. People who know nothing about the game's mechanics can find that concept appealing, so this isn't some kind of theoretical optimization thing.

I'll have to check this one before I can get back to you. But on this, and Way of the AK, I seem to remember someone going on at length about how the stunts and powers in Our World aren't balanced and shouldn't be taken as good examples.

That may have been me.

Honestly, I think Way Of The AK is overpowered. That's why Weapon Focus is significantly weaker than it.

Your later comments about a mortal with these stunts being able to thrash most of OW are accurate, by the way. (Though you ignore the fact that it won't be every mortal, just every focused mortal combatant. The talky and thinky types are another matter.)

But that's an issue with OW.

A Feet In The Water Focused Practitioner can beat almost all of OW to death.

A Feet In The Water Changeling can beat almost all of OW to death.

A Feet In The Water mortal with no stunts can beat almost all of OW to death.

OW characters are not tough.

That's a trapping replacement, not a stress booster.

It's a trapping replacement that works exactly like a stress booster. Weird, huh?

I
think this is where we differ. How is it that Weapon Focus won't apply 99% of the time? It's entirely in the player's control unless the GM tosses a compel of some kind at them--they're going to be using those bonuses for every single attack and defense in the vast, vast majority of their fight scenes.

Mostly for the same reason that a Wizard can't necessarily use their foci all the time. Also because sometimes your weapon isn't suited to the situation.

Someone who gets +2 stress with their tiny weapon 1 knife has no combat advantage over someone with no stunt and a broadsword, but someone who gets +2 stress with a broadsword will frequently have to use something less flashy. And they'll both have to set aside their bonus if they want to make ranged attacks.

(Also Weapon Focus doesn't boost defence rolls.)

Mostly I know from, you know, reading the book, where it says that Weapon:4 is equivalent to battlefield explosives, Weapon:5 is equivalent to being hit with a small car, etc. Weapon:3 is large weapons--hard to conceal if not impossible, things you typically need two hands to swing. +2 to anything is supposed to be the most that a stunt gives, under relatively rare circumstances. "Every time the character swings the weapon that's central to his fighting ability" is not in any way "rare," in fact, it's going to be the vast majority.

It's not the most a stunt can give. It's listed as a standard bonus. And there are canon stunts that give more.

Anyway, a sword wielded by a master can be as deadly as explosives wielded by an amateur. At least, in fantasy stories.

Point of fact, she doesn't. In all the books, I can think of one time she wins a physical fight with something with supernatural powers, and she does that by making the fight as indirect as she can manage--after fighting directly, skill vs. skill and strength vs. strength, gets her arm broken. And she's supposed to be the series' prime example of a pure mortal physical fighter.

You and I remember the books quite differently.

That's just it, though. If I'm playing alongside a character who's never swinging anything less than a Weapon:5 sword at 6, the GM is going to balance encounters to make it a challenge for him. If I'm sitting there swinging Weapon:3 at 4 or 5, I'm just not going to be able to keep up.

2 stress just isn't that big a deal. It's well within the system's tolerances. It's nowhere near the combat-skill disparity between a social character and a killy one.

To paraphrase you when talking about Shields and the Rune Magic power not terribly long ago: Why would anyone ever not take these stunts, if they make a character inherently and objectively better than one without?

Because there are other stunts and Powers that are competitively valuable.

Would you prefer Defend My Tribe (for Weapons) or Greataxe Specialization? I think that one's a toss-up.

It turns the Pure Mortal from a character type revolving around ingenuity and maneuvering to a character type that can just bash its way through fights doing nothing but attack attack attack.

The Pure Mortal is not a character type revolving around ingenuity. Its mechanics don't promote ingenuity any more than those of, say, Werewolves.

Ingenuity is for anyone who's outmatched. Not just mortals.

And if you're not outmatched, you can just bash away.

The basic point here is that two characters at the same level should be at the same level. Regardless of template. So if your mortal is designed purely for murder, he should be about as capable as a Wizard designed purely for murder.

And believe it or not, this game is actually pretty well-balanced under that assumption.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 20, 2013, 11:25:21 PM
I mentionned this above but probably missed.  Regarding the argument for wizards needing prep and having enchanted items:

The OP made a wizard with all his foci slots toward control.  For this reason he won't have enchanted items and will therefore lack a lot of the "prep" stuff that a more rounded wizard would have - like having a one-shot block item to make up for low Athletics for instance.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 21, 2013, 12:03:55 AM
Well I don't have much experience with GURPS so I can't really speak for it. Bit with regard to D&D and World of Darkness, I've noticed a marked focus on the importance of choosing the right combinations of abilities to make an effective character.

Ideally, all games should be about character and story, but that just isn't the case. FATE, at least, takes the focus away from combat by offering alternative ways to solve problems from a mechanical standpoint, such as social conflicts, and the combination of Aspects and declarations mean that even a character with no other viable abilities can contribute to his friends' efforts.

Essentially, what about the character creation or even campaign setup of GURPS makes it focus on story? With FATE, and DFRPG in particular, you are not only required to create story elements for your character in the form of their Aspects and past adventures, but you contribute to the creation of the setting and the kinds of stories which will take place there.
Title: Re: Making effective PCs that aren't wizards?
Post by: GryMor on March 21, 2013, 12:33:45 AM
Just chiming in here, but Item slots aren't 'typed' it's one big pool to be filled with foci, enchanted items and potions. This becomes really clear when you look at the existing character write ups or pay attention to sponsored magic (and it's 'discounting').

On the subject of effectiveness, a Thaumaturge can be amazing at preparation and an Evoker can be amazing at alpha strike, but they et exhausted REALLY quickly. A super with equivalent investment can exceed a Thaumaturge in effective preparation in an information constrained environment and can exceed an Evoker in staying power. A mortal can actually exceed an Evoker in single target Alpha on account of their huge Fate pool.

All that said, the best of the best is a team (You are almost always better if one of your team members is an artifacer and another one is some other sort of specialized practitioner).
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 21, 2013, 01:18:39 AM
Just chiming in here, but Item slots aren't 'typed' it's one big pool to be filled with foci, enchanted items and potions. This becomes really clear when you look at the existing character write ups or pay attention to sponsored magic (and it's 'discounting').

I don't understand this statement.  If you have evocation and Thaumaturgy, you get 4 focus item slots.  You have to determine what they do and then they are set.  If you put them all into Evocation Offensive Control, then you have nothing left for enchanted item slots.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 21, 2013, 01:22:54 AM
I don't understand this statement.

I believe it was in response to earlier confusion as to whether or not thaumaturgy-sourced foci slots could be applied to evocation-purposed foci (or the other way 'round; and responding in the affirmative).
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 21, 2013, 01:38:39 AM
I believe it was in response to earlier confusion as to whether or not thaumaturgy-sourced foci slots could be applied to evocation-purposed foci (or the other way 'round; and responding in the affirmative).

Ah, I thought that matter had already been cleared up.  Sorry.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 21, 2013, 02:21:03 AM
It doesn't actually take in-session time to make items. Item dependency is a gear issue, not a prep time issue.
Even if it's not in-game time, it's still preparation--the player has to decide beforehand and devote character resources to the items, and the character has to be prepared by having them.

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Why wouldn't specializing in a single weapon make as much sense as learning to use two at once?
Because to me, the sword itself isn't hitting any harder, or cutting deeper. The person can use it better, but it's still the same sword. I'd allow maybe a bonus to maneuvers, or a circumstantial bonus to the attack roll, but you're already getting a Stress bonus by using a weapon, and it feels a lot to me like stacking stunts to pile another +2 on top of that.

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That may have been me.

Honestly, I think Way Of The AK is overpowered. That's why Weapon Focus is significantly weaker than it.

Your later comments about a mortal with these stunts being able to thrash most of OW are accurate, by the way. (Though you ignore the fact that it won't be every mortal, just every focused mortal combatant. The talky and thinky types are another matter.)

But that's an issue with OW.

A Feet In The Water Focused Practitioner can beat almost all of OW to death.

A Feet In The Water Changeling can beat almost all of OW to death.

A Feet In The Water mortal with no stunts can beat almost all of OW to death.

OW characters are not tough.
I'm really not a fan of the, "Something I've done makes the game inaccurate. Therefore, it's the game's fault" way of thinking. But put it this way.

Pure Mortal Feet in the Water vs. Red Court Vampire. Without stunts, the Mortal's attack stat is only 1 above the vampire's dodging, and he might have up to a Weapon:3 weapon. Meanwhile, his dodging stat is, at most, only 1 above the vampire's attack stat, and the vampire has 5 stress boxes and Armor:1. That means, rolling evenly, it's going to take the Pure Mortal four hits before he does any consequences.  Meanwhile, the vampire has a solid 40% chance of hitting the mortal for a Weapon:4 attack--something that will almost assuredly happen if he has those four turns.

With the stunts, the Pure Mortal is now attacking at 5, with a Weapon:5--meaning he's doing a total of 6 shifts of stress on an even roll, so if he rolls evenly, he's now doing consequences on his second attack, and making it much less likely the vampire's even going to get a hit in.

So, let's see: Without the stunts, the Pure Mortal character needs to be very lucky for a considerable amount of time to survive fighting a Red Court Vampire one-on-one, which is something that reflects the world of the books.

With the stunts, the Pure Mortal character is almost certainly going to destroy the Red Court Vampire one-on-one.

And it's Our World that's wrong?

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It's a trapping replacement that works exactly like a stress booster. Weird, huh?
No, a stress booster would give you more than the Weapon's normal rating. This does not.


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Mostly for the same reason that a Wizard can't necessarily use their foci all the time. Also because sometimes your weapon isn't suited to the situation.

Someone who gets +2 stress with their tiny weapon 1 knife has no combat advantage over someone with no stunt and a broadsword, but someone who gets +2 stress with a broadsword will frequently have to use something less flashy. And they'll both have to set aside their bonus if they want to make ranged attacks.
But someone with those stunts has a complete combat advantage over someone without them. It's effectively adding a solid, constant +3 to every attack. And it's something entirely within the player's control--I know I'd spend the fate points to buy out of a compel if it meant the difference between having those bonuses and not, which means that players are always going to take these stunts, and always going to keep their weapons.

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(Also Weapon Focus doesn't boost defence rolls.)
I could've sworn there were three of them: Boosting attack, boosting stress, and boosting defense.

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It's not the most a stunt can give. It's listed as a standard bonus. And there are canon stunts that give more.
The canon stunts that give more all have some kind of significant drawback--either spending a fate point, or taking a penalty to some other trapping while it's in use.

And the stunt guidelines all say they apply when under particular circumstances--and they're usually something outside of the player's control. It also says it should never be a flat bonus to most or every use of the skill, and "attack" is, yes, going to be most or every use of the Weapons skill.

My feeling, as I've said before, is the type of weapon choice just does not feel like a restrictive enough circumstance to justify the full +2 bonus.

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Anyway, a sword wielded by a master can be as deadly as explosives wielded by an amateur. At least, in fantasy stories.
Usually because that Master is doing more and different with his sword than just attack. Having these flat bonuses to every single attack means that maneuvers just aren't going to happen. Why spend a turn maneuvering when your every action is already getting a flat +3?

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You and I remember the books quite differently.
I've been through this argument in the Spoilers section a few times. There are maybe two examples in all of the books where Murphy goes hand-to-hand with something that has supernatural power and wins a straight up, full-on fight: When she bashes the one Raith's head into her coffee table (if you can consider that a Fight), and when she kills the Turtleneck (which she doesn't match strength for strength--grappling with him ends up with her arm broken, and she only beats it by--surprise surprise--maneuvers and declarations).

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2 stress just isn't that big a deal. It's well within the system's tolerances. It's nowhere near the combat-skill disparity between a social character and a killy one.
Combat, though, is the meat of the system, and that's where most players and characters are going to put their skill points. Hell, my groups eschew Social Conflict altogether. 2 stress is a significant difference--it's the difference between a consequence that clears after a scene and one that takes a whole session. It's the difference between complete failure and a +1 success. And it's not the +2 I'm objecting to--it's the +2 stacking on top of the +3.

You can't stack armor. You can't directly stack weapon ratings. And you can't stack stunts. So why can you stack a stunt on top of a weapon rating?

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Because there are other stunts and Powers that are competitively valuable.

Would you prefer Defend My Tribe (for Weapons) or Greataxe Specialization? I think that one's a toss-up.
I'll take the specialization over not taking it every time. Because it's basically a flat +2 to every time you use the weapon, which is going to be every time I get into a fight, because it sure as hell is worth buying out of a compel.

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The Pure Mortal is not a character type revolving around ingenuity. Its mechanics don't promote ingenuity any more than those of, say, Werewolves.

Ingenuity is for anyone who's outmatched. Not just mortals.
Per the lore of the series, mortals are supposed to be physically outmatched by the supernatural. It says "they don’t bring any supernatural oomph to the table," but these stunts are just as good as supernatural oomph at half the price.

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And if you're not outmatched, you can just bash away.
Which also runs counter to the gamebook's text, which suggests that most fights are going to come down to maneuvers and blocks more than attacks.

The whole rulebook points to a system where the numbers aren't supposed to be that high--where a +2 is a big difference. Where mortals have to find a way around and to overcome a supernatural creature's powers, not just bash through them because you spent half the points for the same--or better--result.

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The basic point here is that two characters at the same level should be at the same level. Regardless of template. So if your mortal is designed purely for murder, he should be about as capable as a Wizard designed purely for murder.
"At the same level" doesn't mean they're capable of the same things with the same mechanics. "Equally capable" doesn't mean they do things the same and on the same level.

Murphy's considered on par, Refresh wise, with Harry, but when she has to face down a wizard, she does it from ambush, with a silenced gun, and lets rip with a blast at his head. She doesn't go toe-to-toe with his flunkies even and expect to survive a physical confrontation.

Edit: Also, man, fix your quote boxes. I had to do a lot of C+Ping in this response >.>
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 21, 2013, 03:11:05 AM
Well I don't have much experience with GURPS so I can't really speak for it. Bit with regard to D&D and World of Darkness, I've noticed a marked focus on the importance of choosing the right combinations of abilities to make an effective character.

The consequences for failed optimization are pretty bad in D&D 3.5. Dunno about WoD or other types of D&D, but I expect they're similar.

In a game where failed optimization screws you, people worry more about optimization.

Ideally, all games should be about character and story, but that just isn't the case. FATE, at least, takes the focus away from combat by offering alternative ways to solve problems from a mechanical standpoint, such as social conflicts, and the combination of Aspects and declarations mean that even a character with no other viable abilities can contribute to his friends' efforts.

Essentially, what about the character creation or even campaign setup of GURPS makes it focus on story? With FATE, and DFRPG in particular, you are not only required to create story elements for your character in the form of their Aspects and past adventures, but you contribute to the creation of the setting and the kinds of stories which will take place there.

GURPS has lots of traits and stuff that define your character's nature. I guess maybe those promote story?

I dunno, I'm not really sure what promoting story really is. I've seen this kind of discussion before, and it seems like no matter which game you choose its mechanics are clearly more story-focused than those of other games (according to the people who like that game). So I find such claims a little dubious.

Even if it's not in-game time, it's still preparation--the player has to decide beforehand and devote character resources to the items, and the character has to be prepared by having them.

It is a weakness, but describing it as a need for prep time is misleading. Makes it sound like Wizards are weak whenever a fight they didn't expect shows up, when actually they're just fine as long as they've got their stuff. And if they don't have their stuff, prep time probably won't save them.

Because to me, the sword itself isn't hitting any harder, or cutting deeper. The person can use it better, but it's still the same sword.

A sword wielded by a strong and skilled person swings harder and cuts deeper.

Isn't that obvious?

I'm really not a fan of the, "Something I've done makes the game inaccurate. Therefore, it's the game's fault" way of thinking. But put it this way.

It's not something I've done. If you just take 5 Refresh points and spend them on being strong and tough with a Catch of Cold Iron, you can probably kill Ursiel 1v1 with Great Weapons.

I'm not talking crazy munchkin characters here. Just basic "combat skill is in the highest slot, spent some Refresh on fighting" characters.

Pure Mortal Feet in the Water vs. Red Court Vampire. Without stunts, the Mortal's attack stat is only 1 above the vampire's dodging, and he might have up to a Weapon:3 weapon. Meanwhile, his dodging stat is, at most, only 1 above the vampire's attack stat, and the vampire has 5 stress boxes and Armor:1. That means, rolling evenly, it's going to take the Pure Mortal four hits before he does any consequences.  Meanwhile, the vampire has a solid 40% chance of hitting the mortal for a Weapon:4 attack--something that will almost assuredly happen if he has those four turns.

The mortal has a massive pile of FP and can wear armour. He'll win, no problem.

Obviously he'll fight better if he invests Refresh in fighting. But he can win without doing so.

No, a stress booster would give you more than the Weapon's normal rating. This does not.

Imagine a stunt that gives you +3 stress with Fists attacks if you happen to be holding a greatsword or a warhammer.

Ta-da! Armed Arts as a stress booster!

I could've sworn there were three of them: Boosting attack, boosting stress, and boosting defense.

Yes. But they must be bought separately. Weapon Focus just pumps accuracy.

The canon stunts that give more all have some kind of significant drawback--either spending a fate point, or taking a penalty to some other trapping while it's in use.

I know.

Nonetheless, 2 is obviously not the maximum.

My feeling, as I've said before, is the type of weapon choice just does not feel like a restrictive enough circumstance to justify the full +2 bonus.

Fair.

I think you're wrong though. I mean, I'm pretty sure most games wouldn't let you bring a broadsword or assault rifle everywhere. And that's not necessarily a Compel, since a weapon's not part of your character.

And if you're using a weapon that you can take everywhere, you're weakening yourself.

Usually because that Master is doing more and different with his sword than just attack. Having these flat bonuses to every single attack means that maneuvers just aren't going to happen. Why spend a turn maneuvering when your every action is already getting a flat +3?

Maneuvering is still valuable. The only time it's not is when you can easily inflict consequences. Against tough, fast, or magically protected foes, you'll likely maneuver a lot.

I've been through this argument in the Spoilers section a few times. There are maybe two examples in all of the books where Murphy goes hand-to-hand with something that has supernatural power and wins a straight up, full-on fight: When she bashes the one Raith's head into her coffee table (if you can consider that a Fight), and when she kills the Turtleneck (which she doesn't match strength for strength--grappling with him ends up with her arm broken, and she only beats it by--surprise surprise--maneuvers and declarations).

Shooting counts as a straight fight. Her apex skill is Guns, she's better at fighting outside of hand-to-hand.

Combat, though, is the meat of the system, and that's where most players and characters are going to put their skill points. Hell, my groups eschew Social Conflict altogether.

Really?

I thought my games were pretty violent, but I find people invest plenty in stuff other than ass-kicking. I mean, violence only gets you so far.

2 stress is a significant difference--it's the difference between a consequence that clears after a scene and one that takes a whole session.

It's meaningful, but it doesn't prevent you from fighting alongside one another.

You can't stack armor. You can't directly stack weapon ratings. And you can't stack stunts. So why can you stack a stunt on top of a weapon rating?

Because that's how the system works. Things stack unless specifically prohibited. This isn't in doubt at all, it's all over the rules.

(Also you can stack armour under certain special circumstances.)

I'll take the specialization over not taking it every time. Because it's basically a flat +2 to every time you use the weapon, which is going to be every time I get into a fight, because it sure as hell is worth buying out of a compel.

As I said above, you can't rely on always having your chosen weapon.

A Fate Point, some other Stunt, or 1 point of Power might well serve you better in combat. I've actually tested this, I'm not just blowing smoke.

Per the lore of the series, mortals are supposed to be physically outmatched by the supernatural.

They are. Stunts can't take you to the level that a supernatural combatant will have. Unless, of course, you cripple your supernaturals OW-style.

It says "they don’t bring any supernatural oomph to the table," but these stunts are just as good as supernatural oomph at half the price.

No they aren't.

Compare, say, Bow Specialization with Inhuman Strength.

Bow Specialization gives +2 stress with bows.

Inhuman Strength gives +2 stress with bows, +2 stress with thrown weapons, +2 stress with unarmed attacks, +3 to lift, +3 to break, +1 to grapple, automatic +1 when Might modifies, +1 stress to grapple attacks, +1 zone moved in a grapple, and +2 stress with melee weapons.

The latter is significantly better. Unless for some reason the only thing you care about is one narrow form of attack, in which case I'm not surprised that you find Inhuman Strength underwhelming. After all, buying it involves paying for all kinds of stuff you don't care about.

Which also runs counter to the gamebook's text, which suggests that most fights are going to come down to maneuvers and blocks more than attacks.

You can still maneuver if you want. You just don't have to.

Incidentally, where does it say that?

The whole rulebook points to a system where the numbers aren't supposed to be that high--where a +2 is a big difference. Where mortals have to find a way around and to overcome a supernatural creature's powers, not just bash through them because you spent half the points for the same--or better--result.

I think the book encourages everyone to be sneaky. It's not like mortals have a monopoly on that stuff.

"At the same level" doesn't mean they're capable of the same things with the same mechanics. "Equally capable" doesn't mean they do things the same and on the same level.

It means they are similarly able to accomplish things. Murphy's player has as much power as Harry's does.

Murphy's considered on par, Refresh wise, with Harry, but when she has to face down a wizard, she does it from ambush, with a silenced gun, and lets rip with a blast at his head. She doesn't go toe-to-toe with his flunkies even and expect to survive a physical confrontation.

That's a sensible way to fight for everyone. Not just mortals.

And FP make characters punch above their weight. A character with no Refresh spent is capable of doing much more than they're capable of doing, if you know what I mean.

Edit: Also, man, fix your quote boxes. I had to do a lot of C+Ping in this response >.>

Sorry. I left out an [.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 21, 2013, 03:36:09 AM
Imagine a stunt that gives you +3 stress with Fists attacks if you happen to be holding a greatsword or a warhammer.

Ta-da! Armed Arts as a stress booster!
The rest of this discussion aside, Armed Arts is actually better than standard stress-boosting stunts, because it can stack with them, while they cannot stack with each other.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 21, 2013, 07:03:16 AM
GURPS has lots of traits and stuff that define your character's nature. I guess maybe those promote story?

Not in the way I mean. A lot of the time, buying qualities and flaws such as "Heroic" and "Scarred" for your character can come down to min-maxing to get extra build points. It's less of a problem in more mature players, but it can happen. FATE's Aspects, on the other hand, are neither positive nor negative, and everyone has the same amount of them. They not only help define your character, but the kinds of stories that happen to them. "Sworn to protect the city" and "The Red Court left its mark" carry a lot more gravitas than "Heroic" and "Scarred."

Basically, systems like GURPS, D&D and WoD let you decide what your character can do. FATE lets you decide what kinds of things will happen to them, through the use of Aspects.

I dunno, I'm not really sure what promoting story really is. I've seen this kind of discussion before, and it seems like no matter which game you choose its mechanics are clearly more story-focused than those of other games (according to the people who like that game). So I find such claims a little dubious.

Fair enough. I've never seen anyone make the argument that D&D or WoD's rules are story-focused, myself. Focused on a character's abilities, yes, but not on story.
Title: Re: Making effective PCs that aren't wizards?
Post by: Vairelome on March 21, 2013, 08:01:22 AM
A lot of the time, buying qualities and flaws such as "Heroic" and "Scarred" for your character can come down to min-maxing to get extra build points. It's less of a problem in more mature players, but it can happen.

It sounds like you are drawing a distinction between "players who are interested in mechanically optimizing characters" and "more mature players."

Basically, systems like GURPS, D&D and WoD let you decide what your character can do. FATE lets you decide what kinds of things will happen to them, through the use of Aspects.

I'd say that character-sheet Aspects are more of a way of formalizing a conversation about game-related interests and goals between players and the GM, in order to make sure everyone is sufficiently on the same page so that the resulting game is more likely to be a successful attempt at having fun.  (This would be an excellent idea even in non-FATE games; I have had experiences with games in other systems where individual concepts of "this is fun" diverged sharply, were not reconciled, and the game sucked as a result.)  It's the GM's responsibility to incorporate characters' Aspects into the game with a nod towards each player's intent in creating the Aspect.  It's the players' collective responsibility to make the GM's job reasonably feasible.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 21, 2013, 08:53:48 AM
It sounds like you are drawing a distinction between "players who are interested in mechanically optimizing characters" and "more mature players."

Okay, I phrased that wrong. I've had bad experiences with players who focus on stat-optimization. I've seen it turn into "my character could kick your character's ass" all too often. Not saying everyone who enjoys mechanically optimized characters is like that, just that I don't like seeing players get so intensely focused on it, because I've witnessed, and been on the receiving end of, poor behaviour towards players who aren't as interested in it. I have literally been called stupid for making a poor tactical choices in-game or using my character's abilities in a sub-optimal manner.

I'd say that character-sheet Aspects are more of a way of formalizing a conversation about game-related interests and goals between players and the GM, in order to make sure everyone is sufficiently on the same page so that the resulting game is more likely to be a successful attempt at having fun.  (This would be an excellent idea even in non-FATE games; I have had experiences with games in other systems where individual concepts of "this is fun" diverged sharply, were not reconciled, and the game sucked as a result.)  It's the GM's responsibility to incorporate characters' Aspects into the game with a nod towards each player's intent in creating the Aspect.  It's the players' collective responsibility to make the GM's job reasonably feasible.

Yes, exactly!. That's what I mean by story-focus. I've learned the hard way that the GM needs to make sure everyone's on the same page with regard to the campaign. I ran a Deadlands game once where half the group (myself included) was looking at it as a very Young Guns and Tombstone style of game, and the other half thought nothing of cutting open an Indian from guts to neck just because he wouldn't give information about the villains. After that I swore never again run a game where I didn't make absolutely certain everyone knew what tone and themes I was going for from the start.

FATE simply makes it easier for me to achieve this.
Title: Re: Making effective PCs that aren't wizards?
Post by: toturi on March 21, 2013, 09:20:27 AM
Okay, I phrased that wrong. I've had bad experiences with players who focus on stat-optimization. I've seen it turn into "my character could kick your character's ass" all too often. Not saying everyone who enjoys mechanically optimized characters is like that, just that I don't like seeing players get so intensely focused on it, because I've witnessed, and been on the receiving end of, poor behaviour towards players who aren't as interested in it. I have literally been called stupid for making a poor tactical choices in-game or using my character's abilities in a sub-optimal manner.
Min-maxing is and should be a seperate issue from story focus. I have had bad experiences who use "story focus" as an excuse for poor character building and making the game un-fun for the rest of the group.
If you want to roleplay an incompetent twit and the GM has no problems with it, then even if you are a good friend (and the guy whose character was an incompetent twit remains a good friend), I will be quite happy that "my character could kick your character's ass" and have my character do so.
I have called people out for making poor tactical choices in-game and/or using their characters' abilities in a sub-optimal manner because it forces the rest of the players and their characters to pick up the slack. I can do without such self-maturbatory tendencies in games I play. I find such "story focused" (but not optimised) characters incredibly selfish, instead of hogging the spotlight because their characters are uber-capable and moving the plot forward, these characters are hogging the spotlight and bogging the game down because they are uber-incompetent!
And often these are the players who have the gall to whine (to other people and on forums) that they are simply "roleplaying" and the other guys are "min-maxers", "powergamers" or "munchkins". I feel myself wanting more to take a swing at these clowns than those players who bring one-dimensional giant thews barbarians who can benchpress the world or fighters whose roundhouse kicks can kill gods.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 21, 2013, 09:53:39 AM
Clearly this is a touchy subject. It looks like I've caused some offence so I'm going to back off.

I'm sorry if I gave the impression I was ragging on particular playing preferences or suggesting that it was okay to make a game less fun for other players in the name of roleplaying. That was absolutely not my intention.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 21, 2013, 11:38:31 AM
Clearly this is a touchy subject. It looks like I've caused some offence so I'm going to back off.

I'm sorry if I gave the impression I was ragging on particular playing preferences or suggesting that it was okay to make a game less fun for other players in the name of roleplaying. That was absolutely not my intention.

Meh, people get upset in discussions about rp styles I noticed.  I try to stay out of them.  Sorry if anyone here is making you feel unwelcome.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 21, 2013, 11:56:09 AM
Thanks. Don't worry, I don't feel like I'm unwelcome. I can just see that this topic is getting some emotional reactions from a few people and aside from the difficulty in having a proper discussion when that happens, I simply don't want to get into an argument with anyone over it.
Title: Re: Making effective PCs that aren't wizards?
Post by: Vairelome on March 21, 2013, 03:08:01 PM
Fair enough. I've never seen anyone make the argument that D&D or WoD's rules are story-focused, myself. Focused on a character's abilities, yes, but not on story.

I've played both D&D and WoD, and I think the distinction is more that the older, more traditional gaming systems were operating from a division of labor perspective where the players would generate and develop their characters, while the GM was responsible for the plot, setting, and NPCs (some or all of which could be drawn from pre-gen campaigns, setting books, etc.).  I wouldn't say that FATE is more story-focused (WoD was the "Storyteller" system, after all!), just that the introduction of character-sheet Aspects and the more collaborative campaign-generation style modeled in Your Story breaks down the traditional division of labor and pushes the players to be more involved in the behind-the-scenes initial development of the campaign itself, not just the characters they would be playing.  The other systems were plenty story-focused, but not as much during character creation (other than backstory bits), since it was understood that things like story arcs and antagonists were for the GM to develop, not the players.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 21, 2013, 03:43:02 PM
It is a weakness, but describing it as a need for prep time is misleading. Makes it sound like Wizards are weak whenever a fight they didn't expect shows up, when actually they're just fine as long as they've got their stuff. And if they don't have their stuff, prep time probably won't save them.
Tomato tomahto, then. I consider having the foresight to bring their stuff to be more or less the same as prep time. Also prep time helps because, as you pointed out, because of the other stats they need high, a wizard typically has a lower initiative. So being able to take a round or two of prep before a fight properly starts can make a difference if once it does everyone else on the field gets to go before you.

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A sword wielded by a strong and skilled person swings harder and cuts deeper.

Isn't that obvious?
Reflected by a high Weapons stat, by my preference. I just think the flat +2 to damage is too much, and pushes mortal melee weapon damage to a degree it's not supposed to go.

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It's not something I've done. If you just take 5 Refresh points and spend them on being strong and tough with a Catch of Cold Iron, you can probably kill Ursiel 1v1 with Great Weapons.

I'm not talking crazy munchkin characters here. Just basic "combat skill is in the highest slot, spent some Refresh on fighting" characters.
By "something I've done" I mean coming up with these stunts.

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The mortal has a massive pile of FP and can wear armour. He'll win, no problem.

Obviously he'll fight better if he invests Refresh in fighting. But he can win without doing so.
There's a significant difference between "he can win by spending his fate points" and "he'll always win just by hitting attack over and over." The former, to me, is more in keeping with the spirit of the game's world for mortals.

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Imagine a stunt that gives you +3 stress with Fists attacks if you happen to be holding a greatsword or a warhammer.

Ta-da! Armed Arts as a stress booster!
A stress booster that, at best, brings you on par with someone just using the Weapons skill. It's not the idea of melee attacks having Weapon ratings that I'm against, it's the idea of melee attacks having weapon ratings of 4 and 5 that I'm against. The book pretty clearly suggests that Weapon:4 and above is, again, either massively destructive or damn near impossible to carry around, unless you're using Supernatural power of some kind.

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Yes. But they must be bought separately. Weapon Focus just pumps accuracy.
For clarification purposes, assume I'm just lumping them all together, because if you're taking one, you might as well take the whole set.

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I know.

Nonetheless, 2 is obviously not the maximum.
The maximum you're supposed to get without some kind of penalty or additional cost, then. The full +2 shouldn't be for something you're going to be using all the time.

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Fair.

I think you're wrong though. I mean, I'm pretty sure most games wouldn't let you bring a broadsword or assault rifle everywhere. And that's not necessarily a Compel, since a weapon's not part of your character.

And if you're using a weapon that you can take everywhere, you're weakening yourself.
If a weapon is so central to the character you're taking stunts just for it, then I'd say yes, it's a compellable part of the character. Generally speaking, I tend to hold that any situation that makes your character significantly less effective (like a sword wielder being forced to forgo his sword) is grounds for a fate point.

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Maneuvering is still valuable. The only time it's not is when you can easily inflict consequences. Against tough, fast, or magically protected foes, you'll likely maneuver a lot.
Not if even that toughness, speed, and protection is already overcome by these types of stunts.

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Shooting counts as a straight fight. Her apex skill is Guns, she's better at fighting outside of hand-to-hand.
But she's still held up as one of the top physical fighters in the series. She might be better at guns, but she's clearly supposed to be high up there on a physical sense. And yet the only time she tussles with anything supernatural physically and isn't maimed or nearly killed, it's when she's literally got God (and Bob) on her side.

That, to me, heavily implies that pure mortals shouldn't be able to just fist fight supernatural creatures, while these stunts make any physical confrontation heavily slanted in favor of a pure mortal.

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Really?

I thought my games were pretty violent, but I find people invest plenty in stuff other than ass-kicking. I mean, violence only gets you so far.
I didn't say it was the only stats they had, just that they focused there. My players put things into stuff like Investigation and stuff as well, we just eschew social conflict mainly because we're primarily free-form roleplayers, and would rather social stuff come down to roleplaying than dice rolling.

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It's meaningful, but it doesn't prevent you from fighting alongside one another.
No, but it means certain characters are always going to make the meaningful contribution to a fight while others don't.

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Because that's how the system works. Things stack unless specifically prohibited. This isn't in doubt at all, it's all over the rules.

(Also you can stack armour under certain special circumstances.)
Where does it say that? If anything, I remember the rulebook having to note specifically where things do stack, especially in regard to stunts.

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They are. Stunts can't take you to the level that a supernatural combatant will have. Unless, of course, you cripple your supernaturals OW-style.
This is the attitude I'm talking about--the thinking that the entirety of one of the rulebooks is "crippled" because of the overinflation of PC abilities.

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No they aren't.

Compare, say, Bow Specialization with Inhuman Strength.

Bow Specialization gives +2 stress with bows.

Inhuman Strength gives +2 stress with bows, +2 stress with thrown weapons, +2 stress with unarmed attacks, +3 to lift, +3 to break, +1 to grapple, automatic +1 when Might modifies, +1 stress to grapple attacks, +1 zone moved in a grapple, and +2 stress with melee weapons.
Most of that isn't going to come into play in a fight. Lifting and breaking are typically out of combat, I honestly find grappling next to useless unless you're built specifically for it (takes at least an extra round to set up, and the target's almost always going to try and break it with their apex skill). But physical attack for physical attack--and this sort of stunt is only going to encourage that--the weapon specialization matches the bonus to Inhuman Strength.

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You can still maneuver if you want. You just don't have to.
And with these stunts, you'll rarely have to.

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Incidentally, where does it say that?
I don't have the page number offhand, but it's a mix of the text and a sidebar, where the text notes that most fights will boil down to a lot of maneuvers and blocks more than attacks, with the sidebar of Harry saying that's how a lot of his fights played out.

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It means they are similarly able to accomplish things. Murphy's player has as much power as Harry's does.
But not the same way. Look at the story Aftermath, for instance. Murphy outright says if Harry was there, he'd have solved the thing in minutes--put up a tracking spell, waltz in, blast the badguys with fire, then go home and have a beer. Murphy might eventually get to the same result, but she has to do a lot of maneuvering, set up an ambush, several declarations, and in the end she barely scrapes out of it alive. Mortals might make it to the same destination, but they have to take a different route--and these stunts bypass all that.

Min-maxing is and should be a seperate issue from story focus. I have had bad experiences who use "story focus" as an excuse for poor character building and making the game un-fun for the rest of the group.
If you want to roleplay an incompetent twit and the GM has no problems with it, then even if you are a good friend (and the guy whose character was an incompetent twit remains a good friend), I will be quite happy that "my character could kick your character's ass" and have my character do so.
I have called people out for making poor tactical choices in-game and/or using their characters' abilities in a sub-optimal manner because it forces the rest of the players and their characters to pick up the slack. I can do without such self-maturbatory tendencies in games I play. I find such "story focused" (but not optimised) characters incredibly selfish, instead of hogging the spotlight because their characters are uber-capable and moving the plot forward, these characters are hogging the spotlight and bogging the game down because they are uber-incompetent!
And often these are the players who have the gall to whine (to other people and on forums) that they are simply "roleplaying" and the other guys are "min-maxers", "powergamers" or "munchkins". I feel myself wanting more to take a swing at these clowns than those players who bring one-dimensional giant thews barbarians who can benchpress the world or fighters whose roundhouse kicks can kill gods.
I have to disagree with all of this. It sounds a lot more like you just don't like that they're not playing the game the way you do. There's a lot more vitriol and anger in this post than there should be. Don't get yourself so bent out of shape just because someone else builds and plays a character in a way that you don't approve of.

And really, what's the fun in making all the right tactical choices? Can you imagine how boring the books would be if Harry did everything right?
Title: Re: Making effective PCs that aren't wizards?
Post by: Dr.FunLove on March 21, 2013, 04:11:53 PM
@Mr.Death
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Incidentally, where does it say that?


I don't have the page number offhand, but it's a mix of the text and a sidebar, where the text notes that most fights will boil down to a lot of maneuvers and blocks more than attacks, with the sidebar of Harry saying that's how a lot of his fights played out.

I believe you're referring to YS199.
Title: Re: Making effective PCs that aren't wizards?
Post by: polkaneverdies on March 21, 2013, 05:22:38 PM
The ow creatures are quite weak so using them as a comparison doesn't accomplish much.
Many types of characters with at least half assed combat abilities can roll the majority of the randoms in ow.

In GS Murphy manhandled a  whamp quite effectively without any apparent help from Bob or God.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 21, 2013, 05:27:36 PM
The ow creatures are quite weak so using them as a comparison doesn't accomplish much.
Many types of characters with at least half assed combat abilities can roll the majority of the randoms in ow.

In GS Murphy manhandled a  whamp quite effectively without any apparent help from Bob or God.
A WCV who Harry notes was uninvited through a threshold, who Murphy took totally by surprise (probably a Deceit maneuver for an 'ambush' effect), and who we've never seen in a fight. And it wasn't really a fight--Murphy pistolwhipped her, smashed her face in, and it was over. In game terms, probably it was a social ambush (use Deceit so the vampire thinks Murphy's about to give in, and thus isn't prepared to defend), with a Fists attack (or maybe Guns, if you want to sell the Pistol Whip as such), then an Intimidation roll tagging the resulting consequences.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 21, 2013, 05:30:14 PM
I tend to agree with Mr D on that it's very very easy to make wildly OP stunts, that while they don't break the rules, certainly bend them, as well as (IMO) going against the spirit f what stunts are supposed to do.

YS says a stunt should almost never give a flat bonus every time you roll said skill.  The problem is "almost never" is subjective, as well is how big a bonus the stunt should give.

It's not too hard to incorporate a useage scale into the basic stunt creation.  You get X bonus under Y conditions.  So let's say you have a stunt that gives you a bonus to the weapons skill.  If you're only going to meet the conditions 25% of the time you make a weapons roll (factoring in any mechanical conditions needed to trigger it) then it's probably worth a +3.  50% of the time or less, +2.  Anything over that should never be higher than a +1 bonus IMO.  As you're getting the bonus the majority of the time you roll said skill, and it's likely you'll make stunts around your apex skills.  So you'll be rolling said skills very often.
Title: Re: Making effective PCs that aren't wizards?
Post by: Dr.FunLove on March 21, 2013, 05:40:22 PM
@polkaneverdies
That we know of!  ;) (Though I like to think it was just overflowing bad ass-ness of Murphy at that point in the novels).

@Mr.Death
Good points about that scene (I should re-read Ghost Story...good stuff).
Title: Re: Making effective PCs that aren't wizards?
Post by: polkaneverdies on March 21, 2013, 06:05:36 PM
Excellent point about the threshold, that I had forgotten.

What Murphy did was enough to be guilty of "aggravated battery with a deadly weapon".
The fact that she won quickly doesn't make it not a fight.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 21, 2013, 06:35:08 PM
Eh, I'd say it's the fact that Felicia didn't so much as throw a punch back that makes it not a fight.
Title: Re: Making effective PCs that aren't wizards?
Post by: polkaneverdies on March 21, 2013, 06:52:41 PM
Alright, then change my comment from " fighting a whamp" to beating on a whamp.
Admittedly with threshold dampened powers.
Can anyone refresh my memory on the strength of the threshold? I haven't read GS in a while.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 21, 2013, 07:13:47 PM
It was Murphy's house, so I imagine, if we use the rules we were talking about earlier...you're looking at +6

I wouldn't think that vamp had much in the way of any powers left.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 21, 2013, 07:24:10 PM
It was Murphy's house, so I imagine, if we use the rules we were talking about earlier...you're looking at +6

I wouldn't think that vamp had much in the way of any powers left.
We know at least 3 generations of her family lived in that house.  Not only that but at that point it had also been warded by the Paranet.  So you're probably looking at a 7 or 8 in theory.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 21, 2013, 10:05:06 PM
Thanks. Don't worry, I don't feel like I'm unwelcome. I can just see that this topic is getting some emotional reactions from a few people and aside from the difficulty in having a proper discussion when that happens, I simply don't want to get into an argument with anyone over it.

Eh, I don't feel particularly emotional about the whole thing.

It's just that I actually have had heard people claim that D&D or Storyteller is somehow exceptionally story-focused. It's like democracy; every country is the most democratic, according to their governments.

I believe you're referring to YS199.

Thanks.

That note is quite correct regardless of what abilities you have, by the way. Attacking isn't usually a good idea unless you think can do real damage.

It's not too hard to incorporate a useage scale into the basic stunt creation.  You get X bonus under Y conditions.  So let's say you have a stunt that gives you a bonus to the weapons skill.  If you're only going to meet the conditions 25% of the time you make a weapons roll (factoring in any mechanical conditions needed to trigger it) then it's probably worth a +3.  50% of the time or less, +2.  Anything over that should never be higher than a +1 bonus IMO.

I think you're a bit too generous. Suppose a stunt gives a bonus to defence rolls so long as you have your Sword of the Cross in hand.

Odds are good that at least half of your Weapons rolls will involve attacking or maneuvering. So that's 50% right there. Add in the occasional Weapon Knowledge roll and you've got maybe 45%. Factor in the fact that you won't have your Sword all the time, and you can probably get down to 25%.

But a +3 bonus is clearly too much.

Tomato tomahto, then. I consider having the foresight to bring their stuff to be more or less the same as prep time.

Those two things aren't the same. They play out really differently.

By "something I've done" I mean coming up with these stunts.
This is the attitude I'm talking about--the thinking that the entirety of one of the rulebooks is "crippled" because of the overinflation of PC abilities.

As I said before, it happens without these stunts. Look at the first post of this thread, and think about how much in OW could survive one of the rotes of the character sketched out there.

People make characters that can murder pretty much everything in OW all the time, without using these stunts or even really trying to optimize.

A stress booster that, at best, brings you on par with someone just using the Weapons skill. It's not the idea of melee attacks having Weapon ratings that I'm against, it's the idea of melee attacks having weapon ratings of 4 and 5 that I'm against. The book pretty clearly suggests that Weapon:4 and above is, again, either massively destructive or damn near impossible to carry around, unless you're using Supernatural power of some kind.

The book suggests that getting weapon 4+ for free is a big deal. Once you start spending Refresh it's obviously a different matter.

For clarification purposes, assume I'm just lumping them all together, because if you're taking one, you might as well take the whole set.

You're wrong about that. It's often optimal only to take one.

If a weapon is so central to the character you're taking stunts just for it, then I'd say yes, it's a compellable part of the character. Generally speaking, I tend to hold that any situation that makes your character significantly less effective (like a sword wielder being forced to forgo his sword) is grounds for a fate point.

Well, if you specifically alter the rules of the game to compensate people every time their stunt's limitations come up, obviously their stunt is going to be broken.

Which raises the question. Why would you do that?

Not if even that toughness, speed, and protection is already overcome by these types of stunts.

They generally can't be.

But she's still held up as one of the top physical fighters in the series. She might be better at guns, but she's clearly supposed to be high up there on a physical sense.

She's like five feet tall, female, and ageing. She is not the pinnacle of fist-fighting ability.

Fortunately she has guns.

I didn't say it was the only stats they had, just that they focused there. My players put things into stuff like Investigation and stuff as well, we just eschew social conflict mainly because we're primarily free-form roleplayers, and would rather social stuff come down to roleplaying than dice rolling.

Yeah, that's gonna shake up the game balance a bit. Probably not enough to wreck a game, but enough that things will be noticeably over/under powered if you don't throw in some additional houserules.

You're ditching a major part of the rules, after all.

Where does it say that? If anything, I remember the rulebook having to note specifically where things do stack, especially in regard to stunts.

They note it for stunts because of the other note saying stunts don't stack.

But for the most part bonuses like the Speed Athletics boost are just thrown out there and assumed to stack with whatever.

This is perfectly in accordance with normal math, where 1 + 1 generally equals 2. Though of course there are exceptions to that.

Most of that isn't going to come into play in a fight.

As I said, Inhuman Strength is only equal to Bow Specialization if your game is 100% combat and players are always able to use their preferred tactic.

Inhuman Strength is broadly potent. A +2 stress stunt gives you about 1/7 of its effects for 1/2 of its price. That's a good deal if and only if you really want to specialize.

Do you know much math? I have an analogy I like, but you have to understand vectors to get it.

But not the same way. Look at the story Aftermath, for instance. Murphy outright says if Harry was there, he'd have solved the thing in minutes--put up a tracking spell, waltz in, blast the badguys with fire, then go home and have a beer. Murphy might eventually get to the same result, but she has to do a lot of maneuvering, set up an ambush, several declarations, and in the end she barely scrapes out of it alive. Mortals might make it to the same destination, but they have to take a different route--and these stunts bypass all that.

No, they really don't.

A mortal can get accuracy 5 weapon 5 at Feet In The Water. A pyromancer can get weapon 7 accuracy 7. (Actually a pyromancer can go past that, but I'd rather not use an extreme example.)

Fortunately mortals have FP to make up for the discrepancy.

And really, what's the fun in making all the right tactical choices? Can you imagine how boring the books would be if Harry did everything right?

Harry does everything right.

Whenever you think he's dumb, it's a Compel.

(Or maybe not, but it's a valid view.)
Title: Re: Making effective PCs that aren't wizards?
Post by: toturi on March 22, 2013, 04:22:33 AM
I have to disagree with all of this. It sounds a lot more like you just don't like that they're not playing the game the way you do. There's a lot more vitriol and anger in this post than there should be. Don't get yourself so bent out of shape just because someone else builds and plays a character in a way that you don't approve of.

And really, what's the fun in making all the right tactical choices? Can you imagine how boring the books would be if Harry did everything right?
I do not mind that they do not play the game the way I do per se. I do mind that their playstyle reduces my (and other peoples') enjoyment of the game. I know I was striking a discordant note in my post, but I think I might have underestimated how jarring my counterpoints were. I think you are attributing anger and vitriol where there is none intended. Don't get yourself so bent out of shape just because someone else advocates gaming in a way that you don't approve of.

What's the fun in making all the right tactical choices? I find the right tactical choices lead to less headaches for one, less stress for another, and a higher likelihood of success in the third. I game for fun, I find success fun, I find failure stressful. I am a simple person and can do with less stress and more fun.
Title: Re: Making effective PCs that aren't wizards?
Post by: blackstaff67 on March 22, 2013, 04:30:55 AM
Easy, folks.  Ya gotta assume Marcone's reading these posts and getting ideas.   ;D

What I'm afraid of is the concept that a character must be 'optimized' to be effective.  IMO, it seems that the dilemma is that people haven't different concepts of what an 'optimized' PC is.  That brings us to "vanilla" mortals.
1) Can a vanilla mortal, through the proper use of stunts (I will ignore reality for a moment since the entire game is about over the top action), be an 'optimized' character?  My answer is 'yes' with the qualifier that you and I may have differing opinions of what 'optimized' means.  I'm hoping it means more than "I see it, I kill it."  My idea is that it means "She's good at what she sets out to do and what she puts her mind towards doing."  There.  That said, my optimizing may look like story-focusing to you. 
2) That said, am I story-focusing when I role-play my sorcerer into making bad or stupid moves because that's part of who/what he is?  When I use my abilities in a sub-optimal manner?  If I use my hard-won skill points to buy up my Performance instead of Guns, Weapons, Resources, Contacts or Burglary, am I hogging the spotlight because I'm not making a spell-slinging killmaster? (My sorcerer Crafts musical instruments by hand)

When I GM my campaign, I welcome all types to my table, "Story-focused" or otherwise.  If a player wants his character's form of offense to be Social instead of Physical, that's fine with me.  If she wants to run someone that's not that good in a fight, fine with me.  Hence the 'RP' in the DFRPG.  She'll miss out on action and I'll tell her so, but that's her choice--dare I say, Free Will?  Likewise if someone wants to run a Kill Master, I'll say fine.  Just don't expect to make many friends and be constantly outmaneuvered or duped by NPC's.  Hope his buddies will take up the slack.

Things is, the nature of the game FORCES us to specialize; otherwise, I'd just put down 4's and 5's in all the skills I'd like.  Like it or not, PC's will have weak spots.

On the other hand, if it's your fellow players that are being stupid without regard to their respective character's Aspects and skills, then my apologies.  Perhaps you can gently remind them of what their PC's potential for aid and help in the game can be.  Perhaps describing some story or movie archetypes may be useful for them...
Title: Re: Making effective PCs that aren't wizards?
Post by: toturi on March 22, 2013, 05:17:37 AM
1) Can a vanilla mortal, through the proper use of stunts (I will ignore reality for a moment since the entire game is about over the top action), be an 'optimized' character?  My answer is 'yes' with the qualifier that you and I may have differing opinions of what 'optimized' means.  I'm hoping it means more than "I see it, I kill it."  My idea is that it means "She's good at what she sets out to do and what she puts her mind towards doing."  There.  That said, my optimizing may look like story-focusing to you. 
2) That said, am I story-focusing when I role-play my sorcerer into making bad or stupid moves because that's part of who/what he is?  When I use my abilities in a sub-optimal manner?  If I use my hard-won skill points to buy up my Performance instead of Guns, Weapons, Resources, Contacts or Burglary, am I hogging the spotlight because I'm not making a spell-slinging killmaster? (My sorcerer Crafts musical instruments by hand)
1) Yes, I agree with you. A Pure Mortal can be an "optimised" character.
2) Again, yes. You are "story-focusing". As long as you do not cause other players trouble with your roleplaying that they are not being compensated adequately for, then I think it should be none of their business.
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When I GM my campaign, I welcome all types to my table, "Story-focused" or otherwise.  If a player wants his character's form of offense to be Social instead of Physical, that's fine with me.  If she wants to run someone that's not that good in a fight, fine with me.  Hence the 'RP' in the DFRPG.  She'll miss out on action and I'll tell her so, but that's her choice--dare I say, Free Will?  Likewise if someone wants to run a Kill Master, I'll say fine.  Just don't expect to make many friends and be constantly outmaneuvered or duped by NPC's.  Hope his buddies will take up the slack.
Not only will she miss out on action; if in physical combat, she may well be the weak link that the enemies will target and easily take out first. I think what happens to a social character in physical combat should likewise happen to a physical combatant in a social setting and vice versa.
Title: Re: Making effective PCs that aren't wizards?
Post by: Vairelome on March 22, 2013, 08:37:16 AM
What I'm afraid of is the concept that a character must be 'optimized' to be effective.  IMO, it seems that the dilemma is that people haven't different concepts of what an 'optimized' PC is.  That brings us to "vanilla" mortals.
1) Can a vanilla mortal, through the proper use of stunts (I will ignore reality for a moment since the entire game is about over the top action), be an 'optimized' character?  My answer is 'yes' with the qualifier that you and I may have differing opinions of what 'optimized' means.  I'm hoping it means more than "I see it, I kill it."  My idea is that it means "She's good at what she sets out to do and what she puts her mind towards doing."  There.  That said, my optimizing may look like story-focusing to you. 

Optimizing a character is deciding on a character concept/area of expertise and then efficiently taking advantage of the relevant synergies based on what the rules permit.  "I see it, I kill it" is a fairly condescending way of describing the goal of someone who wants to optimize a character for combat purposes--a perfectly legitimate decision, of course, depending on the game, but certainly not the only optimization goal possible.

The general goals are efficiency and synergy leading to effectiveness.  In a DFRPG context, this largely means avoiding inefficiency (taking multiple stress boosting stunts on a werewolf instead of Inhuman Strength) and/or non-synergies (taking both Inhuman Strength and Evocation on the same character is usually a sub-optimal choice).  A well-balanced system--and the DFRPG is pretty decent--offers a number of different builds that are in the same ballpark of effectiveness at the various major areas of competency.

2) That said, am I story-focusing when I role-play my sorcerer into making bad or stupid moves because that's part of who/what he is?  When I use my abilities in a sub-optimal manner?  If I use my hard-won skill points to buy up my Performance instead of Guns, Weapons, Resources, Contacts or Burglary, am I hogging the spotlight because I'm not making a spell-slinging killmaster? (My sorcerer Crafts musical instruments by hand)

"Story-focusing" or "role-playing" is mostly unrelated to character optimization (except for cases where the character concept itself is inappropriate).  A player may be quite good at both, one or the other, or neither.  The process of role-playing a character largely has two concerns: internal character consistency and social appropriateness.  If you are role-playing your character with good consistency, the other players ought to be able to describe that character fairly well--his likes and dislikes, general attitude, and areas of competency.  "Social appropriateness" is what I'd describe as a broad set of concerns for the other people in your group: am I trying to play Ellen Ripley in a game that's designed around political maneuvers in Austin, Texas?  If there are five people in the room, am I talking 60% of the time?  If the PC group is working on an in-game goal, have I tried to help accomplish that goal in the past three sessions?  In short, am I helping make the game fun for myself and those around me, given whatever definition we've agreed on for "fun"?

When I GM my campaign, I welcome all types to my table, "Story-focused" or otherwise.  If a player wants his character's form of offense to be Social instead of Physical, that's fine with me.  If she wants to run someone that's not that good in a fight, fine with me.  Hence the 'RP' in the DFRPG.  She'll miss out on action and I'll tell her so, but that's her choice--dare I say, Free Will?  Likewise if someone wants to run a Kill Master, I'll say fine.  Just don't expect to make many friends and be constantly outmaneuvered or duped by NPC's.  Hope his buddies will take up the slack.

Many games are cooperative in style, with the PC group trying to accomplish defined goals, hindered by various antagonist NPCs.  In this type of game, the more popular ways to fail at role-playing are well known: refusing to share the spotlight, backstabbing other PCs, etc.  There's another way to fail, though, that character optimizers in particular really hate: the PC group never accomplishes anything because one or more characters can't or don't meaningfully contribute.  Certainly, in a system with limited resources (Refresh and skill points), one character can't do everything, but every character ought to be able to do something, and if the game is cooperative, that something had better be useful to the group as a whole.  Freeloading isn't cool.
Title: Re: Making effective PCs that aren't wizards?
Post by: blackstaff67 on March 22, 2013, 12:13:33 PM
Given the last two responses, it would seem that the problem is less optimized/story-focused characters and more problem players.  I'm rather certain my character run by three different people, even if placed in the same setting, will have three different reactions to things going on around him, and they might not be the best choices...or they might be better than the choices I'd make. 

I guess what I'm trying to say is that without some more concrete examples given by you regarding your peer's behavior, I'm at a loss as to how to respond or give input.  Are they younger than you or less experienced with role-playing than you?  Are their assumptions about the Dresdenverse out-of-sync with what's really happening?

Dammit, we've gone from non-wizard PC's to something different altogether.   :P
Title: Re: Making effective PCs that aren't wizards?
Post by: toturi on March 22, 2013, 02:06:36 PM
Given the last two responses, it would seem that the problem is less optimized/story-focused characters and more problem players.
I would say that less optimized/story-focused characters are one of the prime symptoms of problem players.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 22, 2013, 02:10:58 PM
Dare I be pulled into this conversation right after I said that I try not to get involved in them?  Sure, why not.

The biggest reason I don't like having these debates is because of comments like this one:

And often these are the players who have the gall to whine (to other people and on forums) that they are simply "roleplaying" and the other guys are "min-maxers", "powergamers" or "munchkins". I feel myself wanting more to take a swing at these clowns than those players who bring one-dimensional giant thews barbarians who can benchpress the world or fighters whose roundhouse kicks can kill gods.

In the first part of the paragraph you slam someone for having an opinion based on the people he's played with which, apparently, insults your sensibilities but in the second part of the paragraph you feel it's perfectly acceptable to call another poster a "clown".  I think that's a bit of a double-standard.

With that out of the way...

I've been playing for about twenty years and in my own personal experiences, the worst role-players were the min/maxers.  With that said, in my experience the best role-players were min/maxers.

The worst role-players tended to min/max because they wanted to out-do every other player in the game. There was no thought to story or background unless it would help to make their characters more powerful. So it wasn't so much a matter of optimization, but a matter of competition.  They would cheat and lie about their rolls in order to do so.  I wouldn't call these players, "mature" players - but that's just my opinion. I once witnessed a fist-fight break out during a game I was in.

I learned that this didn't jive with my playing style.

The best players I've played min/maxed as well.  They put lots of thought into their back-story and how they'd play their characters.  THey'd build a character that was solid, although not always optimized.  Then they'd play that character to the best of their abilities with all the foibles it entailed(like rping bad stats and what-not).  Combat for most of these players was played like a game of chess...it was strategy.  But I think that was mostly due to the fact that it was D&D.  They'd make mistakes, but wouldn't try to screw up...unless it was funny for the group and wouldn't get us all killed.  Some of these players would take "less optimized" characters (due to rolling poor stats, usually) and these would be some of the most interesting and fun characters to have in the group.

My personal experience is that I've often let my inner-munchkin get the better of me.  In a game that had "quirks" like 40k, for instance, I'd rarely take the quirks that were in the original vision of my character if that quirk gave me a penalty to something that made my character less optimal.  Instead, I'd try to optimize my character using those quirks and change the original vision of my character to fit the new quirks I'd chosen.

I also hated when bad stuff happened to my character...this was another reason I wanted to min/max.  I'd want to role-play more, but fights were so intense (gygax style adventures) that there was no room for mistakes.

When people say that DFRPG is more rp-based, I have to agree because when I started playing it, it totally changed my outlook on role-playing.

In DFRPG, it's o.k to have bad stuff happen!  It might change the original vision of the story, but the story goes on.  I'd been so used to trying to avoid the TPK's that ended whole campaigns. Concessions are awesome!  Aspects let you RP your foibles and advantages and you get rewarded for doing so.  RPing and story  is built into the min/max experience.

DFRPG still leaves room for those who want to optimize.  Admitedly, I still give in to my inner-munchkin and take things like 'feeding dependency' so I can squeeze every last bit of refresh out of a character, even though it wasn't in my original vision.  Where it gets problematic is when players start using lots of "custom" powers that are dubiously balanced.

So, as I said, min/maxing does not equal immature/bad players, but in all my experiences the ONLY time a bad rp'er wasn't a min/maxer was with one of my friends.  He's just bad at rping.  He has no mind for tactics and does the stupidest things, that no normal human would do in real life, all in the name of rping. He therefore is incredibly frustrating to play with.  Don't get me wrong, he's a good friend, but man,  is he ever bad.  I actually think DFRPG would help him because, assuming his aspects were worded properly, he'd get FP's for his dumb tactics and get compels to do things more in line with his character concept.  I just have to convince them to stop playing D&D and play Dresden!

Sorry abou the essay.

EDIT:  Maybe the worste players are the "Maxers"  - nevermind the "min" because they are trying to get as much as possible for nothing.  Maybe that would better reflect the type of player I described above who cheats.
Title: Re: Making effective PCs that aren't wizards?
Post by: blackstaff67 on March 22, 2013, 03:31:48 PM
Sounds like your friend should take the Aspect: "It's okay, I know what I'm doing."   ;D
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 22, 2013, 04:07:40 PM
Are all bad players min/maxers?  Are all min/maxers bad players?  Of course not, however the min/maxer mentality combined with the wrong personality tends to cause the worst issues in my experience.

Just a heads up, the following is intended to be a bit tongue and cheek even if true in some ways:

The MMO Gamer: Every player MUST be 100% optimized at all times and if anyone makes a single mistake or bad decision that the entire group is utterly doomed to failure.  I suppose playing video games where if one person slips up can set you back hours, days, or even weeks would make anyone paranoid.

The perfectionist: He spends days, even weeks pouring over mechanics and numbers to optimize his character before the game even starts.  Only to decide 3 weeks into the campaign that the character sucks and insists he be allowed to reroll a new character, and repeats this process over and over throughout the course of the game.  We get it, you want to play a flawless character, but it does t matter, you as a human are still a failure.

The Competitive Role Player: Hes not playing for story, relaxing entertainment, or a fun night with friends.  He's playing to out-shine everyone else at the table and bask in his superiority all night by repeadedly bringing up his accomplishments to the group.  I think is speak for everyone when I say we would all appreciate it if you would stop trying to relive your glory days as the star player of you're high school lacross team through our role playing games.

The Rambo:  He's couldn't be less interested in taking part in an epic story.  He doesn't give a damn about character development.  He just wants to fufill a power fantasy of being able to use his bare hands to rip the head off any PC or NPC he comes across.  When the time comes to actually role play, he lays back in his chair and closes his eyes or stare idly at the ceiling.  He let's the other players take care of all that "boring stuff" while waiting for the next fight to break out.  When I come across The Rambo, I humbly suggest they go play Gears of War and Call of Duty instead.

Ya know I wouldn't mind doing a legit write up like this.  Not just power gamers, but for story focused and GM architypes.  Maybe I'll start a thread for some ideas. xD
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 22, 2013, 04:19:01 PM
@JDK002

Nice.

Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 22, 2013, 04:35:37 PM
That note is quite correct regardless of what abilities you have, by the way. Attacking isn't usually a good idea unless you think can do real damage.
And my point is, with these stunts you're guaranteed to do real damage almost all the time.

Quote
As I said before, it happens without these stunts. Look at the first post of this thread, and think about how much in OW could survive one of the rotes of the character sketched out there.

People make characters that can murder pretty much everything in OW all the time, without using these stunts or even really trying to optimize.
The difference being that people with access to magic are implicitly and explicitly supposed to have access to more dangerous abilities than pure mortals. If a wizard is throwing around a Weapon:5 attack, that's one thing. A pure mortal doing so is, I feel, beyond what they're supposed to be capable of.

Quote
The book suggests that getting weapon 4+ for free is a big deal. Once you start spending Refresh it's obviously a different matter.
I disagree. A supernatural creature getting Weapon:4 in melee is at least three refresh--with these stunts, getting Weapon:5 is only one refresh.

Quote
You're wrong about that. It's often optimal only to take one.
I'd think it would be more optimal to boost your attack and defense if at all possible. If I have the refresh to spend, why on earth would I not want to directly and flatly boost one of my most important skills?

Quote
Well, if you specifically alter the rules of the game to compensate people every time their stunt's limitations come up, obviously their stunt is going to be broken.

Which raises the question. Why would you do that?
Not "every time their stunt's limitations come up." I said when they're significantly disadvantaged. A character losing access to his main weapon--which has several stunts directly boosting its performance--for the duration of a scene is a significant disadvantage.

Like, I wouldn't give a fate point to someone for facing multiple people just because they had the Duelist stunt. But if they had to eschew their weapon for which they had the three Weapon Focus stunts--i.e., that they'd be fighting not only without their melee weapon, but also without the cumulative +4 worth of bonuses to it (+2 stress, +1 attack, +1 defense)--I'd consider that a compel.

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They generally can't be.
The attack stunt is worth +1, yes? Equal to the Inhuman Speed bonus to defense. The stress stunt is +2, equal to Inhuman Strength's stress bonus, and enough to balance out Inhuman Toughness.

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She's like five feet tall, female, and ageing. She is not the pinnacle of fist-fighting ability.

Fortunately she has guns.
Regardless, it's practically a running gag that she's one of the most physically skilled characters in the series--and the only time she wins a stand-up, physical fight with anything supernatural, it's only after breaking her arm and it's with a mess of declarations.

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Yeah, that's gonna shake up the game balance a bit. Probably not enough to wreck a game, but enough that things will be noticeably over/under powered if you don't throw in some additional houserules.

You're ditching a major part of the rules, after all.
We haven't had to houserule anything as far as social stuff goes. I just make the villains to match, and for the most part, the OW monsters provide an appropriate challenge.

Quote
They note it for stunts because of the other note saying stunts don't stack.

But for the most part bonuses like the Speed Athletics boost are just thrown out there and assumed to stack with whatever.

This is perfectly in accordance with normal math, where 1 + 1 generally equals 2. Though of course there are exceptions to that.
I know I'm a writer and I always say I don't do numbers well, but yes, I'm familiar with normal math.

The examples don't bear up with that kind of stacking from what I've seen.The Tentacled Horror, for instance, has one stunt for its tentacles to boost its grappling, and a strength power--but its description, if I'm not mistaken, only accounts for the stunt because it's the higher of the two.

The books are pretty consistent in saying that if more than one bonus applies, you go with the higher one unless otherwise indicated.

Quote
As I said, Inhuman Strength is only equal to Bow Specialization if your game is 100% combat and players are always able to use their preferred tactic.

Inhuman Strength is broadly potent. A +2 stress stunt gives you about 1/7 of its effects for 1/2 of its price. That's a good deal if and only if you really want to specialize.

Do you know much math? I have an analogy I like, but you have to understand vectors to get it.
Yeah, I think the last time I did anything with vectors was somewhere in ninth grade, so I probably wouldn't get it.

Quote
No, they really don't.

A mortal can get accuracy 5 weapon 5 at Feet In The Water. A pyromancer can get weapon 7 accuracy 7. (Actually a pyromancer can go past that, but I'd rather not use an extreme example.)

Fortunately mortals have FP to make up for the discrepancy.
That's close enough as makes no difference at that level. Weapon:5 accuracy 5 is enough to kill or seriously wound a ghoul on an even hit. Ghouls are supposed to be very tough to hurt, tough to kill, and tough just to survive against. So instead of that, a mortal character on the lowest refresh level can just straight up fight a Ghoul and has the advantage?

That, to me, is a problem.

I do not mind that they do not play the game the way I do per se. I do mind that their playstyle reduces my (and other peoples') enjoyment of the game. I know I was striking a discordant note in my post, but I think I might have underestimated how jarring my counterpoints were. I think you are attributing anger and vitriol where there is none intended. Don't get yourself so bent out of shape just because someone else advocates gaming in a way that you don't approve of.

What's the fun in making all the right tactical choices? I find the right tactical choices lead to less headaches for one, less stress for another, and a higher likelihood of success in the third. I game for fun, I find success fun, I find failure stressful. I am a simple person and can do with less stress and more fun.
I assume there's anger and vitriol because you say things like you want to "take a swing at these clowns" for having a different play style from you, and having slightly different priorities from you when it comes to what they want to get out of a game.

It's not the style of gaming that I don't approve of--it's you insisting that other players are doing it wrong, to the point where you say you want to take a swing at them for it. Some people find the drama that comes with not always succeeding to be fun. Instead of saying, "They're making it less fun for me, therefore I want to smack these clowns," maybe consider that they're thinking, "This guy yelling at me for not being a tactical genius is making it less fun for me."
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 22, 2013, 04:40:15 PM
In DFRPG, it's o.k to have bad stuff happen!  It might change the original vision of the story, but the story goes on.  I'd been so used to trying to avoid the TPK's that ended whole campaigns. Concessions are awesome!  Aspects let you RP your foibles and advantages and you get rewarded for doing so.  RPing and story  is built into the min/max experience.
I think this is a big part of why Fate is called story centric. In your average RPG, people mostly take disadvantages for points they can spend on increasing other stuff (the "max" part), while trying to minimize the effect of those disadvantages (well, the "min" part). It pretty much comes together all the time. Since you only get compensated once for your troubles, you are naturally inclined to reduce the impact those have. I'm not saying that's a bad thing, I'm saying that it comes with the way the games are designed. I am "guilty" of that myself, even if I don't really like that, it kind of is the nature of the beast. Fate circumvents that, by paying up when a disadvantage comes up, and just ignoring them, mechanically, if you don't bring them into play.

Also, since I just reread GP, especially the scene where Harry loses Michael's sword to Lea. In any of the systems I played, I could not see a scene where one character does something that makes another player lose their magic sword and give it to the enemy. There would be blood at the table. Fate brings another kind of looking at things like that, I feel, so I could easily see a scene like that unfold there.

Mind you, all that is my experience and opinion.

@JDK002

nice summary :)
Title: Re: Making effective PCs that aren't wizards?
Post by: Dr.FunLove on March 22, 2013, 05:15:36 PM
@Haru
Huh...great point regarding GP. That really emodies The Dresden Files feel and I think the game system does a pretty good job of porting that over.
Title: Re: Making effective PCs that aren't wizards?
Post by: Vairelome on March 22, 2013, 07:55:11 PM
EDIT:  Maybe the worste players are the "Maxers"  - nevermind the "min" because they are trying to get as much as possible for nothing.  Maybe that would better reflect the type of player I described above who cheats.

I still think this misses the point by a mile.  Character optimization has NOTHING to do with why the stereotypical munchkin is a bad player; the reason he's bad is because he's being inconsiderate of the other people at his table (by spotlight-hogging, backstabbing, cheating, etc.).  "Trying to get as much as possible for nothing"--so long as the rules are followed--is a laudable goal called "efficiency," and in a well-balanced system with limited resources, you shouldn't be getting very much for "nothing."  If you are, that's a systems problem, not inherently a player problem.  "Cheating" is entirely different, and obviously bad.

I'm also confused as to the implication that a player's "original vision" of a character is somehow sacrosanct.  If it's a character that I care about, I usually spend a fair bit of time refining and fine-tuning both the mechanical and role-playing aspects of the character so that they mesh well and support each other.  If the concept involves being a detective, I add Investigation.  If the character has high Guns, I think about who taught him, how often he goes to the range, etc.  Of course, I'm not saying everyone should follow my process, but it works for me, and generally lets me do two things I care about: quickly and accurately predict how that character will respond to a given situation, and look at any part of my character sheet and say "that makes sense for describing this character."

With that said, in my experience the best role-players were min/maxers.

This needs more emphasis in this thread.
Title: Re: Making effective PCs that aren't wizards?
Post by: polkaneverdies on March 22, 2013, 08:14:19 PM
In my experience those who went to the extreme in either direction were the obnoxious ones to deal with.

I have played with "Min/Maxers" who only cared about the numbers who might as well have been nameless npc's outside of their area of expertise.

I have also played with "RPers" who drew up interesting, but largely useless characters. By that I mean characters who had no real connection to the group, who obviously weren't going to be interested in the activities in the type of game we were going to play. Regardless of ridiculous in their scope efforts being made by players and the gm, insid and outside of the game.

In my experience the best players are those who blend form and function.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 23, 2013, 12:27:07 AM
2) That said, am I story-focusing when I role-play my sorcerer into making bad or stupid moves because that's part of who/what he is?  When I use my abilities in a sub-optimal manner?  If I use my hard-won skill points to buy up my Performance instead of Guns, Weapons, Resources, Contacts or Burglary, am I hogging the spotlight because I'm not making a spell-slinging killmaster? (My sorcerer Crafts musical instruments by hand)

Behaving unintelligently on purpose in play for character reasons should count as a self-Compel. Which makes it as optimal as behaving intelligently.

And Performance is a handy skill. Shouldn't be suboptimal to take it, in my opinion.

And my point is, with these stunts you're guaranteed to do real damage almost all the time.

You are not. Supernatural Toughness will give you a pretty hard time.

I disagree. A supernatural creature getting Weapon:4 in melee is at least three refresh--with these stunts, getting Weapon:5 is only one refresh.

Um, no. You can get weapon 5 in melee as a supernatural for 1 Refresh with a stunt, 1 Refresh with an IoP, or 2 Refresh with Inhuman Strength.

The stunt is situational and has no other benefits, the IoP is situational but has other benefits, and Inhuman Strength has other benefits without being situational but is more expensive.

I'd think it would be more optimal to boost your attack and defense if at all possible. If I have the refresh to spend, why on earth would I not want to directly and flatly boost one of my most important skills?

There are other boosts that might be better.

Not "every time their stunt's limitations come up." I said when they're significantly disadvantaged. A character losing access to his main weapon--which has several stunts directly boosting its performance--for the duration of a scene is a significant disadvantage.

Ugh. Can't you see you're inflicting this problem on yourself?

These stunts, like all stunts, are balanced by the fact that they're situational. If you compensate people for their situational-ness, you'll break them.

It's the same for all stunts.

The attack stunt is worth +1, yes? Equal to the Inhuman Speed bonus to defense. The stress stunt is +2, equal to Inhuman Strength's stress bonus, and enough to balance out Inhuman Toughness.

The monster can have Supernatural abilities and stunts of their own.

I've tested this. Combat stunts let mortals compete, but they don't have anything like the firepower Powers have.

Regardless, it's practically a running gag that she's one of the most physically skilled characters in the series...

She's still nowhere near peak mortal melee combat ability. She says it herself in Cold Days.

And her stats say that Fists is two steps down from her skill cap.

We haven't had to houserule anything as far as social stuff goes. I just make the villains to match, and for the most part, the OW monsters provide an appropriate challenge.

Eh, unbalanced games are often still fun.

The examples don't bear up with that kind of stacking from what I've seen.The Tentacled Horror, for instance, has one stunt for its tentacles to boost its grappling, and a strength power--but its description, if I'm not mistaken, only accounts for the stunt because it's the higher of the two.

The books are pretty consistent in saying that if more than one bonus applies, you go with the higher one unless otherwise indicated.

The Horror is clearly a mistake. Stunts can only give +1 to grapple, says so in YS.

And they don't say that you go with the higher bonus unless indicated. Search the books if you want. You will not find any such statement.

But you will find Speed stacking with Size and Echoes Of The Beast for movement, Lawbreaker stacking other spellcasting bonuses, and stunts stacking with basic weapon ratings.

That's close enough as makes no difference at that level.

Nope.

Weapon 7 accuracy 7 is clearly superior to weapon 5 accuracy 5. It's not even in question.

Weapon 5 accuracy 5 will do a mild to a (naked) ghoul on average. The ghoul will shrug that off and keep coming. Plus you'll have a significant chance of missing.

Weapon 7 accuracy 7 will a mild and a moderate. That's likely to end the fight, since consequences are taggable. And you're a lot less likely to miss.
Title: Re: Making effective PCs that aren't wizards?
Post by: toturi on March 23, 2013, 01:02:33 AM
In the first part of the paragraph you slam someone for having an opinion based on the people he's played with which, apparently, insults your sensibilities but in the second part of the paragraph you feel it's perfectly acceptable to call another poster a "clown".  I think that's a bit of a double-standard.
Of course, you would. I think it is simply a function of where you stand on the kind of gamer you are. I call such people clowns because I find their behavior laughable and to show what it looks like from the other side of the line. If it is a bit of a double standard, then so be it, I can live with that.

Quote from: Mr. Death
I assume there's anger and vitriol because you say things like you want to "take a swing at these clowns" for having a different play style from you, and having slightly different priorities from you when it comes to what they want to get out of a game.

It's not the style of gaming that I don't approve of--it's you insisting that other players are doing it wrong, to the point where you say you want to take a swing at them for it. Some people find the drama that comes with not always succeeding to be fun. Instead of saying, "They're making it less fun for me, therefore I want to smack these clowns," maybe consider that they're thinking, "This guy yelling at me for not being a tactical genius is making it less fun for me."
I want to take a swing at those people because I often find such people trying to justify their characters' mechanical lack with "roleplay" and trying to tar other people whose characters actually function well mechanically with terms like "min-maxer", "powergamer" or "munchkin" and often these terms are used derogatorily.
Another poster had posted that I had a bit of a double standard. My standard is that success is fun and failure is not. And I am applying that same standard to his character and his character's actions as to my own and my character's. Sure, if they find the drama that that comes with not always succeeding to be fun, then I would wish that they would deliberately opt to fail on their own time (maybe as a one-on-one session with the GM), the randomness introduced by the dice rolling with ensure that no matter how well built the character, he will not always succeed.

I was gaming with a group of friends. One guy said he was creating a roleplay character. I did not think it was a big deal, so did not comment. So come to the game, he was the first guy to try to charge into melee. Then the GM asked,"Aren't you the bard?" You could see the rest of us look askance at that guy. "WTF, dude?" He said,"I told you guys, this was a roleplay character. This is what he would do in this situation." Suffice to say, the character was punked before he reached the enemy. We patched him up as best we could and proceeded on. He did it again. And again. And he did not bring any healing supplies of his own. We asked him why didn't he get any healing supplies - his answer was "The character's charming enough to get healing from the other party members. I can roleplay it if you want." Yes, the player was roleplaying well, the character was behaving in character. But it wasn't any fun for the rest of us (there were 5 other players not counting the GM).

EDIT: That guy was a lousy player but we did not mind him taking over the GM duties. We knew his NPCs would most probably self-destruct.
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 23, 2013, 01:50:53 AM
I want to take a swing at those people because I often find such people trying to justify their characters' mechanical lack with "roleplay" and trying to tar other people whose characters actually function well mechanically with terms like "min-maxer", "powergamer" or "munchkin" and often these terms are used derogatorily.
It all depends on what you mean by "mechanical lack". In a game where swords do +3 damage and fencing weapons +2, is a fencer mechanically lacking? Even if I am playing a master fencer, with everything that accompanies that, not a bumbling idiot who just likes to fence?

The difference between roleplay characters and minmax characters usually is the fact, that minmax characters usually don't have any way to really affect them. Fate doesn't really have that issue, I think, so I would not talk about a minmaxed fate character. You can vary in degree of competence, but that's something else entirely.

For example, if a fate character has the aspect "hot-tempered", and the player doesn't play on it, and the GM never compels, he might as well not have it. On the other hand, in another game, a player might take the trait "hot-tempered" for a few more points to build his character, but then play him as the most peaceful and calm person around. That's something that irks me. Other examples of "Gold-allergy" or "addicted to the moon" or similar nonsense just to gather more building points is just something that bothers me.

On the other hand, if I don't take traits like that, I don't get the most effective character, because those points go straight towards effectiveness. So is my character "mechanically lacking", because I didn't plaster on a bunch of stuff that I did not consider fitting his character?

Or to come back to fate, is, for example, a wizard lacking, if he takes a stunt instead of refinement? What if it is a knowledge stunt about comic books?

Both, the character I play and the character I build should fit together, in my opinion. minmaxed characters often don't, because they focused more on getting the highest numbers than being an intriguing character. On the other hand, I can also do the best cake baker in a game of sword and sorcery, and even if he is minmaxed to bake cakes, he is not going to be of any use most of the time. But I can make a roleplay baker as well, and he would be just as useless.

In short:
Creating an effective character and minmaxing are not the same thing. Nor are roleplaying and ineffective characters.

Munchkin is a term I would give to a minmaxer who in the process of building the most powerful character he can is also breaking the rules.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mrmdubois on March 23, 2013, 01:58:30 AM
I'm starting to think there should be another stickied thread for conversations like this.  Sanctaphrax's stickied Law thread seemed to clear that problem right up.
Title: Re: Making effective PCs that aren't wizards?
Post by: Vairelome on March 23, 2013, 02:59:53 AM
It all depends on what you mean by "mechanical lack". In a game where swords do +3 damage and fencing weapons +2, is a fencer mechanically lacking? Even if I am playing a master fencer, with everything that accompanies that, not a bumbling idiot who just likes to fence?

Context is everything.  If "master fencer" is a prestige class that in total, makes your character an effective melee combatant, then your character is effective and that is good.  If "master fencer" is a poorly designed prestige class, with abilities that have no particular synergy but seem "kinda fencing-related," then it's a poor choice that is probably ineffective.  "This is a cool concept and I can totally make it effective" is AWESOME.  "This is a cool concept but it's going to suck and be a net drain on the party" is NOT.  (Yes, this is a continuum, with some line somewhere in the middle, but the goal is to push towards the "cool and effective" end.)

Other examples of "Gold-allergy" or "addicted to the moon" or similar nonsense just to gather more building points is just something that bothers me.

That's a straight-up systems problem, and fixing those sorts of problems is the highest and best use of house rules.  Either give the player free points or don't, but don't encourage putting dumb, character-unrelated crap on character sheets.  (Though I've also seen sneaky and creative DMs allow this...and then it ends up being viciously relevant in game.  Personally, I prefer the house rule fix, but there's more than one way to skin a PC.)

Or to come back to fate, is, for example, a wizard lacking, if he takes a stunt instead of refinement? What if it is a knowledge stunt about comic books?

Maybe (depends on the stunt, character, and campaign context), and probably.  It's possible that your specific game has a whole lot of comic-book-related plot, such that a knowledge stunt would make sense.  I'd consider that case to be rare at best, though.  In FATE/DFRPG, refresh is a sufficiently limited resource that picking up stunts or powers that are unlikely to actually be used in game is bad character-building practice and should be discouraged.  (In your particular example, I'd suggest that the player make one of his Aspects cover the idea that he's really knowledgeable about comic books, among other things--say, Geek Chic.  Aspects are also sufficiently limited in number that it's probably a bad idea to devote a complete Aspect to this narrow point of character, but it's possible and good practices to fold a few related concepts into one Aspect.)

Both, the character I play and the character I build should fit together, in my opinion. minmaxed characters often don't, because they focused more on getting the highest numbers than being an intriguing character.

No, this is not an either/or situation.  If the player is focused on generating the highest numbers possible, and doesn't care about creating an interesting character in the process, the character is likely to be boring (or lethal) to interact with.  Correctly identifying the actual problem is key--a player who isn't interested in role-playing.  The fact that he's interested in and competent at character optimization is unrelated, and isn't actually a problem.

This is probably the main reason players who are interested in systems design and character optimization can get really bent out of shape when other players mock them as "immature" for being good at something.  Arrogant and judgmental "I'm a proper role-player and you're doing it wrong" attitudes are annoying.  The same attitude used to mock competence and defend incompetence is infuriating.
Title: Re: Making effective PCs that aren't wizards?
Post by: toturi on March 23, 2013, 05:40:37 AM
This is probably the main reason players who are interested in systems design and character optimization can get really bent out of shape when other players mock them as "immature" for being good at something.  Arrogant and judgmental "I'm a proper role-player and you're doing it wrong" attitudes are annoying.  The same attitude used to mock competence and defend incompetence is infuriating.
I agree and thank you for putting what I have been trying (and perhaps unsuccessfully) to say in a more polite and less confrontational manner.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 23, 2013, 06:10:28 AM
Of course, you would. I think it is simply a function of where you stand on the kind of gamer you are. I call such people clowns because I find their behavior laughable and to show what it looks like from the other side of the line. If it is a bit of a double standard, then so be it, I can live with that.


No. You completely missed my point.  It was a double standard that you get insulted by something, yet find it acceptable to throw insults at other people on the boards.

If you disagree with something that someone says then have the courtesy to point it out without being rude.

Also, if you read my post, which I admit is long, you'd see that I'm a min maxer.  Character building for me is a game on its own and it's a strategy.  I'm sorry if you don't like when the term min/maxing is used to describe cheaters and people who bend the rules and use broken stunts and powers in an attempt to outdo everyone at their table.  It turns out its a loaded term.  We should make up a new term...although I tried that but it got shot down.  I know that the word has multiple meanings and I don't get upset when people use it.
Title: Re: Making effective PCs that aren't wizards?
Post by: toturi on March 23, 2013, 06:35:53 AM
No. You completely missed my point.  It was a double standard that you get insulted by something, yet find it acceptable to throw insults at other people on the boards.
Now I get your point. I will say that if I find someone stating something insulting, I find it acceptable to return the favor. In such a case, in that I get insulted by something, yet not allowed to throw insults at other people on the boards, is where I would find the double standards.

If someone disagrees with me politely (as you have), I will be courteous.

EDIT: I use the terms "min-maxer" to describe somone who maximises his character's strengths while minimising the character's weaknesses. "Powergamer" I use to describe people who bend the rules and use broken stunts and powers in an attempt to outdo everyone at their table (note: the important thing to me for "powergamer" is the attempt to outdo everyone at their table, a min-maxer would also push the RAW to their limits without breaking them and use mechanics that while are As Written but may be terribly unbalanced). A munchkin breaks the RAW.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 23, 2013, 07:59:13 AM
Can I just ask, because I'm not sure it has been stated, what stunts are providing stagnant +2 to weapon ratings and damage output and where are they located?
Title: Re: Making effective PCs that aren't wizards?
Post by: Vairelome on March 23, 2013, 08:36:52 AM
I'm a min maxer...the term min/maxing is used to describe cheaters and people who bend the rules and use broken stunts and powers in an attempt to outdo everyone at their table.

/facepalm

Yeah, agreeing on terminology is useful, since I'm quite sure you didn't mean exactly what you said there.  I've been using the term "character optimizing" as the positive term describing a process of creating a character that is efficient and effective at some defined area of expertise.  "Min/maxing" is used by some groups to mean the same thing.  "Powergamer" usually describes an attention-hogging player that likes to create combat monsters that may skirt the edges of what the rules allow.  "Munchkins" are usually breaking the rules entirely, and all considerations of game balance are long gone.

There are some players and/or GMs who are biased against character optimizing at all, and ignore distinctions in terminology.  "You only read the rules so you can abuse them."  No, players that know the systems encourages intended game balance and speeds up playtime devoted to mechanical details so we can all spend more time on character interactions.  "Your character killed more enemies than anyone else; you're just a munchkin."  No, I built a well-designed character that is effective in combat, while you made a bard that tries to kill orcs with his violin; it is not shocking that my way worked and yours didn't.  "Rules get in the way of role-playing; ignoring them and just going free-form is always better."  No, this argument is usually made by someone who never bothered to learn the rules, slows the entire group down by trying to do things he can't, and wants it to be someone else's fault.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 23, 2013, 12:27:35 PM
Lol....no I didn't mean that... Stupid iPad ... Stupid making posts at 3am.  ;P

Anyways, I forget what kind of point I was trying to make at this point. 
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 23, 2013, 06:03:22 PM
Now I get your point. I will say that if I find someone stating something insulting, I find it acceptable to return the favor. In such a case, in that I get insulted by something, yet not allowed to throw insults at other people on the boards, is where I would find the double standards.

If someone disagrees with me politely (as you have), I will be courteous.

EDIT: I use the terms "min-maxer" to describe somone who maximises his character's strengths while minimising the character's weaknesses. "Powergamer" I use to describe people who bend the rules and use broken stunts and powers in an attempt to outdo everyone at their table (note: the important thing to me for "powergamer" is the attempt to outdo everyone at their table, a min-maxer would also push the RAW to their limits without breaking them and use mechanics that while are As Written but may be terribly unbalanced). A munchkin breaks the RAW.
I feel the need to point out that there's a huge difference between feeling insulted by a general statement someone idly makes (even ifit may have been poorly worded), and being directly and personally insulted by someone.  The former means you're being hyper-defensive and out of line.  The latter, you actually were I sulted and have every right to be offended.
Title: Re: Making effective PCs that aren't wizards?
Post by: toturi on March 23, 2013, 11:38:01 PM
I feel the need to point out that there's a huge difference between feeling insulted by a general statement someone idly makes (even ifit may have been poorly worded), and being directly and personally insulted by someone.  The former means you're being hyper-defensive and out of line.  The latter, you actually were I sulted and have every right to be offended.
True. However, I was making a general statement in response to another statement made by someoone else. I read a statement that I felt was incorrect and was degoratory in tone. I made a general statement in counterpoint, not targeted at any single person or at the person I made the post in response in particular.
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 24, 2013, 12:54:50 AM
There are some players and/or GMs who are biased against character optimizing at all, and ignore distinctions in terminology.  "You only read the rules so you can abuse them."  No, players that know the systems encourages intended game balance and speeds up playtime devoted to mechanical details so we can all spend more time on character interactions.  "Your character killed more enemies than anyone else; you're just a munchkin."  No, I built a well-designed character that is effective in combat, while you made a bard that tries to kill orcs with his violin; it is not shocking that my way worked and yours didn't.  "Rules get in the way of role-playing; ignoring them and just going free-form is always better."  No, this argument is usually made by someone who never bothered to learn the rules, slows the entire group down by trying to do things he can't, and wants it to be someone else's fault.
Reading this, I think we actually agree on most of what is discussed here. The only thing we differ is what part of the continuum (see your previous answer to my previous post) can be considered an effective character. As far as I understand you, you prefer the top notch, the most optimized character, mechanically, I myself am ok with a lot of what follows below that.
If I do make a less than optimized character (not a bumbling idiot character, mind you), I would never do it in a way that would be a drag on the group. And I would be fully aware of that choice and would not complain about the fact that he was weaker than other characters, because that's what I chose to do.

One more question. In my Swordsman vs. master fencer example you commented above, I meant if everything else was equal, every stunt, every trait, everything. I just liked the idea of someone fighting with a fencing weapon rather than a sword, and that choice would mean my weapon did a bit less damage than every other character. Would that be enough for you to call that character mechanically lacking? This is not meant as an attack or anything, I'm just curious where you'd draw the line.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 24, 2013, 04:19:26 AM
There are other boosts that might be better.
Eh. Maybe it's a personal thing, but if I'm investing one refresh to boost a weapon, and I'm a pure mortal, I'm going to invest more.

Quote
Ugh. Can't you see you're inflicting this problem on yourself?

These stunts, like all stunts, are balanced by the fact that they're situational. If you compensate people for their situational-ness, you'll break them.

It's the same for all stunts.
You're still misunderstanding me. I am not saying they get a fate point every time a stunt doesn't apply. I'm saying that if a character built around using a sword can't use that sword, that's a compel. Because, usually, I find when a character is willing to invest fate points into a specific weapon (usually an IOP in my games), then they've got an aspect referencing that weapon.

Quote
The monster can have Supernatural abilities and stunts of their own.

I've tested this. Combat stunts let mortals compete, but they don't have anything like the firepower Powers have.
I'm not comparing one refresh stunts to four-refresh powers. Because there is no comparison. But with these stunts, a pure mortal can spend two refresh to match the effective melee bonuses of two two refresh powers (+2 stress, +1 to attack). And they have two bonus fate points on top of that...so, in a way, you can almost see it as matching up for free.

Quote
She's still nowhere near peak mortal melee combat ability. She says it herself in Cold Days.

And her stats say that Fists is two steps down from her skill cap.
Her stats were such in the OW write-up, but that's several books behind Cold Days. And regardless, she's presented as someone who never loses a physical fight against a mortal--she puts Hendricks down with relatively little effort in White Night. Hell, just going stat to stat, she should be able to fight a Red Court Vampire--her Fists are at 3, which match Red and Black court vampires for attack and defense. And yet she doesn't, because their powers give them a decisive advantage. Now, do you think that Karrin's someone who wouldn't take stress boosting stunts like this if she could? You think she wouldn't take a Fists attack boosting stunt if she could? Really, she has refresh to spend, she should. Which means she should be able to take a Red Court vampire apart easily.

And yet, she does not.

Quote
Eh, unbalanced games are often still fun.
So...wait. Wait wait wait. With these stunts, a pure mortal at the lowest refresh rating has a decisive advantage over a ghoul in hand-to-hand single combat, which is completely different from everything we've seen in the books, fiction, and write up in both rulebooks. Without the stunts, a ghoul poses a significant challenge even to a Submerged level pure mortal in hand-to-hand single combat, which is pretty well in keeping with the books, other fiction, and the write-up in both rulebooks.

And the latter one is the unbalanced game?

Quote
The Horror is clearly a mistake. Stunts can only give +1 to grapple, says so in YS.
Well, no. The only example is +1 to grapple, I see nothing in the rules saying it can only give that.

And I'm still a little tired of the, "The canon stunt contradicts my point, therefore it's a mistake" angle. Especially when you have also tried to use stunts from the same book you're always saying is full of such mistakes as evidence that these are balanced.

Quote
And they don't say that you go with the higher bonus unless indicated. Search the books if you want. You will not find any such statement.

But you will find Speed stacking with Size and Echoes Of The Beast for movement, Lawbreaker stacking other spellcasting bonuses, and stunts stacking with basic weapon ratings.
Which stunts stack with the basic weapon ratings? There's Archer (which I said my reasons for being acceptable before). The only other stress-boosting stunts I can think of are for Fists, which doesn't have a basic weapon rating to stack with.

Quote
Nope.

Weapon 7 accuracy 7 is clearly superior to weapon 5 accuracy 5. It's not even in question.

Weapon 5 accuracy 5 will do a mild to a (naked) ghoul on average. The ghoul will shrug that off and keep coming. Plus you'll have a significant chance of missing.

Weapon 7 accuracy 7 will a mild and a moderate. That's likely to end the fight, since consequences are taggable. And you're a lot less likely to miss.
[/quote]Fine, it's not close enough as makes no difference. It's still way better than a pure mortal should be doing against a Ghoul in a straight up melee fight going by their portrayal in both the fiction and the book's write-ups, at the lowest available refresh level.

"The entirety of one of the rulebooks is wrong" isn't an answer I'm going to accept.

Put it this way...without the stunts, the monsters in Our World pose a significant threat to pure mortals, such that the pure mortal has to take extra effort to overcome their strengths, maneuver, and block in order to hold them off long enough to get a decisive hit. This is totally in keeping with the fiction of the world, and with the write up in the rulebooks and, frankly, with common sense.

With the stunts, the vast majority of monsters in Our World are just plain unlikely to pose any kind of physical threat to a mortal PC of any level.

Either you're mistaken about what's allowable for stunts, or the people who spent years working on adapting the game's world--including working directly with the author and I have to assume a significant amount of playtesting--somehow managed to completely low-ball every single creature in Our World.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 24, 2013, 05:07:09 AM
You're still misunderstanding me. I am not saying they get a fate point every time a stunt doesn't apply. I'm saying that if a character built around using a sword can't use that sword, that's a compel. Because, usually, I find when a character is willing to invest fate points into a specific weapon (usually an IOP in my games), then they've got an aspect referencing that weapon.

If not being able to use a weapon is a compel, then you shouldn't be able to use reliance on that weapon for a Refresh rebate or as a stunt's limitation.

Because then you're getting paid twice.

But you are allowed to use reliance on a weapon for Refresh rebates and as a stunt's limitation (see IoP, Archer, etc) so by the contrapositive it shouldn't be a compel.

I'm not comparing one refresh stunts to four-refresh powers. Because there is no comparison. But with these stunts, a pure mortal can spend two refresh to match the effective melee bonuses of two two refresh powers (+2 stress, +1 to attack). And they have two bonus fate points on top of that...so, in a way, you can almost see it as matching up for free.

If you build a mortal warrior and a supernatural warrior, the supernatural warrior will be tougher. But the mortal will have more FP.

Speaking from experience here.

Now, do you think that Karrin's someone who wouldn't take stress boosting stunts like this if she could? You think she wouldn't take a Fists attack boosting stunt if she could? Really, she has refresh to spend, she should. Which means she should be able to take a Red Court vampire apart easily.

And yet, she does not.

I think Murphy would do well to buy Target-Rich Environment or Defend My Tribe or something similar.

And obviously she could take those stunts. They're canon.

But for whatever reason, Evil Hat says she didn't. At least not at first.

So...wait. Wait wait wait. With these stunts, a pure mortal at the lowest refresh rating has a decisive advantage over a ghoul in hand-to-hand single combat, which is completely different from everything we've seen in the books, fiction, and write up in both rulebooks. Without the stunts, a ghoul poses a significant challenge even to a Submerged level pure mortal in hand-to-hand single combat, which is pretty well in keeping with the books, other fiction, and the write-up in both rulebooks.

And the latter one is the unbalanced game?

Actually, that's not what I was talking about. I meant that by removing social combat without changing anything else you'll unbalance the game.

But for what it's worth, game balance does not have to do with simulating the fiction.

And dedicated mortal fighters can manhandle ghouls without these stunts. Might cost a few FP, but not buying stunts gives you those.

Well, no. The only example is +1 to grapple, I see nothing in the rules saying it can only give that.

And I'm still a little tired of the, "The canon stunt contradicts my point, therefore it's a mistake" angle. Especially when you have also tried to use stunts from the same book you're always saying is full of such mistakes as evidence that these are balanced.

If +1 to maintain is a balanced stunt, then +2 to initiate and maintain isn't.

And I know it's a mistake because Evil Hat said so. They did something similar with a monster in Neutral Grounds, I pointed it out, they went back and added a note saying the stunt was broken.

Which stunts stack with the basic weapon ratings? There's Archer (which I said my reasons for being acceptable before). The only other stress-boosting stunts I can think of are for Fists, which doesn't have a basic weapon rating to stack with.

Way Of The Bow, Off-Hand Weapon Training, and Berserker.

With the stunts, the vast majority of monsters in Our World are just plain unlikely to pose any kind of physical threat to a mortal PC of any level.

They're unlikely to pose a threat to a dedicated combatant of any level. Non-combat characters exist.

And it's true with or without the stunts.

(Though I could see a decent argument for houseruling defence stunts down to +1. +2 to defence is pretty major, maybe too major. On the other hand, True Aim is probably still better.)

Either you're mistaken about what's allowable for stunts, or the people who spent years working on adapting the game's world--including working directly with the author and I have to assume a significant amount of playtesting--somehow managed to completely low-ball every single creature in Our World.

They low-ball their PCs, too. I'm pretty sure it's intentional.
Title: Re: Making effective PCs that aren't wizards?
Post by: Vairelome on March 24, 2013, 05:25:11 AM
Reading this, I think we actually agree on most of what is discussed here. The only thing we differ is what part of the continuum (see your previous answer to my previous post) can be considered an effective character. As far as I understand you, you prefer the top notch, the most optimized character, mechanically, I myself am ok with a lot of what follows below that.

Well, given a reasonable concept, I do want to optimize that concept, but I don't pick concepts based on max damage or whatever.  I start with "what general sort of thing do I want to play," and go from there--and I definitely have strong role-playing preferences that are not optimization based.  In fantasy settings, I like playing elves as either a ranger/bow expert or a wizard/some type of caster.  I usually don't play dwarves because they don't interest me very much.  (I'm sure other people have other preferences, and that's good--it would be boring if everyone wanted to play exactly the same thing.)  If I've picked elven master of the bow as my concept, though, I will definitely stack as much bow-related goodness onto that character sheet as I can reasonably justify with a backstory that makes sense without being cheesy (in my own opinion, of course).

If I do make a less than optimized character (not a bumbling idiot character, mind you), I would never do it in a way that would be a drag on the group. And I would be fully aware of that choice and would not complain about the fact that he was weaker than other characters, because that's what I chose to do.

And this is all perfectly reasonable.  If I were asked to comment on a particular character of yours, I might ask why you chose X over Y if I thought that Y was mechanically superior and equivalently faithful to the concept you were running with, but I'd also listen to the explanation and not insist that my way was the only way to go.  (If I happen to know a system very well, often times the reason another player didn't choose Y to begin with was because they didn't know it existed or didn't understand a relevant synergy.)  I am very very strongly a partisan of the "each player is the master of his own character sheet" idea.

One more question. In my Swordsman vs. master fencer example you commented above, I meant if everything else was equal, every stunt, every trait, everything. I just liked the idea of someone fighting with a fencing weapon rather than a sword, and that choice would mean my weapon did a bit less damage than every other character. Would that be enough for you to call that character mechanically lacking? This is not meant as an attack or anything, I'm just curious where you'd draw the line.

I think it's usually bad systems design for one choice to be strictly superior to another with no trade-off at all.  This isn't real life, after all.  Broadswords should do more damage than daggers, but it is far easier to conceal a dagger, and you can build a decent advantage out of either side of that choice.  That said, 1 point of damage isn't that big a margin, all things considered (so long as the 1-point margin is what is being carried forward through other modifiers, not the 33% less damage).  A good system allows many builds to be within the same ballpark of effectiveness.  A bad system has a small handful of legal builds that are far and away more effective than the majority of the pack.

If one character is strictly better than another, yeah, I'd call the second one mechanically lacking.  But if the margin is not that big, then either option is reasonable.  My goal here is "reasonable," not "perfect."
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 24, 2013, 05:38:25 PM
Way Of The Bow, Off-Hand Weapon Training, target rich environment and the like are not increasing the weapon rating though, they add damage OR attack and only in some circumstances. I don't see any that increase weapon rating.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 24, 2013, 05:48:42 PM
Adding damage to a successful attack is, for almost all purposes, synonymous with 'increasing weapon rating'.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 24, 2013, 06:00:20 PM
No it isn't. As a mechanic the weapon rating signifies the type of weapon it is. Increasing the damage means that you can inflict more damage with it. A +1 sword if you will, it's still a sword, just in your hands it does more damage. Especially since the damage allies you hit, which means weapon rating stagnant.

Increasing the attack is even less so, as this just increases your skill rating by one when using that weapon.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 24, 2013, 06:08:28 PM
As a mechanic, the weapon rating adds stress to a successful attack.  End of story (for almost all purposes).
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 24, 2013, 09:42:48 PM
I have no idea what you're trying to say here, Lavecki.
Title: Re: Making effective PCs that aren't wizards?
Post by: blackstaff67 on March 25, 2013, 02:29:21 AM
No it isn't. As a mechanic the weapon rating signifies the type of weapon it is. Increasing the damage means that you can inflict more damage with it. A +1 sword if you will, it's still a sword, just in your hands it does more damage. Especially since the damage allies you hit, which means weapon rating stagnant.

Increasing the attack is even less so, as this just increases your skill rating by one when using that weapon.
To determine the effect of an attack: Total # of attacker's skill dice minus total score of defender's skill dice.  If positive, add weapon value of attack to determine effect on defender. 

Am I right?  I remember having this question about whether or not a high skill adds to a weapon rating to tear through a Wizard's wards.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 25, 2013, 02:32:49 AM
If positive, add weapon value of attack to determine effect on defender.
'If not negative', actually.
A tie goes to the attacker; though, in absence of either a weapon rating or GM fiat allowing the attack to be retroactively represented as a maneuver, the resulting 'success' still fails to achieve any real result.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 25, 2013, 03:31:30 AM
What I am trying to say is that when you look at the weapon rating, you look at the weapon rating chart that Mr death keeps talking about (I can find the page number but don't know it of hand) any way, the weapon rating doesn't go from three to five from taking two stunts, the weapon rating is at three and you get a bonus to attack and a bonus to damage on a successful hit.

My point being that it is not uncalled for to have a mortal who is slightly better at wedding the same weapon, that doesn't make said weapon any bigger or more unwieldy. (This is mostly for Mr death, as he has referenced this weapon rating system multiple times in his argument)
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 25, 2013, 03:54:12 AM
Having a weapon rating of 3 and a further +2 bonus to stress on a successful attack is, for almost all purposes, indistinguishable from having a weapon rating of 5.
Title: Re: Making effective PCs that aren't wizards?
Post by: blackstaff67 on March 25, 2013, 10:23:27 AM
'If not negative', actually.
A tie goes to the attacker; though, in absence of either a weapon rating or GM fiat allowing the attack to be retroactively represented as a maneuver, the resulting 'success' still fails to achieve any real result.
You're absolutely right.  Darn me.  That said, world of difference between a character with +4 to hit using a Weapon:1 attack and a +1 to hit, Weapon:4 attack.  Assume for the sake of argument the attacker hit my character as the result of a tie and did only weapon damage, I'd rather take the former than the latter any day of the week, if only because my enchanted duster can absorb the hit better.  Yeah, that Armor does make a difference, and maybe that's what differentiates the two attacks.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 25, 2013, 04:22:19 PM
That's not really what we've been discussing, nor is it even a fair comparison within itself.

We've been discussing Weapon:3 with 2 additional stress on a successful hit vs Weapon 5.

Within your own comparison, you should at least have them attack at the same value, before their differing bonuses.  And at that point, you'll see that you'd almost always rather be attacked by the latter.
If the former tied your defense, the latter would miss, and if the latter tied your defense, the former would match the stress inflicted.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 25, 2013, 05:56:55 PM
Quote from: YS Pg 202
Small pocket weapons,
knives, saps, and “bellyguns” = Weapon:1
Swords, baseball bats, batons, most pistols = Weapon:2
Two-handed weapons, oversized pistols (Desert Eagle and company), rifles and shotguns, most fullyautomatic weapons = Weapon:3
“Battlefield” weaponry, explosives = Weapon:4+

This is the chart. It has been argued that there is no way for a baseball bat to be a weapon 4, which I agree with. However I can still have a baseball bat with +2 to damage, which has the same stress rating but it still isnt a weapon 4.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 26, 2013, 05:04:00 PM
To try and condense the discussion instead of replying individually to everything, my main points are:

Weapon:4 and 5 should be a big deal--the game treats them as such, with Weapon:2 being considered lethal force.
You already have a stress bonus for using a given weapon--the weapon's own weapon rating. These kinds of stunts feel like double-dipping to me, getting two bonuses for one condition.
Most combat stunts, in particular ones that grant a bonus to attack rolls or to stress, are situational--which is to say they are dependent on factors that are largely out of the player's control--things like the numbers of opponents, the armament of the opponents, etc. These stunts are dependent on something entirely in the player's control--what weapons they choose to go into a fight with.
Other stunts that create such substantial bonuses to stress and attack are either in limited situations (Lethal Blows only really works on something without any armor rating), or with some kind of penalty (Berserker limits your actions and comes with a penalty to defense).
These stunts, and others like them, run contrary to how the fiction is portrayed even within the rulebooks. In the fiction, and without these stunts, even a Submerged level pure mortal will have to pull some tricks to beat a Ghoul one-on-one, whether those be spending fate points or maneuvering or blocking. With these stunts, a Feet In The Water pure mortal--which is, per the game's description, someone who has just started to get into the supernatural world--can take on a Ghoul and has the fight largely in his favor without having to spend any fate points or maneuver at all.
Ergo, something that helps create such a large disconnect between one of the stated intentions of the game (emulate the setting accurately) and the result means that something is wrong with those stunts.

I can see having maybe a +1 to stress for a specific weapon. Or having a stunt that gives you a bonus to creating blocks or maneuvers with a specific weapon. But, to me, doubling or nearly doubling the weapon rating, having a flat +1 bonus to all attacks, and a flat +2 bonus to all defenses all under the same condition--a condition that is entirely within the player's control--is just too much.

Maybe that's the ticket--treat the "don't stack stunts" thing both ways. Not only do you not stack stunt effects, but you shouldn't stack stunt conditions either. Having several stunts combining for a massive bonus to fighting ability all dependent on one (easily forced or met) condition creates an imbalance.
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 26, 2013, 05:13:58 PM
You already have a stress bonus for using a given weapon--the weapon's own weapon rating. These kinds of stunts feel like double-dipping to me, getting two bonuses for one condition.
I kind of felt the same way when we had that thread about equipment a while ago. While a flat damage bonus via weapons was perfectly acceptable for everyone, the same bonus for other skills seemed ludicrous to most. I even thought about taking down the weapon rating entirely, and replacing them with stunts for those who want to take them up. Not entirely sure how I feel about that, though.
Title: Re: Making effective PCs that aren't wizards?
Post by: S1C0 on March 26, 2013, 05:32:42 PM
from my perception the character seems to unintentional overstating a pcs net worth i always give myself just enough variables to make him interesting to play in a few situations effectively  even if that means getting gacked out the gate in the one non-relative bit to my variables, that's why you have other pcs cover your short comings for better game play mechanics   
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 26, 2013, 05:56:00 PM
I find I like to think of skill/weapon/stress ratings as not just a representation of literal ability and damage, but also of narrative relevance.

Michael Carpenter doesn't have a high Weapons skill just because he's a great fighter, but because his stories are about him fighting evil with his sword.

I apply the same thinking to stunts. Getting a +2 to Stress doesn't mean the weapon is doing more damage. It means that character's stories are supposed to feature them kicking ass with that weapon.
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 26, 2013, 06:02:49 PM
That's a great way to look at things.
However, how would you factor in the weapon ratings as they are listed in the book? Should a weapon do more damage, regardless of who holds it, or should it just be a justification to use one skill over the other?
Title: Re: Making effective PCs that aren't wizards?
Post by: S1C0 on March 26, 2013, 06:09:21 PM
fair point just sayin my opinion  :-X

i think who holds it justifies the skill but a cool weapon is still a cool weapon so both are mostly right is my thought
 cause a gun does not kill a person the aim and bullet do
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 26, 2013, 06:24:45 PM
@ Death: I understand what you are saying and some of them are a little silly but the idea is that you have spent your time with that weapon, so it makes sense for you to do a little more damage than someone else. The Fists one gives you +2 against unarmored, most others only give +1 in a situation and this is only to damage if you hit. The restriction on a bonus to attack is still a situational bonus.

There shouldnt be a +2 to attack and damage every time. But it can make sense that you could get +1 to damage with this weapon because you have used it a lot and a +1 to attacks in a situation that has been thrown upon you. AKA: there is an aspect, scene or otherwise. Technically I could make the declaration outnumbered and tag it for +2 in a single round but its halving that for it to happen every time you are outnumbered.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 26, 2013, 08:32:21 PM
That's a great way to look at things.
However, how would you factor in the weapon ratings as they are listed in the book? Should a weapon do more damage, regardless of who holds it, or should it just be a justification to use one skill over the other?

Personally I think certain weapons having higher Stress ratings fits the tone of The Dresden Files, so I like that a broadsword is more dangerous than a knife.

Spirit of the Century does away with weapon damage altogether. Doesn't matter if you're punching someone or shooting a rocket, all damage is based on margin of success. But for DFRPG, I want the story to also be about how an explosion is going to ruin your day a lot more than a kick in the stomach.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 26, 2013, 09:26:07 PM
The damage is somewhat negligable too. The system makes it so that I can have a weapon 5 arm laser that can be hidden. So its not like having a weapon 2 with +1 to attack and damage is game breaking. Sure it doesnt fit the cannon 100% but thats more how you build your character than the systems fault. They came as close as they could. Its the same with most systems.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 26, 2013, 10:09:54 PM
To try and condense the discussion instead of replying individually to everything...

Thanks for that, it's convenient. I'll try to do the same.

I understand why you want to make weapon 4+ a rare and special thing. But the rules don't really support that. Getting weapon 5 is a trivial endeavour even going by strict canon. If you want to change that, you'll have to make some pretty extensive changes to the rules.

What weapon you use is not completely under your control. That's why you get a rebate on an IoP sword. If you want to change that you'll have to change around a few stunts, Item Of Power, and Crafting.

There is nothing anywhere in the rules that even suggests you can't have several stunts with the same condition.

I disagree with you about how the flavour of the novels. Partly because of what Kincaid does through mundane skill. (There are no known Powers for gun use, so his ability to one-shot Denarians is probably mundane. OW backs that up, though I hesitate to trust it.)

As for the ghoul example, there's nothing wrong with having people who've spent Refresh on fighting be better at fighting than those who haven't. But to characterize them as not spending FP is a bit sketchy since, well, stunts are basically spent FP.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 27, 2013, 03:04:40 PM
It's a trivial endeavor--if you're supernatural. For normal mortals, it requires access to military hardware, explosives, or hitting someone with a car.

What weapon you have is dependent on what the player decides to bring. If losing the weapon isn't a compel, then what, exactly, is stopping them from bringing it somewhere? If the player's put that much into the weapon--spending multiple fate points on just using it means they probably have an aspect about it, especially if it's an item of power--then it's worth a fate point for them to not have it. Why do you think Items of Power always require an aspect relating to them? Or powers having to fit the high concept? It's so that that aspect and concept can be compelled when they lose access to those powers for whatever reason, i.e., a wizard getting a compel in a deluge that his magic doesn't work, or a Faerie being unable to use his speed and toughness because he's surrounded by iron.

Nothing says so in the rules, but consider this: No two of the listed canon stunts have the same condition. The stunt rules are clear about not stacking effects--which tells me that they don't want more than one stunt applying in full to a single action. Having the weapon focus stunts means you are getting the full bonus (+1 to attack, +2 to stress), for one condition, on the same action, stacking directly.

Kincaid is hard to gauge because we never see into his head or, really, know what he's capable of. I've speculated elsewhere that he has some kind of "hunter" Supernatural Sense--maybe he can make special declarations or assessments on where to shoot things to make sure they stay down. Also, when he's one-shotting Denarians, that's with a high-powered sniper rifle from ambush--and I wouldn't put it past him to have gotten holy bullets from somewhere, come to that, or at least armor piercing rounds. So Kincaid can easily be doing it through ambush, declarations, and finding weaknesses instead of just a flat bonus to using his weapon. Or he might have a 6 in Guns normally. All in all, he's not a pure mortal and at least a couple hundred years old, so we really can't use him as an example of what mortals are capable of.

A better gauge for how pure mortals kill things with Guns is Murphy, in Aftermath--she attacks from ambush (i.e., the wizard's rolling from 0), she waits until he's in the middle of a spell (a declaration/assessment, boosting her already-high Guns stat), she's using an automatic weapon (so it's Weapon:3), she probably takes a navel-gazing maneuver or two if she has the time (I seem to remember a bit in the narration about steadying her breathing), and she unloads a burst at his head (either a declaration for a +2, or maybe a stunt with the attendant downside of going through ammo quicker). Her listed Guns skill is 4, but it's safe to presume she's boosted it, meaning it's her 5, +2 for the declaration, +3 for the type of weapon, +2 for navel-gazing, and +2 for the burst. Against a 0 roll, that's a solid 14 shifts of stress right out of the gate, way more than enough for a kill in a one-shot adventure like that where the odds are already stacked against Karrin and her player, even if the badguy's got Supernatural Toughness.

For the ghouls, that's the thing--the ghoul has also spent refresh on fighting. More refresh than a pure mortal at the lowest level has, as I recall.

By "spending fate points" I mean doing things like making declarations, boosting an individual roll, and invoking scene aspects. To my reading, stunts aren't supposed to replicate powers in form or function--there's not supposed to be a "family" of stunts with requirements and stacking bonuses, so much as a stunt is supposed to be a particular situation in which the character has a slight edge.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 27, 2013, 03:15:34 PM
I'd be incredibly hesitant about applying compels to anything but Aspects. Aspects are the most important elements of a character; their driving narrative force. That's why Fate Points apply to them.

If a character has an Aspect relating to a particular weapon, then by all means fire off the compels where appropriate. But if Guns McShooter has to leave his weapons behind to get into a night club, he doesn't get a Fate Point. In fact, I'd be more inclined to use compels to make a character refuse to leave their treasured weapon behind, because that causes much more interesting problems than simply being at a tactical disadvantage.

The risk of losing a weapon or not having one to hand isn't a compel - It's the price you pay for the fact you got a Physical Stress bonus without paying Refresh for it.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 27, 2013, 03:23:31 PM
I'd be incredibly hesitant about applying compels to anything but Aspects. Aspects are the most important elements of a character; their driving narrative force. That's why Fate Points apply to them.

If a character has an Aspect relating to a particular weapon, then by all means fire off the compels where appropriate. But if Guns McShooter has to leave his weapons behind to get into a night club, he doesn't get a Fate Point. In fact, I'd be more inclined to use compels to make a character refuse to leave their treasured weapon behind, because that causes much more interesting problems than simply being at a tactical disadvantage.
Scene and location aspects apply just as much as character aspects. In this case, if it's a location aspect, it can cut both ways--the compel is that the place doesn't allow weapons, so the player has the choice of either going in with a tactical disadvantage when and if something breaks out, or the character brings the weapons in and complications result from that. In either case, it's fine to make a compel center around the character's equipment because the equipment has an effect on the scene through either its presence or absence.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 27, 2013, 03:27:31 PM
In that case, you're compelling the scene's aspect, not the loss of a weapon.

I think that's an important distinction, because not every scene is going to have an aspect that's appropriate for this.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 27, 2013, 03:30:27 PM
My general rule of thumb for if something is worth a compel is if the character getting the compel will have a disadvantage equal to or more than if someone had spent a fate point against them. So a compel that results in a character performing at -2 to normal or worse for the duration of a scene (in this case, not having the weapon for which he has a cumulative +3 in bonuses) is fair. In effect, by taking away the weapon, you're preventing the character from using 2 refresh worth of stunts.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 27, 2013, 03:41:36 PM
If I understand you right, you're compelling the fact that the weapon has been lost, not a particular aspect. While this is fine for your game, it is definitely a houserule, since compels can only be used on aspects.

For example, assuming neither the PC nor the scene had any relevant aspects, if an NPC disarms the PC or the PC gets in a fight and for whatever reason doesn't have his weapon, would you give him a Fate Point? If so, that's a houserule.

Ordinarily, it would be situations like a loved one being held hostage (compelling "I must keep my loved ones safe") where you could get compels going.

I don't know, I just think there are more interesting uses for compels than to offset a tactical disadvantage. "You dropped your sword, have a fate point" isn't as much fun, for me, as "I'm compelling your 'Wrong Place At The Wrong Time' aspect to say you're on your own with no backup when the terrorists take over the Nakatomi Building."

Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 27, 2013, 03:43:28 PM
"disarming" a PC is the aspect.  It would be a maneuver that the NPC would place on the PC.  He would then invoke that maneuver aspect to have the PC lose his weapon.  This would be a compel that that the PC could refuse or accept.
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 27, 2013, 03:47:51 PM
Personally I think certain weapons having higher Stress ratings fits the tone of The Dresden Files, so I like that a broadsword is more dangerous than a knife.
Right, I'm convinced. Thanks.

I think that's an important distinction, because not every scene is going to have an aspect that's appropriate for this.
If there isn't an aspect that can justify the loss of a weapon, why lose the weapon at all? The "something" that makes you lose the weapon can always be phrased as an aspect, I think.
I think I'm with both of you here. Giving up your weapon on the entrance to a club, I would not see as a compel. It's the players choice if he wants to go in without a gun or not. If on the other hand, there is something that makes him lose the weapon in the middle of a fight or he loses it on the way to a fight, without having a decision to give it up, I'd treat that as a compel.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 27, 2013, 03:55:54 PM
If I understand you right, you're compelling the fact that the weapon has been lost, not a particular aspect. While this is fine for your game, it is definitely a houserule, since compels can only be used on aspects.

For example, assuming neither the PC nor the scene had any relevant aspects, if an NPC disarms the PC or the PC gets in a fight and for whatever reason doesn't have his weapon, would you give him a Fate Point? If so, that's a houserule.
To echo Haru, if there isn't any relevant aspect dictating why the PC doesn't have a weapon, then why doesn't he have a weapon?

And honestly, it's so ludicrously easy for the GM to declare an aspect to compel, it's really just a case of semantics at this point. "Disarmed" is an aspect that can be compelled, if nothing else.

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I don't know, I just think there are more interesting uses for compels than to offset a tactical disadvantage. "You dropped your sword, have a fate point" isn't as much fun, for me, as "I'm compelling your 'Wrong Place At The Wrong Time' aspect to say you're on your own with no backup when the terrorists take over the Nakatomi Building."
I'm not saying, "You dropped your sword, have a fate point," I'm saying, "You won't be able to use your sword--the central point of your fighting style and for which you've spent several fate points--for the entirety of this scene, maybe more. So you can't use your apex skill, and even if you can, you'll still be missing the cumulative +3 in bonuses for it. Here's a fate point to make up for the huge disadvantage you've been handed."

To borrow your example, do you or do you not think that Bruce Willis should also get a fate point if he has to start that scenario without a firearm of any kind?
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 27, 2013, 04:03:18 PM
Death: What you are saying makes sense to me. If they lose their weapon. But then are you arguing that they should be able to have these stunts if that is allowable? Im just trying to get what your stance is. To me it seems like:

I dont like these stunts but if they are there than the player should be able to be compelled to lose this item they use a lot.

In which case I agree. If it is more like:

I dont like these stunts and they shouldn't have them and they should be losing their weapon a lot.

Then I do not agree.
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 27, 2013, 04:10:23 PM
To borrow your example, do you or do you not think that Bruce Willis should also get a fate point if he has to start that scenario without a firearm of any kind?
I think that "without a firearm" is part of the "wrong place, wrong time" compel. I would not add an additional compel there. It could be part of an escalation, but I don't think someone would do that this early in a story.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 27, 2013, 04:14:43 PM
Lavecki: You're mixing two of my arguments up. My main argument is that these stunts are too loose in their restrictions for the strength of the bonuses they give.

The bit about losing the weapons stems from my argument that the player is going to have his weapon on him as often as possible, and that it's entirely the player's choice to have the weapon barring a compel. In my view, the strength of these stunts is such that if I were a player with them, I would be much more inclined to buy out of the compel.

I'm not saying whether or not anyone should be losing their weapon a lot. I'm saying that losing the weapon is something that the player can easily say "no" to, and therefore these stunts are going to be giving them an advantage in the vast majority of times they use the skill.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 27, 2013, 04:17:16 PM
I think that "without a firearm" is part of the "wrong place, wrong time" compel. I would not add an additional compel there. It could be part of an escalation, but I don't think someone would do that this early in a story.
Put it this way--McLane has a fighting chance because he has a firearm. The first terrorist he comes up to, he's able to get into fist fighting range because he gets the drop on him with a gun. Not having a firearm completely changes the situation--McLane can't use his apex guns skill and he can't hold up that first terrorist, so he has to approach the situation completely differently using skills he's not as proficient at and which don't have a Weapon rating.
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 27, 2013, 04:29:18 PM
Hmm ok, in that case, the weapon probably wouldn't even have come up at the time of this compel and was later declared into the scene due to one of McLane's other aspects.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 27, 2013, 04:39:02 PM
I'd be incredibly hesitant about applying compels to anything but Aspects. Aspects are the most important elements of a character; their driving narrative force. That's why Fate Points apply to them.

If a character has an Aspect relating to a particular weapon, then by all means fire off the compels where appropriate. But if Guns McShooter has to leave his weapons behind to get into a night club, he doesn't get a Fate Point. In fact, I'd be more inclined to use compels to make a character refuse to leave their treasured weapon behind, because that causes much more interesting problems than simply being at a tactical disadvantage.

The risk of losing a weapon or not having one to hand isn't a compel - It's the price you pay for the fact you got a Physical Stress bonus without paying Refresh for it.
I tend to agree, if it's not aspect related you shouldn't get a FP.  At that point having to give up your gun to get into a night club it's not a compel, it's just role-playing.

However if a player is going to stack a bunch of stunts that are all conditional to their weapon, I would probably require them to have an aspect that relates to the weapon.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 27, 2013, 04:41:28 PM
Haru's got it. McClane already got the Fate Point for the bad situation he's in (like he always gets into), so he doesn't get an extra one for the added detail of not having his gun.

There's no aspect specifically applicable for "McClane doesn't have a gun." He's in trouble because he's unprepared, that's the aspect that's been compelled. Everything else is just in the details. Getting into different numbers of Fate Points based on the range of factors involved could get silly really fast. Does he also get another point for not having shoes?

If you have a group of characters with a range of skills in that situation, do they each get a number of Fate Points determined by the amount of skills which they're not in a position to use? Does a hacker get one because they're not at a computer and can't prevent the terrorists opening the vault? Does a pilot get one because they can't do a strafing run on the building? If one character is a sniper but also has Refresh invested in using pistols, does he get 2 Fate points for having neither a sniper rifle not a pistol?

Another way to think about it, is does Harry Dresden get a Fate Point if he finds himself in trouble somewhere he hasn't had a chance to suit up with all his magical gear? Especially later in the series, he has a pretty considerable arsenal at his disposal. But he doesn't always walk around with his staff.

Say you, as the GM, decide to spring an ambush on your PCs in the middle of Christmas dinner. Odds are good any characters present are unarmed. It was their choice not to bring swords and guns to a nice holiday dinner, but not their choice to be attached. Do they get Fate Points just because they don't have their weapons?

I think this is why compels are confined to specific aspects, and why the GM has to exercise restraint in the number of aspects applied to each scene.

I get what you're saying, that the GM could just decide that whatever aspects he wants exist in the scene in order to justify doling out Fate Points. I just think there are more interesting uses of compels; ones which create story complications rather than existing solely to make up for not being able to use an ability.

But it occurs to me, if the aspect "Disarmed" can be applied with a maneuver, and it automatically awards a fate point as a compel, why would anyone disarm someone? Another aspect like "Off Balance" is far more useful since you get the free tag and the opponent doesn't get a Fate Point. Sure, they can use their weapon, but you could just apply a block against them using their weapon instead of disarming it. Then your buddy swoops in and takes them out.

This is just me typing as I think, really. I'm not sure I have a specific point. I can see how this adds more tactical complexity to combat, though.

Here's something to consider. You award Fate Points when one of your players can't use a weapon for which they've bought stunts. Do you do the same if they haven't spent any stunts on that weapon at all? And what about a werewolf trying to maintain a low profile? Do they get a fate point because they can't change shape in front of a crowd, therefore being unable to use the full range of their powers?
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 27, 2013, 04:50:07 PM
But it occurs to me, if the aspect "Disarmed" can be applied with a maneuver, and it automatically awards a fate point as a compel, why would anyone disarm someone? Another aspect like "Off Balance" is far more useful since you get the free tag and the opponent doesn't get a Fate Point. Sure, they can use their weapon, but you could just apply a block against them using their weapon instead of disarming it. Then your buddy swoops in and takes them out.
I think in this case, it is important if a fate point was spent to use the disarm aspect. The aspect was placed by a maneuver and comes with a free tag. That tag was used to enforce the character being disarmed, not a fate point, therefore he doesn't get one.

If on the other hand, you'd place a scene aspect as a maneuver and tag it for effect, lets say a magnetic spell that draws away all metallic weapons, then everyone who is affected by this will be compelled by the GM in return and rewarded a fate point each.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 27, 2013, 04:55:17 PM
The difference between compelling Disarmed and the one-off tag of Off Balance is that Disarmed A. means the character can't use their higher Weapons/Guns skill to attack, B. Cannot take advantage of the Weapon rating, and C. Has to take specific action to correct this or else he's stuck without it for the scene. The one-off tag of Off Balanced means that the opponent gets a single +2 or reroll on a single action, while the character can keep attacking with the full weapon rating and their apex skill. Simply put, yes, they get a fate point for Disarmed, but it's got more bite to it.

And yes, I'd give everyone at the Christmas dinner table a fate point, because the enemies are, effectively, invoking their being off their guard to get a specific advantage. Though I might get more specific in that actual situation (Wizard's discipline rating stinks because he's drunk, the White Court Vampire's full up on turkey so he gets a penalty to Athletics ratings, etc).

McLane's gun, I think, is worth a fate point because it, specifically, changes the situation in a different way than him just being alone without back-up. The lack of shoes, on its own, doesn't--not until Hans starts going "Shoot the glass!"

Haru said he'd consider McLane having the gun to be a declaration--perhaps one Bruce Willis spent a fate point for. This is the flipside of that.

But put it this way: The shoes might become important and should be worth a fate point when they do, but in that situation, having a gun or not having a gun will definitely become important, so you might as well get the fate point for not having it right away.

Here's something to consider. You award Fate Points when one of your players can't use a weapon for which they've bought stunts. Do you do the same if they haven't spent any stunts on that weapon at all?
I'd look at the situation. If the player doesn't have their Weapon:3 broadsword but can quickly and easily acquire a Weapon:2 short sword, no. If the player doesn't have their Weapon:3 broadsword, can't use their Superb Weapons skill, and have to make due with a Fair Fists rating for attack and defense, then yes.

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And what about a werewolf trying to maintain a low profile? Do they get a fate point because they can't change shape in front of a crowd, therefore being unable to use the full range of their powers?
Considering that likely amounts to being unable to use all if not most of their powers, yes--it's either a compel on their high concept, or of the crowd aspect.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 27, 2013, 04:58:32 PM
Any maneuver can be invoked - even "off balance".  If the guy tries to run away, invoke "off balance" to compel him to stay in the zone. 
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 27, 2013, 05:29:41 PM
Giving up your weapon on the entrance to a club, I would not see as a compel. It's the players choice if he wants to go in without a gun or not.

Giving up the weapon is not the Compel.
The Compel is being placed in a situation where you must choose between not having a weapon you expect might be needed or having to deal with the difficulties of getting the weapon past the doors and/or the difficulties that will be caused once people inside realise that someone has a weapon.
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 27, 2013, 05:41:43 PM
No, I think the compel should be done when it becomes a disadvantage. Having your gun taken as such is only a disadvantage if you get into a serious fight in the club. But if you go into the club, talk to someone, go out, I don't think that warrants a fate point for not having a weapon.
If anyone else is smuggling in their weapons (and you'd therefore need your weapons yourself), the PC should be able to do so as well. Maybe by enforcing a roll when he enters(for example stealth, deceit or resources), or buying out of the compel to not have a gun, when the shit hits the fan. Or maybe by invoking his "always packin'" aspect to declare that the bouncer didn't find the small gun he always carries on his ankle.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 27, 2013, 05:47:54 PM
No, I think the compel should be done when it becomes a disadvantage. Having your gun taken as such is only a disadvantage if you get into a serious fight in the club. But if you go into the club, talk to someone, go out, I don't think that warrants a fate point for not having a weapon.
Well, yeah. If the GM is compelling you having a gun or not, there needs to be some tangible result of that, otherwise it's just a free fate point. You compel it if it's going to matter. My players have already learned that a compel not to have their weapon/focus item/whatever means they're going to get attacked.

Quote
If anyone else is smuggling in their weapons (and you'd therefore need your weapons yourself), the PC should be able to do so as well. Maybe by enforcing a roll when he enters(for example stealth, deceit or resources), or buying out of the compel to not have a gun, when the shit hits the fan. Or maybe by invoking his "always packin'" aspect to declare that the bouncer didn't find the small gun he always carries on his ankle.
Well, it all depends on the situation on this point. Is it a neutral ground? Then yes, the characters should have some opportunity to smuggle in if others are. If it's explicitly someone else's territory, it makes more sense for the "hosts" to be secretly armed while enforcing a weapons ban on everyone else.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 27, 2013, 06:07:58 PM
If having their weapons be left behind forces characters who would otherwise have the legitimate viable option to solve a problem through the use of force to instead solve their problem by another means, then leaving their weapons behind has significantly narrowed their options, and is a legitimate, viable Compel, regardless of whether a fight actually breaks out or not.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 27, 2013, 06:13:22 PM
Im not sure who I agree with or disagree with but here is my interpretation. The compel should only come into effect when a decision is to be made. Not having the gun could be a compel but more importantly not firing the gun in a crowded room could be a compel, not shooting at someone because there are civilians could be a compel. But those would be compels on the HC or other aspect of the character. I dont think that being at a turkey dinner and being surprised is worth anything unless they are being compelled to not do something because of the turkey dinner like Death put out.

However I would be more likely to treat that situation with bad guys do assessments on the group and get to know the aspect "too drunk to stand" which they can then invoke for effect. It does matter the difference between and invoke and compel too. Most of the situations that are being given seem like invokes rather than compels.

Take the "Disarmed" situation that Taran put out. The character gets the aspect "off balance" and then the enemy can invoke that for effect to say that they fell and dropped their gun. Normally the character could just pick the gun back up but their might be more enemies who are attacking and maybe they took the new aspect "gun on the ground" and now one of the enemies has the gun. None of these things offers the player a fate point. and they still dont have their gun
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 28, 2013, 12:41:22 AM
Sorry, Mr. Death, I'm gonna have to do the quote-splitting thing again. Otherwise this would be too confusing.

It's a trivial endeavor--if you're supernatural. For normal mortals, it requires access to military hardware, explosives, or hitting someone with a car.

Nope. Berserk + a big sword. Or any other +stress stunt paired with a good weapon.

I've got a request, and I'm not sure how to make it politely, so sorry if this is rude.

But please, read the rules before you talk about what they are. Because you keep on doing this. You keep on saying things that aren't true. Not because you lie, but because you don't check.

What weapon you have is dependent on what the player decides to bring. If losing the weapon isn't a compel, then what, exactly, is stopping them from bringing it somewhere?

The actions of other characters.

Would you let a stunt-less character carry a rocket launcher everywhere without consequences? Would you consider it a Compel whenever a non-rocket-launcher appropriate situation came up? I would not. Same goes for a broadsword, or a pistol, or a knife. And the same goes for characters with stunts.

Weapon stunts don't include an extra benefit which makes the weapon a part of your character. They don't force the GM to use a Compel to separate your favourite weapon from you. If they did they would be unfair.

Don't make them unfair.

Nothing says so in the rules, but consider this: No two of the listed canon stunts have the same condition.

Nope. Archer and Way Of The Bow. On the same character (Lord Talos).

Can you please check to make sure these things are true before you say them?

A better gauge for how pure mortals kill things with Guns is Murphy...

Everyone sensible kills things like that. Not just mortals.

I expect Kincaid has pretty big numbers on his attacks, but that doesn't mean he has to fight stupidly. Eb is obviously a heavy hitter, but he's not going to fight you directly unless no better option is available. And so on.

For the ghouls, that's the thing--the ghoul has also spent refresh on fighting. More refresh than a pure mortal at the lowest level has, as I recall.

What I was saying is that the mortal with spent Refresh should be better than the mortal without it at the thing the Refresh was spent on.

As for the ghoul...you recall semi-correctly. Don't want to argue that bit of trivia.

And ghouls are good at fighting. All of their spent Refresh is useful in combat, though little of it is pure combat stuff.

But they're handicapped by the fact that they fight naked. So they're likely to lose against heavily-armed foes.

By "spending fate points" I mean doing things like making declarations, boosting an individual roll, and invoking scene aspects. To my reading, stunts aren't supposed to replicate powers in form or function--there's not supposed to be a "family" of stunts with requirements and stacking bonuses, so much as a stunt is supposed to be a particular situation in which the character has a slight edge.

Powers are supposed to replicate stunts, actually. Says so in YS, on page 158.

+2 is not a slight edge. You said so yourself, in reply #50. +2 isn't enough to put characters in different weight classes, but it's meaningful.

And you just referred to stunts as spending Fate Points in reply #135. I don't think you can complain about me doing the same.

"disarming" a PC is the aspect.  It would be a maneuver that the NPC would place on the PC.  He would then invoke that maneuver aspect to have the PC lose his weapon.  This would be a compel that that the PC could refuse or accept.

Not necessarily. An invoke-for-effect may or may not be a Compel depending on whether the GM thinks it should be.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 28, 2013, 01:41:46 AM
Sorry, Mr. Death, I'm gonna have to do the quote-splitting thing again. Otherwise this would be too confusing.

Nope. Berserk + a big sword. Or any other +stress stunt paired with a good weapon.
And Berserker comes with a penalty to defense--a tangible drawback. That's what makes it not-trivial to me. Most of the stunts that do boost stress either have a tangible drawback or limitation (Lethal Blows only works against the unarmored, so just about anything supernatural isn't going to feel it), or don't give the full +2 stress bonus.

Quote
I've got a request, and I'm not sure how to make it politely, so sorry if this is rude.

But please, read the rules before you talk about what they are. Because you keep on doing this. You keep on saying things that aren't true. Not because you lie, but because you don't check.
A lot of the time, I'm writing these from someplace that I just don't have the books, so I generalize based on what I remember.

Quote
The actions of other characters.

Would you let a stunt-less character carry a rocket launcher everywhere without consequences? Would you consider it a Compel whenever a non-rocket-launcher appropriate situation came up? I would not.
Well, no, because that's ridiculous. Few characters are going to build their whole fighting style around a rocket launcher.

Quote
Same goes for a broadsword, or a pistol, or a knife. And the same goes for characters with stunts.
Not really, because they're completely different classes of weapons--one set you can reasonably have access too and therefore build a character around; one set you can't. I don't know about you, but if I'm being pushed into battle at a major disadvantage (like having to use a different, lower skill and no weapon rating), I'd want a fate point for it--because as was pointed out, it's limiting the character's choices, something that compels are explicitly for.

Quote
Weapon stunts don't include an extra benefit which makes the weapon a part of your character. They don't force the GM to use a Compel to separate your favourite weapon from you. If they did they would be unfair.

Don't make them unfair.
And I think they're unfair if you're allowing just the weapon you're holding to give flat bonuses to every attack and defense with that weapon--and I've already explained my reasoning for compelling people to not take their weapons.

That said, there's plenty of ways to hide or conceal Weapon:3 weapons--they tend to be semi-conspicuous like carrying around a duffel bag (like Michael and Gard), but it's enough to carry them around most places that aren't going to be physically checking you for weapons--and a place that strict about weapons would have an aspect to compel.

Quote
Nope. Archer and Way Of The Bow. On the same character (Lord Talos).

Can you please check to make sure these things are true before you say them?
Not the same condition--Archer is specific to Faerie-crafted bows.

And it's a OW-only stunt, so I have to ask for clarification here: Is it that OW is wrong about every PC and NPC, and therefore I cannot use them as evidence of what the game intends the monsters to be capable of? Or is OW right enough to be used as evidence when it supports your point?

Because you seem to be trying to have it both ways. When I point at something from OW, you dismiss it on the grounds that OW is inaccurate. And then you support your own argument with examples from OW.

Quote
Everyone sensible kills things like that. Not just mortals.
Yes, but my point is, mortals are consistently portrayed in the fiction and the descriptions in the rulebooks as needing to do all of that to fight supernatural--with these stunts, they don't. They can just wade in and win through sheer, simple, "I'm better than an immortal creature of the night."

Why spend any rounds maneuvering when, through your stunts, you're already getting a cumulative +3 on every attack?

Quote
What I was saying is that the mortal with spent Refresh should be better than the mortal without it at the thing the Refresh was spent on.

And ghouls are good at fighting. All of their spent Refresh is useful in combat, though little of it is pure combat stuff.

But they're handicapped by the fact that they fight naked. So they're likely to lose against heavily-armed foes.
Only when facing supernaturals, or with these stunts. Put it this way: They dodge from 5 and attack at 4 with +4 to stress. Without the stunts, by Submerged the pure mortal is swinging an attack and dodge rating of 5--meaning they've just then got good odds at hitting and avoiding hits. With these stunts, though, a Pure Mortal can be dodging from 6 and attacking from 5 with +5 to stress, at the lowest refresh level--meaning they've got a drastically reduced chance of being hit, pretty good odds at hitting, and every hit they make is going to cause a consequence. I just do not think that a Feet In The Water pure mortal should be able to just slug it out with a Ghoul. It's inconsistent with the setting.

And all of that refresh spent that's useful in combat makes the ghoul potentially less effective in combat in an objective sense than a character who, by the rulebook's description, has only just now started getting into the supernatural scene?

That's like a professional sports player being objectively worse than a kid on a freshman high school team.

A Mortal Stunt should make mortal characters better than other mortal characters, yes--but I don't think they should make mortal character better than what's supposed to be a heavy-hitting supernatural creature at the lowest refresh level.

Quote
Powers are supposed to replicate stunts, actually. Says so in YS, on page 158.
I'm reading the page, and I don't see that. I see where it says there are similarities, and that supernatural powers are "super-stunts," but nowhere that stunts are supposed to be able to match powers. In fact, it says the whole thing about prerequisites and that powers have multiple refresh is one of the big differences between mortal stunts and power, while the "families" of stunts I've seen are basically multiple-refresh stunts.

Quote
+2 is not a slight edge. You said so yourself, in reply #50. +2 isn't enough to put characters in different weight classes, but it's meaningful.
It's a cumulative thing. A +2 for one roll out of 10 is a slight edge. A +2 on ten rolls out of ten is a distinct advantage.

Quote
And you just referred to stunts as spending Fate Points in reply #135. I don't think you can complain about me doing the same.
Apologies. Sometimes I get Fate Points and Refresh conflated, and I'll try to keep them straighter from now on.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 28, 2013, 03:01:31 AM
A lot of the time, I'm writing these from someplace that I just don't have the books, so I generalize based on what I remember.

If you aren't sure it's true, please don't say it.

I don't respond to these arguments when I don't have my books on hand, for that exact reason. It's a pain in the neck when somebody uses non-facts.

Well, no, because that's ridiculous. Few characters are going to build their whole fighting style around a rocket launcher.

I would totally make a character whose fighting style was rocket launcher based. That should not give me the right to take a rocket launcher everywhere.

...That's what makes it not-trivial to me. Most of the stunts that do boost stress either have a tangible drawback or limitation (Lethal Blows only works against the unarmored, so just about anything supernatural isn't going to feel it), or don't give the full +2 stress bonus.

...

I don't know about you, but if I'm being pushed into battle at a major disadvantage (like having to use a different, lower skill and no weapon rating), I'd want a fate point for it--because as was pointed out, it's limiting the character's choices, something that compels are explicitly for.

And I think they're unfair if you're allowing just the weapon you're holding to give flat bonuses to every attack and defense with that weapon--and I've already explained my reasoning for compelling people to not take their weapons.

Okay, this is half of the issue in a nutshell.

Stunts have limitations. "Only works with weapon type X" is a limitation.

Sometimes you can't bring your bazooka onto the plane, sometimes your sword is useless because your foe is flying, and so on. This will sometimes, but not always, be a Compel.

But for whatever reason, you've changed that. You've made it essentially impossible to deprive people of their chosen weapons. This breaks the stunts founded upon that limitation.

You should recognize that this issue is caused by your approach and not by some foundational truth of the system.

(The other half of the issue is that you want OW characters to be challenging foes for serious combatants, which they generally are not. And you don't want to change things to make them so.)

Not the same condition--Archer is specific to Faerie-crafted bows.

One condition is a strict subset of the other. Don't nitpick like this, okay? The stacking that you were trying to claim does not occur, occurs.

Honestly, though, I don't much care about the example. For me the whole argument is settled by
Quote from: You
Nothing says so in the rules

I just brought it up because you said something demonstrably untrue.

And it's a OW-only stunt, so I have to ask for clarification here: Is it that OW is wrong about every PC and NPC, and therefore I cannot use them as evidence of what the game intends the monsters to be capable of? Or is OW right enough to be used as evidence when it supports your point?

Because you seem to be trying to have it both ways. When I point at something from OW, you dismiss it on the grounds that OW is inaccurate. And then you support your own argument with examples from OW.

OW is full of problems. But it is canon.

So it's not good to use it as evidence for how things should be. I try to avoid doing that.

But it is nonetheless a fact that it exists. So when you ask if X exists or say Y doesn't exist, I'll tell you if X and Y are in OW.

Does that make sense?

Why spend any rounds maneuvering when, through your stunts, you're already getting a cumulative +3 on every attack?

Because that is often not enough.

I just do not think that a Feet In The Water pure mortal should be able to just slug it out with a Ghoul. It's inconsistent with the setting.

Okay.

Regardless of how things should be, a Feet In The Water pure mortal can just slug it out with a Ghoul.

The rules are what they are. When I don't like them I change them; I suggest you do the same.

Changing the stunt rules won't be enough, though. I would start by de-emphasizing weapons and armour.

And all of that refresh spent that's useful in combat makes the ghoul potentially less effective in combat in an objective sense than a character who, by the rulebook's description, has only just now started getting into the supernatural scene?

That's like a professional sports player being objectively worse than a kid on a freshman high school team.

A professional sprinter is likely to lose a fight with a freshman fencer who has a sword.

Kinda the same situation here. The mortal is incredibly specialized in straight-up fighting with a single weapon. The ghoul isn't, so in a straight-up fight where you can choose your weapons it will probably lose.

But since it has superior initiative and is a really fast runner, it can basically just leave the fight whenever it cares to. And it will heal from its injuries unreasonably fast. So even if the mortal is better in a straight fight, the ghoul is likely to come out ahead unless it's dumb.

I'm reading the page, and I don't see that. I see where it says there are similarities, and that supernatural powers are "super-stunts," but nowhere that stunts are supposed to be able to match powers. In fact, it says the whole thing about prerequisites and that powers have multiple refresh is one of the big differences between mortal stunts and power, while the "families" of stunts I've seen are basically multiple-refresh stunts.

I didn't say anything about being equal in power. I was just pointing out that the form and function of Powers is directly based on that of stunts.

And three similar stunts that provide similar bonuses are not a multi-Refresh stunt. Taking Doctor twice isn't a multi-Refresh stunt either. Each stunt is still distinct from the other ones.

Apologies. Sometimes I get Fate Points and Refresh conflated, and I'll try to keep them straighter from now on.

I was trying to say, I agree with your conflation. Don't feel obligated to avoid it.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mojosilver on March 28, 2013, 03:34:13 AM
This has been buging and I do not got it. Why is weapon rating being use as base damage or stress. On page 202 weapons and armor. A weapon can inflict additional stress on a target when you succeed on an attack and, likewise, armor can mitigate stress. The key word being ADDITIONAL stress. On the same page in the example. The demon takes a swing at Evan, rolling a total of Fantastic (+6) with his Fists skill. Evan didn’t have the opportunity to bring up a shield, so he tries to dodge, rolling his Fair (+2) Athletics and only getting a Good (+3). This means that the demon inflicts 3 points of physical stress on Evan. That example uses skills. So if the demon weapons skill with sword weapon rating 2. Same rolls. The sword's weapon rating would add 2 to 3 stress already done. Making it a total of five stress. As for making effective PCs that aren't wizards. Wizards do not seem all that better to me. On Thomas' Character sheet in OW he has weapon skill 4 and Thomas tends to favor swords. (Weapon:2, 4 with his Strength) So with out a roll his attack is 4 and weapon rating is 4. On Harry's Character sheet Conviction 5 and Discipline 3. So for 1 mental stress he has with out rolling his attack is 3 and weapon rating is 3. If you add Harry's blasting rod and\or staff and who would not. he can do 4 attack and 4 weapon rating. That is the same as Thomas but with out the mental stress or at least that is how I read it.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 28, 2013, 04:08:59 AM
I would totally make a character whose fighting style was rocket launcher based. That should not give me the right to take a rocket launcher everywhere.

Okay, this is half of the issue in a nutshell.

Stunts have limitations. "Only works with weapon type X" is a limitation.
An insufficient one. That is the issue here.

Quote
Sometimes you can't bring your bazooka onto the plane, sometimes your sword is useless because your foe is flying, and so on. This will sometimes, but not always, be a Compel.

But for whatever reason, you've changed that. You've made it essentially impossible to deprive people of their chosen weapons. This breaks the stunts founded upon that limitation.
I haven't changed anything. The rulebook says that a compel happens when an aspect--be it a character's aspect or the scene's aspect--makes it so that a character's choices are limited or their life is complicated in some way.

Quote from: YS100
An aspect can also allow you to gain more fate
points by bringing complications and troubling
circumstances
into your character’s life.
...
When she
compels one of your aspects, she’s indicating that
your character is in a position where the aspect
could create a problem or a difficult choice
.
...
There are a few ways an aspect can complicate
a character’s life via compels: it limits the
responses available to a character in a certain
situation
, it introduces unintended complications
into a scene, or it provides the inspiration
for a plot development or a scene hook for that
character.

Not being able to use your apex skill is a problem for that character. A master swordsman who's thrust into a fight without a sword is facing some pretty troubling circumstances. John McLane facing 12 terrorists without a gun is a John McLane with much more limited options and a more difficult fight ahead of him than a John McLane with his gun.

Those things are exactly what compels are for.

Quote
You should recognize that this issue is caused by your approach and not by some foundational truth of the system.
I'm using Compels for exactly the sort of thing that the book explicitly says Compels are for. It's not "my approach" that's the problem.

Quote
(The other half of the issue is that you want OW characters to be challenging foes for serious combatants, which they generally are not. And you don't want to change things to make them so.)
This whole thing stems from homebrewed stunts. Not something that already exists in the books, but stunts you and others have come up with. OW characters are supposed to be challenging foes--it's these stunts that make it such that they're not even challenging to completely unpowered mortals at the lowest refresh level.

Quote
One condition is a strict subset of the other. Don't nitpick like this, okay? The stacking that you were trying to claim does not occur, occurs.
It's still not the same condition. There's some overlap, but it's not the same condition.

Quote
Honestly, though, I don't much care about the example. For me the whole argument is settled by
I just brought it up because you said something demonstrably untrue.
No, not really. There's also nothing in the rules saying that you can have multiple stunts with the same condition. And the rules against stacking imply there shouldn't be, or at the very least that they should have reduced bonuses.

Quote
OW is full of problems. But it is canon.

So it's not good to use it as evidence for how things should be. I try to avoid doing that.

But it is nonetheless a fact that it exists. So when you ask if X exists or say Y doesn't exist, I'll tell you if X and Y are in OW.

Does that make sense?
That's where we disagree. OW didn't list all the creatures for shits and giggles, it's listed because that's how the monsters are supposed to be portrayed.

Quote
Because that is often not enough.
And with these stunts, it's enough more often than it should be.

Quote
Okay.

Regardless of how things should be, a Feet In The Water pure mortal can just slug it out with a Ghoul.
Because of these stunts.

Without the stunts, they have to actively spend fate points--a finite resource that may or may not pay off. With these stunts, they can just keep swinging, getting the full benefit each and every time, until the ghoul goes down.

Quote
The rules are what they are. When I don't like them I change them; I suggest you do the same.
And I'm saying you're interpreting the rules wrong, and allowing stunts that abuse the rules in order to give more of an advantage than they should. I'm not talking about changing any rules. I'm talking about following the ones in the book. Where we disagree is that you think the type of weapon is enough of a limitation for the full power of a stunt, and I do not.

Quote
A professional sprinter is likely to lose a fight with a freshman fencer who has a sword.

Kinda the same situation here. The mortal is incredibly specialized in straight-up fighting with a single weapon. The ghoul isn't, so in a straight-up fight where you can choose your weapons it will probably lose.
Well, no. Not at all. Because a ghoul isn't only a good runner. It's, in this analogy, a professional sprinter who's also a boxing champion.

Quote
But since it has superior initiative and is a really fast runner, it can basically just leave the fight whenever it cares to. And it will heal from its injuries unreasonably fast. So even if the mortal is better in a straight fight, the ghoul is likely to come out ahead unless it's dumb.
Ghouls, in the fiction and the write-up, are supposed to excel at physical fighting. Being big, tough killers who are hard to hit and harder to survive a fight with is their whole deal. They're meant to be a threat to mortals even at high levels, and with these stunts, even a novice in the world of the supernatural can deal with them just through trading blows, and that is inconsistent with the setting.

Quote
I didn't say anything about being equal in power. I was just pointing out that the form and function of Powers is directly based on that of stunts.
Based on, but still fundamentally different. Powers are meant to build on each other. Stunts are explicitly not supposed to stack with the full benefit. In the homebrew thread, there are several stunts that require another stunt, or which build directly off another stunt--that, to me, is having your cake and eating it too.

Quote
I was trying to say, I agree with your conflation. Don't feel obligated to avoid it.
But what I'm trying to say is that spending a fate point for an invoke in a fight is different from having spent refresh on a stunt. A single fate point for a bonus is a +2 to one roll. A single refresh spent on one of these stunts is a bonus to every roll.
Title: Re: Making effective PCs that aren't wizards?
Post by: blackstaff67 on March 28, 2013, 04:53:42 AM
The critter/people from OW aren't a threat?  I'll keep that in mind when out group of in-between chest-deep and fully submerged characters run into our first Denarian.  If you want to aim smaller, a Rukh can probably take us out--two Wizards, a Righteous Woman, a WCV (Despair) and another Wizard that thinks guns are cooler than magic, so his Guns is higher than both Conviction and Discipline both.  Well, maybe the WCV might survive...

Pretty sure Sigrun Gard can give any TWO of us a run for our money.  I could go on...perhaps power levels are racially different in your campaign.


Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 28, 2013, 05:31:44 AM
I'm not saying that not being able to use your favoured weapon can't be a Compel.

I'm saying it doesn't have to be.

It's a common Compel and a good one. But there are non-Compel situations where you have to go without a (specific) weapon. And having a bunch of stunts that make those situations worse for you does not make them into Compels.

This whole thing stems from homebrewed stunts. Not something that already exists in the books, but stunts you and others have come up with. OW characters are supposed to be challenging foes--it's these stunts that make it such that they're not even challenging to completely unpowered mortals at the lowest refresh level.

As I keep saying, completely unpowered mortals can run over most of OW using canon stunts or no stunts at all.

If you want, I can demonstrate.

It's still not the same condition. There's some overlap, but it's not the same condition.

100% of the time he uses Archer, Way Of The Bow will apply. 95% of the time he uses Way Of The Bow, Archer will apply.

The stacking you were worried about, where 1 stunt boosts stress and the other boosts accuracy, happens.

No, not really. There's also nothing in the rules saying that you can have multiple stunts with the same condition. And the rules against stacking imply there shouldn't be, or at the very least that they should have reduced bonuses.

There's nothing in the rules saying you can name your character Steve, either. But I'm pretty sure you can.

And the rules against stacking apply only if the benefits are stacking. Which they aren't.

That's where we disagree. OW didn't list all the creatures for shits and giggles, it's listed because that's how the monsters are supposed to be portrayed.

Evil Hat makes mistakes, you know.

Though I admit it's possible that they intended for optimized characters to shred everything in OW without effort. I don't know why they'd intend that, but it's not impossible that they would.

Based on, but still fundamentally different. Powers are meant to build on each other. Stunts are explicitly not supposed to stack with the full benefit. In the homebrew thread, there are several stunts that require another stunt, or which build directly off another stunt--that, to me, is having your cake and eating it too.

Quote from: Your Story, page 146
Some stunts may have prerequisites (other stunts or even aspects).
Quote from: Your Story, page 147
If the effect of the stunt is really unusual or particularly potent, it may be some-where down the line in a chain of stunts.

But what I'm trying to say is that spending a fate point for an invoke in a fight is different from having spent refresh on a stunt. A single fate point for a bonus is a +2 to one roll. A single refresh spent on one of these stunts is a bonus to every roll.

Yes, that is how stunts work.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 28, 2013, 05:37:50 AM
@Mojosilver: I'm not sure what you're trying to say, there. Could you explain further?

@blackstaff67: I haven't seen your character sheets, but I suppose it's possible that you've handicapped your characters even more than Evil Hat handicapped the stuff in OW. The bit about the gun-wizard makes it sound that way.

I suspect that power levels are indeed racially different in my games.
Title: Re: Making effective PCs that aren't wizards?
Post by: blackstaff67 on March 28, 2013, 11:53:02 AM
@Mojosilver: I'm not sure what you're trying to say, there. Could you explain further?

@blackstaff67: I haven't seen your character sheets, but I suppose it's possible that you've handicapped your characters even more than Evil Hat handicapped the stuff in OW. The bit about the gun-wizard makes it sound that way.

I suspect that power levels are indeed racially different in my games.
We started out chest-deep (8 Refresh, 30 skill points) and have played long enough to earn another point of refresh and three skill points.  I think our skill cap is Superb (+5).
Title: Re: Making effective PCs that aren't wizards?
Post by: Vairelome on March 28, 2013, 12:21:30 PM
Though I admit it's possible that they intended for optimized characters to shred everything in OW without effort. I don't know why they'd intend that, but it's not impossible that they would.

In fairness, given the diversity of groups, playstyles, and levels of locally-customary optimization, I could see Evil Hat choosing not to balance their OW NPCs against optimized PCs.  I think it ought to be standard practice for a DM to scale published NPCs up or down to more appropriately match their players' circumstances.  In any case, I certainly would not take the OW version of a ghoul as the only canonical way to stat one out, of course.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 28, 2013, 01:40:41 PM
I think if home-brewed stunts are causing issues with balance, then the fault lies with the stunts, not the stats in OW. But that's just my opinion. My group's been fairly happy with the core stunts so we've never thought to create our own. Except I do have a houserule that the Martial Artist stunt isn't needed to make declarations with Fists, since there's no such restriction on other skills that I'm aware of. And yeah, I'd figure that most GMs would ramp pre-made stats up or down to suit their own needs.

Here's the thing that I find difficult to rationalise about saying that not being able to bring a weapon into a particular place is a compel: What happens when you buy it off? If you're in a scene with the Aspect "Airport Security" and the GM compels it to stop players bringing weapons through, what happens if they pay the Fate Point instead?

They can't just walk through security with their weapons, because they'll be stopped by security. When you're using a compel, you've got to think about what will happen if your player buys it off. When a compel is bought off, events should unfold as though you'd never done anything. So you've created a situation where the player can offer to pay off the compel, but must proceed under some form of difficulty (the only three things that can happen with the security desk are to leave weapons behind, walk away from the situation entirely, or go through and be confronted by security guards).

The only logical result I can see from this is that every time you present your players with a situation where they simply can't use one ability or another, you're going to compel them, and if they try to buy it off, you have to raise the stakes and give them two Fate Points instead of just one. So your players will all end up getting two Fate Points every time they can't use their full range of abilities.

I'm still curious about whether Mr Death applies this only to combat skills, or you give your players Fate Points every time they're in a situation where their best skills either don't apply or can't be used for some reason. Like a hacker who can't get to a computer to override a building's security, a fighter pilot in a fist fight indoors, someone with Superb Resources being unable to bribe an enemy, or if an expert swordsman is ambushed by a sniper and can't get close enough to fight hand to hand.

I'm not saying that I think you're doing it wrong or anything like that, just that I honestly would view this more as a houserule, based on what seem to be your motivations behind it. That is, your focus appears to be on compensating players for a tactical disadvantage, whereas my understanding of compels is that they are intended to change the story in interesting ways that put the player at a disadvantage. Not being able to use a particular stunt doesn't change the story. The character can still fight the bad guys, just not as well as he could if he could use his stunts. Whereas a character who gets into a fight because his favourite weapon (represented by an appropriate Aspect) has been taken from him? That's a good compel.

Compels, to my mind, affect what happens in the game, not how well those events turn out.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 28, 2013, 02:40:08 PM
I think if home-brewed stunts are causing issues with balance, then the fault lies with the stunts, not the stats in OW.

The issues with OW exist without the stunts, actually. Just spending your highest skill slots on combat stuff is enough to solo most of OW.

If you compare the stunts in question to other combat stunts and Powers, they're more or less balanced.

(Though I admit that restricting defense stunts to +1 would likely be good for balance.)
Title: Re: Making effective PCs that aren't wizards?
Post by: Mojosilver on March 28, 2013, 02:47:29 PM
I am sorry that my example was not understandable. Sorry all I will try again.

One thing is that when you attack and hit your target. Ever attack point above your target's defend is damage. Then you add your weapon rating to the damage you have already done. Where as in something like D&D you have a attack rating to decide if you hit. Then a Damage rating to decide how much damage you do. What I am trying to say is if Murphy attacks someone with a pistol weapon rating 2. Her guns skill in Our World is Great:4. Now she roll and only gets 4. She gets no plus or minus to her skill from that roll. The defender rolls 1. Because Murphy's attack is 3 over the defender's defense she does 3 stress plus her pistol's weapon rating of 2 for a total of 5 stress. So a pistol can do more damage then say a M60 in the hands the of a of a skilled user or more to the point. A bullet to the head from a pistol kills and a bullet from a M60 to the foot hurts but may not kill you.

The other thing is in Your Story page 251. In the "what you can do with it " for evocation example. Harry attacks a red vampire. His player—Jim—decides he doesn’t want to mess around with this thing too much, so he chooses to summon up 8 shifts of power for the spell. Harry has a power specialization in fire magic, so his Conviction is treated as Fantastic (+6) for the purposes of the spell. That means that casting this spell will give him a 3-stress mental hit—one stress for everything up to 6, and then two more to get to 8.The difficulty to cast the spell is Legendary (+8). That’s high, but fortunately Harry’s blasting rod gives him a +1 to control, so Jim starts by rolling his Discipline at Great (+4). He gets a +2, for a total of Fantastic (+6), and invokes Harry’s Wizard Private Eye aspect to give him +2 more. This controls all the power necessary for the spell, and aims the spell at his target at +8. Harry yells “Fuego!” as he points his blasting rod, sending a column of flame at the vampire, an attack at Legendary rated at Weapon:8. The vampire rolls to defend against Harry’s roll of Legendary and gets a Great (+4), which means the blast strikes home and inflicts a 12-stress hit on him (4 for the attack, 8 for the weapon value). The vampire’s Inhuman Toughness reduces this to 11 stress, and the vampire takes a severe consequence of Extra Crispy and a 5-stress physical hit.

 In above example. Harry's spell is an attack at 8 and Weapon is rated at 8. So the vampire rolls to defend against Harry’s attack of 8 and gets a Great (+4), which means the blast strikes home and inflicts a 12-stress hit on him (4 for the attack, 8 for the weapon value). The thing is to do that damage Harry took 3 mental stress to do it and spent a Fate point. Yes he may have taken down the red vampire one hit, one round (maybe) and yes stoping a attacker before they hit you is a good thing. But who is to say someone like Thomas could not do the same damage. Yes it would take a round or two longer but he would not need the fate point like Harry did and maybe even with out the 3 stress Harry took. Not saying Thomas may not spend a fate or take stress. Only saying you he may not. So a wizard the may win in first, second, or even the third round of combat. But can anyone say a super like Thomas or even a mortal like Murphy can not do the same if only taking a round or to more to do it and with out the mental stress wizard takes to cast evocation spells. True Thomas or Murphy could get hit for stress but Harry took or maybe even more and maybe not. You never know how it will be. But to me wizards are not better or worse.

At least that is what I get from the rules.
Hope that was more understandable Sanctaphrax. ;D
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 28, 2013, 03:06:13 PM
I'm not saying that not being able to use your favoured weapon can't be a Compel.

I'm saying it doesn't have to be.

It's a common Compel and a good one. But there are non-Compel situations where you have to go without a (specific) weapon. And having a bunch of stunts that make those situations worse for you does not make them into Compels.
This whole time you've been acting as if me saying that preventing someone from using a weapon through a compel is some gross breaking of the rules through which I'm totally wrecking the balance of the game.

And it's not. A compel happens when someone's choices are limited, their situation is complicated, or they're otherwise put at a significant disadvantage because of an aspect to the scene or themselves. Someone losing access to the weapon that has so many bonuses attached to it is exactly all three of those. I can't think of a situation where it wouldn't warrant a fate point to throw someone into a fight after taking away their main way of fighting.

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As I keep saying, completely unpowered mortals can run over most of OW using canon stunts or no stunts at all.

If you want, I can demonstrate.
Yes, but there's a significant difference between a mortal who has to nudge the dice on key rolls with a fate point, make declarations and maneuvers, and one who can just hit attack-attack-attack and plow over monsters that are supposed to be difficult and deadly, without any real effort on the player's part.

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100% of the time he uses Archer, Way Of The Bow will apply. 95% of the time he uses Way Of The Bow, Archer will apply.
I'm curious where you're getting that 95%.

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There's nothing in the rules saying you can name your character Steve, either. But I'm pretty sure you can.
You know what I mean.

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And the rules against stacking apply only if the benefits are stacking. Which they aren't.
Yeah, they are. One stunt gives a +1 to every swing of the weapon. Another stunt gives a +2 on every successful hit--which is going to be more often with that +1. So on a single hit, the character is getting the full benefit of +3 to stress. Both bonuses applying to the same roll, with the full benefit, no drawback whatsoever.

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Evil Hat makes mistakes, you know.

Though I admit it's possible that they intended for optimized characters to shred everything in OW without effort. I don't know why they'd intend that, but it's not impossible that they would.
There's a world of difference between, "They make mistakes," and "Everything in this rulebook can be thrown out because it's all wrong."

And if I had to guess, I'd say they weren't writing the rulebook for optimized characters at all. They were writing it to try and accurately model the monsters in the books, possibly with an eye toward what the average character would be capable of.

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Yes, that is how stunts work.
Right. Spending a fate point to nudge a roll is different from spending a refresh to nudge every roll. The price for being able to nudge every roll is that the bonus isn't going to apply the majority of the time. With these stunts, the bonus is going to apply nearly all the time.

@Wordmaker: There's plenty of ways to handle it. Maybe they're able to sneak it in. Or the person doing security is incompetent. Or there's some kind of distraction that lets them slip through. Or things go to hell before they even go through security, so nobody bothers to stop them.

There is always a way around a situation, provided someone is creative enough about thinking one out.

In the more abstract, they're getting a fate point because their lack of weapon will matter significantly, so if they buy out, that means the lack of weapon won't matter--maybe if the gun-wielder buys out, they still give up their gun at the security gate but the moment bullets start flying, he can pick up a gun from someone else immediately.

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I'm still curious about whether Mr Death applies this only to combat skills, or you give your players Fate Points every time they're in a situation where their best skills either don't apply or can't be used for some reason. Like a hacker who can't get to a computer to override a building's security, a fighter pilot in a fist fight indoors, someone with Superb Resources being unable to bribe an enemy, or if an expert swordsman is ambushed by a sniper and can't get close enough to fight hand to hand.
It's not so much about being in a situation where the best skill doesn't apply, so much as being in a situation where the best skill would apply but doesn't because of some factor. The fighter pilot in the fist fight wouldn't get a compel because there's really no way for his fighter pilot skills to apply--but he would get a compel if he was forced to fly some huge jalopy of a plane instead of his F16. I'd consider the expert swordsman vs. sniper to be a compel because the sniper's apparently taking deliberate, tangible advantage of the swordsman's limitations--the swordsman is in a situation where his options are more limited than if, say, he'd gone to the shooting range a little more often.

And yes, I'd apply it to non-combat skills, again, it depends on the situation. If the character could and otherwise would use that particular high skill or specialization in a situation, but can't, then that's a compel.

Does an Occultist with a specialization in the cult of Bel-Shamharoth, the Sender of Eight, get a fate point if the party happens to be fighting cultists of Bilious, the Oh God of Hangovers? No.

But she'd get one if they're fighting the Sender of Eight's minions and she's suddenly barred access to the Unseen University's library, or her personal notes on the cult are destroyed.

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That is, your focus appears to be on compensating players for a tactical disadvantage, whereas my understanding of compels is that they are intended to change the story in interesting ways that put the player at a disadvantage. Not being able to use a particular stunt doesn't change the story.
I consider that a narrow view. And they're really one in the same. A tactical advantage can and does definitely affect the story.

Let's consider a Master Swordsman, without any stunts. He's got Weapons at 5, and a Weapon:3 sword. Because it's melee, he can use his sword and Weapons rating for defense as well. With his sword, he's much more likely to end a fight quickly without getting himself injured.

Now, take the sword away, same character. His Fists rating is probably a step or two lower at the least, and he doesn't have a weapon rating. Against the same characters he was up against with the sword, it's going to take him significantly longer to beat them, giving them more chances to hit him, and his defense is going to be hampered as well. He can still win, but he's going to take his lumps.

Now, don't you think that Unharmed, Armed Swordsman in the first scenario is going to take a different story path than Injured, Disarmed Swordsman?

How well things happen directly affects what things happen.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 28, 2013, 03:57:08 PM
Okay, I see where you're coming from. I'd be more inclined to look at sneaking around the security desk, etc, as a decision the players can make on their own. I wouldn't expect them to buy off a compel just to have the option of trying to find another way through.

Of course, a player could just accept the compel, then use the Fate Point they got to declare that they find a weapon once the fighting starts.

Do you give Fate Points to your villains when your players get them into situations where they can't use their abilities against them? That would seem to be the fair thing.

I don't agree that the rules insist every occassion where someone's primary fighting skill is hindered is a compel, but that's because I don't agree that such a thing counts as being part of a scene's Aspects.

Absolutely the unarmed, injured swordsman is going to have a different story to the armed, uninjured one, but no more different than if he'd been armed and faced with an opponent who was proportionally better enough to injure him just as much.

Whereas if Master Swordsman is commanded to hand over his sword, and the GM compels his "My Sword Is My Life" Aspect to make him refuse, and instead a fight breaks out and he offends the Freeholding Lord the group is visiting, that creates a whole series events which would not have happened under any other circumstances.

Do you see what I'm getting at? One use of a compel just offsets potential injury and influences how effective the character will be. The other creates new conflict and drama that otherwise did not exist. Compels are entirely about choice and conflict. With your example, the conflict was already there. The fight was going to happen anyway. The only choice is whether the player wants to go into it with their stunt bonus or an extra Fate Point.

The only part of DFRPG I can think of that fits the idea of giving Fate Points when a player can't use an ability is when magic-users can't use their magic because of running water, and even that's only loosely defined. Even thresholds don't count as compels because the value of the threshold simply becomes a penalty to using powers. There's no mention in YS about giving a White Court Vampire a Fate Point when they cross a threshold without an invitation and therefore can't use their powers.

Your way of doing it is totally valid and not unbalancing, it's just not how a lot of people would interpret the system. And that's why I would consider it a houserule.
Title: Re: Making effective PCs that aren't wizards?
Post by: crusher_bob on March 28, 2013, 04:59:07 PM
Wizards do not seem all that better to me.

Here's a sample combat wizard
Submerged (10 refresh, 35 skill points)

5: Conviction, Lore
4: Discipline, ???
3: Endurance, ???
2: ???, ???
1: ???, ???, ???, ???, ???

-1 the sight
-3 thaumaturgy (+1 crafting strength)
-3 evocation (spirit, ???, ???) (+1 spirit power)
-1 refinement (+2 Spirit Control)
-1 refinement (2 item slots)

6 item slots:
enchantment focus (+2 crafting power, 2 focus slots)
offensive focus (+2 offensive spirit control, 2 focus slots)
defensive item (power 8, 3 uses, 2 enchantment slots)
defensive item (power 8, 3 uses, 2 enchantment slots)

So, this attacks with control 8, power 6 evocations, and defends with 2 power 8 layered defensive items.

Now, imagine that a ghoul attacks this character from ambush.

The ghoul tags an aspect, rolls +2 on the fudge dice, for a total of 8 to attack, and has a base damage of 4.

The wizard activates his first defensive item, for a power 8 defense.  The ghouls attack matches it, so the attack gets through, and the block provided by the defensive item it shattered (important if there are more attackers).  The wizard is looking at 4 damage, so he activates his second defensive item to provide 4 armor, reducing the damage he takes to 0.

Then, the next round happens.  The ghoul goes first, and the wizard probably has to use a defensive item to bring up another block, but it's highly unlikely that the ghoul will roll a +4 on the dice and break through.

Then the wizard lets fly with an evocation.  He has a rote that's a power 8 attack, so he does that an pays 3 stress.  Assuming everyone rolls a net of 0 on the dice: the ghoul defends at 5, so it's looking at an 11 stress hit, so it would have to take 7 points of consequences to stay in the fight.  But random unnamed ghouls aren't likely to do that, so the fight is over.

The wizard is down 3 item charges and 3 mental stress.  If there had been two ghouls, the wizard would probably be down 6 charges ad have his 3rd and 4th mental stress boxes marked off by the time the fight is over.  Or if the wizard had room to move, he has a chance of ending the fight in first non-ambush round with a supplemental move and a zone wide attack.


Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 28, 2013, 05:47:01 PM
Okay, I see where you're coming from. I'd be more inclined to look at sneaking around the security desk, etc, as a decision the players can make on their own. I wouldn't expect them to buy off a compel just to have the option of trying to find another way through.
Certainly, you could do it either way--but buying off the compel wouldn't be to have the option of trying, it would mean they get it through. Remember, either roll, or compel, not both. For me, it'd depend partly on the nature of the character--a sneaking-inclined character might have it as a straight challenge to get through. A sword-wielding bruiser who couldn't sneak his way out of a paper bag would be compelled.

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Of course, a player could just accept the compel, then use the Fate Point they got to declare that they find a weapon once the fighting starts.
Which is, effectively, the same as buying out, cost wise.

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Do you give Fate Points to your villains when your players get them into situations where they can't use their abilities against them? That would seem to be the fair thing.
I would, but my players rarely seem to set up those kinds of situations. It's a tactic I've been trying to break them into.

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I don't agree that the rules insist every occassion where someone's primary fighting skill is hindered is a compel, but that's because I don't agree that such a thing counts as being part of a scene's Aspects.
Could be a scene aspect. It could be an invoke of the character's aspect. Or it could be an invoke on a maneuver. There's plenty of ways it could go down.

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Absolutely the unarmed, injured swordsman is going to have a different story to the armed, uninjured one, but no more different than if he'd been armed and faced with an opponent who was proportionally better enough to injure him just as much.
Oh, I can see differences happening. In the former, he might look into finding other ways to defend himself, or having a spare weapon. In the latter, he might devote himself even further to training with the sword, or with defeating this specific opponent.

And depending on why the swordsman was up against such odds, I might consider that a compel too (I've got one PC who has the aspect Terrifying Reputation, which I tend to compel along the lines of, "The villain's heard of your reputation, so she's tossing a half-dozen ogres at you.").

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Whereas if Master Swordsman is commanded to hand over his sword, and the GM compels his "My Sword Is My Life" Aspect to make him refuse, and instead a fight breaks out and he offends the Freeholding Lord the group is visiting, that creates a whole series events which would not have happened under any other circumstances.

Do you see what I'm getting at? One use of a compel just offsets potential injury and influences how effective the character will be. The other creates new conflict and drama that otherwise did not exist. Compels are entirely about choice and conflict. With your example, the conflict was already there. The fight was going to happen anyway. The only choice is whether the player wants to go into it with their stunt bonus or an extra Fate Point.
I see no reason why you can't do both, or why the option of doing one has an effect on doing the other. Compels are about choice and conflict, but they're also about complication--if a Master Swordsman is up against three ghouls without his sword, his life is definitely more complicated--potentially shorter, too.

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The only part of DFRPG I can think of that fits the idea of giving Fate Points when a player can't use an ability is when magic-users can't use their magic because of running water, and even that's only loosely defined. Even thresholds don't count as compels because the value of the threshold simply becomes a penalty to using powers. There's no mention in YS about giving a White Court Vampire a Fate Point when they cross a threshold without an invitation and therefore can't use their powers.
I seem to remember YS calling things like that compels against the high concept in general, just like using iron against a Fae is a compel against their high concept.

Actually, that's an example I end up using a lot (My group's also got a Fae in it). When I compel the Fae's weakness to Iron to say, for example, that the Faerie can't wrench open a fire hydrant and cause a magic-grounding torrent of water and they buy out, that doesn't mean the Faerie can grip the iron fire hydrant with its bare hands. It means there's some option available that means they don't have to--a rubber-gripped wrench, perhaps.

That's something I see a lot of people not quite getting--a buy off doesn't mean that an obstacle doesn't happen, it just means that the obstacle isn't a problem. Buying out of the "Wheelchair Bound" compel doesn't mean you get up out of the chair and walk up the stairs, it means there's a ramp. Buying out of a "Blind As A Bat" compel doesn't mean your eyesight returns, it might mean that the text you're trying to get is miraculously available in braille.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 28, 2013, 06:15:08 PM
@Mr. D: I think the issue with the compel is you're implying you're doing compels that are in no way tied to any aspects.  If there is no proper aspect to use then a compel doesn't happen.  It's easy enough for a GM to always make sure there is an appropriate aspect to do so.  But fact is the GM doesn't need to lean on the compel mechanic to seperate a player from his weapon any more than he does a wizard from his foci.

In short, if a player doesn't want to tie his weapon to an aspect.  He doesn't get the luxury of a FP every time you make it difficult to use said weapon.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 28, 2013, 06:23:05 PM
Buying out of a compel does not necessarily mean that the complication of the Compel does not happen.
It can simply mean that it somehow doesn't negatively impact their activities despite happening exactly as described.

So they go through airport security, having left their weapons behind.
Sometime before combat becomes reasonably likely, they manage to bribe a security agent, gaining access to new weapons which sufficiently suit their purposes.
Or, as Harry, Michael, and Sanya manage in the novels, they find a way around security and never have to leave their weapons behind in the first place.
Or something else creative that my brain is too mushy to come up with right now.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 28, 2013, 07:05:10 PM
Buying out of a compel does not necessarily mean that the complication of the Compel does not happen.
It can simply mean that it somehow doesn't negatively impact their activities despite happening exactly as described.

So they go through airport security, having left their weapons behind.
Sometime before combat becomes reasonably likely, they manage to bribe a security agent, gaining access to new weapons which sufficiently suit their purposes.
Or, as Harry, Michael, and Sanya manage in the novels, they find a way around security and never have to leave their weapons behind in the first place.
Or something else creative that my brain is too mushy to come up with right now.
Beat me to it.  Buying out of a compel doesn't negate the situation, it's up to the group as a whole to come up with what happens next. Maybe a character with holy powers just doesn't trip the metal dectectors.  Maybe a player who has an aspect "I know a guy for that" knows the head of security there.  Maybe a particularly stealthy player finds a way to get around security entirely.

Like most things in this game, it's a matter of how creative the group can be.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 28, 2013, 07:21:07 PM
I will go back to how Death did his post because there has been a lot of conversation in between.

Being denied your favorite weapon isnt a compel unless you have an aspect tied into it. It really isnt that hard to justify getting a new weapon without spending fate points and it really doesnt create that much of a disadvantage. Even if I have invested fate points into it, why should I get more fate points for being denied the always on bonus that you say shouldnt happen with stunts.

On the subject of fairness of stunts:
It is just +1 to the attack at the most, which isnt game breaking. Added into the +2 to damage doesnt break that much either because if I decide to be supernatural and take the same stunts then I am still better.

Mortal:
Sword WR3 Stunt +1attack Stunt +2damage

Supernatural:
Sword WR3 Stunt +1attack Stunt +2damage Inhuman Strength

Supernatural
Sword WR3 Stunt +1attack Stunt +2damage Inhuman Speed

The first supernatural guy has just increased his damage by 2
The second supernatural guy has just increased his defense by 1

All things being equal, the supernatural guy is better because of his powers.

Also, Mr. Death, When you quoted this:
Quote from: YS100
An aspect can also allow you to gain more fate
points by bringing complications and troubling
circumstances into your character’s life.
...
When she
compels one of your aspects, she’s indicating that
your character is in a position where the aspect
could create a problem or a difficult choice.
...
There are a few ways an aspect can complicate
a character’s life via compels: it limits the
responses available to a character in a certain
situation, it introduces unintended complications
into a scene, or it provides the inspiration
for a plot development or a scene hook for that
character.

I think you missed this part: compels one of your aspects

The rules say nothing about issuing comels for scene aspects
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 28, 2013, 07:51:18 PM
@Mr. D: I think the issue with the compel is you're implying you're doing compels that are in no way tied to any aspects.  If there is no proper aspect to use then a compel doesn't happen.  It's easy enough for a GM to always make sure there is an appropriate aspect to do so.  But fact is the GM doesn't need to lean on the compel mechanic to seperate a player from his weapon any more than he does a wizard from his foci.

In short, if a player doesn't want to tie his weapon to an aspect.  He doesn't get the luxury of a FP every time you make it difficult to use said weapon.
I don't mean to imply that at all. As you point out, it's easy for a GM to make sure there's an appropriate aspect.

What I keep coming back to is, really, DFRPG seems to me a game that tries to eliminate straight GM fiat as much as possible. So I figure when a GM says something like, "You can't bring a sword in there," the player will ask "Why?" The answer is usually along the lines of, "This place doesn't allow weapons," which is more or less the same as saying "This place has the aspect 'No Weapons Allowed'."

The player is going to want to keep his weapon--after all, it's got his apex skill on it, and he's invested these stunts that make him very powerful with this weapon. So what happens when the player wants to keep the weapon? Even if it's not a compel, the player can spend a fate point for a declaration to keep it...which works out to about the same thing as buying out of a compel.

Lavecki: +1 to the attack isn't gamebreaking, but it's the highest an attack stunt can be, for what I see as extremely easy circumstances--in effect, it's a flat +1 bonus to the skill. Same with the stress bonus--it's going to be used in the vast majority of rolls, and stunts are not supposed to be something that adds a bonus every time. It's supposed to be situational, and to my reading, just the weapon type is not nearly rare enough of a "situation" to justify the full bonus.

Also, Mr. Death, When you quoted this:
I think you missed this part: compels one of your aspects

The rules say nothing about issuing comels for scene aspects
No, the rules are perfectly clear that you can issue compels for scene aspects. It just doesn't say it in the bit I quoted.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 28, 2013, 08:39:43 PM
No, the rules are perfectly clear that you can issue compels for scene aspects. It just doesn't say it in the bit I quoted.
I am looking through the compels section and all ones related to it and have yet to find that bit. If you could point me in that direction when you get a chance that would be great.

EDIT: I found this:
Quote from: YS 107
Compelling
Other Aspects
Being able to interact with the aspects of
others creates a powerful opportunity for the
clever player to set up another character to be
compelled.

However this:
Quote from: YS 107
If you are aware of and can access an
aspect on another character or NPC, you may
spend a fate point to try to trigger the circumstances
of a compel (see page 100) on the target.
seems to say that you need to know aspects of the players.


The only other thing I could find was this:
Quote from: YS 107
Scene Compels
Scene aspects may imply some circumstances
that will befall any (or many) of the characters
in the scene—Everything Is Burning! is
a classic example and a frequent aspect in any
scene involving Harry Dresden. In such a case,
it’s entirely apropos to act as if that aspect is on
each character’s sheet and compel (see page 100)
the aspect for each of them, dishing fate points
all around and nicely covering the effects the
aspect has on the characters in the scene.
Technically speaking, a player could try to use
a scene aspect to initiate a mass compel, but it’d
be a pretty expensive proposition—he’d have to
spend a fate point for every character he wants
to be affected by the compel.
But this seems like a silly thing to have affect one person as they specifically mention mass compels.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 28, 2013, 08:58:00 PM
I don't mean to imply that at all. As you point out, it's easy for a GM to make sure there's an appropriate aspect.

What I keep coming back to is, really, DFRPG seems to me a game that tries to eliminate straight GM fiat as much as possible. So I figure when a GM says something like, "You can't bring a sword in there," the player will ask "Why?" The answer is usually along the lines of, "This place doesn't allow weapons," which is more or less the same as saying "This place has the aspect 'No Weapons Allowed'."

The player is going to want to keep his weapon--after all, it's got his apex skill on it, and he's invested these stunts that make him very powerful with this weapon. So what happens when the player wants to keep the weapon? Even if it's not a compel, the player can spend a fate point for a declaration to keep it...which works out to about the same thing as buying out of a compel.

Lavecki: +1 to the attack isn't gamebreaking, but it's the highest an attack stunt can be, for what I see as extremely easy circumstances--in effect, it's a flat +1 bonus to the skill. Same with the stress bonus--it's going to be used in the vast majority of rolls, and stunts are not supposed to be something that adds a bonus every time. It's supposed to be situational, and to my reading, just the weapon type is not nearly rare enough of a "situation" to justify the full bonus.
No, the rules are perfectly clear that you can issue compels for scene aspects. It just doesn't say it in the bit I quoted.
If I'm not misunderstanding you, the difference between the two scenarios is this:

Scenario A: The group is trying to get into a night club where they suspect a murderous WCV is hiding hanging out.  The GM places the scene aspect "heavy security" and compels every player with physical weapons to give them up at the door.  He can either take the FP or buy out.

Scenario B: The GM places no scene aspect.  Instead as the players try and enter an npc bouncer says "sorry guys but I can't let you in with weapons.  You'll have to give them up  while you're inside.". At this point the players either oblidge to give up their weapons, refuse and not be allowed in, or make a declairation by rolling or spending a FP to tag for effect to get inside with their weapons.

The difference is in B there is no offer of a FP.  The player has to spend one or not and come up with a different plan.  scenario A actually limits the players options of giving up the weapons, or buying out and entering with weapons in hand.

Given your dislike for stunt stacking and near flat bonuses from stunts.  I would figure youwould be all for making players spend FP to keep said weapons for the scene.

I do tend to agree with you on the notion of a stunts only requirement being that you have your weapon of choice on hand.  It basically means the only time you won't have the weapon close at hand is when the GM prys it away from you for a scene.  That gets really tiresome and contrived for both player a GM real fast.  I usually require a secondary condition to be met with stunts like that.

One I came up with for a player in my group allowed her a bonus to defense rolls when she had her sword AND when being attacked by a melée action.  This basically made her a fantastic defender against close combat foes, but a sitting duck againts firearms and evocation. 
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 28, 2013, 09:35:34 PM
The difference being that there would be no situation B. Also I feel there are many situation where a PC would not have their weapon. Its the same as not having your cell phone or not having your car. It is probably in a reasonably accessable place, but you simply dont have it all the time.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 28, 2013, 10:00:59 PM
The difference being that there would be no situation B. Also I feel there are many situation where a PC would not have their weapon. Its the same as not having your cell phone or not having your car. It is probably in a reasonably accessable place, but you simply dont have it all the time.
Scenario B is perfectly viable and breaks no rules I'm aware of.  The GM isn't required to make scene aspects, and isn't requred to compel every time he puts a choice in front of the players.

I think people sometimes forget that a compel is an either/or situation.  You buy out of the compel or you MUST go along with it.  If you're not compelling a player you're basically letting them come up with whatever sort of solution they want to try out.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 28, 2013, 10:23:17 PM
This whole time you've been acting as if me saying that preventing someone from using a weapon through a compel is some gross breaking of the rules through which I'm totally wrecking the balance of the game.

What?

That sentence doesn't quite make grammatical sense to me. I'm not sure what you're trying to say.

It looks like you might be saying that I've been saying that weapon-deprivation is a balance-wreaking Compel. But you quoted me saying the opposite, so...what do you mean?
 
I'm curious where you're getting that 95%.

The figure is actually probably closer to 100%. But I knocked off 5% because I figured it was better to pick a too-low figure.

He's a faerie. He lives with other faeries, and has faeries working for him. He doesn't live on earth and he doesn't have money. And he's a fey bowmaker himself. He can easily acquire a fey bow, and he'd have real trouble getting a human one.

It would take a pretty weird series of events to put him in a situation where he can get a human bow and not a fey one.

You know what I mean.

I do not. I really have no idea why what you posted there was at all relevant.

Yeah, they are. One stunt gives a +1 to every swing of the weapon. Another stunt gives a +2 on every successful hit...

Page 147 defines stacking as adding in the same way to the outcome. Accuracy and stress are clearly different ways. Definition not satisfied.

There's a world of difference between, "They make mistakes," and "Everything in this rulebook can be thrown out because it's all wrong."

And if I had to guess, I'd say they weren't writing the rulebook for optimized characters at all. They were writing it to try and accurately model the monsters in the books, possibly with an eye toward what the average character would be capable of.

It's a possibility.

But accepting that interpretation leads directly to the conclusion that Evil Hat intended Feet In The Water mortals to shred vampires and Ghouls in duels. Because with the stats in OW, semi-optimized Feet In The Water mortals can do exactly that.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 28, 2013, 10:28:14 PM
I am sorry that my example was not understandable. Sorry all I will try again.

One thing is that when you attack and hit your target. Ever attack point above your target's defend is damage. Then you add your weapon rating to the damage you have already done. Where as in something like D&D you have a attack rating to decide if you hit. Then a Damage rating to decide how much damage you do. What I am trying to say is if Murphy attacks someone with a pistol weapon rating 2. Her guns skill in Our World is Great:4. Now she roll and only gets 4. She gets no plus or minus to her skill from that roll. The defender rolls 1. Because Murphy's attack is 3 over the defender's defense she does 3 stress plus her pistol's weapon rating of 2 for a total of 5 stress. So a pistol can do more damage then say a M60 in the hands the of a of a skilled user or more to the point. A bullet to the head from a pistol kills and a bullet from a M60 to the foot hurts but may not kill you.

The other thing is in Your Story page 251. In the "what you can do with it " for evocation example. Harry attacks a red vampire. His player—Jim—decides he doesn’t want to mess around with this thing too much, so he chooses to summon up 8 shifts of power for the spell. Harry has a power specialization in fire magic, so his Conviction is treated as Fantastic (+6) for the purposes of the spell. That means that casting this spell will give him a 3-stress mental hit—one stress for everything up to 6, and then two more to get to 8.The difficulty to cast the spell is Legendary (+8). That’s high, but fortunately Harry’s blasting rod gives him a +1 to control, so Jim starts by rolling his Discipline at Great (+4). He gets a +2, for a total of Fantastic (+6), and invokes Harry’s Wizard Private Eye aspect to give him +2 more. This controls all the power necessary for the spell, and aims the spell at his target at +8. Harry yells “Fuego!” as he points his blasting rod, sending a column of flame at the vampire, an attack at Legendary rated at Weapon:8. The vampire rolls to defend against Harry’s roll of Legendary and gets a Great (+4), which means the blast strikes home and inflicts a 12-stress hit on him (4 for the attack, 8 for the weapon value). The vampire’s Inhuman Toughness reduces this to 11 stress, and the vampire takes a severe consequence of Extra Crispy and a 5-stress physical hit.

 In above example. Harry's spell is an attack at 8 and Weapon is rated at 8. So the vampire rolls to defend against Harry’s attack of 8 and gets a Great (+4), which means the blast strikes home and inflicts a 12-stress hit on him (4 for the attack, 8 for the weapon value). The thing is to do that damage Harry took 3 mental stress to do it and spent a Fate point. Yes he may have taken down the red vampire one hit, one round (maybe) and yes stoping a attacker before they hit you is a good thing. But who is to say someone like Thomas could not do the same damage. Yes it would take a round or two longer but he would not need the fate point like Harry did and maybe even with out the 3 stress Harry took. Not saying Thomas may not spend a fate or take stress. Only saying you he may not. So a wizard the may win in first, second, or even the third round of combat. But can anyone say a super like Thomas or even a mortal like Murphy can not do the same if only taking a round or to more to do it and with out the mental stress wizard takes to cast evocation spells. True Thomas or Murphy could get hit for stress but Harry took or maybe even more and maybe not. You never know how it will be. But to me wizards are not better or worse.

At least that is what I get from the rules.
Hope that was more understandable Sanctaphrax. ;D

Yes, that was more understandable. And unless I'm misreading, you're totally correct.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 28, 2013, 11:23:58 PM
Actually, accepting a compel then later spending a Fate Point to find a weapon is a better option that buying off the compel.

If I have 5 Fate Points and you offer me 1 to lose my sword, then I later spend 1 Fate Point to find a sword, I have 5 Fate Points.

If I have 5 Fate Points and you offer me 1 to lose my sword, but I refuse the compel, I have 4 Fate Points.

I wouldn't agree that players being told a place has a no-weapons policy is GM fiat, not in the slightest. GM fiat is the GM making a ruling that ignores game mechanics, like deciding an opponent automatically hits in combat or hides without letting the players roll to spot them. GM fiat is definitely not creating elements of the setting and having the NPCs act in accordance with those elements by refusing to let a character enter an establishment while armed.

What it comes down to is that I see compels as ways of influencing character decisions and circumstance. The Aspect "By The Book" could be compelled to force a character to hand over weapons in situations where they're not allowed to have them. A scene Aspect "No Guns Policy" is, going by the guidelines in YS, a pretty poor and uninteresting Aspect. It adds no flavour to the scene.

I'd happily toss my players a Fate Point for good roleplaying or cool one-liners, but I don't see the need to do so every time they find themselves unable to fight at the top of their game, and for sure I don't consider it a compel, not according to the rules as written. That's just how my group and I interpret the rules and like the game to be.

But like I said, this is all different play styles. Most gaming groups have their own houserules and interpretations of core rules. It's a bad idea to assume everyone else follows the same interpretation, or that they even should do so.
Title: Re: Making effective PCs that aren't wizards?
Post by: Vairelome on March 29, 2013, 12:16:51 AM
But like I said, this is all different play styles. Most gaming groups have their own houserules and interpretations of core rules. It's a bad idea to assume everyone else follows the same interpretation, or that they even should do so.

Certainly, house rules can and should vary based on the individual preferences of each gaming group.  However, the RAW are an objective reality: they say something specific and definable in most circumstances.  Sometimes there is ambiguity; sometimes this ambiguity can be resolved by close analysis or creator commentary.  This is important because it's that objective foundation that provides a basis for communication between gaming groups--we are all starting from the same point, even if the introduction of house rules means we may end up is very different places (not that there's anything wrong with that).

So if someone makes the claim, "the RAW say that ties go to the defender," that person is wrong.  If they say, "in my game, we have a house rule such that ties go to the defender," they are not wrong (unless their game does not in fact have that house rule).  You can have a further discussion as to whether that house rule is on balance a good idea, but this is a matter of taste/opinion.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 29, 2013, 02:54:02 PM
Quote from: YS 107
    Scene Compels
    Scene aspects may imply some circumstances
    that will befall any (or many) of the characters
    in the scene—Everything Is Burning! is
    a classic example and a frequent aspect in any
    scene involving Harry Dresden. In such a case,
    it’s entirely apropos to act as if that aspect is on
    each character’s sheet and compel (see page 100)
    the aspect for each of them, dishing fate points
    all around and nicely covering the effects the
    aspect has on the characters in the scene.
    Technically speaking, a player could try to use
    a scene aspect to initiate a mass compel, but it’d
    be a pretty expensive proposition—he’d have to
    spend a fate point for every character he wants
    to be affected by the compel.
It says "any or many". If a scene aspect is only affecting some of the characters--i.e., if the aspect is "Heavy Security" and only one or two of the characters carry any sort of weapon--then yes, it makes perfect sense to compel some and not others.

What?

That sentence doesn't quite make grammatical sense to me. I'm not sure what you're trying to say.

It looks like you might be saying that I've been saying that weapon-deprivation is a balance-wreaking Compel. But you quoted me saying the opposite, so...what do you mean?
Yes. My point is you'd been acting one way about my suggestion about compels, then you said something else that contradicted it. Earlier in the thread, this is how you referred to me issuing compels for depriving people of their weapons:

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But for whatever reason, you've changed that. You've made it essentially impossible to deprive people of their chosen weapons. This breaks the stunts founded upon that limitation.

You should recognize that this issue is caused by your approach and not by some foundational truth of the system.

You had been saying that, basically, I was changing the rules by issuing compels when a character took away the weapon, and that unbalanced the game because the stunts already have limitations. And now you're saying that compelling away a weapon is a "good and common" compel. I was pointing out the contradiction in your arguments--is issuing compels for taking away weapons "good and common" or is it something that breaks the stunts?

Thing is, it's already nigh on impossible, so long as the player has a fate point to spend and is willing to spend it. What I'm saying is, these kinds of stunts just make it a ton more likely that a player is going to buy out of the compel to lose his weapon--because instead of just losing the weapon rating, he's now also losing a +1 to attack, +2 to stress, and +2 to defense. That much of a swing in advantage is well worth spending one fate point to either declare or buy out of a compel.

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It would take a pretty weird series of events to put him in a situation where he can get a human bow and not a fey one.
Eh, not necessarily. Bows take time to make, so even if he is an expert bow maker, he might need a bow now. Or so might anyone else with those stunts.

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Page 147 defines stacking as adding in the same way to the outcome. Accuracy and stress are clearly different ways. Definition not satisfied.
Except they affect the end result the same way--by adding stress. And they have the exact same condition, a condition that is going to apply the vast majority of the time that skill is used, something that stunts are not supposed to do.

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It's a possibility.

But accepting that interpretation leads directly to the conclusion that Evil Hat intended Feet In The Water mortals to shred vampires and Ghouls in duels. Because with the stats in OW, semi-optimized Feet In The Water mortals can do exactly that.
To some extent, yes--PCs are supposed to be above average, so it's reasonable to me that they'd be able to fight and win against a relatively common supernatural creature like a Red Court Vampire or a Ghoul--but there's a difference between able to fight and win and guaranteed to fight and win. These stunts push it firmly in the latter category when taken together.

I've already done the math on this. Without the stunts, even a Submerged mortal has to get creative if he wants to take out a Ghoul without getting hurt--either through invoking scene aspects, his own aspects, making maneuvers, or doing other preparatory or support actions. With the stunts, even a Feet In The Water mortal only has to swing his sword because this just-found-out-the-supernatural-exists beginner is a better and stronger fighter than a supernaturally powerful monster.

I wouldn't agree that players being told a place has a no-weapons policy is GM fiat, not in the slightest. GM fiat is the GM making a ruling that ignores game mechanics, like deciding an opponent automatically hits in combat or hides without letting the players roll to spot them. GM fiat is definitely not creating elements of the setting and having the NPCs act in accordance with those elements by refusing to let a character enter an establishment while armed.
Saying the place has a no-weapons policy isn't GM fiat, no. Nor is the GM saying the NPCs won't let them in without weapons. When it comes to GM fiat is when the GM declares that the players just cannot take in the weapons no matter what they do--there's a game mechanic in place for creating that kind of complication and disadvantage (compels), and just declaring that your character can't get them in is ignoring that.

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What it comes down to is that I see compels as ways of influencing character decisions and circumstance. The Aspect "By The Book" could be compelled to force a character to hand over weapons in situations where they're not allowed to have them. A scene Aspect "No Guns Policy" is, going by the guidelines in YS, a pretty poor and uninteresting Aspect. It adds no flavour to the scene.
I disagree. Being armed or not is plenty of flavor--a character who's armed when going in to meet a mob boss is going to act differently than one who knows he's not armed but everyone else is.

Removing someone's weapons from them is a social power play as much as anything else. Walking into a dangerous place unarmed adds tension to the scene, especially if and when a fight does break out.

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I'd happily toss my players a Fate Point for good roleplaying or cool one-liners, but I don't see the need to do so every time they find themselves unable to fight at the top of their game, and for sure I don't consider it a compel, not according to the rules as written. That's just how my group and I interpret the rules and like the game to be.
That's fair, but again, I'm not saying "every time they find themselves unable to fight at the top of their game." I'm saying it's when they could and would, but something is forcing them not to.

If Harry just leaves his staff and blasting rod home for whatever reason, like he doesn't think he'd need them, or doesn't feel like carrying them around, that's not a compel. If an enemy is waiting specifically for Harry to come out without the staff and blasting rod to attack, that might be a compel. If Harry goes out with the staff and blasting rod, fully intending to use them, and circumstances dictate that he can't, then it is a compel.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 29, 2013, 03:48:56 PM
Quote from: Mr. Death
I've already done the math on this. Without the stunts, even a Submerged mortal has to get creative if he wants to take out a Ghoul without getting hurt--either through invoking scene aspects, his own aspects, making maneuvers, or doing other preparatory or support actions. With the stunts, even a Feet In The Water mortal only has to swing his sword because this just-found-out-the-supernatural-exists beginner is a better and stronger fighter than a supernaturally powerful monster.

Can you show this math again. Assuming everyone rolls at 0?

Quote from: Mr. Death
Saying the place has a no-weapons policy isn't GM fiat, no. Nor is the GM saying the NPCs won't let them in without weapons. When it comes to GM fiat is when the GM declares that the players just cannot take in the weapons no matter what they do--there's a game mechanic in place for creating that kind of complication and disadvantage (compels), and just declaring that your character can't get them in is ignoring that.

True but what is the effect of them buying off the compel? What happens if they accept the compel then spend it to find another weapon (which has been pointed out to cost less)? Why would a character go through the front enterance with their weapon if they know there is a no weapons policy? Are you still compelling them on the no weapons policy if they try to sneak in the back?

Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 29, 2013, 03:56:52 PM
Looks like we are actually on the same page after all.  I to agree that if it's not a compel, you're giving the players free reign to solve the issue however they see fit.  If that means refusing to give up their weapons and forcing their way inside, than the GM should honor that decision.

In that context I do see where you're coming from.  If you don't compel a player to give up their weapons, they are more likely to do everything they possibly can to get inside AND keep their weapons.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 29, 2013, 04:23:43 PM
Can you show this math again. Assuming everyone rolls at 0?

True but what is the effect of them buying off the compel? What happens if they accept the compel then spend it to find another weapon (which has been pointed out to cost less)? Why would a character go through the front enterance with their weapon if they know there is a no weapons policy? Are you still compelling them on the no weapons policy if they try to sneak in the back?
Honestly, I would probably use GM veto rights if someone made a declairation that they find a weapon minutes after giving up theirs.  Especially after it's already been established that everyone inside has had to give up their weapons as well, not just the players.

When a players declairation breaks "scene canon" (especially in this context when it's a baltant attempt to circumvent a compel) is one of the only times I would as a GM give a "hard no" to a player.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 29, 2013, 04:36:03 PM
Can you show this math again. Assuming everyone rolls at 0?
A ghoul's attack skill is at 4, their defense is at 5, and they do Weapon:4 damage.

At Feet in the Water, without stunts, a mortal can have his attack and defense at 4, and Weapon:3. Rolling evenly, the ghoul is dodging, while the mortal is taking 4 stress the first hit, and a consequence every hit after. If the mortal wants to have a chance, he's got to either be very lucky, or pull a few tricks.

With the stunts, a Feet in the Water mortal is attacking at 5, defending at 6, and with Weapon:5. This means he's dodging all the ghoul's attacks, and every attack he lands is causing a consequence. The mortal has to do little else besides just swing his sword.

At Submerged, without the stunts, the Pure Mortal can be attacking and defending at 5, with Weapon:3. Meaning if everyone's rolling zero, it's still taking several rounds for him to even injure a ghoul--if he wants to end the fight quickly, he's got to pull some kind of tricks.

Quote
True but what is the effect of them buying off the compel? What happens if they accept the compel then spend it to find another weapon (which has been pointed out to cost less)? Why would a character go through the front enterance with their weapon if they know there is a no weapons policy? Are you still compelling them on the no weapons policy if they try to sneak in the back?
Could be any number of things if they buy off a compel--maybe they intimidate the bouncer out of frisking them. Maybe they bribe the bouncer. Maybe they just tell them to go fornicate with themselves and walk in anyway.

They might not know there is a no weapons policy until they get there, and it may not be a meeting where they can sneak in. If they do sneak in, that might engender complications in itself, so it might well be a compel. You send a different message when you come in the front door (you're expected, you're okay with being seen, so on some level you're, well, on the level) than when you sneak in the back (you want to be unseen, with your weapons, implying you're planning to gank someone).

As for finding the weapon later, yeah, it depends on plausibility. If it's something where nobody at all is supposed to have weapons, there'd need to be justification. If it's just the players who're disarmed, then they could grab one from a mook.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 29, 2013, 06:04:15 PM
A ghoul's attack skill is at 4, their defense is at 5, and they do Weapon:4 damage.

At Feet in the Water, without stunts, a mortal can have his attack and defense at 4, and Weapon:3. Rolling evenly, the ghoul is dodging, while the mortal is taking 4 stress the first hit, and a consequence every hit after. If the mortal wants to have a chance, he's got to either be very lucky, or pull a few tricks.

With the stunts, a Feet in the Water mortal is attacking at 5, defending at 6, and with Weapon:5. This means he's dodging all the ghoul's attacks, and every attack he lands is causing a consequence. The mortal has to do little else besides just swing his sword.

At Submerged, without the stunts, the Pure Mortal can be attacking and defending at 5, with Weapon:3. Meaning if everyone's rolling zero, it's still taking several rounds for him to even injure a ghoul--if he wants to end the fight quickly, he's got to pull some kind of tricks.

So at FiW with stunts the character is 1 better than the submerged without stunts and only in defense. Also assuming that everyone always rolls zero, the ghoul will never hit the submerged character in the same way that the FiW character will never hit the ghoul.

Could be any number of things if they buy off a compel--maybe they intimidate the bouncer out of frisking them. Maybe they bribe the bouncer. Maybe they just tell them to go fornicate with themselves and walk in anyway.

Why not just play this out instead of making it a ton of compels? There are social rules for a reason.

They might not know there is a no weapons policy until they get there, and it may not be a meeting where they can sneak in. If they do sneak in, that might engender complications in itself, so it might well be a compel. You send a different message when you come in the front door (you're expected, you're okay with being seen, so on some level you're, well, on the level) than when you sneak in the back (you want to be unseen, with your weapons, implying you're planning to gank someone).

As for finding the weapon later, yeah, it depends on plausibility. If it's something where nobody at all is supposed to have weapons, there'd need to be justification. If it's just the players who're disarmed, then they could grab one from a mook.

Again why is there a need for the compel then? The situation should dictate the actions. Not the other way around.

If there is a club with "No Weapons Allowed" aspect. The characters walk up to the front and you are compeling them to give up their weapons. This sort of takes narrative away from the characters by forcing them to decide before they could reasonably figure out what to do.

In the same situation they walk up to the club and the guard says "no weapons" then the characters play out what to do (which would inevitably be the same as the buy off) If they are not social characters then they probably have to end up spending FP to win the social combat anyway.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 29, 2013, 06:21:13 PM
So at FiW with stunts the character is 1 better than the submerged without stunts and only in defense. Also assuming that everyone always rolls zero, the ghoul will never hit the submerged character in the same way that the FiW character will never hit the ghoul.
The character is one better in defense and two better in stress dealt. A FiW character is causing stress with the first attack, while the Submerged one without stunts is taking three rounds to do the same. Yes, we're assuming everyone's rolling zero, but that's still three rounds where he's being attacked. One thing I've found is able to harm even the most difficult-to-hit character is sheer volume of attacks.

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Why not just play this out instead of making it a ton of compels? There are social rules for a reason.
Maybe because any conflict takes time to play out--even what should be one-round quickie takedowns have, in my experience, taken a lot longer because the dice refuse to cooperate--and the real point of the scene is what's going on inside the club. Making the interaction just a compel moves things along to the real meat quicker.

Yes, there is a system for social interactions, but that doesn't mean everything has to be done through it.

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Again why is there a need for the compel then? The situation should dictate the actions. Not the other way around.

If there is a club with "No Weapons Allowed" aspect. The characters walk up to the front and you are compeling them to give up their weapons. This sort of takes narrative away from the characters by forcing them to decide before they could reasonably figure out what to do.
I really don't understand what you're getting at here. The narrative is entirely in the characters' hands--if they want to keep the weapons and they pay off the compel, they have plenty of input on how and why that happens.

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In the same situation they walk up to the club and the guard says "no weapons" then the characters play out what to do (which would inevitably be the same as the buy off) If they are not social characters then they probably have to end up spending FP to win the social combat anyway.
Because spending a long time arguing with the bouncer isn't the reason I'm sending them to this club.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 29, 2013, 06:38:46 PM
The character is one better in defense and two better in stress dealt. A FiW character is causing stress with the first attack, while the Submerged one without stunts is taking three rounds to do the same. Yes, we're assuming everyone's rolling zero, but that's still three rounds where he's being attacked. One thing I've found is able to harm even the most difficult-to-hit character is sheer volume of attacks.

Im pretty sure that the submerged character is dealing stress on the first attack by your stats....

Maybe because any conflict takes time to play out--even what should be one-round quickie takedowns have, in my experience, taken a lot longer because the dice refuse to cooperate--and the real point of the scene is what's going on inside the club. Making the interaction just a compel moves things along to the real meat quicker.

Yes, there is a system for social interactions, but that doesn't mean everything has to be done through it.

I really don't understand what you're getting at here. The narrative is entirely in the characters' hands--if they want to keep the weapons and they pay off the compel, they have plenty of input on how and why that happens.
Because spending a long time arguing with the bouncer isn't the reason I'm sending them to this club.

True, but thats the players choice to sit there and argue with the bouncer instead of just giving up the weapons. They dont have to have a long drawn out situation like that unless they want to.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 29, 2013, 06:43:01 PM
Im pretty sure that the submerged character is dealing stress on the first attack by your stats....
Sorry, I meant consequence instead of stress there.

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True, but thats the players choice to sit there and argue with the bouncer instead of just giving up the weapons. They dont have to have a long drawn out situation like that unless they want to.
Itbeen my experience that most players don't want to spend a whole time dealing with a low level goon when they know the big boss is waiting for them through the next door. And it's not tactically sensible either--they risk spending more fate points, taking social stress and consequences dealing with the goon, then have to go into social conflict with the boss at a disadvantage because of that? As a player or GM, I'd much rather just get it out of the way to get to the real point of the scene.

And seriously, I've had conflicts long and drawn out that neither the players nor I wanted, just because the dice weren't cooperating. I've had it happen where mooks with a defense of 1 and only two stress boxes--who shouldn't have lasted a full round--kept getting lucky with the dice and took four or five rounds to bring down.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 29, 2013, 07:05:14 PM
Sorry, I meant consequence instead of stress there.

Ok yes. That makes sense. But still, I believe you are arguing on the stacking of these stunts? If so the FIW character hits the same as a Submerged with one stunt, and the Submerged causes consequences on first swing with one stunt. All things being equal the ghoul should probably take some stunts.

It been my experience that most players don't want to spend a whole time dealing with a low level goon when they know the big boss is waiting for them through the next door. And it's not tactically sensible either--they risk spending more fate points, taking social stress and consequences dealing with the goon, then have to go into social conflict with the boss at a disadvantage because of that? As a player or GM, I'd much rather just get it out of the way to get to the real point of the scene.

And seriously, I've had conflicts long and drawn out that neither the players nor I wanted, just because the dice weren't cooperating. I've had it happen where mooks with a defense of 1 and only two stress boxes--who shouldn't have lasted a full round--kept getting lucky with the dice and took four or five rounds to bring down.

Thats kind of my point. Why should they waste their time arguing with the goon to keep their weapons when this drains their health and resources when they could just give up their weapons and have more stress and FP at their disposal.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 29, 2013, 07:12:11 PM
Ok yes. That makes sense. But still, I believe you are arguing on the stacking of these stunts? If so the FIW character hits the same as a Submerged with one stunt, and the Submerged causes consequences on first swing with one stunt.
I'm arguing that the stunts act as a flat, continuous bonus to nearly every usage of a given skill, something that the Stunt guidelines say they're not supposed to be. That the stunts, effectively, just inflate the skill rating rather than being situational bonuses.

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All things being equal the ghoul should probably take some stunts.
The ghoul already has. It's taken several refresh worth of powers in order to hit harder and be harder to hit than mortal creatures. And it's being overwhelmed almost completely by someone who is, per the rulebook, just a beginner in the supernatural.

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Thats kind of my point. Why should they waste their time arguing with the goon to keep their weapons when this drains their health and resources when they could just give up their weapons and have more stress and FP at their disposal.
You're missing my point. I'm saying why make it a social conflict at all when it's just going to bog down the session and keep you from getting to the real reason that they're going to this place? Making it a compel gives at least some incentive/compensation to the players for playing along, and just moves the whole thing along quicker.

And I'm saying that with these stunts, even the lost of 1 fate point (or two, considering the swing) is worth the flat bonuses that the stunts come with.
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 29, 2013, 07:19:01 PM
You're missing my point. I'm saying why make it a social conflict at all when it's just going to bog down the session and keep you from getting to the real reason that they're going to this place? Making it a compel gives at least some incentive/compensation to the players for playing along, and just moves the whole thing along quicker.
If you don't want to get bogged down by the situation, just don't. I would probably just let them go into the club without even thinking about their weapons, and when they are inside and start to take things apart and I don't like it, that's where I would bring in the compel and say "well guys, don't you think a club like this would be a weapon free zone? You'll get a fate point if you deal with this in a different way." That's a great way to bring it in as a compel.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 29, 2013, 07:22:09 PM
That could work, but I prefer having things happen in chronological order--if the bouncer's supposedly taken away their weapons, they should know when they go in. Not go in thinking they were allowed to keep their weapons, then have them have been retroactively taken away 20 minutes before. It doesn't seem right to have something happen to the characters and not have the players know about it.

Put it this way: If they know they're disarmed, they're going to approach things differently than if they think they're armed. They might be thinking, "Okay, even if this goes badly, I can still fight my way out" instead of "Okay, I'm unarmed, I better make sure this doesn't go badly."
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 29, 2013, 07:30:58 PM
So at FiW with stunts the character is 1 better than the submerged without stunts and only in defense. Also assuming that everyone always rolls zero, the ghoul will never hit the submerged character in the same way that the FiW character will never hit the ghoul.

Why not just play this out instead of making it a ton of compels? There are social rules for a reason.

Again why is there a need for the compel then? The situation should dictate the actions. Not the other way around.

If there is a club with "No Weapons Allowed" aspect. The characters walk up to the front and you are compeling them to give up their weapons. This sort of takes narrative away from the characters by forcing them to decide before they could reasonably figure out what to do.

In the same situation they walk up to the club and the guard says "no weapons" then the characters play out what to do (which would inevitably be the same as the buy off) If they are not social characters then they probably have to end up spending FP to win the social combat anyway.
I'm not sure I follow your reasoning about the compels.  By definition all compels force players into making a decision on the spot.

Players tend to get caught up in the mundane details.  In a situation like this, the players may sit there for 15 or 20 minutes outside of the club deliberating on what to do.  It can drag down the entire session horribly and totally kill the momentum the GM was building up.  Worse yet, that 20 minutes may have zero impact on what happens once they get inside.  The players don't know that, but the GM does.  Thus may decide to just cut through that with a compel to just get on with it.
Title: Re: Making effective PCs that aren't wizards?
Post by: Haru on March 29, 2013, 07:31:34 PM
Ok, preferring a chronological order, that I understand. Though fate handles that kind of retcon pretty well, I think.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 29, 2013, 08:27:23 PM
Ok, preferring a chronological order, that I understand. Though fate handles that kind of retcon pretty well, I think.
I'm pretty against retroactive compelling, it just feels like a bait and switch.  The players depend on the GM to give them a clear and concise idea of the situation.  Retconned compels could also potentially make any declairations or maneuvers made entirely useless, complicating things even further.

On a general side note not directed at anyone: I think it's a player fallacy to assume that when a GM compels your weapons away that it means they are setting you up for an unfair fight.  In some cases the GM may really just be setting up an entirely narratve scene.  Removing the players weapons to try and prevent the players from taking a "shoot first" approach.  Thus triggering a needless conflict that slows the game down.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 29, 2013, 08:59:58 PM
I preffer a chronological order as well. What I was saying is that it shouldnt be that big of a deal for the bouncer to say "sorry no weapons" and the characters to either oblige or find some way around it. It shouldnt bog down play at all especially in this system where characters dont follow what the GM wants half the time.

If they want to innitiate social combat on the guy to keep their weapons they can, if they want to attack that mook guard and go in screaming they can, if they want to make a declaration that the guard is checking out some girl and they sneak past, they can but thats more of how the scene is set as opposed to needing to compel away something they prefer to have.

I personally dont think that a PC is going to be carrying his sword 90% of the time he is not in/going to a combat. The office worker who likes to go and hunt ghouls in his spare time with a sword is going to have a hard time if the ghouls attack him at his office. I dont see that as a compel, but you, if i understand you right, do.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 29, 2013, 09:19:58 PM
Yes. My point is you'd been acting one way about my suggestion about compels, then you said something else that contradicted it...

I think I see the misunderstanding here. Dunno whose fault it is, but you've got the wrong idea of what I was trying to say throughout the thread.

What I was trying to say is that some parts of the game's balance require it to be possible for a PC to be deprived of an item without a Compel.

That's what makes an IoP not free Refresh.

Except they affect the end result the same way--by adding stress...

Adding accuracy and adding weapon ratings are pretty clearly different ways to add to the same outcome. The rest of this bit has been addressed earlier in the thread.

To some extent, yes--PCs are supposed to be above average, so it's reasonable to me that they'd be able to fight and win against a relatively common supernatural creature like a Red Court Vampire or a Ghoul--but there's a difference between able to fight and win and guaranteed to fight and win. These stunts push it firmly in the latter category when taken together.

Nah, you're still not guaranteed. A flukey roll can ruin your day.

And even without stunts, no creativity is needed for a fairly certain win. Just have an Aspect that mentions your weapon of choice and invoke that with the FP you could have spent on stunts.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 29, 2013, 09:36:43 PM
I think I see the misunderstanding here. Dunno whose fault it is, but you've got the wrong idea of what I was trying to say throughout the thread.

What I was trying to say is that some parts of the game's balance require it to be possible for a PC to be deprived of an item without a Compel.

That's what makes an IoP not free Refresh.

Adding accuracy and adding weapon ratings are pretty clearly different ways to add to the same outcome. The rest of this bit has been addressed earlier in the thread.

Nah, you're still not guaranteed. A flukey roll can ruin your day.

And even without stunts, no creativity is needed for a fairly certain win. Just have an Aspect that mentions your weapon of choice and invoke that with the FP you could have spent on stunts.
The difference there though is that the player has spend a FP every timethey want to invoke a "Master of Blades" aspect for a +2.  Which we all agree is perfectly acceptable.  As FP are a limited resource. 

Mr.D's objection sums up as making a character that makes stunts that are essentially "I get a free invoke without needing a FP or aspect every time I swing a bladed weapon" is isn't restrictive enough.  Which in a lot of ways I tend to agree.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 29, 2013, 09:42:46 PM
To be honest, if a particular social interaction is bogging down play, it shouldn't be a conflict or a compel. It should just be the GM deciding on whatever outcome best suits the story.

Now, the GM not letting players take in weapons is very different from NPCs not letting them take in weapons. I'm curious about how the distinction would play out, because I'd be very inclined to have the NPCs enforce such rules well before the GM saying "you don't have your weapons."

I personally wouldn't enforce such rules without NPCs there to do it.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 29, 2013, 11:56:00 PM
The difference there though is that the player has spend a FP every timethey want to invoke a "Master of Blades" aspect for a +2.  Which we all agree is perfectly acceptable.  As FP are a limited resource. 

Mr.D's objection sums up as making a character that makes stunts that are essentially "I get a free invoke without needing a FP or aspect every time I swing a bladed weapon" is isn't restrictive enough.  Which in a lot of ways I tend to agree.

Yea but that is why the bonus is halved. I feel this is also about how the game is played. I could have many situations in which the characters don't have their weapons, but apparently you feel as though they always have them no matter what unless you take then away from them. Where as I feel the majority of the time the character does not have their weapons.

In the case of the ghoul, he is at 6 defense of moving plus gets a free supplemental action that he can use to move out of the zone. A mortal character using a sword would have to be in the same zine and this gets a -1 to their attack because they have to use a supplemental action. The +1 and -1 cancel out but the ghoul still gets his +1. And yet a mortal is guaranteed a win? I don't think so
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 30, 2013, 12:42:54 AM
To be honest, if a particular social interaction is bogging down play, it shouldn't be a conflict or a compel. It should just be the GM deciding on whatever outcome best suits the story.

Now, the GM not letting players take in weapons is very different from NPCs not letting them take in weapons. I'm curious about how the distinction would play out, because I'd be very inclined to have the NPCs enforce such rules well before the GM saying "you don't have your weapons."

I personally wouldn't enforce such rules without NPCs there to do it.
The distinction is that just because an NPC says "you can't come in without weapons" doesn't mean the PCs have to listen to him.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 30, 2013, 12:55:24 AM
The distinction is that just because an NPC says "you can't come in without weapons" doesn't mean the PCs have to listen to him.

He still creates a barrier and can add complications to the PC life if they don't listen
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 30, 2013, 01:04:02 AM
Yea but that is why the bonus is halved. I feel this is also about how the game is played. I could have many situations in which the characters don't have their weapons, but apparently you feel as though they always have them no matter what unless you take then away from them. Where as I feel the majority of the time the character does not have their weapons.

In the case of the ghoul, he is at 6 defense of moving plus gets a free supplemental action that he can use to move out of the zone. A mortal character using a sword would have to be in the same zine and this gets a -1 to their attack because they have to use a supplemental action. The +1 and -1 cancel out but the ghoul still gets his +1. And yet a mortal is guaranteed a win? I don't think so
Maybe it's just a difference in player mentality.  In my experience in role playing in general is that players keep their weapons with them as often as they possibly can. Most of the time players don't even think about it.  It's just assumed they have their "canon" weapons on them (or very close at hand) unless otherwise stated.  IMO it's about as easy to part any player with their weapons as it is to part a Wizard player with their foci.

As far as the pure mortal vs ghoul fight.  The example you gave was brought up a bit earlier in the thread.  The notion tha a ghoul has to essentially run and play keep away to win in a fight against a feet in the water level pure mortal seems kinda silly. 
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 30, 2013, 02:48:35 AM
Sorry I have a really good reply but it hinges on this +2 to defense thing which I cant find anywhere. Can somone give me a page number for a cannon stunt that provides a flat +2 for just using the weapon?

EDIT: So far the closest thing I have found is Shiro's +1 to defense when facing one opponent in OW 242
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 30, 2013, 03:11:59 AM
There is none. There's only one physical defence stunt in canon, and its effect is kind of vague. It's called Too Fast To Hit.

Whether stunts can add +2 to a defence roll was a question here a while back, IIRC. I'm pretty sure that by the RAW they can, but it'd probably be more balanced if defence bonuses were limited to +1 like attack bonuses.

Of course, this is only tangentially related to the question of whether using stunts to get really good with a specific weapon type is fair.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 30, 2013, 03:19:58 AM
It applies to a mock fight and I did find one example being in Shiro's write up as a +1 to block, which would make the assumption that they should be limited to just +1 and not +2
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 30, 2013, 04:01:08 AM
So with my previous assumption:

Ghoul (per OW):
    +4: Fists; Athletics
    +3: Endurance; Alertness; Intimidation; Presence
Powers:
    Claws (weapon 2 fist attack)
    Inhuman Strength & Speed
    Supernatural Recovery


Pure Mortal (No stunts) (A)
    +4: Weapons; Athletics
    +3: Alertness; Endurance

Now if we assume all is equal (which will be everyone rolls 0) then Ghoul goes first. Generally you wont be in the same zone as an opponent at start. So ghoul moves toward mortal A and attacks. A takes hit the hit and is down a mild consequence with 2 stress, cant hit them back. A takes another hit next turn now has Mild, Moderate and 2 stress. Same next turn only now we have all but extreme and no stress. And so it goes on.

Now with the assumption that A had not used or gained any FP at this point. Ghoul goes first. FP to sustain the defense down to 7. Makes a maneuver to gain +2 on next turn. Ghoul again attacks and is blocked again from the use of yet another FP (6 left). A attacks and tags previous maneuver. Hits ghoul w/ +1 stress total 4 Ghoul now has 2 stress and a mild. Ghoul clears mild and attacks again (5). A attacks and uses FP to hit (4). Ghoul has 4 stress and Mild. Ghoul clears mild and attacks (3). A sets up maneuver. (2) and attacks Ghoul is at Moderate and 4 stress. (1) attack with FP (0) ghoul is at Moderate Severe no stress. Ghoul attacks 4 stress. set up maneuver to hit. Moderate and 4. Hits ghoul Mild Moderate Severe 2 stress. Moderate Severe and 2. Has to set up another maneuver. Mild Moderate Severe 4 stress. Hits Ghoul Mild Moderate Severe Extreme O stress. A is now at Mild Moderate Severe Extreme no stress and has to set up a maneuver to hit the ghoul. The ghoul will win next round and this is fight to the death.

Lets do it again. Ghoul rushes A and they use FP to block (7). A attacks and drops 7 fate points on personal aspects and scene aspect she has discovered before ghoul gets there. Total 17 Damage. Ghoul takes Mild Severe Extreme and one stress. Next ghoul gets rid of mild and inflicts 4 stress....

This can go on. In most of these situations the PM without stunts will lose. The only thing the stacked stunts do is bring them onto a similar level. A ghouls block is at 5 so there is a stunt to match that. A ghoul gets +2 to their damage so there is a stunt to match that. A ghoul probably should have taken something to increase its attack because now I have the slight advantage and can fare much better at this game.

I may have only spent 3 refresh where the ghoul spent 8 but...The ghoul can clear away 2 milds per scene. The ghoul gets bonuses to might and cant have endurance restrict. The ghoul can sneak better than I can. In all the powers, the ghoul is essenially getting the same stunt as me and two more stunts at minimum for 2 refresh, where the PM has to spend 3 or more refresh for those same stat boosts. The ghoul could use a weapon if it wanted and get a higher Weapon Rating but it should probably switch its +4 from fists to weapons. The ghoul could take a stunt that gives it +1 to attack but it does have that ability to clear out consequences so...

The stunt is balanced against the powers especially in regards to cost. Consider inhuman speed: Alertness at +4 for initiative, thats one stunt for the PM and the bonus is +2 not +4; All athletics checks at +1, there is another stunt; +2 to athletics when sprinting, well there is another we are up to 3; Ignore the -1 penalty when moving as part of another physical action, that makes 4; Difficulty factors when moving durring stealth are reduced by two, that makes five.

So for two refresh the ghoul gets 5 refresh worth of stunts, one of which is more powerful than normally allowed. A PM only gets a +2 refresh for being PM so with this one stunt the PM is already underpowered by one refresh. This goes on for each power that the ghoul has (save claws which is a guaranteed weapon as opposed to the one that can be lost and thats only a 1 refresh power anyway). These stunts arent overpowered, they just have the advantage of being able to combine themselves easier.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 30, 2013, 10:15:56 AM
The distinction is that just because an NPC says "you can't come in without weapons" doesn't mean the PCs have to listen to him.

Well that's the thing. As a GM, I wouldn't tell the players they couldn't go in with their weapons. I'd have NPCs inform them of the rule, and let the players decide how to proceed.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 30, 2013, 02:57:30 PM
Well that's the thing. As a GM, I wouldn't tell the players they couldn't go in with their weapons. I'd have NPCs inform them of the rule, and let the players decide how to proceed.
If you don't mind making a potentially long scenario dealing with how the players are going to get inside that's perfectly fine, nothing wrong with that at all.  But the initial reasoning for the compel was to actively prevent the players from getting hung up at the door.  To move the scene along and to get to the actual point of the scene as a whole.

All told, in a situation like that I would probably be transparant with my players.  "Hey I'm just trying to keep the scene going and not get you guys hung up on stuff that doesn't really matter.  Can everyone just take a compel and FP for me so we can get to the meat of the scene?"
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 30, 2013, 03:12:10 PM
My players would usually just agree to hand over their weapons, unless they were going in with the intention of starting a fight, in which case they wouldn't exactly be talking to the doorman about it. They'd sneak in, or fight their way through from the start.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 30, 2013, 04:18:07 PM
My players would usually just agree to hand over their weapons, unless they were going in with the intention of starting a fight, in which case they wouldn't exactly be talking to the doorman about it. They'd sneak in, or fight their way through from the start.

Same with my players. In which case there isnt a need for the compel because the scene dictates the actions.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 30, 2013, 04:57:55 PM
Same with my players. In which case there isnt a need for the compel because the scene dictates the actions.
You both must have some pretty compliant players.  I would say the odds of my group going along with a scene like that is about 50/50.  I know another group where it would probably drop to about a 30% change of them going with it.  Especially if they even slightly feel a fight may break out.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 30, 2013, 05:00:18 PM
I suppose it would depend on whether or not they know in advance - before they go - whether they'll have to leave their weapons.

Not having weapons should be the norm, shouldn't it?  I don't know many modern cities that let people just carry around an arsenal.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 30, 2013, 05:45:49 PM
I suppose it would depend on whether or not they know in advance - before they go - whether they'll have to leave their weapons.

Not having weapons should be the norm, shouldn't it?  I don't know many modern cities that let people just carry around an arsenal.
An arsenal?  No.  But it doesn't typically detur people from carrying knives, brass knuckles, or even concealed pistols.  Remmeber your players are dealing with things that don't fall in the realm or vanilla mortal laws.

When I was younger most of my friends (and myself) all usually had knives or brass knuckles on us. 

Here in Phoenix it's ferrectly legal to carry around a holstered pistol as long as it's not concealed, and it's not too difficult to get a concealed weapons permit.
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on March 30, 2013, 05:48:06 PM
Huh...Yeah that doesn't happen around here where I'm from.

My point was that a character might get a compel to bring a weapon in much less get compelled to leave it behind.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on March 30, 2013, 06:46:24 PM
I suppose my players are pretty easy-going, all right. A few actually enjoy ending up in trouble without all their tools to bear. In fact, part of the reason my new DFRPG campaign is only at Up To Your Waist level is because a couple of players found they preferred the idea of having less power and knowledge at their disposal to handle threats.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 30, 2013, 07:08:47 PM
I think I see the misunderstanding here. Dunno whose fault it is, but you've got the wrong idea of what I was trying to say throughout the thread.

What I was trying to say is that some parts of the game's balance require it to be possible for a PC to be deprived of an item without a Compel.

That's what makes an IoP not free Refresh.
Possible? Yes. I just think it's unlikely. I tend to assume that players will have their 'standard' equipment more or less by default unless otherwise stated--look at the books. The only times that Michael, for example, is ever without Amoracchius--either to hand or within reasonable distance--is when someone has specifically taken it from him.

Harry has his staff and blasting rod unless he's specifically noted as leaving it behind, having it taken away, or he has trouble bringing it into some place.

I can't for the life of me think of a scene where Murphy doesn't have a gun on her somewhere.

Gard's walking around in broad daylight with a battleaxe, but it's okay because she stows it in a dufflebag.

And I don't know about you, but if I thought it was a reasonable possibility that I was going to be attacked by ghouls, I'd make sure to have something that goes bang on me at all times, too.

Quote
Nah, you're still not guaranteed. A flukey roll can ruin your day.
Yeah, but we were working under the argument of even rolls. And even with just average rolls (-1 to +1), the stunts create a significant advantage on the player who's supposed to be playing someone who's barely aware that Ghouls exist.

Quote
And even without stunts, no creativity is needed for a fairly certain win. Just have an Aspect that mentions your weapon of choice and invoke that with the FP you could have spent on stunts.
That's costly, though--getting creative lets you do more without spending your whole pool of fate points. The game should normally reward creativity. These stunts reward complacency.

So with my previous assumption:

Ghoul (per OW):
    +4: Fists; Athletics
    +3: Endurance; Alertness; Intimidation; Presence
Powers:
    Claws (weapon 2 fist attack)
    Inhuman Strength & Speed
    Supernatural Recovery


Pure Mortal (No stunts) (A)
    +4: Weapons; Athletics
    +3: Alertness; Endurance
This is a good rundown. Though I question the assumption that they're going to start in separate zones. My combats tend to start in the same zone. That said, the ghoul can tag the consequences he inflicts, too--that first scenario ought to be over a lot quicker in that case.

Quote
This can go on. In most of these situations the PM without stunts will lose. The only thing the stacked stunts do is bring them onto a similar level. A ghouls block is at 5 so there is a stunt to match that. A ghoul gets +2 to their damage so there is a stunt to match that. A ghoul probably should have taken something to increase its attack because now I have the slight advantage and can fare much better at this game.
Brings them past that level, actually--the mortal is dodging at 6 to the Ghoul's 5, and is doing Weapon:5 damage to the ghoul's 4. So if they're rolling evenly, the situation's totally reversed from that first scenario--the ghoul isn't landing any hits, and the pure mortal is dealing consequences each time--even if the ghoul is healing two milds, he's not healing the stress--so that third shot's going to need a Moderate to survive anyway, or two milds, which is in a way worse because he can't heal them now, and the pure mortal can tag his next attack for +4.

Apply those stunts to a Submerged pure mortal, and I can't think of anything in OW that can hit them physically (some of the spellcasters can manage it, maybe the Plot Device level characters), and only the ones with Supernatural Speed would ever avoid a hit.

What it comes down to, still, is that just having a particular weapon is not a strict enough restriction for the full bonus to these stunts--most any player, unless they're carrying around some ludicrous monstrosity of a weapon, can figure out some way to keep their weapon on or near them unless specifically otherwise stated. So even if there are going to be times they just don't have the weapon without a compel, that's going to be such a minority that it still plays out as a flat, permanent bonus to the skill.

Sanctaphrax, you say it's okay because Items of Power are balanced based on it, but Items of Power are supernatural powers--which are supposed to be more broadly applicable than stunts. You can't use the same rubric for one as you would the other. Hell, even the one supernatural power I can think of that provides a flat bonus to the attack skill--True Aim in the Sword of the Cross--still has a more strict restriction than "just holding this sword."
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 30, 2013, 08:41:20 PM
Quote
This is a good rundown. Though I question the assumption that they're going to start in separate zones. My combats tend to start in the same zone. That said, the ghoul can tag the consequences he inflicts, too--that first scenario ought to be over a lot quicker in that case.

Forgot about that I will edit it later but my point still stands that a PM without stunts is pretty much toast and has a very low chance of survival. Though the same applies to the second situation so I will rework it and see if I still have the same conclusion.

Quote
Brings them past that level, actually--the mortal is dodging at 6 to the Ghoul's 5, and is doing Weapon:5 damage to the ghoul's 4. So if they're rolling evenly, the situation's totally reversed from that first scenario--the ghoul isn't landing any hits, and the pure mortal is dealing consequences each time--even if the ghoul is healing two milds, he's not healing the stress--so that third shot's going to need a Moderate to survive anyway, or two milds, which is in a way worse because he can't heal them now, and the pure mortal can tag his next attack for +4.

They are dodging at 5. I had this discussion just a little while ago. The only cannon stunt that provides a dodge bonus is the +1 to athletics, +2 to athletics when sprinting or the +1 to weapons. So I guess they could dodge at 6 but the ghoul has the same ability. They are doing 5 damage compared to 4 but thats because the ghoul is using a lower powered weapon than the PC. That was kind of my point because the FIW PM with stunts is no more powerful than a Submerged PM without stunts except for damage dealt, and that is weapon dependant. I could have the character have a Weapon 5 hand laser and the same would apply so thats not really all that different.

Quote
Apply those stunts to a Submerged pure mortal, and I can't think of anything in OW that can hit them physically (some of the spellcasters can manage it, maybe the Plot Device level characters), and only the ones with Supernatural Speed would ever avoid a hit.

Past Submerged I dont think there is anything that OW can hit anyways. A submerged character without stunts is on par with the Ghoul. Add just one stunt and the ghoul can no longer hit them anyway so it doesnt matter too much. And the stunt that I am talking about is not weapon dependant so..

Quote
What it comes down to, still, is that just having a particular weapon is not a strict enough restriction for the full bonus to these stunts--most any player, unless they're carrying around some ludicrous monstrosity of a weapon, can figure out some way to keep their weapon on or near them unless specifically otherwise stated. So even if there are going to be times they just don't have the weapon without a compel, that's going to be such a minority that it still plays out as a flat, permanent bonus to the skill.

There are other situations where the limitation doesnt apply too well so we should probably rewrite half the cannon stunts anyway.

Quote
Sanctaphrax, you say it's okay because Items of Power are balanced based on it, but Items of Power are supernatural powers--which are supposed to be more broadly applicable than stunts. You can't use the same rubric for one as you would the other. Hell, even the one supernatural power I can think of that provides a flat bonus to the attack skill--True Aim in the Sword of the Cross--still has a more strict restriction than "just holding this sword."

"In keeping with its purpose" is pretty much the same thing though. The SotC is probably not going to be used for any purpose than its purpose. Also Michael may always have his sword on him but he cant really use it against PM or else it breaks its purpose.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 30, 2013, 09:08:54 PM
You kind of just proved Mr.D's point on the IoP.  Having to have the sword, being unable to use it against pure mortal types, and having to keep in line with the swords agenda is significantly more restrictive than "having the sword on your person". 

Think in Death Masks when Saluriel gave up the coin, knowing that neither Michael or Sanya could be able to strike him.  If either of them did, it would be against the swords agenda.  This is exactly why IoP's require you to tie a character aspect to them.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 30, 2013, 09:47:39 PM
Thats what Sanctafrax was saying about IoP's. It may be more restrictive but that is because it is tied to an aspect. I would expect IoP's to be compelled more than just a regular weapon as well.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 30, 2013, 10:36:57 PM
Thats what Sanctafrax was saying about IoP's. It may be more restrictive but that is because it is tied to an aspect. I would expect IoP's to be compelled more than just a regular weapon as well.
And what these unrestrictive stunts do is try and turn any mundain weapon into a kind of IoP without any of the restrictions.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 30, 2013, 10:54:10 PM
Um...no. an IoP is a item that has powers, which I have just pointed out are better than stunts, and can get a two refresh discount to those powers. Not only that but the iop can also function as a mundane weapon in its own right. So there is no possible way to make a mundane weapon into an iop just by using stunts.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on March 31, 2013, 12:36:02 AM
Um...no. an IoP is a item that has powers, which I have just pointed out are better than stunts, and can get a two refresh discount to those powers. Not only that but the iop can also function as a mundane weapon in its own right. So there is no possible way to make a mundane weapon into an iop just by using stunts.
2 refresh worth of stunts that give you comprable combat bonuses to inhuman strength that are always on as long as you posess a general type of mundain weapon sounds pretty similar to an IoP to me.  Actually, it sounds better because it's not nearly as restricitive.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 31, 2013, 12:59:49 AM
Ok well since there is only one stunt that is comparable to inhuman strength, plus with an iop sword, you could take supernatural strength for the same cost as inhuman and still have those stunts which would apply to the iop and the mundane sword you carry around too, so no, I don't think they are comparable

Also that one stunt doesn't include the other three or four that strength gives you
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 31, 2013, 04:00:43 AM
Most of my PCs carry their favoured weapons most of the time. Going by my experiences, I'd expect Weapon Specialization's restriction to be slightly heavier than that of Defend My Tribe.

What it comes down to, still, is that just having a particular weapon is not a strict enough restriction for the full bonus to these stunts...

It's possible. Though it does depend on the game.

Stunt balance is by its very nature somewhat situational. If you don't think needing a specific weapon is enough of a restriction for your game, you may well be right.

But it is a restriction, even if you think it's too small. Now that you've acknowledged that, I'm satisfied. At least on that point.

As for the other points...

That's costly, though--getting creative lets you do more without spending your whole pool of fate points. The game should normally reward creativity. These stunts reward complacency.

Creativity is still useful no matter how good your numbers are. These stunts don't reward complacency any more than a higher skill or a physical Power does.

Apply those stunts to a Submerged pure mortal, and I can't think of anything in OW that can hit them physically (some of the spellcasters can manage it, maybe the Plot Device level characters), and only the ones with Supernatural Speed would ever avoid a hit.

This is one of the notable issues with OW. It shows up without the stunts too, though. A PC with Superb Athletics and Supernatural Speed really doesn't have to worry much about (most) Denarian attacks. Evokers and emotion inciters can mess up pretty much anything in the book with one hit, and serious Crafters are pretty much untouchable.

Sanctaphrax, you say it's okay because Items of Power are balanced based on it, but Items of Power are supernatural powers--which are supposed to be more broadly applicable than stunts. You can't use the same rubric for one as you would the other.

Items Of Power are stronger than these stunts, as they should be. But the same basic principle underlies both.

(If you don't believe that Items Of Power are stronger, consider that you can get Inhuman Strength and True Aim on a sword for 1 Refresh. That's arguably better than all 3 stunts, and it costs way less. Because it's a Power.

IoPs have the extra benefit of attracting Compels with their Aspects. This doesn't actually make them stronger, but it doesn't make them weaker either, and it's cool. So it's a net plus for the user, in my eyes.)

Hell, even the one supernatural power I can think of that provides a flat bonus to the attack skill--True Aim in the Sword of the Cross--still has a more strict restriction than "just holding this sword."

Nope. Read it again.

All of its supposed restrictions are contained in the other Powers of the Sword. Namely, IoP and Divine Purpose. So True Aim has no restrictions of its own; it's literally a flat +1 Weapons.

Needing to uphold the Sword's purpose might sound like a drawback, but it's handled through Compels so it pays for itself.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on March 31, 2013, 04:08:51 AM
So with my previous assumption:

Ghoul (per OW):
    +4: Fists; Athletics
    +3: Endurance; Alertness; Intimidation; Presence
Powers:
    Claws (weapon 2 fist attack)
    Inhuman Strength & Speed
    Supernatural Recovery


Pure Mortal (No stunts) (A)
    +4: Weapons; Athletics
    +3: Alertness; Endurance

Now if we assume all is equal (which will be everyone rolls 0) then Ghoul goes first. Generally you wont be in the same zone as an opponent at start. So ghoul moves toward mortal A and attacks. A takes hit the hit and is down a mild consequence with 2 stress, cant hit them back. A takes another hit next turn now has Mild, Moderate and 2 stress. Same next turn only now we have all but extreme and no stress. And so it goes on.

Yeah, no.

First, a sensible mortal would wear armour. The fact that ghouls (by default) fight naked is one of their biggest weaknesses, and there's no sense in giving mortals that same weakness.

Second, the mortal has no reason to take a consequence against that first attack. They can just let their fourth (or second, if they wore armour) stress box fill in.

Third, the mortal would not be well-advised to attack there. A maneuver would be more useful. If the mortal were armoured I'd probably give the same advice to the ghoul.

Fourth, this even-roll assumption of yours is unrealistic and biases things in favour of the ghoul.

As for the more complex example after this one, I think you're ignoring supplemental action penalties. And maybe consequence tags too. I'm not sure though; the text block gave me some trouble.

It applies to a mock fight and I did find one example being in Shiro's write up as a +1 to block, which would make the assumption that they should be limited to just +1 and not +2

Blocks are not the same as defence rolls. So the example isn't really applicable.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 31, 2013, 01:41:50 PM
Most of my PCs carry their favoured weapons most of the time. Going by my experiences, I'd expect Weapon Specialization's restriction to be slightly heavier than that of Defend My Tribe.

It's possible. Though it does depend on the game.

Stunt balance is by its very nature somewhat situational. If you don't think needing a specific weapon is enough of a restriction for your game, you may well be right.

But it is a restriction, even if you think it's too small. Now that you've acknowledged that, I'm satisfied. At least on that point.
I've been acknowledging it. I've referred to it as too light of a restriction or not enough of a restriction since this whole topic started.

Quote
Creativity is still useful no matter how good your numbers are. These stunts don't reward complacency any more than a higher skill or a physical Power does.
Useful, yes, but with these stunts, unnecessary.

Quote
Nope. Read it again.
I read it thoroughly the first time. It says:
Quote
When swung in keeping with its
purpose, a Sword of the Cross grants a +1 to
the wielder’s Weapons skill.

Whereas the stunt just says when wielding this weapon. Meaning that while Michael can't use that bonus for anything but God Approved smiting, a sword-wielder with the stunt can and will use it against anything and everything.

Hell, in the books, Harry mentions that Michael seems less invincible when he's out with Harry as opposed to fighting his own fights--so you could interpret that to mean that Michael isn't getting that +1 even when he's fighting demons, vampires, and monsters.

The stunts, however, only have the restriction of using that weapon--which is, in fact, a much looser restriction than a power. You're giving a stunt a full benefit with a looser restriction than an equivalent power, which is just backwards.

Yeah, no.

First, a sensible mortal would wear armour. The fact that ghouls (by default) fight naked is one of their biggest weaknesses, and there's no sense in giving mortals that same weakness.
Remember, though, that Armor:2 against things like claws is going to be heavy chainmail or plate--and while I think you can justify carrying around Weapon:3 in a dufflebag or something, wearing heavy armor like that is a little more difficult (and uncomfortable). Either you're wearing this bulky armor under your clothes all day, or you've got it in the dufflebag, in which case you'd need time to put it on if something came up.

If anything, I'd say that a mortal at this level--remember, only just learning about the supernatural, so unlikely to have invested in medieval battle armor--might have Armor:1 if they've got a really tough leather jacket.

Quote
Third, the mortal would not be well-advised to attack there. A maneuver would be more useful. If the mortal were armoured I'd probably give the same advice to the ghoul.
Indeed he would. In fact, that rather proves my point--without the stunts, the pure mortal has to pull tricks, maneuver, and etc. to have a chance. This example was about roll vs. roll, stat vs. stat, to show the difference the stunts make.

Quote
Blocks are not the same as defence rolls. So the example isn't really applicable.
True, but I could argue that a block could get a higher boost than a defense--after all, if you're blocking, that takes up your whole action, and you have to maintain the block round to round if you want to keep it up, so it makes some sense that if you're going to devote a round to it, it could get a better bonus than a stunt to just boost defense, which is a free action.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 31, 2013, 01:42:04 PM
I agree with the first three and I apologize. I had forgotten about a lot of this. The fourth point however is what the basis is off of. A true even roll. It may be unrealistic, but it should be based off of something. Rolling zero is the same as both rolling four or -2. It stays even. You can't make a prediction on different rolls and if you truly did it would still favor the ghoul because he has higher stats in some spots.

What is the difference exactly? I know there is one but why would someone use a block when one on one?
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on March 31, 2013, 04:43:55 PM
What is the difference exactly? I know there is one but why would someone use a block when one on one?
Well, a block isn't just defense. You could block them from using a particular technique (e.g., using one of their own stunts or powers), or from using a particular weapon, or from closing the distance to you, etc.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on March 31, 2013, 05:29:34 PM
Well, a block isn't just defense. You could block them from using a particular technique (e.g., using one of their own stunts or powers), or from using a particular weapon, or from closing the distance to you, etc.

Seems strange to use it one on one when you have to sustain it every round
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on March 31, 2013, 07:37:38 PM
It's not a terribly effective strategy in 'white-room' 1v1 combat.  In the presence of complicating factors such as those that come up in more realistic examples of play, it is ocassionally useful, even in 1v1.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on April 01, 2013, 05:17:33 AM
I've been acknowledging it. I've referred to it as too light of a restriction or not enough of a restriction since this whole topic started.

Really.

Maybe this was all a big waste of time, then.

Useful, yes, but with these stunts, unnecessary.

Still necessary, actually. So long as you're up against something stronger than you. The stunts make the set of things stronger than you smaller, but that's inevitable when you're spending Refresh on becoming stronger.

I read it thoroughly the first time. It says:

...

Whereas the stunt just says when wielding this weapon. Meaning that while Michael can't use that bonus for anything but God Approved smiting, a sword-wielder with the stunt can and will use it against anything and everything.

Michael can't use the sword for anything other than god-approved smiting, period. He gets the bonus to 100% of the situations that he can use the sword in. And the limitations on how he can use the sword are not part of True Aim. As is the need to use the sword at all.

So True Aim is not restricted.

(True Aim also adds to both attack and defence, unlike the stunts we're discussing here. It may even add to knowledge, depending on how you read it.)

Hell, in the books, Harry mentions that Michael seems less invincible when he's out with Harry as opposed to fighting his own fights--so you could interpret that to mean that Michael isn't getting that +1 even when he's fighting demons, vampires, and monsters.

You're kidding, right?

Remember, though, that Armor:2 against things like claws is going to be heavy chainmail or plate--and while I think you can justify carrying around Weapon:3 in a dufflebag or something, wearing heavy armor like that is a little more difficult (and uncomfortable). Either you're wearing this bulky armor under your clothes all day, or you've got it in the dufflebag, in which case you'd need time to put it on if something came up.

If anything, I'd say that a mortal at this level--remember, only just learning about the supernatural, so unlikely to have invested in medieval battle armor--might have Armor:1 if they've got a really tough leather jacket.

There's no reason a low-level character can't be well-equipped. Power doesn't affect the kind of mundane equipment you can use.

And if you own medieval battle weaponry that you actually know how to use, you are likely to own medieval battle armour.

Anyway, I'd expect having armour to be much easier than having a weapon. Wearing chainmail makes people think you're weird, but it doesn't attract the kind of negative attention that carrying a broadsword does.

True, but I could argue that a block could get a higher boost than a defense--after all, if you're blocking, that takes up your whole action, and you have to maintain the block round to round if you want to keep it up, so it makes some sense that if you're going to devote a round to it, it could get a better bonus than a stunt to just boost defense, which is a free action.

Yes, that stunt is weak. No matter how strong you think defence stunts should be, it's weak. Using blocks in a duel is rarely a good idea.

Mundane blocks are mostly useful in team fights.

You can't make a prediction on different rolls and if you truly did it would still favor the ghoul because he has higher stats in some spots.

If you're willing to do the necessary work, you can make a probabilistic breakdown that takes into account all possible rolls. I'm pretty sure that the mortal would win a large majority of the time in such a breakdown. A big stack of FP and +1 effective weapon rating is better than +1 defence, better initiative, and the ability to wipe away two milds with supplemental actions.
Title: Re: Making effective PCs that aren't wizards?
Post by: voidronin on April 01, 2013, 08:57:06 AM
There's no reason a low-level character can't be well-equipped. Power doesn't affect the kind of mundane equipment you can use.

And if you own medieval battle weaponry that you actually know how to use, you are likely to own medieval battle armour.

Anyway, I'd expect having armour to be much easier than having a weapon. Wearing chainmail makes people think you're weird, but it doesn't attract the kind of negative attention that carrying a broadsword does.

The issue with armor is that it stands out more than a weapon (depending on location) and in YS p.202 under armor it states that armor lags behind weaponry as far a availability. I live in Tokyo and it is far more likely/ accepted (Here) to see people carrying wrapped weapons (generally in a cloth case) than wearing/ carrying armor of any kind, though a duffel bag filled with armor is way more common than someone actually wearing it on the subway. This also goes for modern armor/ weapons, not to mention that armor is also generally more expensive by at least one category than most equivalent tier weapons.
Title: Re: Making effective PCs that aren't wizards?
Post by: InFerrumVeritas on April 01, 2013, 01:18:15 PM
Just two cents:

I was coming up with a Fate Core superhero game for a new group, creating example characters from DC and Marvel to help them understand how capes are put together.  When coming up with stunts (particularly for characters like Green Arrow and Hawkeye) that boosted attacks, I basically started using these guidelines:

To gain a bonus on attack rolls, characters must meet either ONE difficult circumstance or TWO relatively common circumstances simultaneously.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 01, 2013, 02:32:41 PM
Really.

Maybe this was all a big waste of time, then.
Yes, really. In previous threads of this discussion I also referred to it as too weak of a restriction.

Quote
Michael can't use the sword for anything other than god-approved smiting, period. He gets the bonus to 100% of the situations that he can use the sword in. And the limitations on how he can use the sword are not part of True Aim. As is the need to use the sword at all.

So True Aim is not restricted.

(True Aim also adds to both attack and defence, unlike the stunts we're discussing here. It may even add to knowledge, depending on how you read it.)
Perhaps I wasn't clear. I should've said "God endorsed" smiting. Things like him following Harry to smite ghosts and that one demon are things God might approve of, but not necessarily things God is giving his full and conscious support to Michael behind.

I don't think it adds to both attack and defense--I'll have to check, but in the Notes section on Michael and Shiro, I believe it notes their defense as being equal to their Weapons skill without any additional bonuses.

Quote
You're kidding, right?
No, I'm simply remembering things that Harry says outright in the books. He says that he thinks that Michael enjoys less benefit from up above when he's out with him as opposed to when he's doing his Wander The Earth knight errant schtick. He says directly that while Michael comes back nearly unscathed on those missions, he more frequently gets injured when he's out with Harry--i.e., that there are things that Michael fights where he can use the sword but does not get the full benefit of the sword.

True Aim has the restriction directly in its description. Saying it's unrestricted means ignoring that.

Quote
There's no reason a low-level character can't be well-equipped. Power doesn't affect the kind of mundane equipment you can use.
No, but it puts an upper limit to, for example, the Resources or Craftsmanship rating. And if this character is saving his highest stats for in-combat stuff (Athletics, Weapons, Alertness, Endurance) then it's going to be less likely that he has the resources or crafting ability to make Armor:2.

Quote
And if you own medieval battle weaponry that you actually know how to use, you are likely to own medieval battle armour.
Own, yes. Be constantly wearing? No.

Quote
Anyway, I'd expect having armour to be much easier than having a weapon. Wearing chainmail makes people think you're weird, but it doesn't attract the kind of negative attention that carrying a broadsword does.
Only if you're carrying the broadsword out and open as a naked blade. As has been pointed out, a broadsword or an axe can be stuffed in a bag, out of sight, and brought to bare in combat relatively quickly. Armor, however, is not. There really aren't very many occupations where you can wear chainmail or plate--hell, even cops only put on the heavy duty vests when they are reasonably certain they're going to get shot at with heavy weaponry.

Look at Michael. When does he have his sword either on him, or within easy reach? Pretty much all the time. When is he wearing his armor? Only when he's either walking into a party full of vampires, or when he's walking into a fight with Denarians.

Armor is heavy, bulky, hot and uncomfortable. Even the stuff that would have trouble defending against a butter knife is--my brother does renaissance faires, and the one time he tried wearing an aluminum chainmail outfit, he gave up on it after half a day because it was too damn hot and uncomfortable just walking around in it. And he's someone who makes a hobby out of putting on full plate and fighting in the stuff, so it's not like he's out of shape.

It is much less likely that someone is going to be normally wearing armor capable of even slowing down supernaturally powerful and sharp claws than that they're going to be carrying an equivalent weapon. If the character has anything resembling a normal life--a mundane job he has to go to, hobbies that don't involve smiting evil, or family events to go to--they're really not going to be wearing heavy armor all of the time.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on April 01, 2013, 06:41:59 PM
I don't think it adds to both attack and defense--I'll have to check, but in the Notes section on Michael and Shiro, I believe it notes their defense as being equal to their Weapons skill without any additional bonuses.

You are wrong about Shiro and right about Michael. In all likelihood, though, Michael's description is probably just not counting the bonus that Michael will likely receive from True Aim. It ignores it on attack, too, after all. And it doesn't mention the likely bonus to his Athletics defence from Righteousness.

That aside, the way the Power is written is fairly clear. The writeup should take precedence over the examples if there is a contradiction.

Perhaps I wasn't clear. I should've said "God endorsed" smiting. Things like him following Harry to smite ghosts and that one demon are things God might approve of, but not necessarily things God is giving his full and conscious support to Michael behind.

...

No, I'm simply remembering things that Harry says outright in the books. He says that he thinks that Michael enjoys less benefit from up above when he's out with him as opposed to when he's doing his Wander The Earth knight errant schtick. He says directly that while Michael comes back nearly unscathed on those missions, he more frequently gets injured when he's out with Harry--i.e., that there are things that Michael fights where he can use the sword but does not get the full benefit of the sword.

Dude, the way the Power is written is clear. Very clear. The sword cannot be used except in keeping with its purpose, and when used in keeping with its purpose it gives +1 Weapons.

If you want to adjust Michael's power to fit (your interpretation of) his narrative role, use his Aspects. That's what they're for.

True Aim has the restriction directly in its description. Saying it's unrestricted means ignoring that.

The "restriction" does not actually restrict anything.

It does not limit the Power's applicability in any way, shape, or form. Because in any case where it would, the Power is already unusable.

So ignoring it is appropriate.

No, but it puts an upper limit to, for example, the Resources or Craftsmanship rating. And if this character is saving his highest stats for in-combat stuff (Athletics, Weapons, Alertness, Endurance) then it's going to be less likely that he has the resources or crafting ability to make Armor:2.

You don't need high Resources or Craftsmanship to own armour. Characters are assumed to have the tools for their job. And even if you start without armour for whatever reason, once you get some you can keep it until something happens to it.

The issue with armor is that it stands out more than a weapon (depending on location) and in YS p.202 under armor it states that armor lags behind weaponry as far a availability. I live in Tokyo and it is far more likely/ accepted (Here) to see people carrying wrapped weapons (generally in a cloth case) than wearing/ carrying armor of any kind, though a duffel bag filled with armor is way more common than someone actually wearing it on the subway. This also goes for modern armor/ weapons, not to mention that armor is also generally more expensive by at least one category than most equivalent tier weapons.

Yeah, available weapons are better than available armour. Rating 3 vs rating 2, generally speaking.

But I know that I, personally, would have a much easier time wearing chainmail than carrying a battle axe. One would be uncomfortable and likely to get me weird looks, the other would get me arrested.

Do people seriously carry swords in public in Tokyo?
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on April 01, 2013, 06:58:23 PM
Minor correction: it's arguable whether Michael's description ignores True Aim on attack. But that's my reading.
Title: Re: Making effective PCs that aren't wizards?
Post by: voidronin on April 01, 2013, 09:07:20 PM
The only time I have heard/ seen someone actually wearing weapons were at official ceremonies/ functions. Weapon laws are fairly strict here to include import, export and ownership of swords. If you have the correct license and participate at the correct level of martial arts a person can carry/ own a real martial weapon. The police are allowed to stop you an inspect your credentials and as such they must be kept with the weapon at all times. The practice of carrying training weapon in similar cases is also very common. It is fairly common to see someone on the subway either going to or coming back from weapons training with a large cloth case on their back or over their shoulder. In game terms, with the right attitude (Presence) or a magical glamor the likelihood of someone here carrying a large "live" martial weapon is pretty good.

It is not much different than carrying guns in the states (depending on the state). People carrying a pistol or having rifle in the window of their trucks might get a few looks but if its legal in their state the looks are less "OMG they have a gun" and more "i dont like that they have a gun." On the other hand if people see someone walking downtown in full plate the person will stand out, might not be allowed into certain storefronts, questioned by children and possibly the police. If the person is wearing full modern swat gear the reactions are more likely to be far worse.
Title: Re: Making effective PCs that aren't wizards?
Post by: Vairelome on April 01, 2013, 11:58:30 PM
People carrying a pistol or having rifle in the window of their trucks might get a few looks but if its legal in their state the looks are less "OMG they have a gun" and more "i dont like that they have a gun."

Or possibly, "I wonder what I'll have for lunch today?"  In most states in the US where open carry is the preferred methodology, people with guns aren't exactly an uncommon sight.  Wandering around in a constant state of alarm would be rather silly, especially since those parts of the US also have the lowest crime rates.

Now, if your game is set in a big city, like Chicago, New York, or Washington, D.C., the typical reaction would be very different.  Due to historically very tight restrictions on gun ownership (that are in the process of going away), usually only criminals and cops will be visibly packing heat.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on April 02, 2013, 12:35:17 AM

Now, if your game is set in a big city, like Chicago, New York, or Washington, D.C., the typical reaction would be very different.  Due to historically very tight restrictions on gun ownership (that are in the process of going away), usually only criminals and cops will be visibly packing heat.

Don't know where you live but the restrictions are getting stricter in places like that. Though I do agree with the first part of your statement
Title: Re: Making effective PCs that aren't wizards?
Post by: Taran on April 02, 2013, 01:50:27 AM
Wandering around in a constant state of alarm would be rather silly, especially since those parts of the US also have the lowest crime rates.

That's a pretty broad statement and I'm not really sure how accurate it is...
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on April 02, 2013, 02:25:58 AM
Somewhat off topic, though.
Title: Re: Making effective PCs that aren't wizards?
Post by: gantrakk on April 02, 2013, 05:10:15 AM
Whilst I am generally more on the side of it is a bit cheap to constantly walk around in full body armour. It should be relatively trivial to do so in most places by the simple expedient of owning a motorcycle. With a little bit of creativity it shouldn't be hard to make your stab or bullet protective armour look a hell of a lot like the full on protective equipment you see some people where. It may be a harder sell if you step out of a car but if you can't think of a better one there is always the excuse of I was running late and didn't have enough time to change.
Title: Re: Making effective PCs that aren't wizards?
Post by: toturi on April 02, 2013, 06:22:15 AM
Coveralls, hard hat/safety helmet and/or safety glasses.

Not all that difficult to make those stab & impact resistant. In some case, it can be quite trivial, if they come in models/make that incorporate those protections.
Title: Re: Making effective PCs that aren't wizards?
Post by: crusher_bob on April 02, 2013, 06:28:40 AM
Relatively new 'covert' vests can be rated both IIIa (good vs pistols and shotguns) and stab/edged II (which I think is rated for everything other than things like full body charges with a spiked weapon.

In the game, this is somewhere between armor 1 and armor 2, depending on how you want to model things.

A vest with class III or class IV plates (which will protect against rifle fire) can't really be worn covertly.  That is, you can't say, shake hands with someone and have trouble noticing they are wearing armor.  That's somewhere between armor 2 and armor 3 in game terms.

If differentiating between various armors became important in the game:

Armor 1:
a variety of 'home made' protective gear, just as motorcycle leathers, jumberjack and/or various tool resistant clothing (lumberjack chaps, etc).  Not usually concealable.

Or old/reconditioned modern armor.  concealable.

Resources 1 (around 200-300 USD to acquire)

Armor 2:
Actual 'plate' or 'mail' style metal armor.  or 'modern' concealable armors

Resources 2 (around 400-800 USD for modern armor, considerably more for metal armor)

Armor 3:
Technologically reenforced plate or mail armor. 
Non-concealable modern armors (includes helmet, fragment goggles, etc.

edging into resources 3 (An armor 2 vest, and then another 400-800 USD or so for the strike plates, add several hundred more for things like helmet, goggles, knee and elbow pads, etc.
------------

This would mean that most police you'd meet in the US would have armor 2, and most US troops you'd see in Iraq or Afghanistan would have armor 3.
Title: Re: Making effective PCs that aren't wizards?
Post by: Vairelome on April 02, 2013, 09:53:24 AM
Don't know where you live but the restrictions are getting stricter in places like that. Though I do agree with the first part of your statement

Concerning the state of American gun laws for general background notes on an up-to-date American setting:
(click to show/hide)

That's a pretty broad statement and I'm not really sure how accurate it is...

It's not really a secret that rural areas in the U.S. have the lowest regional violent crime/property crime rates and that large metropolitan areas have the highest rates of both (with some serious differences city vs. city and especially neighborhood vs. neighborhood within a given large city--the lowest neighborhood crime rates can be found in extremely wealthy neighborhoods near NYC or DC, for instance).  I think Harry Dresden claimed at one point that this is because supernatural predators prefer high population areas for ease of predation; I sincerely doubt this follows in the real world, but he was pointing to actual statistical trends in his analysis.
Title: Re: Making effective PCs that aren't wizards?
Post by: blackstaff67 on April 02, 2013, 02:59:32 PM
Given my character's a craftsman by trade and works with power tools (that aren't necessarily powered by electricity), I can probably argue a case for him wearing his enchanted coat as protection in the shop; ditto his wand since it's part of his Earth magic and uses it to enhance his Crafting.

Probably not his enchanted shoes (Grants Aspect: "Faster than you think," +2 to Athletics for two exchanges).

While it isn't a crime to carry a tool, the steel wrecking bar he prefers to carry would probably draw suspicion unless he were part of a home repair crew (but such a useful prop if he were!).
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on April 02, 2013, 03:11:15 PM
Concerning the state of American gun laws for general background notes on an up-to-date American setting:

Well that makes sense. My regards was to the type of guns available and the accesories for them. Due to that shooting at the kindergarden many states are putting new enforcements on the type of guns you can have. Most handguns are still fine as long as they have not been modifiend and rifles having a certain restricition on clip sizes are the most common that I have come accross. New York state just passed a law that you have a year to get rid of any automatic fire weapons or you will be fined/prisoned.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 02, 2013, 03:56:35 PM
You are wrong about Shiro and right about Michael. In all likelihood, though, Michael's description is probably just not counting the bonus that Michael will likely receive from True Aim. It ignores it on attack, too, after all. And it doesn't mention the likely bonus to his Athletics defence from Righteousness.

That aside, the way the Power is written is fairly clear. The writeup should take precedence over the examples if there is a contradiction.
It's debatable anyway. It says when it's "swung" with true purpose, which sounds like it's talking to an attack to me. You don't really "swing" the sword when you're defending.

Quote
Dude, the way the Power is written is clear. Very clear. The sword cannot be used except in keeping with its purpose, and when used in keeping with its purpose it gives +1 Weapons.

If you want to adjust Michael's power to fit (your interpretation of) his narrative role, use his Aspects. That's what they're for.

The "restriction" does not actually restrict anything.
Let me put it this way...say the Sword is like a company car. You can use it for whatever you like, so long as it's accepted uses of a car--going places, getting groceries, etc.--and not against company policy or illegal in some manner. But you're only going to get your gas reimbursed when you use the car for explicitly company-backed uses (going to conferences, seeing clients, getting to and from work).

The sword's like that. Michael can use it for things that don't go against God's agenda--killing demons and vampires and such--but he doesn't get the full benefit of the sword's power unless he's particularly on a mission from God.

But in any case, there are situations where Michael would want to use the sword, but can't use that stunt because of the restrictions--while a weapons specialization has no such restriction. Ergo, the canon power has a stricter restriction than this homebrew stunt, which is backward.

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You don't need high Resources or Craftsmanship to own armour. Characters are assumed to have the tools for their job. And even if you start without armour for whatever reason, once you get some you can keep it until something happens to it.
To own armor? No. To own the toughest, sleekest, best available armor? Yes. Having the tools for their job doesn't mean they automatically have Armor:3 that fits under their shirt and is light, breathable, and doesn't restrict their movement.

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But I know that I, personally, would have a much easier time wearing chainmail than carrying a battle axe. One would be uncomfortable and likely to get me weird looks, the other would get me arrested.
Again: Only if you're being foolish and carrying it around as a naked blade. And...really? Have you tried wearing chainmail? Even football pads, made of comparatively lightweight plastic, are not something you want to wear all day.

And, frankly? You can't. If you have any sort of regular job, it's going to have a dress code that does not include chainmail. Inherent in the Dresden world is a need for supernaturally inclined characters--be they supernaturally powered or mundane but knowledgeable--to be discrete and avoid attracting undue attention because of the complications that ensue.

Carrying around a sword out of sight in a dufflebag isn't going to get you stopped unless you give people reason to check your bag. Walking around in full body armor all the time is going to get you all kinds of attention from everybody, including police officers who wonder why someone is walking around in full tactical gear. It really isn't something you can get away with.

Relatively new 'covert' vests can be rated both IIIa (good vs pistols and shotguns) and stab/edged II (which I think is rated for everything other than things like full body charges with a spiked weapon.

In the game, this is somewhere between armor 1 and armor 2, depending on how you want to model things.

A vest with class III or class IV plates (which will protect against rifle fire) can't really be worn covertly.  That is, you can't say, shake hands with someone and have trouble noticing they are wearing armor.  That's somewhere between armor 2 and armor 3 in game terms.

If differentiating between various armors became important in the game:

Armor 1:
a variety of 'home made' protective gear, just as motorcycle leathers, jumberjack and/or various tool resistant clothing (lumberjack chaps, etc).  Not usually concealable.

Or old/reconditioned modern armor.  concealable.

Resources 1 (around 200-300 USD to acquire)

Armor 2:
Actual 'plate' or 'mail' style metal armor.  or 'modern' concealable armors

Resources 2 (around 400-800 USD for modern armor, considerably more for metal armor)

Armor 3:
Technologically reenforced plate or mail armor. 
Non-concealable modern armors (includes helmet, fragment goggles, etc.

edging into resources 3 (An armor 2 vest, and then another 400-800 USD or so for the strike plates, add several hundred more for things like helmet, goggles, knee and elbow pads, etc.
------------

This would mean that most police you'd meet in the US would have armor 2, and most US troops you'd see in Iraq or Afghanistan would have armor 3.
I think you're really lowballing the cost of armor, there. I'd have to check the chart, but offhand I'd either double the Resources ranking needed for each set of armor, or attach aspects to cheap versions of Armor:2 and 3.

Also, there's a difference between keeping something from killing you (which most body armor aims to do) and being able to negate the force. Something that protects against handgun bullets is just keeping it from penetrating, but it can and will hurt like hell and potentially injure you. So I'd say that the standard police vest is probably Armor:1, military/swat body armor is Armor:2, and maybe bomb disposal suits are Armor:3.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on April 02, 2013, 04:06:44 PM
Also, there's a difference between keeping something from killing you (which most body armor aims to do) and being able to negate the force. Something that protects against handgun bullets is just keeping it from penetrating, but it can and will hurt like hell and potentially injure you. So I'd say that the standard police vest is probably Armor:1, military/swat body armor is Armor:2, and maybe bomb disposal suits are Armor:3.
So will a decent punch to the same area.
Negating the weapon rating isn't the same thing as 'negating the force'.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 02, 2013, 04:17:35 PM
So will a decent punch to the same area.
Body armor that protects against bullets and knives isn't the same body armor that'll protect against percussive/blunt force.

Quote
Negating the weapon rating isn't the same thing as 'negating the force'.
It kind of is, though. Weapon:3 and Armor:3 cancel one another out entirely, so it's as if he hadn't used a weapon at all. It completely negates the level of stress or consequence that would've resulted without the armor (potentially turning a Moderate consequence into none), indicating that a bullet that would have done serious damage is now doing no real damage at all.

Having readily-available body armor that can simply shrug off the effects of a shotgun or an automatic rifle just doesn't match with reality--ballistic armor primarily prevents penetration, not the full force of the bullet. Even a bullet proof vest that does its job and doesn't let a single bullet through is going to leave you with, at the least, some pretty nasty bruises.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on April 02, 2013, 04:17:45 PM
Quote from: Mr. Death
But in any case, there are situations where Michael would want to use the sword, but can't use that stunt because of the restrictions--while a weapons specialization has no such restriction. Ergo, the canon power has a stricter restriction than this homebrew stunt, which is backward.

And the cannon power is arguably at "-1" with the sword. And you would only get the bonus from the IoP if it is able to be seen and is obvious most of your argument would make the IoP rebate from a sword at -1 because it can be so easily hidden from sight:

Quote from: Mr. Death
Carrying around a sword out of sight in a dufflebag isn't going to get you stopped unless you give people reason to check your bag. Walking around in full body armor all the time is going to get you all kinds of attention from everybody, including police officers who wonder why someone is walking around in full tactical gear. It really isn't something you can get away with.

And if you work in any place that has a metal detector, you arent going to carry your metal sword in. Im not debating that the armor isnt going to have the same restrictions, because it is, but chainmail made of a light modern material is going to stop some weapon 1 attacks (so armor 1) and isnt going to be seen unless you wear it on the outside.

And to take your dufflebag idea, you can easily store chainmail in a dufflebag.

EDIT:
Quote from: Mr. Death
Having readily-available body armor that can simply shrug off the effects of a shotgun or an automatic rifle just doesn't match with reality--ballistic armor primarily prevents penetration, not the full force of the bullet. Even a bullet proof vest that does its job and doesn't let a single bullet through is going to leave you with, at the least, some pretty nasty bruises.

So armor should have 1 less rating than the thing that it is supposed to stop?
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 02, 2013, 04:19:10 PM
And the cannon power is arguably at "-1" with the sword. And you would only get the bonus from the IoP if it is able to be seen and is obvious most of your argument would make the IoP rebate from a sword at -1 because it can be so easily hidden from sight:
No, the discount also takes into account how easily it's recognizable as an item of power, and how noticeable it is while being used. A smaller discount would be for something you can easily hide all the time. The fact the sword needs something as big as a dufflebag means it's that much harder to conceal--and, well, it's a sword. If some muggle finds an interesting pendant, that's all they'll see it as. If they look in your bag and find a sword, there's going to be trouble.

And to take your dufflebag idea, you can easily store chainmail in a dufflebag.
As I pointed out before, though, you can just whip out the sword and start swinging in a matter of seconds. You can't say the same thing about chainmail. There's a reason that knights had squires and servants to help them get into their armor, remember.

Quote
So armor should have 1 less rating than the thing that it is supposed to stop?
Yes. In fact, the book outright says that armor is going to be behind weapons in strength and availability.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on April 02, 2013, 04:33:19 PM
You guys ever tried carrying folded-up chainmail? That stuff is heavy. It's designed to spread weight evenly over the body, so as heavy and uncomfortable as it is to wear, it's so much worse to try and carry in a bag.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on April 02, 2013, 04:41:51 PM
Heh; related but not I just found body armor diguised as a briefcase or padfolio. It was developed for teachers and business persons for defense against office shootings

EDIT: though I did find some stuff that is armor and does help against things, i also found the part that Mr. Death was talking about on 202 of YS that states that armor needs to completely protect against its same scale item; while a reinforced kevlar vest would be armor 2 a regular kevlar vest would only be armor 1 because it can still crack a rib if you get hit. Also kevlar doesnt protect well against stabs.

A skill rating of 4 in resources is what would be needed to get anything lower than $1,000 easily though you could probably make that roll if you had something lower but its not guaranteed.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 02, 2013, 04:51:21 PM
You guys ever tried carrying folded-up chainmail? That stuff is heavy. It's designed to spread weight evenly over the body, so as heavy and uncomfortable as it is to wear, it's so much worse to try and carry in a bag.
Yes, actually. As mentioned, my brother is part of the SCA and another medieval battling type group, and once or twice I've helped them move equipment. It was very heavy, and very tiring just carrying it once across the length of a football field. And, as mentioned, my brother gave up on wearing chainmail after about half a day at Ren Faire because it was too uncomfortable, and that was just him walking around.

Additionally, chainmail isn't just chainmail. It's also leather or cotton padding to protect you from the chainmail itself (recall that Murph's special chainmail vest is a doubled up kevlar vest). The kind of stuff that can reliably turn aside or stop cuts from something like a ghoul in a fight is going to be thick, heavy, and bulky--meaning it's uncomfortable to wear, uncomfortable to carry around, and is going to take some time to put on and secure properly.

Carrying a sword or an axe in a dufflebag means that when something attacks, you put down the bag, reach in, and yank out the weapon ready to fight. It's maybe a supplemental action.

Carrying chainmail in a dufflebag means that when something attacks, you're better off just swinging the bag and using it as a weapon than trying to put it down, reach in, unfold the chainmail, get it over your shoulders and arms, and buckling it on. At the very, very least it's a full round action, during which you're wide open to declarations like, "Arms Pinned In The Sleaves" or "Can't See Because It's Over My Head" and you're a recumbent waterfowl.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 02, 2013, 04:58:17 PM
EDIT: though I did find some stuff that is armor and does help against things, i also found the part that Mr. Death was talking about on 202 of YS that states that armor needs to completely protect against its same scale item; while a reinforced kevlar vest would be armor 2 a regular kevlar vest would only be armor 1 because it can still crack a rib if you get hit. Also kevlar doesnt protect well against stabs.

A skill rating of 4 in resources is what would be needed to get anything lower than $1,000 easily though you could probably make that roll if you had something lower but its not guaranteed.
Yeah, I could see someone with a 1 or 2 in resources getting something like that if they took the time to make maneuvers like "Saving Up Cash" or "Pooling Christmas Money," but armor also needs to be maintained--a kevlar vest might stop a bunch of bullets, and chainmail might stop sword slashes, but they receive wear and tear just like anything else. Kevlar's only cloth, remember, and mail can be dented and broken. So even if you can pool together a high resources roll to get it, that doesn't necessarily mean you have the resources to replace it when it breaks, or the Craftsmanship rating to properly maintain it and repair it.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on April 02, 2013, 05:39:32 PM
This is true. Also pertaining to the weapons thing:

YS 156
The Weapons stunts seem a little
m ore potent o r more generally
app lic ab le than the Fists stu nts.
Is there a reason for that?

Well, Weapons as a skill has a built in
limited circumstance — no weapon, no
ability to use the skill. That’s not the
case with Fists, which gets to be always
available. So that played into it.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on April 02, 2013, 06:30:48 PM
Carrying chainmail in a dufflebag means that when something attacks, you're better off just swinging the bag and using it as a weapon than trying to put it down, reach in, unfold the chainmail, get it over your shoulders and arms, and buckling it on. At the very, very least it's a full round action, during which you're wide open to declarations like, "Arms Pinned In The Sleaves" or "Can't See Because It's Over My Head" and you're a recumbent waterfowl.

Yup, agreed! Armor just is not a spur of the moment thing. I figure the best way to handle a fight is just like the real world. Work on not getting hit!  :)
Title: Re: Making effective PCs that aren't wizards?
Post by: Cadd on April 02, 2013, 07:44:25 PM
My motto in combat is shamelessly stolen from something as geeky as a tooltip for a skill in an MMO:

Quote
Sometimes, survival comes down to not being hit.
Actually, most times.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on April 02, 2013, 08:00:37 PM
Body armor that protects against bullets and knives isn't the same body armor that'll protect against percussive/blunt force.
You're right.  But, in terms of DFrpg mechanics, body armour that 'protects against bullets' (ie. body armour with a rating effectively negating the weapons rating of a typical firearm) is body armour that renders that gun only as harmful as a typical punch or kick delivered with comparable skill.

It kind of is, though. Weapon:3 and Armor:3 cancel one another out entirely, so it's as if he hadn't used a weapon at all. It completely negates the level of stress or consequence that would've resulted without the armor (potentially turning a Moderate consequence into none), indicating that a bullet that would have done serious damage is now doing no real damage at all.

Having readily-available body armor that can simply shrug off the effects of a shotgun or an automatic rifle just doesn't match with reality--ballistic armor primarily prevents penetration, not the full force of the bullet. Even a bullet proof vest that does its job and doesn't let a single bullet through is going to leave you with, at the least, some pretty nasty bruises.
Addressed above.


By my recollection, this is spelled out reasonably clearly in the rules.  I suggest you re-examine them.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 02, 2013, 08:10:38 PM
You're right.  But, in terms of DFrpg mechanics, body armour that 'protects against bullets' (ie. body armour with a rating effectively negating the weapons rating of a typical firearm) is body armour that renders that gun only as harmful as a typical punch or kick delivered with comparable skill.
Well, no. It's body armor that renders the gun less harmful. Getting shot is still going to hurt more than being punched with comparable skill because even with the body armor, the bullets are still traveling past the speed of sound.

Body armor to protect against bullets just makes them not penetrate and not kill--they don't negate the force or make them only as dangerous as a punch. It makes it the difference between being hit with a pointy object moving the speed of sound and a wider, blunt object moving the speed of sound--one of them is going to plow through you and rip up your internal organs, and one is going to knock you on your ass and hurt like hell.

Quote
By my recollection, this is spelled out reasonably clearly in the rules.  I suggest you re-examine them.
Funny, then, that what Lavecki found before:
EDIT: though I did find some stuff that is armor and does help against things, i also found the part that Mr. Death was talking about on 202 of YS that states that armor needs to completely protect against its same scale item; while a reinforced kevlar vest would be armor 2 a regular kevlar vest would only be armor 1 because it can still crack a rib if you get hit. Also kevlar doesnt protect well against stabs.
says that a regular Kevlar vest--made to protect against handgun bullets--is going to be a smaller armor rating than those handguns' weapon rating. And how Sanctaphrax pointed out the rules state that armor is going to be a step behind weapons in potency and availability.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on April 02, 2013, 09:07:06 PM
Well, no. It's body armor that renders the gun less harmful. Getting shot is still going to hurt more than being punched with comparable skill because even with the body armor, the bullets are still traveling past the speed of sound.

Body armor to protect against bullets just makes them not penetrate and not kill--they don't negate the force or make them only as dangerous as a punch. It makes it the difference between being hit with a pointy object moving the speed of sound and a wider, blunt object moving the speed of sound--one of them is going to plow through you and rip up your internal organs, and one is going to knock you on your ass and hurt like hell.
Armour of minimally sufficient quality to negate the weapon rating of a firearm is qutie plainly and obviously armour that renders that firearm no more dangerous than a typical unarmed strike (punch, kick, etc) delivered with comparable skill.


All in all, nice job ignoring my parenthetical note.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 02, 2013, 09:24:38 PM
Armour of minimally sufficient quality to negate the weapon rating of a firearm is qutie plainly and obviously armour that renders that firearm no more dangerous than a typical unarmed strike (punch, kick, etc) delivered with comparable skill.
I think we're misunderstanding one another. By "protects against bullets" I mean designed with bullets in mind, as opposed to against knives or blunt attacks. That doesn't mean it's completely effective--it just means that if it's effective against anything, it's against bullets.

You're coming at "designed to protect against bullets" from the mechanics perspective. "Designed to protect against bullets," in reality just means "you can survive a direct hit instead of having holes put in you" when it comes to body armor. They're built on the basis that cracked ribs is better than a punctured lung.

Body armor isn't designed with the idea of completely negating the destructive power of the bullet, because that's near impossible with modern weapons. It's designed with the idea of stopping the bullet from penetrating by spreading the impact across a wider area. The point being, you're still getting hit with the full force of the bullet, which is a hell of a lot harder than a punch. There's a reason why when someone's shot with a bullet proof vest they still get knocked down and, in some cases, out. You would need something seriously heavy duty--on the order of, say, Iron Man--to completely deflect or negate the force of modern firearms.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on April 02, 2013, 09:39:04 PM
I think we're misunderstanding one another. By "protects against bullets" I mean designed with bullets in mind, as opposed to against knives or blunt attacks. That doesn't mean it's completely effective--it just means that if it's effective against anything, it's against bullets.
There's a reason I provided an explicit definition to that effect.
And why I commented on you ignoring it.

Body armor isn't designed with the idea of completely negating the destructive power of the bullet, because that's near impossible with modern weapons. It's designed with the idea of stopping the bullet from penetrating by spreading the impact across a wider area. The point being, you're still getting hit with the full force of the bullet, which is a hell of a lot harder than a punch. There's a reason why when someone's shot with a bullet proof vest they still get knocked down and, in some cases, out. You would need something seriously heavy duty--on the order of, say, Iron Man--to completely deflect or negate the force of modern firearms.

The relatively negligible mass of most bullets actually means that they DON'T pack all that much energy.  Certainly, they pack quite a bit less than movies would have you believe.
People get 'knocked down' by bullets (short of particularly large caliburs, at which point there are far more impressive effects to be concerned about...like gaping holes) not because the force of the bullet actually knocks them off their feet, but because the sudden, unexpected force coupled with immense pain distracts them to the point where they fall on their butts.
Similarly, people getting 'knocked out' by gunshots (other than shots to the head) are getting knocked out by sudden extreme pain, not the sort of mechanisms that cause a punch to the head to knock someone out (brain rattling around until it shuts itself off, or is rendered nonfunctional, temporarily).

Armour that would COMPLETELY negate the energy of a bullet would, in game terms, need to be sufficient to absorb not only the weapon rating, but also the surplus accuracy of the attack.  This really isn't what is being discussed here.
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 02, 2013, 10:06:09 PM
I'm not talking about people getting knocked down and out by bullets penetrating them. I'm talking about when they're wearing the vests, the vests work, but the shock and pain of still being shot makes them fall over. Because vests stop the bullet from penetrating, but not the force of the bullet.

And you're right, what we're arguing is the armor ratings of available types of armor, yes? As the book says, your usually available armor is going to be a step below the weapon rating of whatever the equivalent weapon is. A standard issue bullet proof vest is going to be Armor:1 because while it'll stop a bullet, it's not going to completely prevent injury. Armor:2 is going to be much larger and more expensive, and therefore is going to be that much more difficult to buy or wear around.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on April 02, 2013, 10:14:30 PM
A standard issue bullet proof vest is going to be Armor:1 because while it'll stop a bullet, it's not going to completely prevent injury.
This is the wrong way to look at it.  Armour 2 against a weapon 2 pistol will not 'completely prevent injury'.
Lightweight 'bullet-proof vests' likely ARE armour 1, and will negate most of the danger from small calibur pistols that strike the vest and they will significantly reduce the danger from larger rounds.
Title: Re: Making effective PCs that aren't wizards?
Post by: toturi on April 03, 2013, 03:18:17 AM
An Armor 2 is going to protect against a Weapon 2 as much as wearing no Armor is going to protect against some mundane guy swing his fist at you.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on April 03, 2013, 06:36:46 AM
An Armor 2 is going to protect against a Weapon 2 as much as wearing no Armor is going to protect against some mundane guy swing his fist at you.

This. The system doesn't allow for an armor that will give you 100% protection 100% of the time. Debating how this reflects the real world is a matter for each group's preferences when it comes to description and narrative.

Armor 2 is heavier and less easy to conceal than Armor 1, but lighter and easier to conceal than Armor 3. That's it. How you choose to describe the nature of those armors is up to you, based on your interpretation of the list in YS.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on April 03, 2013, 03:10:56 PM
This is the wrong way to look at it.  Armour 2 against a weapon 2 pistol will not 'completely prevent injury'.
Lightweight 'bullet-proof vests' likely ARE armour 1, and will negate most of the danger from small calibur pistols that strike the vest and they will significantly reduce the danger from larger rounds.

Um...I suggest you reread the rules:

Quote from: YS 202
Armor essentially works the same way as weapons—the rating is based on what it’s ideally supposed to be protecting the wearer from.
Resist the temptation to bog down the game with creating extensive examples of armor types;
the better approach is to color it appropriately to the weapon ratings. So, Armor:2 is intended to protect completely against most pistols—it’s
probably a reinforced Kevlar vest or something.
That said, armor does tend to lag behind weaponry in terms of availability. Many bulletproof vests are only Armor:1—a heavy pistol round can still crack a rib if it hits you. Armor:4 is not really something you find on a personal scale, except maybe in a magical or supernatural
context.

Emphasis not mine
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on April 03, 2013, 05:41:40 PM
Armour 2 completely protects against a weapon 2 pistol in that it completely protects against the added threat that the pistol itself brings to the exchange.
It manifestly DOES NOT 'completely prevent injury'.
If that does not make sense to you, I suggest that you re-read the rules.
Title: Re: Making effective PCs that aren't wizards?
Post by: polkaneverdies on April 03, 2013, 07:17:35 PM
It seems like a waste of time to argue the meaning of "completely" when you would both resolve the damage in a conflict involving a weapon 2 vs armor 2 attack the same way.

(Unless I am mistaken and lavecki would indeed just say "you rolled a 10 to hit and he dodged on a 3. Unfortunately his armor 2 makes your attack with a pistol completely pointless. No stress taken")
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 03, 2013, 07:27:04 PM
I think it's best put this way: Armor:2 should mean that a direct hit from something Weapon:2 that would have killed instead means you only take a stress hit, yes? Where the weapon rating itself is the cause of an attack going past the stress track.

So by this definition, let's call a direct hit a hit that would have landed the stress on the target's last stressbox before taking into account the weapon rating--all of the weapon rating, therefore, is past the stress track and would normally result in a kill.

So your average vest available is Armor:1--it reduces the lethality, but on a direct hit it's still going to hurt.

A reinforced vest--the kind of thing your average SWAT team or military commandos will be wearing--is stronger. A direct hit from small arms will, for the most part, be shrugged off. It's Armor:2 because it completely protects from the force of the bullet--you'll feel it, but it won't hurt you. Heavier weapons--automatic rifles, shotguns--will still hurt, however.

Highly advanced body armor--think Dragonskin, maybe, or bomb disposal suits--are rated to protect against stronger weapons, so are overkill against small arms. They're Weapon:3, so on a direct hit, the character is protected such that it's less effective than a normal punch would've been, and it can therefore take more punishment.

Armor:4, as the books point out, just isn't something you get on a personal scale. Here we're talking about the kind of armor where you could lay on a grenade and expect not only to survive, but get up again pretty much right away.

For melee, Armor:1 is probably things like leather armor--it provides some protection against small knives which are being used with little force, but protection is limited against anything bigger.

Armor:2 is going to be heavier chainmail over leather--you need metal to stop someone swinging a sword, but at the same time they're still swinging a sword. It might prevent cuts, but it's not going to stop the force of the blow, only absorb and mitigate it some.

Armor:3 would be full-body plate mail--able to simply shrug off blows from swords without injuring the person underneath.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on April 03, 2013, 08:51:25 PM
Personally, I would rate a bomb disposal suit at armour 4.  They're built to protect the wearer (to the point of injured survival) from moderately sized explosives like small car bombs.  A fragmentation grenade is going to play havoc with the armour itself, but the wearer is likely to be up on his feat again in short order with little more than a few bruises for his trouble.
Modern versions of such armour are significantly more effective that 'dragonskin' and its ilk simply because the bomb techs don't need the same sort of mobility that other armour users require and are thus able to pack in more protection.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on April 03, 2013, 09:55:09 PM
The bomb disposal teams can still be killed from explosives. In fact there are many explosives that (because they are at such a close range to the bomb) will simply tear through them like butter.
Title: Re: Making effective PCs that aren't wizards?
Post by: Tedronai on April 03, 2013, 10:47:54 PM
Yes, bomb disposal teams are at times called to deal with explosives beyond the capacity of their equipment to protect from for various reasons.
Title: Re: Making effective PCs that aren't wizards?
Post by: Sanctaphrax on April 04, 2013, 04:13:40 AM
Okay, I've lost track of this argument. I'm no longer sure what's being argued or why.

So I'm bowing out.

(I dislike announcing it when I leave a thread, but I figured I should make sure that people who want to argue with my previous posts aren't left hanging.)
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on April 04, 2013, 04:18:00 PM
Okay, I've lost track of this argument. I'm no longer sure what's being argued or why.

lol, me too
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 04, 2013, 04:28:42 PM
I think the current chain of the argument was: Mortals would be wearing armor vs. wearing armor all the time would be impractical and unlikely, which segued into "also armor is expensive and difficult to get," which became a discussion of just what types of armor would be at which Armor:X rating.

Which brings up an interesting thought. Sanctaphrax, would you allow a stunt to directly boost an armor rating? Like, Armor Specialization, while wearing Chainmail, your armor rating is treated as +2 on top of the armor's existing rating?
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on April 04, 2013, 04:31:06 PM
At this stage there should probably be new threads made for the topics that have come up  :)
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on April 04, 2013, 05:59:22 PM
Which brings up an interesting thought. Sanctaphrax, would you allow a stunt to directly boost an armor rating? Like, Armor Specialization, while wearing Chainmail, your armor rating is treated as +2 on top of the armor's existing rating?

I think it would be +1 if I were going to make it. The athletics boosts are only +1 unless sprinting so thats what I am basing this off of.

EDIT: I would also say that you could do one for crafting to boost self made armor
Title: Re: Making effective PCs that aren't wizards?
Post by: GhanjRho on April 06, 2013, 09:10:27 AM
For what it's worth, in Michael's OW profile, his armor, a breast/backplate lined with several layers of Kevlar and backed by ceramic strike plates, is Armor:2.

Food for thought.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on April 06, 2013, 05:11:01 PM
For what it's worth, in Michael's OW profile, his armor, a breast/backplate lined with several layers of Kevlar and backed by ceramic strike plates, is Armor:2.

Food for thought.
It's also worth pointing out that most mundain armor will probably only work against a specific type of attack.  A reinforced Kevlar vest would provide armor:2 against gunfire only.

Where as Michaels armor very likely protects him against everything but non-physical magic attacks.  Obtaining something like that would require a fairly high resource or craftmanship roll and/or some declairations/fate points.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on April 06, 2013, 07:26:02 PM
While that's likely the case in reality, the DFRPG rules, and FATE in general, make no distinction between armour types. The rules are relatively streamlined and generalised, so a piece of mundane Armor 2 is going to be Armor 2 against punches, knives, bullets and explosions.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on April 06, 2013, 07:37:20 PM
While that's likely the case in reality, the DFRPG rules, and FATE in general, make no distinction between armour types. The rules are relatively streamlined and generalised, so a piece of mundane Armor 2 is going to be Armor 2 against punches, knives, bullets and explosions.
I know they make a point to say that about blocks in YS, but is that explicitly stated to also be the case with armor?  I don't recall anything about all armorsmith being equal so to speak.  Though I also don't recall any mention of specific armor types either.  So I very well may be mixng up the narrative in YS together with the narrative of the source material.
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on April 06, 2013, 07:45:14 PM
There's no mention in YS of there being different types of armor for different types of attacks, and it's not a common rule in most RPGs, so I would take that to mean the DFRPG rules treat all armor as protecting against all Physical Stress caused by any form of impact trauma (since obviously Stress caused by a poison gas or by being drowned won't be reduced by wearing a flak jacket).
Title: Re: Making effective PCs that aren't wizards?
Post by: Mr. Death on April 06, 2013, 08:59:08 PM
YS doesn't delineate different armor types, but it does say this, in response to whether armors stack:

Quote from: YS202
No, they don’t (unless a power says otherwise). You take the highest rating. That
said, not all armor protects against all types of damage, so multiple forms may
get you broader coverage without providing a numerically higher armor rating.
Title: Re: Making effective PCs that aren't wizards?
Post by: Lavecki121 on April 07, 2013, 03:58:57 AM
Which would seem to suggest that you could have different armor types
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on April 07, 2013, 07:10:01 AM
You could, but it's up to each group whether they want to introduce their own rules to cover it, and how detailed they want it to be.

The base rules assume no difference between armor types.
Title: Re: Making effective PCs that aren't wizards?
Post by: InFerrumVeritas on April 07, 2013, 11:48:27 AM
The book states multiple times that armor only protects against specific types of damage.  Another example:

Tough stuff specifies that you only have Armor 1 against specific things.

The marginalia are part of the base rules, intended for clarification.

Based off of the wording of tough stuff, I have my players state what specifically their armor protects against (edged weapons, ballistics, blunt weapons, thermal, etc).
Title: Re: Making effective PCs that aren't wizards?
Post by: Wordmaker on April 07, 2013, 06:13:32 PM
Tough Stuff is a Stunt, which by their nature are only applicable in a limited set of circumstances. Therefore should not be taken as instruction for how the general rules work. Otherwise you'd have all kinds of limitations on skills and equipment, and if Tough Stuff is considered mechanically the same as wearing Armor 1 (since you make your players specify what damage their equipment-based armor protects against), not only would anyone with a spare Refresh be foolish not to take it, but it's actually superior to wearing armor that has a rating of 1, since you never have to take the time to put it on and can never have it taken from you.

I always interpreted the comment notes from Harry, Bob and Will as suggestions for different ways to use the core information, since almost all of the notes that clarify rules are in that vein. Remember that the conceit of the DFRPG is that it's a game written by Will. So the commentary notes do not form a part of the text of the final "product" that Will is setting out to publish.

If it was intended that the core rules only allowed specific armor to protect against certain types of damage, then the rules in the armor section would state that you have to specify what each item of armor protects against.

Your rule is fine, but it's a houserule. You could also allow declarations, maneuvers and compels to represent certain armor types being ineffective against certain attacks, given suitable circumstances.
Title: Re: Making effective PCs that aren't wizards?
Post by: JDK002 on April 07, 2013, 07:50:34 PM
Tough Stuff is a Stunt, which by their nature are only applicable in a limited set of circumstances. Therefore should not be taken as instruction for how the general rules work. Otherwise you'd have all kinds of limitations on skills and equipment, and if Tough Stuff is considered mechanically the same as wearing Armor 1 (since you make your players specify what damage their equipment-based armor protects against), not only would anyone with a spare Refresh be foolish not to take it, but it's actually superior to wearing armor that has a rating of 1, since you never have to take the time to put it on and can never have it taken from you.

I always interpreted the comment notes from Harry, Bob and Will as suggestions for different ways to use the core information, since almost all of the notes that clarify rules are in that vein. Remember that the conceit of the DFRPG is that it's a game written by Will. So the commentary notes do not form a part of the text of the final "product" that Will is setting out to publish.

If it was intended that the core rules only allowed specific armor to protect against certain types of damage, then the rules in the armor section would state that you have to specify what each item of armor protects against.

Your rule is fine, but it's a houserule. You could also allow declarations, maneuvers and compels to represent certain armor types being ineffective against certain attacks, given suitable circumstances.
I agree that using a stunt as an example for general armor rules isn't accurate.  Since, as you pointed out, they follow their own sub-set of rules.

I also think handling different armor types via declairations is about as good a middle ground as you can get.  No matter what way you swing the armor rules, there's nothing stopping a player from declairing a Kevlar vest won't protect them from a sword.  Tagging for effect to negate the armor.

This makes for an interesting concept of "all armor protects you all the time, except when it doesn't."