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DFRPG / Re: Mental Toughness
« on: May 21, 2020, 01:00:34 PM »
Thanks for the reply, Taran.
It seems that the designers want the catch to be very narrow in scope, hard to guess and hard to hit. An example (Paranet Papers, p. 348) for a catch is "Mental Attacks focusing on isolation, exploiting his reliance on his contacts and political network." That's so narrow in scope I have a hard time imaging that coming up in game. And only while being attacked that way, his stresstrack drops back to normal? Or back to normal only against these kind of attacks?
I went your path of thinking first, as well, but the player didn't like it - and trying to understand the rules he might be right as mirrors and demonstrations of power are very, very common.
And since he would loose half his mental stresstrack, that is very important to him.
The more I think about this power, the less I like it. The game, esp. with a lot of refresh, is heavily biased towards mages. And this takes their one weakness: Not being able to fire of a spell for more that four rounds without consequences.
It seems that the designers want the catch to be very narrow in scope, hard to guess and hard to hit. An example (Paranet Papers, p. 348) for a catch is "Mental Attacks focusing on isolation, exploiting his reliance on his contacts and political network." That's so narrow in scope I have a hard time imaging that coming up in game. And only while being attacked that way, his stresstrack drops back to normal? Or back to normal only against these kind of attacks?
I went your path of thinking first, as well, but the player didn't like it - and trying to understand the rules he might be right as mirrors and demonstrations of power are very, very common.
And since he would loose half his mental stresstrack, that is very important to him.
The more I think about this power, the less I like it. The game, esp. with a lot of refresh, is heavily biased towards mages. And this takes their one weakness: Not being able to fire of a spell for more that four rounds without consequences.