Author Topic: Modular Abilities: Too good?  (Read 7814 times)

Offline luminos

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Re: Modular Abilities: Too good?
« Reply #15 on: April 30, 2010, 11:13:57 PM »
There is a difference between tagging a car aspect to make your spell have a cool special effect, and treating a car like a freaking paperweight. 

Yes, the wizard is about as useful as the modular abilities guy in that situation.  But the modular abilities guy can change what he is good at in a moments notice, and the wizard can't.  And how the heck do you get 8 control and power in all spirit evocations for the level of refresh we are talking about?
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Offline Deadmanwalking

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Re: Modular Abilities: Too good?
« Reply #16 on: April 30, 2010, 11:21:52 PM »
First, on a general note: the Wizard's more useful while he lasts because, frankly, the Modular Ability guy doesn't have huge Specialty and Foci bonuses on all his actions like the Wizard. Now the Wizard runs out of juice quicker but an 8 to attack with Weapon 8 is a bit better than the max 5 Modular Ability guy can have to attack with what...Weapon 11? Max? If you assume the car still counts as Weapon 5 if thrown? On the other hand, he doesn't last forever, he'll run out of Mental Stress after a while. I'm not saying a Wizard is flat-out better than the Modular Ability guy, just on par.


There is a difference between tagging a car aspect to make your spell have a cool special effect, and treating a car like a freaking paperweight. 

In terms of how useful it is? Not really.

Yes, the wizard is about as useful as the modular abilities guy in that situation.  But the modular abilities guy can change what he is good at in a moments notice, and the wizard can't.

See above, as long as his Mental Stress lasts, he's good at everything he can justify with magic. And Spirit justifies a whole lot. 

And how the heck do you get 8 control and power in all spirit evocations for the level of refresh we are talking about?

Simple:

Superb Conviction and Discipline.

Evocation [-3]
Thaumaturgy [-3]
Refinement [-2]
The Sight [-1]-Note: The guy in question has Marked By Power, I figure this is in the same category of uselessness.

Evocation Specializations: Elements (Air, Water, Spirit); Power (Spirit +1), Control (Spirit +2)

Focus Items:
Shield Glove [+2 Defensive Power, +1 Defensive Control for Spirit]
Striking Glove [+2 Offensive Power, +1 Offensive Control for Spirit]

He's a specialist, but not at all inappropriate as a PC (assuming a good background, anyway).
« Last Edit: April 30, 2010, 11:23:30 PM by Deadmanwalking »

Offline KOFFEYKID

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Re: Modular Abilities: Too good?
« Reply #17 on: April 30, 2010, 11:24:32 PM »
COST   POWERS
-3      Thaumaturgy
-3      Evocation (Spirit)
-1      The Sight
-0      Soulgaze
-2      Refinement

Evocation Specializations:
Control (Spirit +2) Power (Spirit +1)

Thaumaturgy Specializations:
Veils (Complexity +1)

Focus Items: 6 Focus Item Slots
Control Spirit Focus (+3 D Control) 3 Slots
Power Spirit Focus (+3 D Power) 3 Slots

Rank   Skills
5      Conviction
4      Discipline, Lore, Endurance
3      Alertness, Athletics, Guns
2      Presence, Empathy, Rapport
1      Deceit, Intimidation, Contacts

9 Shifts of Control and Power for Defensive spirit evocations, 6 for Offensive Spirit Evocations.
« Last Edit: April 30, 2010, 11:39:45 PM by KOFFEYKID »

Offline Biff Dyskolos

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Re: Modular Abilities: Too good?
« Reply #18 on: April 30, 2010, 11:25:02 PM »
And how the heck do you get 8 control and power in all spirit evocations for the level of refresh we are talking about?

With one Thaumaturgy Refinement in Crafting you could have a +2 Foci bonus. A single slot Foci could then have a +3 bonus. With Superb Conviction or Discipline you could have +8 in Power or Control, or both.

Offline luminos

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Re: Modular Abilities: Too good?
« Reply #19 on: April 30, 2010, 11:26:27 PM »
Cool.  I'm probably going to just agree to disagree about the effectiveness of modular abilities.
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Offline Biff Dyskolos

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Re: Modular Abilities: Too good?
« Reply #20 on: April 30, 2010, 11:28:53 PM »
Focus Items:
Spirit Focus (+3 O/D Control, +3 O/D Power, 4 Slots)


I don't think this is kosher as a single focus. The total bonus on a focus is limited by your Lore. You have a total of +12 bonuses!

Offline Deadmanwalking

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Re: Modular Abilities: Too good?
« Reply #21 on: April 30, 2010, 11:30:36 PM »
Cool.  I'm probably going to just agree to disagree about the effectiveness of modular abilities.

Works for me.  8)

My final word on the subject: I'm not really arguing that Modular Abilities aren't powerful...just that they're not more powerful than some equivalent cost options.

Offline KOFFEYKID

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Re: Modular Abilities: Too good?
« Reply #22 on: April 30, 2010, 11:32:59 PM »
I don't think this is kosher as a single focus. The total bonus on a focus is limited by your Lore. You have a total of +12 bonuses!

Yeah, looks like you are right, break it into 4 items then and you should be golden.

I find it sort of disconcerting that Luminos asked how to get 8 shift spirit evocations and then 2 people almost fully statted out a character within the time it took me to do it.

Offline Biff Dyskolos

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Re: Modular Abilities: Too good?
« Reply #23 on: April 30, 2010, 11:35:00 PM »
Yeah, looks like you are right, break it into 4 items then and you should be golden.

I find it sort of disconcerting that Luminos asked how to get 8 shift spirit evocations and then 2 people almost fully statted out a character within the time it took me to do it.

Great minds stat alike.  :D

Offline Deadmanwalking

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Re: Modular Abilities: Too good?
« Reply #24 on: April 30, 2010, 11:36:13 PM »
With one Thaumaturgy Refinement in Crafting you could have a +2 Foci bonus. A single slot Foci could then have a +3 bonus. With Superb Conviction or Discipline you could have +8 in Power or Control, or both.

This isn't how a Focus Specialization works. Check out p. 280, specifically the paragraph on them:

"Alternatively, a crafting specialization may be applied to increase the limit on how many bonuses may be placed on a single focus item (a focus specialization)."

Emphasis mine. It doesn't increase the Focus item's actual bonus per slot, just how many slots you can put into one item. So your version doesn't work. Sorry.   :(

Offline KOFFEYKID

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Re: Modular Abilities: Too good?
« Reply #25 on: April 30, 2010, 11:40:46 PM »
That means I wont be bothering with Focus Specialization ever, :D. I dont think its worth it.

Offline Biff Dyskolos

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Re: Modular Abilities: Too good?
« Reply #26 on: April 30, 2010, 11:41:43 PM »
This isn't how a Focus Specialization works. Check out p. 280, specifically the paragraph on them:

Damn! I totally misread that. Thanks.

Offline Deadmanwalking

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Re: Modular Abilities: Too good?
« Reply #27 on: April 30, 2010, 11:48:33 PM »
That means I wont be bothering with Focus Specialization ever, :D. I dont think its worth it.

Me, either. But I think anything else would be in very real danger of making it too good.

Damn! I totally misread that. Thanks.

No problem. I was like "Wait...I don't remember that. I better go look it up and then edit my characters..." and found the sentence I quoted.

Offline KOFFEYKID

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Re: Modular Abilities: Too good?
« Reply #28 on: April 30, 2010, 11:50:13 PM »
The only way I think it would be worth it if it let you make more powerful smaller foci, making it harder for supernaturals to recognize them as a threat, but this interpretation stretches it a bit far, I think.

Offline Biff Dyskolos

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Re: Modular Abilities: Too good?
« Reply #29 on: April 30, 2010, 11:54:36 PM »
The only way I think it would be worth it if it let you make more powerful smaller foci, making it harder for supernaturals to recognize them as a threat, but this interpretation stretches it a bit far, I think.

Actually, that seems okay to me. Otherwise it seems like a totally useless specialization.

But maybe my point of view is a little skewed because my favourite toy was just taken away.  :(