Not 90% of the time you aren't. If you're fighting something with Defense 2 or more greater than your
Offense, AND you don't have very many Fate Points aside from these two maybe you're right.
If you have more then 2 combats in a game maybe. But our games averages 2 combats, and tend to not last beyond 3 rounds in any given combat. Maybe your game is very different from that standard I don't know.
That's kinda specific though. When fighting people with Defense roughly equal (which includes one point higher) to or lower than your Offense (ie: a lot of the time), Inhuman Strength is clearly superior to two FP. And even when fighting someone with Defense of 7 to your 5, if you've got three or four Fate Points (or Tags, from either Navel Gazing Aspects or your friends), Inhuman Strength is STILL better (since it's an FP equivalent on every hit you make, and with three FP, you'll likely hit three times).
That depends on your refresh total also Navel gazing takes time and actions. Which you may not have.
True, but there are lots of ways to hit. Even if you only hit half as often as an opponent, (about how it is if their Defense is one higher than your Offense and your Offense is equal to their Defense), you can still win if their attacks do little enough to you comparatively.
This not really true, ambush, and straight attack are the ways to hit. But on that line of thought all other things being equal if you hit 1/4 as often and not 4 times as hard your going to lose.
Uh...you can't parry thrown weapons, and you should be able to dodge a thrown car. A car wielded as a melee weapon, well, that's a corner case on parrying, but disallowing it seems reasonable. You can still totally dodge out of the way, though.
So your saying exerting force make sense for using large objects? Also the fact that a car is way way bigger then a sword makes no difference? I also disagree that its impossible to parry thrown weapons, ever used a shield?
You ignore the possibilities of Fate Points, Navel Gazing Aspects, and Maneuvers targetting other skills. All of which can really shift this kind of fight.
I don't ignore them. But what you can spend your enemy can spend as well, also it not uncommon to be out of fate, or to be fighting something that doesn't have positive refresh. Often it is better not to give the big bad points to use against you.
Yeah, someone with Mythic Speed is a bitch and a half to hit. And someone with Mythic Strength will kill you in a hit or two, and someone with Mythic Toughness is effectively unkillable. And? Mythic stuff shouldn't be coming up that much, it's explicitly not reccomended for PCs and comes up all of five times (and two of those are Recovery, the least directly scary) in OW (Uber-Ghouls, Outsiders, Sue, Magog, and Tessa). It's supposed to be that badass.
With that interpretation I'd rather fight someone with Mythic strength then the other two options every day and twice on sunday, and I'd still rather fight the other two Mythic guys then a decent mage. Sure Mr.Mythic could deal something like 9 or 10 Weapon But if he cant swing for more then 6 its not tough to insure he will never connect.
No, it really doesn't. Free high-shift blocks are better than bonus damage, but that's hardly the same thing.
They have assigned relative values to those in enchanting system. Its not perfect, but it is an easy way to think about relative values, in how the system values them at least.
Bullshit. Speaking as someone who currently has two PCs with Inhuman Strength, pure bullshit. Have you actually tried this out (or even worked out the actual probabilities), or are you just bitching in a vaccuum here?
I believe foul language is against the user agreement, I am personally not offended, but this is a public board, so please refrain.
Yes I have played with it, I have a white court Vampire, built to serve as a tank for the party, he also uses an item of power sword with true aim, and a max Athletics plus speed to be very hard to hit. I also have a Warden built, weapon primary with the High Concept "Sword of the Wardens", let me tell you right now My Warden would win every single fight between the two and the warden isn't built to max efficiency. We have played under the method i have put forward here for about 2 months, and found it works pretty well. Spellcasting is still MUCH Stronger then Stat power sets. But with +1 hit it at least insures your casters don't want to get anywhere near something that fast, strong and tough. But believe me if casters can sit there and defend against strong critters on an even footing nothing in supernatural world stands a chance.
When my group starts a new system we alway test it by making the min/maxiest things we can think of, see what it looks like, see what beats that, then one more layer to see what beat that. Thus we figure out what actually work, and then settle down to make real characters. We have done this for maybe 8 or 9 systems, it usually works. We are rarely surprised by things as a result. It really helps GMing to know what the worst thing you can put on board, and what level of challenge you can expect.
We determined a 12 shift throwing focused Practitioner is probably about the strongest thing starting, outside superlatives, and lawbreaker builds. Superlative effects are always hard to account for numerically as they invalidate normal modeling and lawbreaker ignoring the pyramid, also is very problematic mathematically, but it is a good refresh value standard. You can get close to that top spellcaster power level under our interpretation of the stat builds but its still not AS good. After doing the math generically the best thing you can do is start combat have someone do a heavy aspect adders spell, have the next guy throw a super block, and then punch out just about anything in this system, if you have a sword of the cross this gets really easy. PI and Mythic Rec can overcome, but the people most likely to discover Catches and create catch satisfiers are those with access to thaum. (See my statement about superlatives earlier).
What is the downside to accepting this concept? Suddenly mortals with might 5 can add +1 if their fists or weapons if those skills are below 5? Is it really causing a huge imbalance to make Super Strong critters better at hitting? The fact is both of those things are false, you can use trapping shifts to make someone who grapples and does function exactly as I'm putting forward, this way just allows for more varied and interesting variety of builds and more realistic thugs. Why are you fighting this? Just out of reflex or does it actually seem like a major balance issue to you?