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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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."