Being a supernatural lets you spend each and every Refresh point on Powers if you want. How useful that choice is depends on how many Refresh points it applies to.
So the benefit of taking Powers goes up and up, while the mortal bonus stays the same at +2 Refresh.
It might be advisable to make the mortal bonus a fraction of total Refresh instead of a flat number.
(That would also prevent mortal supremacy in really low Refresh games. But since almost nobody plays below Feet In The Water, I doubt you care.)
That makes sense; my point was however that power rules there doesn't need to be a restriction unless it has to be there. I think alertness makes the most sense(it's hard to avoid an attack if you don't know it's happening) so this stunt is to show the ability to see the attack earlier, rather than reading quicker. I think I could even justify defending against physical attacks with scholarship and am actually going to try and make a stunt moving dodge into every available skill in my next post
EDIT: Mostly to see if I can; not to dispute anyone
There are quite a few such stunts on the list already, you know.
I went through and gave them all restrictions a while back, because the physical defence trapping is really powerful. If you can add 2 to all of your defence rolls for 1 Refresh, that's probably the most efficient combat bonus you'll ever find.
The thing about all of the powers in the game is that they have to make sense. Players are going to build based on character concept, and the vast, vast majority of them simply do not support A Few Seconds Ahead in a logical way.
Posts like this confuse me. You demonstrate the problem, then claim you've demonstrated the exact opposite.
The concept doesn't support AFSA, so the guy playing it gets gimped. That sucks.
Yes, while I do explore concepts that do not appear to optimal at first, once I have determined the concept to be sub-optimal, I store it away as another concept that just doesn't make Tier 1.
Ah, okay.
What I've been trying to say is that A Few Seconds Ahead forces me to store away a bunch of concepts in that "not good enough" category.
I'll still make those characters from that category sometimes, but I resent that I have to.
I mean, half the reason I play DFRPG is its comparatively strong mechanical balance. This goes against that.
In DFRPG, a Wizard and a mortal can both be similarly effective. Neither is actually more powerful than the other, mechanically.* So I can play either without worrying. I really like that.
I suppose you don't mind discarding a concept as much I do. You can just say "the idea is weak so I won't play it" where I would say "the idea is weak and that is a failure on the game's part".
*Barring Orbius, certain thaumaturgy issues, and unusual Refresh levels. The GM can generally fix the first two and the third doesn't matter in most games.