Author Topic: Kerberos Club Skill Power Tiers in DFRPG  (Read 6856 times)

Offline zcthu3

  • Participant
  • *
  • Posts: 66
    • View Profile
Re: Kerberos Club Skill Power Tiers in DFRPG
« Reply #30 on: November 15, 2013, 06:33:30 PM »
That sounds like the situational and plot based bonuses that either Stunts or aspect invocations would provide, depending on how often they'd come up.

So keep your skill at 0 and buy a bunch of stunts.

Your story really only reinforces the idea that the suggested mechanic only works if EVERYONE has one.

Effectively a Power is "a bunch of stunts"; they are just rolled together.

Thanks to the initial comments I had already moved on from the original idea to a power constructed more like those in Dresden - but rather than have it broken down by every possible situation, I was still trying to keep things relatively simple by packaging them together into a Power. What I was asking was for help in doing so.

 

Offline Sanctaphrax

  • White Council
  • Seriously?
  • ****
  • Posts: 12405
    • View Profile
Re: Kerberos Club Skill Power Tiers in DFRPG
« Reply #31 on: November 15, 2013, 10:27:21 PM »
But cancelling out your opponent's Talent has the same mechanical effect as boosting your own skill. What matters is the difference between the skills, not their absolute rating. (Except for a few special cases.)