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The Dresden Files => DFRPG => Topic started by: BumblingBear on February 04, 2011, 04:23:11 AM
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Sooooo....
Presumably in another session or few, my character will be getting another point of refresh.
My original character concept before I had to downgrade him due to a lower power level was to have inhuman strength and speed with a catch. Namely that being in or on the ocean would negate that power. I had this catch giving each power a point of refresh (for 2 refresh ability).
I'm just curious what people think about this. I call it the "Samson effect" - a catch that is situational specific for a physical ability.
I like it for the possible plot complications and the idea that the character will never be able to completely rely on some of his powers.
What do you all think?
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Not a fan of non-toughness catches in general, and this catch in particular. Is the ocean a major area of activity for the game this character is in? Not just, is the ocean nearby, but does stuff actually happen on it during the game?
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This kind of limitation is common in superhero RPGs such as Champions or Mutants & Masterminds, but those are generally built on a much finer point scale than DFRPG.
I checked out "Strands of Fate" because it is attempting to be a sort of all-genre FATE enabler. They do have a Power modifier called "Limitation," and this would maybe be considered a Minor limitation, about equivalent to taking something with a [+1] Item of Power limitation, except Item of Power still has a lot of advantages.
I think this may be too small a limitation to count as a +1 Refresh discount, and certainly no more than that if allowed.
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This kind of limitation is common in superhero RPGs such as Champions or Mutants & Masterminds, but those are generally built on a much finer point scale than DFRPG.
I checked out "Strands of Fate" because it is attempting to be a sort of all-genre FATE enabler. They do have a Power modifier called "Limitation," and this would maybe be considered a Minor limitation, about equivalent to taking something with a [+1] Item of Power limitation, except Item of Power still has a lot of advantages.
I think this may be too small a limitation to count as a +1 Refresh discount, and certainly no more than that if allowed.
The game is set in Miami. So far every battle has been by the water.
Most of the game's NPCs so far are either merpeople, alligators, or ocean freaks.
It would actually be a pretty big handicap.
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This kind of limitation is common in superhero RPGs such as Champions or Mutants & Masterminds, but those are generally built on a much finer point scale than DFRPG.
I checked out "Strands of Fate" because it is attempting to be a sort of all-genre FATE enabler. They do have a Power modifier called "Limitation," and this would maybe be considered a Minor limitation, about equivalent to taking something with a [+1] Item of Power limitation, except Item of Power still has a lot of advantages.
I think this may be too small a limitation to count as a +1 Refresh discount, and certainly no more than that if allowed.
I mostly only wanted to hijack the thread for just a sec... Would you suggest looking over "Strands of Fate" to help with some things, or would it only muddle certain matters? Does it clear or make any extra rules that would help the system, in your opinion? Or would you suggest not even looking at it, to help stay grounded in the DFRPG?
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I mostly only wanted to hijack the thread for just a sec... Would you suggest looking over "Strands of Fate" to help with some things, or would it only muddle certain matters? Does it clear or make any extra rules that would help the system, in your opinion? Or would you suggest not even looking at it, to help stay grounded in the DFRPG?
Frankly, it's going to muddy things. The Powers aren't built the same most of the time, and their Refresh-for-Powers scale is skewed differently than DFRPG. There are probably some basic meta system things like Persistent Aspects which *could* be a decent add-on, but the more I read, the more it was like apples and oranges.
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Frankly, it's going to muddy things. The Powers aren't built the same most of the time, and their Refresh-for-Powers scale is skewed differently than DFRPG. There are probably some basic meta system things like Persistent Aspects which *could* be a decent add-on, but the more I read, the more it was like apples and oranges.
Yeah... I managed to find some comparisons and such.. Why I'm only just now responding. I think I'll pass, hehe. It might as well be an entirely different system for all the good it would do me ;P At most, it could give me some ideas, but I think I'll only glance through it, if I ever get it, for some inspiration. Thank you, hehe.. If I would have waited for your response, I think I would have saved myself a decent amount of time, and reading >.<
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1. I don't think inhuman offensive stats should be limited. In my party they sub-par already. I have to wonder what else is in your party, I also would like to know what refresh level you are playing at. My party started at 10 and are starting a new adventure at 12 soon. Anyway the other reason for this is the game not all refresh spends equally, and maybe you should step the other players
2. Strands of fate is the answer for all crunch/mechanical issues in my experience.
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2. Strands of fate is the answer for all crunch/mechanical issues in my experience.
Excellent - do you have a consistent Power Advantage:DFRPG Refresh exchange rate?
Edit: Also, SoF is the rule system that gives an example virus weight as half a gram.
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Excellent - do you have a consistent Power Advantage:DFRPG Refresh exchange rate?
Let me look further into. I used the aspect ideas (sort of), the stunt section for ideas/guild lines, and some other general ideas. Off hand I would say we play a very traditional game, and did not alter the power options.
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1. I don't think inhuman offensive stats should be limited. In my party they sub-par already. I have to wonder what else is in your party, I also would like to know what refresh level you are playing at. My party started at 10 and are starting a new adventure at 12 soon. Anyway the other reason for this is the game not all refresh spends equally, and maybe you should step the other players
2. Strands of fate is the answer for all crunch/mechanical issues in my experience.
1. Chest deep at the moment right now. I'm primarily looking at nerfing a speed boost because I don't think I could justify taking the power for 2 refresh and I want it primarily for flavor. I should probably just take another point of refinement. If I did I would be hitting much, much harder.
2. Interesting. I may have to check it out. I've been learning the rules so thoroughly that I may be comfortable enough to GM my own game in the future or step in for my game's GM and run a scenario so he could play a PC. If I did that, my character would be an NPC who drops by now and then most likely.
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1. I don't think inhuman offensive stats should be limited. In my party they sub-par already.
Inhuman speed is at least 4 stunts packed into a 2 point power. If that's sub-par, something is weird.
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Inhuman speed is at least 4 stunts packed into a 2 point power. If that's sub-par, something is weird.
Yep, and my wizards eat inhuman stat monsters for breakfast. I have 2 physical and 2 wizard characters, and after the physical characters get into a position to protect the wizards it is all over but the blasting.
1. Chest deep at the moment right now. I'm primarily looking at nerfing a speed boost because I don't think I could justify taking the power for 2 refresh and I want it primarily for flavor. I should probably just take another point of refinement. If I did I would be hitting much, much harder.
I think having the discount on inhuman offensive stats could be a bad idea for balance, but I also might be wrong. I could see it handled by creating less powerful versions of the powers or just having the ability function like powerful stunts. Say a stunt that gives you only the +4 initiative when not near the ocean.
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Yep, and my wizards eat inhuman stat monsters for breakfast. I have 2 physical and 2 wizard characters, and after the physical characters get into a position to protect the wizards it is all over but the blasting.
I think having the discount on inhuman offensive stats could be a bad idea for balance, but I also might be wrong. I could see it handled by creating less powerful versions of the powers or just having the ability function like powerful stunts. Say a stunt that gives you only the +4 initiative when not near the ocean.
That would be 1 refresh for 1/4 of the power's... well, power. Using that logic I have to pay 4 refresh for the same abilities as the power and still take the drawbacks.
Hell. And. No.
The more I think about it, the more I suppose I don't really need the power even for flavor. I just really liked the idea of my character being able to stand toe to toe with one of his mortal enemies and slug it out without using magic. :P
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Well if you want to be able to slog it out with a mortal enemy as a spellcaster and your ok with homebrew stunts then the weapons focus or weapons specialisation stunt would probably do the trick.
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Well if you want to be able to slog it out with a mortal enemy as a spellcaster and your ok with homebrew stunts then the weapons focus or weapons specialisation stunt would probably do the trick.
That's not a bad idea at all.
I will keep that in mind.
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I think I just figured out a solution for my problem.
I didn't want to take a mortal stunt because mortal stunts don't work well for supernatural characters. They're nerfed to represent the increased FP a mortal character has.
Inhuman Speed has 4 aspects to it. This is a +2 ability.
My solution is simple. I just call it something different and take 2 of the abilities instead of the full for at -1 refresh!
Genius, no? This would give me the flavoring I wanted without getting a 2 refresh ability for 1 refresh.
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That sounds like a good idea.
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Yep, and my wizards eat inhuman stat monsters for breakfast. I have 2 physical and 2 wizard characters, and after the physical characters get into a position to protect the wizards it is all over but the blasting.
Wizards eat everything for breakfast. It doesn't say a whole lot to note that inhuman powers are not as good as the best powers in the game.
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That sounds like a good idea.
Thanks :)
I was ridiculously proud of myself for coming up with that one.
It was an elegant solution to bypass any potential problems with my character's eventual progression.
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Be careful.
Not all trappings are created equal, and one of the balancing factors for powers is that you sometimes have to pay for trappings that you don't want.
That being said, I've seen your character and I don't think you'll be inclined to munchkin. Just be aware of the precedent that you set.
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Be careful.
Not all trappings are created equal, and one of the balancing factors for powers is that you sometimes have to pay for trappings that you don't want.
That being said, I've seen your character and I don't think you'll be inclined to munchkin. Just be aware of the precedent that you set.
Thanks for the warning.
All of the trappings for the Speed power are pretty powerful. I don't think that I'll be stacking the deck in my favor - I don't think my GM will either.
And yeah, it seems that a focused artificer is the Glitterboy of the DFRPG... lol.
I still cannot believe how many effortless shifts of power one of those guys would be toting around.
I personally intend to keep my enchanted items to a minimum. My character is all about self-reliance.