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The Dresden Files => DFRPG => Topic started by: Deadmanwalking on January 19, 2013, 10:28:45 PM

Title: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 19, 2013, 10:28:45 PM
So, when statting several truly ancient creatures in OW, the creators of the game have notes like 'All other skills should be considered Fair'. For true ancients, this seems a reasonable way to do things, and hardly unbalancing, considering how rarely lower-ranked skills will come up. However, it runs into a bit of a problem: What if you want to play something that old?

Not necessarily something powerful mind you, just old. Old enough to have that kind of...breadth of experience. I think this is a perfectly reasonable concept, and have been thinking about how to properly reflect it mechanically. I have an idea...but it seems like it might not quite work and I'd like some thoughts on it. Obviously, barring really weird situations, this power could only be purchased at character creation. So:

Inhuman Experience [-2]
Description: You have lived longer and seen and done more than mortals are capable of. Hell, you've seen and done more than many immortals. You are either several centuries old or at least a century and very active indeed.
Musts: None, but you must usually have some power enabling you to live an extended period of time, at least centuries, such as Wizard's Constitution, Living Dead, or Inhuman Recovery.
Skills Affected: Almost all of them.
Effects:
Seen And Done So Much: Your skill default, the part below your pyramid, is raised from Mediocre to Average. In addition to the Refresh cost of this power, you must invest 10 skill ranks into this 'lower strata' to pay for this breadth...but your remaining skill costs are reduced appropriately (ie: buying a skill to Fair is only one skill rank, a skill at Great only 3). You must still obey the standard skill pyramid rules on purchased skills and your pyramid cap is unaffected. If you possess, or come to possess more than 40 'base' skill ranks (before this power's reduction), one in four must go towards maintaining this power at it's current level. So if you have 48 skill ranks, this power's cost will rise to 12 skill ranks total.

Supernatural Experience [-4]
Description: You have lived longer and seen and done more than many supernatural creatures are capable of, and more than most immortals ever bother with. You are either something like a millennium old or at least a few centuries and very active indeed.
Musts: None, but you must usually  have some power enabling you to live an extended period of time, at least several centuries and more likely at least a millennium, such as Living Dead, or Inhuman Recovery. Wizard's Constitution is not usually sufficient for this level.
Skills Affected: Almost all of them.
Effects:
Seen And Done So Very, Very Much: Your skill default, the part below your pyramid, is raised from Mediocre to Fair. In addition to the Refresh cost of this power, you must invest 20 skill ranks into this 'lower strata' to pay for this breadth...but your remaining skill costs are reduced appropriately (ie: buying a skill to Good is only one skill rank, a skill at Superb only 3). You must still obey the standard skill pyramid rules on purchased skills and your pyramid cap is unaffected. If you possess, or come to possess more than 40 'base' skill ranks (before this power's reduction), one in two must go towards maintaining this power at it's current level. So if you have 48 skill ranks, this power's cost will rise to 24 skill ranks total.

Mythic Experience [-6]
Description: You have lived longer and seen and done more than almost any being on the planet. You are either several millennia old or at least a millennium and very active indeed.
Musts: None, but you must usually have some power enabling you to live an extended period of time, at least one thousand years and more likely several thousand, such as Living Dead, or Inhuman Recovery. Wizard's Constitution is not usually remotely sufficient.
Skills Affected: Almost all of them.
Effects:
Seen And Done It All: Your skill default, the part below your pyramid, is raised from Mediocre to Good. In addition to the Refresh cost of this power, you must invest 30 skill ranks into this 'lower strata' to pay for this breadth...but your remaining skill costs are reduced appropriately (ie: buying a skill to Great is only one skill rank, a skill at Superb only 2). You must still obey the standard skill pyramid rules on purchased skills and your pyramid cap is unaffected. If you possess, or come to possess more than 40 'base' skill ranks (before this power's reduction), three in four must go towards maintaining this power at it's current level. So if you have 48 skill ranks, this power's cost will rise to 36 skill ranks total.

And a downside, available at all levels (though more appropriate the older you are):

Not Keeping Up With The Times [+1]
While you may've seen and done a great deal, none of it involved these newfangled computers and car things. Unlike your other skills, your Driving remains at Mediocre, and your Craftsmanship, Guns, and Scholarship, while they do rise, and may indeed be any rating, are considered to be Mediocre for purposes of dealing with modern technology such as computers, actual surgery, or automatic weapons.
.
.
.
So...thoughts? I'm really unsure on the costs, basically. I know what I want the powers to do...I'm just not so sure on the execution.

EDIT: Upped the skill point cost from a flat 10 (which is how it started out) to the current sliding scale. Just for the record.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 19, 2013, 10:38:30 PM
You know, I've been wanting to do something like this for ages. But I was never really able to come up with a cost I could call fair.

So yeah, I'd like to help here.

I can't tell by looking whether those costs are fair. But I can make characters with those Powers, and we can see whether they're balanced.

So I'll do that sometime soon.

PS: I'd remove the Musts, if I were you. They exclude some character concepts that a lower skill floor would be appropriate for.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 19, 2013, 10:43:17 PM
Musts are always a little iffy. What concepts did you have in mind? I mean, I guess there are ex-immortals...but I could fix that by adding an 'or have had at one point' or something like it.

And I ran some hypotheticals through my head at various power levels and felt like I might be over-costing things...but I keep coming back to how awesome having everything at, say, Fair or Good is. It's hard to pin down.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 19, 2013, 10:50:05 PM
I was thinking of somebody like the Archive, who has oodles of knowledge from some external source. Or somebody possessed by a whole bunch of ghosts with varying skills. Or somebody who's got magical super-luck that makes them succeed at everything.

Or somebody like Marcone. Marcone's OW write-up has an incredible number of skill points...in order to be a playable PC without a Power like this, he'd need a preposterous amount of Refresh.

There are also some heroes who are just ridiculously good at everything for no good reason. See: Batman.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 19, 2013, 10:53:09 PM
Okay, you've talked me into it. Edit will be done momentarily.

EDIT: And changed from a requirement to a recommendation.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: narphoenix on January 19, 2013, 11:52:20 PM
Your skill rank costs are off. There are 25 skills. Inhuman Experience should require spending 25 skill ranks, Supernatural needs 50, and Mythic needs 75.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 20, 2013, 12:01:16 AM
Your skill rank costs are off. There are 25 skills. Inhuman Experience should require spending 25 skill ranks, Supernatural needs 50, and Mythic needs 75.

Right...if they had no Refresh cost. The listed cost is what you have to pay in addition to the Refresh cost. So a Submerged character who bought Supernatural Experience would have 15 skill points to spend.

It's meant to be an actually purchasable and usable ability, after all.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: narphoenix on January 20, 2013, 12:23:12 AM
Oh. I see.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Mrmdubois on January 20, 2013, 01:16:51 AM
I love this idea for a Power.  I always liked playing skill monkeys.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 20, 2013, 01:51:06 AM
Yeah, I'm a bit in love with it myself. It's getting it to work right that's the trick...
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: narphoenix on January 20, 2013, 02:20:03 AM
Also, you may not want the refund to include all of driving. What about those who can drive chariots and stuff?
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: blackstaff67 on January 20, 2013, 02:21:33 AM
weird situations, this power could only be purchased at character creation. So:



And a downside, available at all levels (though more appropriate the older you are):

Not Keeping Up With The Times [+1]
While you may've seen and done a great deal, none of it involved these newfangled computers and car things. Unlike your other skills, your Driving remains at Mediocre, and your Craftsmanship, Guns, and Scholarship, while they do rise, and may indeed be any rating, are considered to be Mediocre for purposes of dealing with modern technology such as computers, actual surgery, or automatic weapons.
.
.
.
So...thoughts? I'm really unsure on the costs, basically. I know what I want the powers to do...I'm just not so sure on the execution.

Ah, the GURPS equivalent of "Hidebound."  I was wondering if anyone would ever bring that up.  Pretty sure that applies to several members of the White Council in addition to some other powerful critters
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 20, 2013, 02:28:54 AM
Well, strictly speaking, I'd just give most of them no ranks in any of those skills that seemed inappropriate and maybe Compel them not to use Scholarship on some stuff. You only really need the drawback on those who would otherwise have every skill at something beyond Mediocre.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Haru on January 20, 2013, 02:35:00 AM
You are basically giving 15 skillpoints for 2 refresh here. If you look at Mimic Abilities, it can give you 2 skills of a target for 2 refresh. If you say that skills cap at fantastic (which, going from the sample characters seems reasonable), that would be 12 skillpoints for 2 refresh. Which means you are in roughly the same territory, and the additional 3 points can easily be justified by saying, that they are not maxing skills out like Mimic is doing.
So the cost seems fine for now, it might seem too little if you actually test it. You could easily adjust this to a more "jack of all trades" power, if you require 15 skill points per 2 refresh locked down instead of 10, so the rest of the skills would not go up that much.

How do you want to treat skillcaps? Inhuman experience + feet in the water would allow for a superb skill easily, since it would actually only be a great one in price. If you've lived long enough, like the power suggests, you would have certainly have had the time to become a real pro in at least one profession. Seems a good fit to allow that with the power.

I would not exclude driving as well, mostly because it also includes navigation in a city and knowing the streets and such, which you can easily do without driving a car, especially, if you've walked those streets long enough to literally have left grooves in the pavement. You can still have it be mediocre for everything that involves moving a modern vehicle.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 20, 2013, 02:45:41 AM
How do you want to treat skillcaps? Inhuman experience + feet in the water would allow for a superb skill easily, since it would actually only be a great one in price. If you've lived long enough, like the power suggests, you would have certainly have had the time to become a real pro in at least one profession. Seems a good fit to allow that with the power.

It explicitly doesn't change maximum skills. I think doing so is...a bad idea. At least at the current cost.

I would not exclude driving as well, mostly because it also includes navigation in a city and knowing the streets and such, which you can easily do without driving a car, especially, if you've walked those streets long enough to literally have left grooves in the pavement. You can still have it be mediocre for everything that involves moving a modern vehicle.

You can use other skills for that stuff except actual driving, though. And I felt like at least one skill should be actively removed.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: narphoenix on January 20, 2013, 02:54:31 AM
Again, my point stands: driving chariots.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 20, 2013, 02:58:29 AM
Again, my point stands: driving chariots.

I would not use the Driving skill for that. I'd use Survival, since it's used for riding and that's vastly closer to chariot driving than driving a car is.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 20, 2013, 07:17:03 AM
Chariots are rare enough to ignore, I think. Somebody who drove chariots can just buy Driving up from 0. Or they can not take that rebate...Aspect Compels can cover their issues with the modern day if need be.

Anyway, how about some characters?

(click to show/hide)
(click to show/hide)
(click to show/hide)

Do they look balanced?

Bear in mind that I didn't optimize much.

My impression is that the Powers might be a bit too good at levels above the ones the book gives. Three Fantastic skills at In A Submarine is really good.

As the power level increases, the number of skills you have at or above the level you're raising your floor to increases. And once that number gets high, you're actually increasing the number of skills you can have at high values by taking Experience.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 20, 2013, 08:09:38 AM
Yeah...but for, say, Batman you could've used that 6 Refresh to easily buy a custom Power or a couple of Stunts to use one of his, say, two Fantastic skills for, potentially, several other skills, which would debatably be a better use of Refresh...though not as fun or cool, IMO.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Tedronai on January 20, 2013, 08:36:37 AM
Yeah...but for, say, Batman you could've used that 6 Refresh to easily buy a custom Power or a couple of Stunts to use one of his, say, two Fantastic skills for, potentially, several other skills, which would debatably be a better use of Refresh...though not as fun or cool, IMO.

No power that I'm aware of even comes close to moving the whole of a skill into another, and stunts are quite certainly out of the question for that except for the most narrow of skills (fists, for example), and even then, are recommended to have significant limitations on the circumstances under which those individual trappings are moved.

For the price of Mythic Experience?  You might be able to get 1 or 2 skills (depending on which ones you're talking about) moved over piece by piece, with conditions.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 20, 2013, 08:41:12 AM
Well, Mimic Abilities moves whole skills. But it's clearly balanced around the assumption that you won't just be able to copy whatever skills you want.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 20, 2013, 08:44:54 AM
Well, Mimic Abilities moves whole skills. But it's clearly balanced around the assumption that you won't just be able to copy whatever skills you want.

True, though I'm not really arguing otherwise. Just noting that getting an extra peak skill, while cool, seems like part and parcel of what the power's supposed to do, and not unreasonable for its cost...especially at the higher levels of the power, which is where you're really likely to be able to get that.

Based on those characters, my big concern is actually that the first level is too weak...
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 20, 2013, 09:11:55 PM
The first level seems pretty strong to me. I'd put it on almost every character above Submerged.

The character I put it on doesn't get too much out of it, though. As is often the case with spellcasters, more Refinement would probably be better.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: crusher_bob on January 21, 2013, 04:59:52 PM
Wasn't there some discussion of true shapshifting (skills only) probably being a 3 point power?  This seems to be a better deal, as you can switch out your highest skills, rather than have levels of lower skills that you don't much care about, anyway.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 21, 2013, 06:50:58 PM
Wasn't there some discussion of true shapshifting (skills only) probably being a 3 point power?  This seems to be a better deal, as you can switch out your highest skills, rather than have levels of lower skills that you don't much care about, anyway.

Hmmm, a valid point...but speaking canonically, Shapeshifting can't give you many skills at all. It can give you Alertness, Investigation, Fists, Athletics, Might, Stealth, and Endurance, and probably Weapons, Guns, Burglary, Driving, and Survival. That's only half the skills. Your other half are, at best, whatever rating you started with. And being good at some stuff with Shapeshifting means you're bad at others, leaving at least momentary weaknesses to be exploited.

None of these drawbacks apply to the Experience powers.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 21, 2013, 07:37:43 PM
That is true.

Also, I wouldn't allow you to purchase the skill-swapping effect of True Shapeshifting for 3 Refresh. But I guess that's personal judgement more than anything else.

Still, True Shapeshifting is the closest thing we have to a canonical balance point. It's worth paying attention to.

I've been thinking a bit about how these Powers could be balanced above Submerged, and I'm starting to think that making them free might be the best bet. Like we were talking about doing with the consequence-booster. It actually makes plenty of sense for the skill floor to be higher for really powerful characters.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 21, 2013, 08:31:36 PM
I'm not sure I agree. These have more to do with age/varied experiences than it does power-level per se. I'd give them to Kincaid, but not necessarily Lily, for example, despite the latter likely being more powerful, because she's young and hasn't had time to pick up this stuff, while he's experienced as hell.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 21, 2013, 08:41:17 PM
I have no problem with making Lily Fair at everything. Because I can't think of any skill she ought to be bad at. Can you?

She's not that experienced, sure, but sheer power can cover up for that deficiency.

And I think Kincaid might be at a higher power level than Lily. Lily has oodles of power, but she's probably deep in negative Refresh-land. Kincaid might not be.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: InFerrumVeritas on January 21, 2013, 08:51:32 PM
I have no problem with making Lily Fair at everything. Because I can't think of any skill she ought to be bad at. Can you?

She's not that experienced, sure, but sheer power can cover up for that deficiency.

And I think Kincaid might be at a higher power level than Lily. Lily has oodles of power, but she's probably deep in negative Refresh-land. Kincaid might not be.

Possibly social skills? 
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 21, 2013, 09:06:36 PM
I have no problem with making Lily Fair at everything. Because I can't think of any skill she ought to be bad at. Can you?

Actually, yes. Driving, Burglary, Scholarship, Craftsmanship, Might, and Guns. All off the top of my head, should all be Average at best, and Mediocre in many cases.

She's not that experienced, sure, but sheer power can cover up for that deficiency.

To some degree, sure. But it doesn't help you speak Etruscan or Ancient Sumerian, nor does it help you shoot a gun right.

And I think Kincaid might be at a higher power level than Lily. Lily has oodles of power, but she's probably deep in negative Refresh-land. Kincaid might not be.

Okay, what about the Senior Council? They don't strike me as all having Average or Fair Might, just for example, and surely you don't argue Kincaid's a higher power level than them?
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 21, 2013, 09:17:03 PM
Lily was kind and charming, but manipulative. That's Rapport, Empathy, and Deceit right there.

Her enormous power makes her very dangerous, which easily justifies a decent Intimidation skill.

That leaves Presence and Performance. Her power and general social acumen guarantees a decent Presence, and she was a professional model once.

So I'd say she doesn't have a social skill below Fair. OW is more or less with me there.

Actually, yes. Driving, Burglary, Scholarship, Craftsmanship, Might, and Guns. All off the top of my head, should all be Average at best, and Mediocre in many cases.

She's a faerie. Supernatural strength and grace, right? That should cover all of those.

To some degree, sure. But it doesn't help you speak Etruscan or Ancient Sumerian, nor does it help you shoot a gun right.

Who said anything about languages? And it does help you shoot a gun right...remember what Harry said in Cold Days about Sidhe grace and aim?

Okay, what about the Senior Council? They don't strike me as all having Average or Fair Might, just for example, and surely you don't argue Kincaid's a higher power level than them?

Much better example!

(Even though they're actually old enough to have Inhuman Experience more-or-less by default.)

Still, there's no Senior Council member that's definitively bad at anything. The Merlin may never wrestle, but he's ancient and he's got supernatural vitality. Plus he's generally badass.

So while I'd be fine with a Merlin that has Mediocre Might, it doesn't bother me at all to have a quirk of game mechanics give him Fair Might.

Good would be too much, though.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: vultur on January 22, 2013, 01:57:39 AM
Her enormous power makes her very dangerous, which easily justifies a decent Intimidation skill.

I disagree. That gives her "context of power", but does she know how to use it? I doubt it.

Quote
She's a faerie. Supernatural strength and grace, right? That should cover all of those.
Certainly not Scholarship. Probably not Craftsmanship or Burglary, there's a lot of "knowledge" there.

 Also, what makes you think Lily has supernatural strength? Aurora didn't - Harry could physically hold her down & keep her away from the Table.

(Sure, she was dying... but holding down a dying Rampire or Blampire would be super dangerous. Aurora strikes me as no stronger than a human her size.)

Also, Aurora was killed by ordinary pixies (Fair Weapons). If she has Inhuman Speed, her Athletics is probably Average or Fair.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 22, 2013, 11:14:26 PM
I disagree. That gives her "context of power", but does she know how to use it? I doubt it.

If you're capable of killing a dude, you can just tell them that and that'll scare 'em. Anyone can be scary, given enough Power and the willingness to use it.

Certainly not Scholarship. Probably not Craftsmanship or Burglary, there's a lot of "knowledge" there.

Oops, didn't see Scholarship on the list.

But I figure her attunement to the mind of Summer can cover the knowledge stuff if need be. As can training from Summer.

Her being a Fair scholar is about as plausible as her completely blanking on basic math questions. I could go either way, honestly.

Also, what makes you think Lily has supernatural strength? Aurora didn't - Harry could physically hold her down & keep her away from the Table.

(Sure, she was dying... but holding down a dying Rampire or Blampire would be super dangerous. Aurora strikes me as no stronger than a human her size.)

Also, Aurora was killed by ordinary pixies (Fair Weapons). If she has Inhuman Speed, her Athletics is probably Average or Fair.

Essentially all fae are magically strong. So are their Knights. It'd be pretty weird if Lily wasn't. Even if she doesn't have Strength (DMW's write-up says she does), she's almost certainly stronger than she was as a mortal.

And both OW and DMW say she has Speed.

Aurora's death was really just weird. She went down like a punk.

That being said, Strength and Speed only give +1/level to wrestle and dodge. Even Supernatural in both could be matched with one FP.

So you could justify her death game-mechanics-wise if you wanted to.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 22, 2013, 11:54:02 PM
@Sanctaphrax:

I could go through a whole thing on how I disagree and why on each point, but it all basically boils down to the fact that I do disagree. Not everyone with vast power is also good at everything. Some are, some are not. I find the idea of the Merlin being as strong physically as, say, Bily Borden ridiculous, and don't think grace (even inhuman grace) makes one inherently better at, say, driving a car. If it did, wouldn't everything with Inhuman Physical stuff get certain skills for free? The justification just falls really short.

As for Aurora, I always interpreted that as the Little Folk having gotten the drop on her (with something like Epic Stealth...a thing they can do easily, and Harry being very distracting) and hitting her simultaneously with a dozen or more attacks at Weapon 1 while her Defense was at Mediocre. That's an average of what, a dozen 2 stress hits that ignore her Toughness powers? That'll kill almost anything.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Lavecki121 on January 23, 2013, 08:33:06 PM
I feel like there should be a limited version of this, a "catch" of sorts to weed out knowledge or strength type skills for various people. If I want to play a 1000 year old creature who has never learned to read I still want him to be able to have the benefit to his strength based stats, even though his knowledge ones would be lacking.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 23, 2013, 08:40:52 PM
Hmmm. Scholarship also covers knowledge of history, as well as number of languages, so I'd be disinclined to allow a character of great age to ignore it altogether...but if you grab Not Keeping Up With The Times you could easily be illiterate, as that wasn't a needed skill in many eras. Grab it as part of an Aspect and take compels when it's a problem.

On the more physical end, I guess I could whip up something like 'cloistered academic'...except that anyone who was that cloistered probably doesn't have the wide skill range this Power represents, no matter how old they might be, just high Lore and/or Scholarship.

I am tempted to do a generic 'I lack this skill' rebate...but it doesn't seem like one skill would be enough, so I'm still thinking on how to stat it.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Lavecki121 on January 23, 2013, 09:01:12 PM
You could always represent the rebate by a refund in SP as apposed to FP
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 23, 2013, 09:03:32 PM
Hmmm...maybe, but it'd have to be pretty low considering...perhaps I'll do something like that. Let me think.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Lavecki121 on January 23, 2013, 09:15:28 PM
That may be true but even if I have inhuman experiance and I drop one skill, that enables me to put one skill up another level. (If we go off of the one to one basis which probably isnt true) But if Im willing to min 3 or 4 skills to push up 1 or 2 others, that may be worth it.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 23, 2013, 10:42:30 PM
I could go through a whole thing on how I disagree and why on each point, but it all basically boils down to the fact that I do disagree. Not everyone with vast power is also good at everything. Some are, some are not. I find the idea of the Merlin being as strong physically as, say, Bily Borden ridiculous, and don't think grace (even inhuman grace) makes one inherently better at, say, driving a car. If it did, wouldn't everything with Inhuman Physical stuff get certain skills for free? The justification just falls really short.

Billy has Inhuman Strength. Plus his Aspects are suitable to displays of strength. He's definitely stronger than the Merlin.

But the Merlin is very strong-willed and experienced. And that alone can get you pretty far. So he might well just be Fair at wrestling/lifting.

Bear in mind that Fair means exactly that. It's not exactly impressive.

And if you don't believe grace helps you drive, you should probably drive sometime.

People with Powers don't get skills for free, but as a general rule they should take skills that fit their Powers. It'd be hard to justify Mythic Speed and Mediocre Fists, for instance. You could probably do it with pacifism or total incompetence, but as a general rule skills and Powers are correlated.

As for Aurora, I always interpreted that as the Little Folk having gotten the drop on her (with something like Epic Stealth...a thing they can do easily, and Harry being very distracting) and hitting her simultaneously with a dozen or more attacks at Weapon 1 while her Defense was at Mediocre. That's an average of what, a dozen 2 stress hits that ignore her Toughness powers? That'll kill almost anything.

Like I said, you can justify it mechanics-wise.

But it was nonetheless really lame. She got completely owned by rather weak opponents. And not because of some epic plan, it just sort of happened.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 23, 2013, 10:58:17 PM
Billy has Inhuman Strength. Plus his Aspects are suitable to displays of strength. He's definitely stronger than the Merlin.

I meant in human form.

But the Merlin is very strong-willed and experienced. And that alone can get you pretty far. So he might well just be Fair at wrestling/lifting.

Bear in mind that Fair means exactly that. It's not exactly impressive.

It kinda is, actually. It lets you lift, say, 200 lb people without difficulty...that's not unimpressive, and not something I see the Merlin as capable of casually.

And if you don't believe grace helps you drive, you should probably drive sometime.

Reaction time matters more and yet Inhuman Speed gives no driving bonus...

People with Powers don't get skills for free, but as a general rule they should take skills that fit their Powers. It'd be hard to justify Mythic Speed and Mediocre Fists, for instance. You could probably do it with pacifism or total incompetence, but as a general rule skills and Powers are correlated.

Some skills, sure...but not ones requiring actual training. At least, IMO. Not every high Speed character has Guns or Driving, for example.

Like I said, you can justify it mechanics-wise.

But it was nonetheless really lame. She got completely owned by rather weak opponents. And not because of some epic plan, it just sort of happened.

I disagree, Harry just kept throwing things at her till something worked. That seems valid and fun to me.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: narphoenix on January 23, 2013, 11:05:13 PM
Plus, the little folk thing was very planned. It was a lot more planned than anything Harry had up till that point.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 23, 2013, 11:05:18 PM
It kinda is, actually. It lets you lift, say, 200 lb people without difficulty...that's not unimpressive, and not something I see the Merlin as capable of casually.

Actually the table represents what a character can lift with all of their effort. Not without difficulty or casually.

And I don't find that at all impressive. There's a chance that I might even be able to do that, and I don't think of myself as strong.

Reaction time matters more and yet Inhuman Speed gives no driving bonus...

Some skills, sure...but not ones requiring actual training. At least, IMO. Not every high Speed character has Guns or Driving, for example.

It's not that you absolutely have to have the skills together with the Powers. It's just that they'll tend to go together. Someone really fast will more often than not have at least some ability to dance/fight/drive.

I disagree, Harry just kept throwing things at her till something worked. That seems valid and fun to me.

Not gonna argue over it any further, since it's been way too long since I read that book for any proper discussion. But I remember thinking "wow, that's a letdown" when I read that bit.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 23, 2013, 11:10:22 PM
Actually the table represents what a character can lift with all of their effort. Not without difficulty or casually.

Nope, it's what they can do without rolling, which is to say, fairly casually (though perhaps with effort).

And I don't find that at all impressive. There's a chance that I might even be able to do that, and I don't think of myself as strong.

Right...but are you physically in your 60s? The Merlin is.

It's not that you absolutely have to have the skills together with the Powers. It's just that they'll tend to go together. Someone really fast will more often than not have at least some ability to dance/fight/drive.

Oh, I don't dispute that, I just dispute that such powers are sufficient justification in and of themselves.

Not gonna argue over it any further, since it's been way too long since I read that book for any proper discussion. But I remember thinking "wow, that's a letdown" when I read that bit.

I did not have the same experience. Let's leave it at that.  :)
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 24, 2013, 09:24:22 AM
Quote from: Your Story
Keep in mind that each level represents what a character can lift by expending all of his effort

Right...but are you physically in your 60s? The Merlin is.

He's also incredibly experienced and just generally capable. Lifting technique is a thing that you can practice.

And he's an incredibly determined guy. He knows what he wants and he does what he has to get it. That alone'll make him significantly better at literally everything than a lot of people. Because a lot of people don't know what the hell they are doing or why. Period. They're just adrift.

You know how Batman's ridiculously good at everything? Well, he represents this idea taken to a pretty silly extreme. The basic premise is that if a person just got off their ass and really tried, they could be better than you and I. To some extent this is actually true.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Mrmdubois on January 24, 2013, 08:25:01 PM
Reminds me of Dead Beat.  Cassius was scrawny and aging rapidly but could outmuscle Harry when wrestling just because he'd been around longer to learn and practice good technique. 
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 28, 2013, 04:35:35 AM
Determination of the sort you guys are talking about is what Conviction or Discipline Maneuvers and Aspect use is for...not the Might skill.

Anyway, this has gotten a little off track: All arguments over who should have this power aside...does it look like a workable power as currently costed and statted? Maybe with an option to have a few skills at Mediocre in exchange for a few skill points back?
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 28, 2013, 04:57:23 AM
Determination can also be a general quality that helps one succeed at all of one's endeavours without you taking any special time to summon it up. So you can justify Fair Might on the Merlin or Ancient Mai, even if you don't want to fudge things with Compels.

As I said before, the Powers look workable but they're probably too good at higher power levels. Which is why I was suggesting handing them out free, to remove the balance issue.

I'm not sure about the idea of letting people exclude skills from this Power. It seems exploitable.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 28, 2013, 06:01:54 AM
Determination can also be a general quality that helps one succeed at all of one's endeavours without you taking any special time to summon it up. So you can justify Fair Might on the Merlin or Ancient Mai, even if you don't want to fudge things with Compels.

There's an element of truth there...but, IMO, not enough of one to make that the default. I dislike it for the same reason I dislike D&D 4E's general skill bumps per level...it results in a number of things that simply don't fit aesthetically or thematically.

As I said before, the Powers look workable but they're probably too good at higher power levels. Which is why I was suggesting handing them out free, to remove the balance issue.

I dunno, much as I trumpeted the advantages of this over True Shapeshifting (and there definitely are some)...it seems like that's a much more abusable/powerful ability in almost every way...

I'm not sure about the idea of letting people exclude skills from this Power. It seems exploitable.

That's definitely my worry on that, yeah.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: InFerrumVeritas on January 28, 2013, 07:08:37 PM
Why not create skill groups?  You buy the power and get the baseline raised for that specific skill group.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 28, 2013, 09:52:37 PM
Hmmm...perhaps. But that runs into skill pyramid issues. As listed, this power doesn't invalidate the Pyramid model, just moves it up a bit...what you suggest seems destined to violate the pyramid model entirely, something I'm not eager to do.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Lavecki121 on January 28, 2013, 10:21:59 PM
I feel like limiting certain skills would do the same though.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 28, 2013, 10:44:08 PM
Not if you limited it to just a couple...well, it technically does, but in a way that's a lot easier to work around.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Lavecki121 on January 28, 2013, 11:13:37 PM
I feel like that way is worse in a way actually. For generalization purposes lets say there are 20 skills, if you separate them into 4 groups of 5 kinda like the way Veritas suggested then you have a person who would only break the tree if they took 3/4 groups otherwise they would have 5 over 15, 10 over 10 or 20 over 0 (which is just an upgrade). If you have it so that they are taking all 20 except for like 2 or 3, they are creating a situation that isnt any better than 15 over 5.

Just sayin.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 29, 2013, 12:54:02 AM
There's an element of truth there...but, IMO, not enough of one to make that the default. I dislike it for the same reason I dislike D&D 4E's general skill bumps per level...it results in a number of things that simply don't fit aesthetically or thematically.

I'm not advocating this because I think it's thematic. I'm advocating it because optimization-wise, Experience is basically mandatory for the Merlin. And I don't want to give some non-skilled player the chance to handicap their character by not knowing that.

Fortunately, I can justify this thematically. The difference between Mediocre and Fair is small enough to be subsumed into a character's general awesomeness.

I dunno, much as I trumpeted the advantages of this over True Shapeshifting (and there definitely are some)...it seems like that's a much more abusable/powerful ability in almost every way...

Nah, there are some definite advantages to Experience. I'm not saying Experience is clearly better, but look at what it can do for the Merlin.

Here are your skills and specializations for the Merlin:

Epic: Discipline,
Fantastic: Conviction, Lore
Superb: Contacts, Presence,
Great: Deceit, Intimidation, Resources
Good: Alertness, Empathy, Rapport, Scholarship,
Fair: Craftsmanship, Burglary, Investigation, Stealth,
Average: Athletics, Endurance, Weapons, Survival

Evocation: Elements (Air, Fire, Earth, Spirit);
Power (Air +6, Earth +1, Spirit +4, Fire+2)
Control (Air+5, Earth +1, Spirit +3, Fire+1)
Thaumaturgy:
Control (Summoning and Binding +1, Conjuration +1,  Divination +1, Veils +2, Wards +3, Transformation and Disruption +1, Transportation and Worldwalking +2);
Complexity (Summoning and Binding +3, Conjuration +3, Divination+4, Veils +5, Wards +6, Transformation and Disruption +2, Transportation and Worldwalking +4);

And here are the skills and specializations the Merlin could have if he swapped 4 Refinements for Supernatural Experience:

Quote
Epic: Discipline, Conviction, Lore
Fantastic: Contacts, Presence, Deceit
Superb: Intimidation, Resources, Scholarship
Great: Alertness, Empathy, Rapport
Good: Endurance, Craftsmanship, Investigation
Fair: The rest

Evocation: Elements (Air, Fire, Earth, Spirit);
Power (Air +5, Spirit +3, Fire+2)
Control (Air+6, Earth +1, Spirit +4, Fire+1)
Thaumaturgy:
Control (Summoning and Binding +1, Conjuration +1,  Divination +1, Veils +2, Wards +3, Transformation and Disruption +1, Transportation and Worldwalking +2);
Complexity (Summoning and Binding +2, Conjuration +2, Divination+3, Veils +4, Wards +5, Transformation and Disruption +1, Transportation and Worldwalking +3);

By my count, the two Merlins have the exact same Refresh cost. But the second Merlin is strictly superior. There is nothing that he is worse at, and a lot that he is better at.

And so, not taking Experience is a sucker's choice.

PS: There are 25 skills. In theory one could make more, but few people seem inclined to bother.
PPS: Would Experience raise one's competency at things that no canon skill covers, but which a theoretical new skill might? (I'm thinking of playing chess, here.)
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 29, 2013, 02:06:32 AM
I'm not advocating this because I think it's thematic. I'm advocating it because optimization-wise, Experience is basically mandatory for the Merlin. And I don't want to give some non-skilled player the chance to handicap their character by not knowing that.

Fortunately, I can justify this thematically. The difference between Mediocre and Fair is small enough to be subsumed into a character's general awesomeness.

NPCs aren't necessarily optimized. That's okay, as they also aren't built with strict point totals. Trying to justify what powers an NPC has in optimization terms is, IMO, an actively bad idea as it makes for poor choices in terms of what the NPC can and should be able to do.

Nah, there are some definite advantages to Experience. I'm not saying Experience is clearly better, but look at what it can do for the Merlin.

There are, it's true. But True Shapeshifting would do all that and more (okay, it only allows two skills at Epic...but it allows him to also use Epic Athletics or Might whenever he likes, too). It'd certainly be better than his current stuff mechanically. I'll go into why I didn't give it to him below.

Here are your skills and specializations for the Merlin:

And here are the skills and specializations the Merlin could have if he swapped 4 Refinements for Supernatural Experience:

By my count, the two Merlins have the exact same Refresh cost. But the second Merlin is strictly superior. There is nothing that he is worse at, and a lot that he is better at.

I can make a vastly more optimized Merlin in my sleep without changing a single Refresh. His skills are, from an optimization perspective poorly organized. Of course rearranging them makes him more powerful. That says nothing about the power per se and everything abou the fact that I didn't build the Merlin to be mechanically optimal, I built him to accurately reflect the combination of advantages and disadvantages he demonstrates over the course of the books. This is how I build all my NPCs, and it's how others should as well. Specific Refresh and skill point limits are actually a bad thing for NPC creation as they make you care about those limits more than accurate reflections of the concept (or how well those stats reflect the fictional character in question,for folks like the Merlin) you wish to create.

And so, not taking Experience is a sucker's choice.

I strongly disagree actually. It's good, but the fact that you rearranged his skills has a lot more to do with him getting more powerful there than the use of an Experience power. I can make a vastly more powerful version by just making him Epic in Conviction and Lore, Fantastic in Discipline (doable with the 65 skill points he has base sans the Experience rather easily) and dropping a very few low level skills (Stealth and Weapons, for example), then using those 4 Refinements to up his Focus/Enchanted Items.

PS: There are 25 skills. In theory one could make more, but few people seem inclined to bother.

Indeed.

PPS: Would Experience raise one's competency at things that no canon skill covers, but which a theoretical new skill might? (I'm thinking of playing chess, here.)

I'd peg chess under Scholarship, actually. And theoretically, yes, I think, but I wouldn't use such skills.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 29, 2013, 02:30:44 AM
NPCs aren't necessarily optimized. That's okay, as they also aren't built with strict point totals. Trying to justify what powers an NPC has in optimization terms is, IMO, an actively bad idea as it makes for poor choices in terms of what the NPC can and should be able to do.

Eh, I see where you're coming from.

However, the same issue applies to essentially all really powerful characters.

There are, it's true. But True Shapeshifting would do all that and more (okay, it only allows two skills at Epic...but it allows him to also use Epic Athletics or Might whenever he likes, too). It'd certainly be better than his current stuff mechanically. I'll go into why I didn't give it to him below.

Nope!

Capping all three casting skills is massive. Epic Lore is strictly superior to Fantastic Lore with 3 Refinements spent getting +1 complexity to six fields of magic. And the Merlin has Complexity bonuses in seven fields of magic.

I can make a vastly more optimized Merlin in my sleep without changing a single Refresh. His skills are, from an optimization perspective poorly organized. Of course rearranging them makes him more powerful.

It's okay to be un-optimized. It's not okay for there to be absolute power disparities.

By re-arranging the Merlin's skills, you could make him stronger. But I'd be able to say "he's worse at Stealth" or some such thing.

With the changes I made to the Merlin, you cannot say anything like that.

This is bad.

I strongly disagree actually. It's good, but the fact that you rearranged his skills has a lot more to do with him getting more powerful there than the use of an Experience power. I can make a vastly more powerful version by just making him Epic in Conviction and Lore, Fantastic in Discipline (doable with the 65 skill points he has base sans the Experience rather easily) and dropping a very few low level skills (Stealth and Weapons, for example), then using those 4 Refinements to up his Focus/Enchanted Items.

I didn't really re-arrange his skills. I just raised them. With the exception of Endurance, no skill on my Merlin is higher than a skill it was not higher than on your Merlin.

Oh, and your proposed Merlin would still be strictly inferior to a Merlin with Experience. Grab Supernatural Experience, make Discipline Epic, drop 4 points of control bonuses. Nothing lost, plenty gained.

This isn't really an argument. This is math.

Strict mathematical imbalances are not acceptable for PCs. And you've been using the Merlin as a PC-stand-in here, so I'm doing the same.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 29, 2013, 08:13:45 AM
Eh, I see where you're coming from.

However, the same issue applies to essentially all really powerful characters.

PCs are built differently. Hell, in many ways this is explicitly a PC only power...NPCs don't have skill caps so you don't need to throw it on them, just say all their skills are at X rating. Build two PCs that do the same thing...say, combat, or magic, or scholarly inquiry, one with the power and one without and compare them and you get good info...worrying about giving the power to a particular NPC is well-nigh meaningless.

Nope!

Capping all three casting skills is massive. Epic Lore is strictly superior to Fantastic Lore with 3 Refinements spent getting +1 complexity to six fields of magic. And the Merlin has Complexity bonuses in seven fields of magic.

True...but you can do that without buying the Power in question. That's not a power-level disparity between having the Power and not, it's a power-level disparity between being optimized and not, and those are inevitable.

It's okay to be un-optimized. It's not okay for there to be absolute power disparities.

As stated, there isn't. Make a reasonable character who's not over specialized to the point of insanity in ritual magic and compare versions with and without this ability and we can talk.

By re-arranging the Merlin's skills, you could make him stronger. But I'd be able to say "he's worse at Stealth" or some such thing.

With the changes I made to the Merlin, you cannot say anything like that.

This is bad.

I can say those points could instead have been spent making him a 14 to 15 shift Evocation specialist instead, which is vastly more useful than being Fair in Stealth and Weapons.

The Merlin's an awful example for this because he was built to explicitly have maxed out specialty pyramids in every aspect of Magic without also having a maxed out Lore skill. I know, I built him. Doing this makes him more effective, sure, but since he's no longer properly representative of being the Merlin there's absolutely no point to it.

I can improve him in a dozen ways that are vastly better than this for the same Refresh, none of which will cost him anything...I don't because there's no point.

I didn't really re-arrange his skills. I just raised them. With the exception of Endurance, no skill on my Merlin is higher than a skill it was not higher than on your Merlin.

Okay...really not the point, though.

Oh, and your proposed Merlin would still be strictly inferior to a Merlin with Experience. Grab Supernatural Experience, make Discipline Epic, drop 4 points of control bonuses. Nothing lost, plenty gained.

This isn't really an argument. This is math.

8 points. You need 8 points of Control bonuses to make that worthwhile (you get 2 per Refinement). Barring Evocation (which isn't so easily dropped for various reasons), I'm not sure the Merlin has 8 points of control bonuses to drop and maintain his specialty pyramids. And even if he does, this is a ridiculous corner case that effectively applies only to Senior Council members, since nobody else has enough Control bonuses to do that.

Try another example if you really want to prove your point. One not built with a ridiculous amount of redundancy and what amount to near-useless refinements taken because they're appropriate, not because they're useful. Try this on Luccio, for example, and you instead get a much less effective character, not more (her skills get better, but her important skills are already maxed, and she needs that 4 Refinement). Or try it on a non-Wizard (Wizards get a lot more use out of maxing their top three skills than other people).

Strict mathematical imbalances are not acceptable for PCs. And you've been using the Merlin as a PC-stand-in here, so I'm doing the same.

No...I really haven't. I've been using him as a really powerful NPC who I think the power in question is thematically inappropriate for. That's...kind of the opposite of using him as a PC example, actually.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Lavecki121 on January 29, 2013, 07:30:56 PM
PCs are built differently. Hell, in many ways this is explicitly a PC only power...NPCs don't have skill caps so you don't need to throw it on them, just say all their skills are at X rating. Build two PCs that do the same thing...say, combat, or magic, or scholarly inquiry, one with the power and one without and compare them and you get good info...worrying about giving the power to a particular NPC is well-nigh meaningless.

Did I miss something, I thought that NPC`s still had to follow the skill pyramid... which would make this a great power for NPC characters since like you said they don't have a cap, so if you are making a big bad who has been around forever and has mythic experience then his lowest skill is +3 instead of +0
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 29, 2013, 09:59:22 PM
True...but you can do that without buying the Power in question.

No. You cannot.

Try it, it's impossible. No canonical power level allows you to cap three skills. Nor does any power level I've written. Nor does the one you're using for the Merlin. Nor does any homebrew one I've seen played.

Try this on Luccio, for example, and you instead get a much less effective character, not more (her skills get better, but her important skills are already maxed, and she needs that 4 Refinement).

Luccio has 60 skill points. So it's pretty safe to assume her cap is Fantastic. No PC is gonna make it to 60 skill points without raising the cap to Fantastic.

Which means I can give her this:

Quote
Fantastic: Conviction, Discipline, Lore, Weapons
Superb: Athletics, Endurance, Fists, Presence,
Great: Alertness, Contacts, Intimidation, Rapport
Good: Deceit, Empathy, Investigation, Scholarship,
Fair: The rest

Evocation: Elements (Air, Fire, Spirit);
Power (Spirit +1, Fire+3)
Control (Spirit +2, Fire+4)
Thaumaturgy:
Crafting (Strength+1, Frequency+1)

Improving everything and reducing nothing. She seems to be worse at Crafting frequency, but actually she can pay for that with her +1 Crafting strength since strength is always better than frequency.

Or try it on a non-Wizard (Wizards get a lot more use out of maxing their top three skills than other people).

Easy enough. The power increase won't be as absolute, but it'll be there. Who do you want me to try it on?

No...I really haven't. I've been using him as a really powerful NPC who I think the power in question is thematically inappropriate for. That's...kind of the opposite of using him as a PC example, actually.

I said it'd be a good idea to give these Powers free to characters above Submerged. You responded by saying that'd throw off characters like Lily and the Merlin. That's clearly using him as a PC example, because if he's not a PC he's not even remotely relevant to the conversation.

I mean, if the Merlin doesn't represent a PC then why should the PC-making rules be designed to accommodate him?
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 29, 2013, 11:16:39 PM
Did I miss something, I thought that NPC`s still had to follow the skill pyramid... which would make this a great power for NPC characters since like you said they don't have a cap, so if you are making a big bad who has been around forever and has mythic experience then his lowest skill is +3 instead of +0

The thing is, several NPCs already do this. So...there's clearly no need for a power to do it. It's needed for PCs if you want them to be able to do it since, well, it is.

No. You cannot.

Try it, it's impossible. No canonical power level allows you to cap three skills. Nor does any power level I've written. Nor does the one you're using for the Merlin. Nor does any homebrew one I've seen played.

As a starting character? Probably not quite, but they allow two out of three. And when starting at Great or Fantastic (we'll go with Fantastic for this example) starting at only Superb in Conviction is a 'disadvantage' that can be overcome a lot more cheaply than -4 Refresh. I can do it with -1 Refresh devoted to Focus Items, actually.

Luccio has 60 skill points. So it's pretty safe to assume her cap is Fantastic. No PC is gonna make it to 60 skill points without raising the cap to Fantastic.

Which means I can give her this:

Improving everything and reducing nothing. She seems to be worse at Crafting frequency, but actually she can pay for that with her +1 Crafting strength since strength is always better than frequency.

This is an entirely unjustified assumption, and obviously changes the example in question to favor your point. Her cap is Superb. With that assumption in place, try again and your result will be very different.

I mean, again, like with the Merlin, I can rearrange her skills just assuming the higher Cap and make something much more powerful than your example...indeed, here's that:

Name: Anastasia Luccio

Skills:

Fantastic: Discipline, Lore,
Superb: Conviction, Weapons
Great: Athletics, Fists, Presence,
Good: Alertness, Contacts, Endurance, Intimidation,
Fair: Rapport, Deceit, Empathy, Investigation,
Average: Burglary, Resources, Scholarship, Stealth, Survival, 1 more

Powers:

Evocation: Elements (Air, Fire, Spirit);
Power (Air+1, Spirit +3, Fire+5)
Control (Spirit +2, Fire+4)
Thaumaturgy:
Complexity (Wards +1); Crafting (Strength+1, Frequency +1)

Focus Items:
Sword (+2 Defensive Power and +2 Defensive Control for Fire)
Staff (+2 Offensive Power and +2 Offensive Control for Fire)

There's she's a full shift better at Evocation than your 'superior' build and casually equal on Thaumaturgy. The power had little to do with the 'no strings' nature of the improvement...

Still, looking at that...I'm beginning to think you may be partially right. On Wizards specifically, anyway. The cost of raising all their skill-based stuff really does approach that of the power, making the power a cheaper better means of such improvement since it also improves so much else...

Perhaps we should experiment with a -3/-6/-9 version...but we definitely need a non-Wizard example or two first, to see if the problem's exclusive to them. If it is...maybe a middle ground at -3/-5/-7 or some such? Eh, lets look at some non-Wizards and see.

Easy enough. The power increase won't be as absolute, but it'll be there. Who do you want me to try it on?

Try Thomas. He's actually made more like a PC and, post-Cold Days, has a Fantastic skill cap. Do it by removing existing powers, not using his free Refresh, since characters with less Refresh are always gonna look more powerful than those without it. Don't remove Ritual since it borders on useless mechanically. Hell, thinking about it, it'd be best to assume he's got only Refresh 23 or so, and no Ritual or free Refresh available to ditch.

I said it'd be a good idea to give these Powers free to characters above Submerged. You responded by saying that'd throw off characters like Lily and the Merlin. That's clearly using him as a PC example, because if he's not a PC he's not even remotely relevant to the conversation.

I mean, if the Merlin doesn't represent a PC then why should the PC-making rules be designed to accommodate him?

I meant conceptually similar characters. Ie: Young and possibly ignorant but powerful or old but physically weak and specialized. Either's a valid example conceptually, and I can't really use actual PC examples since we don't actually have any for this...
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 30, 2013, 10:05:53 AM
Y'know, I'll just do Thomas myself, using the guidelines I suggest above:

Skills:

Fantastic: Athletics, Deceit, Guns, Weapons,
Superb:  Discipline, Investigation, Presence, Resources
Great: Alertness, Conviction, Endurance, Fists,
Good: Driving, Intimidation, Lore, Rapport,
Fair: Everything else

Stunts:

Takes One to Know One (Deceit) (-1)
Target Rich Environment (As the Guns Stunt) (Weapons) (-1)
Wall of Death (Weapons) (-1)

Powers:

Emotional Vampire [–1]
Human Guise [+0]
Incite Emotion (Lust; At Range, Lasting Emotion) [–3]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Supernatural Experience [-4]

Feeding Dependency [+1] affecting the following powers:
Supernatural Strength [–2]
Inhuman Speed [–2]
Supernatural Recovery [–4]
The Catch [+0] is True Love.

Total: -22 Refresh

Okay, yeah, that's strictly superior. Enough to be a problem.

The -3/-6/-9 version looks like it's likely more balanced, and wouldn't screw up things to the same extent, though, since on both Luccio and Thomas (much more reasonable examples than the Merlin) the differences are only very marginally superior, and I think the extra -2 would send them over into having serious tradeoffs where they suffer real losses for their gains.

That'd pretty much limit the Mythic level to above-Submerged games, but that seems fairly appropriate...
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 31, 2013, 12:43:10 AM
I love it when people make my points for me. Saves me a lot of work.

I dunno if it's a good idea to increase the cost though. Experience didn't feel overpowered when I was using it on The Alchemist and Elos the Baker.

The issue is that the more skill points you have, the more powerful the Power gets. So if it's costed fairly for people with 20-30 skill points, it's busted for people with 60.

I can't think of a good solution for this, honestly, other than giving it out free at higher levels. Having it not cost skill points or affect pyramids would fix this particular issue, but it'd create perverse incentives in skill-pyramid design.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 31, 2013, 02:04:59 AM
Maybe escalate the skill point costs based on total number of skill points? Have each cost, oh, a quarter of the available skill points (rounding up) instead of a flat 10? It's less elegant (and powers it up at low levels)...but makes it a great deal pricier in skills at higher levels.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 31, 2013, 02:42:18 AM
Interesting idea. Lemme give it a try with some skill blocks.

All of these stat blocks will be designed for an organization-leading behind-the-scenes type. Because I want them all to be similar for purposes of comparison.

Feet In The Water w/Inhuman:

Great: Resources, Contacts
Good: Presence, Deceit, Rapport
Fair: Lore, Empathy, Scholarship
Average: The rest

Feet In The Water w/Supernatural:

Great: Resources, Contacts, Deceit
Good: Presence, Rapport, Empathy, Scholarship
Fair: The rest

Submerged w/Inhuman:

Superb: Resources, Contacts
Great: Deceit, Presence, Rapport
Good: Empathy, Scholarship, Lore
Fair: Discipline, Investigation, Intimidation
Average: The rest

Submerged w/Supernatural:

Superb: Resources, Contacts
Great: Deceit, Presence, Rapport
Good: Empathy, Scholarship, Lore, Conviction, Discipline
Fair: The rest

Submerged w/Mythic:

Superb: Resources, Contacts, Deceit
Great: Scholarship, Presence, Rapport
Good: The rest

60 skill points, cap Fantastic w/Inhuman:

Fantastic: Resources, Contacts, Deceit
Superb: Presence, Rapport, Scholarship
Great: Empathy, Lore, Discipline
Good: Conviction, Investigation, Intimidation
Fair: Burglary, Stealth, Performance
Average: The rest

60 skill points, cap Fantastic w/Supernatural:

Fantastic: Resources, Contacts, Deceit
Superb: Presence, Rapport, Scholarship
Great: Empathy, Lore, Discipline
Good: Conviction, Investigation, Intimidation
Fair: The rest

60 skill points, cap Fantastic w/Mythic:

Fantastic: Resources, Contacts
Superb: Presence, Rapport, Deceit
Great: Empathy, Lore, Scholarship
Good: The rest

What do you think?
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on January 31, 2013, 02:57:38 AM
Doesn't seem to quite solve the problem, and is overpowered at low levels. Hmmm. Let me think on this...
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Lavecki121 on January 31, 2013, 08:08:22 PM
What about 1/4 of skillpoints or 10, whichever is greater?
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on January 31, 2013, 09:01:07 PM
I actually think those pyramids look pretty okay for the most part.

The Feet In The Water ones are too good, though.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Lavecki121 on January 31, 2013, 09:40:05 PM
Really? Oh, yea, well when you look at how much of their total refresh they have to spend.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on February 02, 2013, 06:12:49 AM
Hmmm. The other issue with that idea is what happens to people who get more skill points in play...that's an advancement nightmare.

Maybe have it cost Skill Points equal to total Refresh per level? No...still an advancement problem. Raising costs only seems necessary at higher levels...maybe do that? Have the Refresh cost escalate at certain skill levels?

Maybe have it cost -1 per level at skill cap Good or less, -2 per level at Great to Superb and -3 per level at Fantastic to Epic? Ooh, I actually like that...makes it more expensive for those who get the most use out of it in a very direct way that doesn't screw up Advancement (you just might need to invest some Refresh into it immediately when your skill cap rises).
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on February 02, 2013, 06:52:05 AM
Eh...it bugs me that having a higher skill cap could be a disadvantage.

You're right about the advancement nightmare though.

Maybe you could rephrase "pay 1/4 of your skill points" as "you lose every 4th skillpoint". That way there's a clear way to handle advancement and you avoid decimals.

The 1/4 method isn't perfect by any means, but I think it has a lot of promise.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on February 02, 2013, 07:13:00 AM
Hmmm. Perhaps a flat 10 skill points per level, then costing every fourth skill point past 40?

I'm still worried the 1/4 thing's too powerful at low levels.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Lavecki121 on February 02, 2013, 02:38:54 PM
Yea but at feet in the water level they only have 6 refresh to spend. This power at inhuman costs them half of that and supernatural takes all of it.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on February 02, 2013, 02:53:59 PM
Yea but at feet in the water level they only have 6 refresh to spend. This power at inhuman costs them half of that and supernatural takes all of it.

Nah, it's still only -2/-4 at the moment.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Lavecki121 on February 02, 2013, 05:47:45 PM
Oh I thought you guys changed it to a 3/6/9 model
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on February 03, 2013, 08:38:23 AM
Oh I thought you guys changed it to a 3/6/9 model

Not quite yet. Still considering options.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Gozer on February 05, 2013, 03:18:08 AM
I think another thing to consider here is the 'Must'... the story side of the power.
Throw a requirement in there for a directly related High Concept, and most of the issues go away, from my perspective. In my game, no way Merlin gets this power... maybe the lowest version (but frankly, he's got better things to do with those points). Narratively, there's no justification for it. He just hasn't been around long enough for anythign else. Most of the entities that have been around long enough for the highest levels are Plot Drivers, and NPC's to boot. I just don't see it as an issue there at all.
This really needs to be one of those powers that a character's story is built around... and I, for one, am a big fan.
What about 2, 5, 9?
That seems like a decent cost spread.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on February 05, 2013, 05:15:07 AM
Nah, the third level's actually debatably a worse investment than the second, from an optimization perspective, making it cost more is silly. I have considered -2/-5/-8, though.

And flavor restrictions don't remove mechanical issues. I agree the Merlin shouldn't have it...and indeed, by the age descriptions above, he almost certainly does not. But...if it's broken mechanically all someone needs is a concept that does work with it and they've got a broken character.

Still thinking. Been sick.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Havok4 on February 05, 2013, 05:40:26 AM
I actually spent a while trying the homebrew a power to serve a similar purpose. One of my more promising ideas was to basically crib from guide my hand and let a fate point allow for a skill substitution for a single action, endurance as the substituting skill as I could not think of a better skill to represent great age. This model would probably cost the same as guide my hand around -1.

A different idea I had was to do something similar but with a higher refresh cost around -2 or so where you gain access to the skill substitution for the scene but at a penalty such as endurance-2. I never was able to solidify something good out of this however.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on February 05, 2013, 05:56:02 AM
Yeah...it's tricky. I considered something that let you use Scholarship (because old characters know their history) at -1 (so at Great if you have superb Scholarship) to completely replace other skills at -1 Refresh per skill...but that never quite worked out and was redundant with other things.

The pricing on the current version is a bit tricky...but I'm quite pleased with the basics of what it does and it's level of appropriateness.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Lavecki121 on February 14, 2013, 10:10:32 PM
So where did this end up?
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on February 14, 2013, 10:54:42 PM
With me being busy.  :)

More specifically, I haven't had time to think about all the details enough to come up with anything new...but if anyone else thinks of anything, feel free to bring it up.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on February 16, 2013, 03:43:49 AM
I think I'm gonna officially go with the 1/4 of your skill points beyond 40 thing. Revised versions of the power with that written in posted...sometime this weekend.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on March 05, 2013, 05:37:34 AM
So, first post finally revised, sorry about the delay on that. I'm also potentially playing a character with this in a really high-powered game (found here (http://www.jimbutcheronline.com/bb/index.php/topic,37182.0.html)), and it doesn't look notably broken, so I'm pretty pleased with it thus far.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Sanctaphrax on March 05, 2013, 10:08:00 PM
Cool. Let us know how it goes.

So, how does the current version work with Milestones? I assume it eats one skill point in 4 past 40, but how do you to determine which points get eaten?
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Deadmanwalking on March 05, 2013, 10:21:37 PM
Cool. Let us know how it goes.

So, how does the current version work with Milestones? I assume it eats one skill point in 4 past 40, but how do you to determine which points get eaten?

The current wording has it as the last of the four, and I'm comfy with that. Or the last of the the two if you have Supernatural, or the last three of four if you have Mythic.
Title: Re: Brainstorming a Power: The Benefits of Experience
Post by: Gatts on May 23, 2013, 12:08:16 AM
I'm sorry to resurrect a dead thread, but I've been reading Fate Core and wonder how well such a power would translate. Do people think that this power could work in Fate, with the traditional skill list? How much effort would it be to convert it?