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DFRPG / Re: Worm rules subset for DFRPG
« on: November 11, 2013, 08:20:24 PM »
Sanctaphrax -> For sure! There's been a lot posted in the thread that has made me rethink a lot of things so I'm working on them. After I've gotten some momentum in the PBP games I'm playing in I'd like to run a Worm PBP game (lower Refresh than the recruitment thread already there, more Undersiders-level for the PC's).
Trade-Off -> I agree Accuracy is better than damage by itself. But read the ability again, it's so poorly worded because I tried to fix that by not letting it apply to damage (I feel like Wizard's focus items need this limit as well). Trade Off is a concept from Mutants & Masterminds (an RPG designed for the superhero genre). I think a base rule that characters decide in character creation might fit better (that's how M&M does it) instead of a power. I feel it's necessary for characters like Scrub, who have heavy hitter blasts but at the cost of accuracy. Also, Ingenue's power and Noelle's clones probably had some version of this.
Narphoenix When I was thinking of Guide My Hand for Thinkers, I was thinking primarily of Tattletale. She uses her power to simulate Empathy/Rapport (social attacks, reading someone), Burglary checks (opening a vault), Alertness (keep track of Imp) just of the top of my head. I feel like other Thinkers are similarly versatile, with Accord able to use Craftsmanship, 'Alertness' (discovering Skitter's trap in his interlude) and Resources (gaming the stock market). I know it doesn't apply for all of them, but my goal is to have a couple of different Base Powers for characters within the various archetypes.
However, I might be thinking of everything in reverse. It might be better to make a list of Character Archetypes with just a few custom powers added.
PirateJack -> That sounds like a great idea. I had considered Channel for some Evokers, but Sponsored Magic really fits a lot of characters. And not just Shakers - with how versatile a power Taylor has, for instance, Sponsored Magic might be a good representation for her. Her limit of needing bugs around might represent the mental stress her abilities cost (or maybe a separate Stress track like Hunger uses) - along with a 'Rote Mastery' or similar feat to allow Taylor to use her usual abilities more effectively.
Trade-Off -> I agree Accuracy is better than damage by itself. But read the ability again, it's so poorly worded because I tried to fix that by not letting it apply to damage (I feel like Wizard's focus items need this limit as well). Trade Off is a concept from Mutants & Masterminds (an RPG designed for the superhero genre). I think a base rule that characters decide in character creation might fit better (that's how M&M does it) instead of a power. I feel it's necessary for characters like Scrub, who have heavy hitter blasts but at the cost of accuracy. Also, Ingenue's power and Noelle's clones probably had some version of this.
Narphoenix When I was thinking of Guide My Hand for Thinkers, I was thinking primarily of Tattletale. She uses her power to simulate Empathy/Rapport (social attacks, reading someone), Burglary checks (opening a vault), Alertness (keep track of Imp) just of the top of my head. I feel like other Thinkers are similarly versatile, with Accord able to use Craftsmanship, 'Alertness' (discovering Skitter's trap in his interlude) and Resources (gaming the stock market). I know it doesn't apply for all of them, but my goal is to have a couple of different Base Powers for characters within the various archetypes.
However, I might be thinking of everything in reverse. It might be better to make a list of Character Archetypes with just a few custom powers added.
PirateJack -> That sounds like a great idea. I had considered Channel for some Evokers, but Sponsored Magic really fits a lot of characters. And not just Shakers - with how versatile a power Taylor has, for instance, Sponsored Magic might be a good representation for her. Her limit of needing bugs around might represent the mental stress her abilities cost (or maybe a separate Stress track like Hunger uses) - along with a 'Rote Mastery' or similar feat to allow Taylor to use her usual abilities more effectively.