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DFRPG Resource Collection / Re: In the head of Fred - Q&A with Fred Hicks
« on: June 08, 2011, 07:57:51 PM »
Thanks, Fred! You rock!
-EF
-EF
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How can there be a +3 catch on a -2 power? The minimum reduction is only supposed to bring you -1.
One of my players is playing a True Beleiver. He has inhuman toughness and this is what he wants as a catch: (+3 discount)
"The Catch is that the toughness only comes into play if I am engaged in conflict with creatures that are affected by my Holy Touch power and I am aware of it,
or was guided to be there by the Guide my Hand power[/i]."
Any kind of research would discover this, so it'd be easy to find out and send mortal goons who would bypass the catch.
Is this a fair catch? It's a bit unusual, so I really don't know how to adjudicate it.
Because otherwise it functions as a "free" supernatural sense - if toughness is active, hey, that must be some kinda faith-vulnerable supernatural thingy! Who would've guessed?
Now, there's nothing wrong with having such a sensory power; it just shouldn't come for free as a side effect of having a slightly unusual catch.
I am going to have to side with Bumbling Bear hear lightsabers have been shown to cut through several meters worth of unamed superalloy for example cutting through security doors on a star destroyer and even cutting through ship hull material, considering blaster bolt just pinged off these doors in the fiction a Weapons 4 bazooka would probably do nothing but scorch the door and possibly leave a dent and anything at weapons 3 or under would have no effected what so ever (other than possible death by richoche). Though I have to admit this may be more due to the fact that lightsabers are a very effective welding torch than because they are effective weapons, pretty much any physical barrier can be cut with a lightsaber with enough time other than barriers made specially made with cortosis a super expensive super rare material.
I agree that you're reading the rules correctly. As to your houserule, obviously you have every right to use house rules at your table. I wonder, though, if it might make the downside too weak? After all, a single roll might make it too easy to spend a bit of Fate on to ensure that the consequence is either nil, or perhaps no more than a minor.
As an alternative, if you want to simply reduce the number of bouncing dice, you might consider using a system a bit like that used in Evocation: one die roll used for two checks. For the case of Demonic Co-pilot, the character would make their bonused roll as normal, resolving their action. Then, instead of making a second roll, simply compare the first roll against their Discipline, and mark off stress as though the roll was an attack and their Discipline was the defense. This works because of the nature of the Fudge dice; basically you'd just be assuming an average roll on the Discipline check (+0). If the character has an aspect that wouldhave been appropriate if he'd actually rolled his defense, let him invoke it to increase his Discipline 'roll' for purposes of this check.
That's not how I saw demonic co-pilot. I just run it that the player ALWAYS get's a +1 if what they are doing is in keeping with the agenda of the demon.
The only time you make opposed rolls is when the Demon wants you to do something that a character would not want to do:
Like if the Demon wants the character to kill his mother, that would be opposed mental combat.