1
DFRPG / Re: PARANET PAPERS Up for Preorder!
« on: March 08, 2015, 06:18:08 PM »
Try shipping to New Zealand. The shipping was more than the book! Still, got it anyway and the pdf is looking good.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
That sounds like the situational and plot based bonuses that either Stunts or aspect invocations would provide, depending on how often they'd come up.
So keep your skill at 0 and buy a bunch of stunts.
Your story really only reinforces the idea that the suggested mechanic only works if EVERYONE has one.
Why not just use a higher skill rating?
I mean, who cares whether someone has 3+2 Weapons or just 5 Weapons?
Perhaps the problem is the fact that compared to "vanilla" mortals, supernatural critters are already that--SUPERnatural. They already have many things going for them against mundanes, because, c'mon--your "typical" RCV would inspire quite a LOT of fear in such people (and would give even elite soldiers a tough time). We've been doing this for an even year now and have only now reached -11 Refresh point (we started at Chest-Deep).
And now we feel we have to make the SUPERnaturals, well, even more SUPER. Not necessary. If your PC's are too powerful for you to make a worthy challenge for them, then you're either going to have to change your tactics or the style of the game you're running.
By the way, what's with the High Refresh games? Granted we only play about once or twice a month on average, but I'm happy with the pace of advance. I'd rather have the journey to -14 Refresh than start there.
The Kerberos Club Skill rules almost seem like a replacement for the standard power system and that's how I'd use them. Want Inhuman Strength? Spend -2 and get 3DF+1D6 to your Fists and Might skill. Want to seduce someone like the White King? Spend -4 refresh and get 2DF+2D6 to your Presence and Deceit. A lot of the justification for the Supernaturalness (I made that word up) powers could be turned into Aspects to be tagged. Want to dish extra damage for sucking down some blood? Fate Point to tag Red Court Thug and roll your existing Inhuman Tier Fists skill. Want to Speak to the Dead? Tag Ectomancer Private Eye and roll your Tiered Alertness.
It would remove Pure Mortal as a concept since Pure Mortals would have access to Tiered skills as well. Just give them a Regular Joe Schmoe aspect and call it done. Alternately, you can come up with a way to make Pure Mortals different but still viable. I can't think of anyway off of the top of my head, but you could.
There would be some kinks to work out, but I think this would be doable. I'd remove Armor and Weapon values and go the Fate Core idea for Weapon and Armor are rolled into Skill rolls. Magic could bend the paradigm even further by still attacking the Mental Stress track and allowing you to use those skills in place of other things, but could be boiled down to a single dice roll at an Averaged Power level (I would go half of the maximum D6 plus half of the remaining DF for Rotes, everything non-Rote you're rolling for with much wilder results). Power would still go off of Conviction and Discipline for targeting. You'd just need to buy up Tier levels in the appropriate skills, which would also encompass Refinement.
Sancta is right, it will be a custom system, but you can build it using *most* of the existing rules.
Inhuman Strength might be 7 stunts for the price of 2, but it fits in harmoniously with the rest of the game. Its existence doesn't mess with the assumptions that other abilities rely on, and it doesn't make many Stunts obsolete.
Also, the discount is for being a Power and taking away the Pure Mortal bonus. Linking something to your High Concept is free, it shouldn't be considered a cost.
Yes. But even Extraordinary Great is better on average than Epic. Epic is the highest skill any canon NPC has, and it's unlikely that anyone will take a tier upgrade for a skill below Great. So...yeah.
Sounds about right, but you'll still need to fiddle with other areas of the rules to make this work.Such as? What needs to be fiddled with?
I agree that it makes those with the Power simply better in that area (it's kind of the idea after all), but if you follow your logic that the BCV should have Extraordinary skill due to its age, under the standard Dresden Rules wouldn't that simply equate to a higher skill than +5?
The difference I am going for is that skill developed via experience would be based on the skill columns. On the other hand, some people (and creatures) are supernaturally gifted in certain areas. This should be apparent in their High Concepts. So, on that basis, your BCV might be a Fantastic or better swordsman (+6) due to his age (with his powers limited largely by the BCV template) but the character who is Lancelot Reborn might only have a Weapons at (+3) but also have the Extraordinary Skill power to represent the connection to his previous self.
Regardless -3 might be in order as a cost. Nothing is set in stone yet, I am just kind of playing with the idea as I liked it. I wanted a way to emulate "supernatural" skill that isn't solely dependent on aspects and Fate Points.
Introducing the skill tiers makes them pretty much mandatory for every character that wishes to contribute in that field, though. If Player A plays a character with Weapons 5 and duels against an old vampire who has Weapons 5 and Strength powers, it's a tough but not unbeatable matchup that one can win with FP investment or the right implement (such as a holy/sword of the cross). Now, if the Vampire had Supernatural tier Weapons (which would totally fit, given its experience), Player A is not even going to try to fight without a similar tier of skill; any straight fight will see him facedown in the gutter and various orifices sodomized.
If you absolutely need to implement these powers, [-3] per tier seems about appropriate. Do note that these powers encourage an arms race mentality and are likely to become a power tax.