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DFRPG / Re: Modular Abilities Expanded
« on: October 31, 2012, 12:18:39 AM »
The stark truth of it is simple: the most sound tactical decision for a character design which features modular abilities is to put as many points into it as possible for the largest advantage. Unless a rebate power (IOP, human form, Catch, feeding dependency) creates a need to take a separate power then the tactical choice should always be more modular abilities refresh.
Why doesn't this happen is a much more complicated question but it boils down to this: Not every template should permit such a design.
Players shouldn't be picking their powers ad hoc, they should fit a template, even a custom template and that template should spell out what powers they can, should, must and may have, both during creation and during advancement. Said template is meant to be a cooperative effort between player and GM. Even something like a changeling should have its power path planned out based on its parent hood.
Just don't let your player put everything into Modular abilities unless there is a very super strong reason it should be like that.
Why doesn't this happen is a much more complicated question but it boils down to this: Not every template should permit such a design.
Players shouldn't be picking their powers ad hoc, they should fit a template, even a custom template and that template should spell out what powers they can, should, must and may have, both during creation and during advancement. Said template is meant to be a cooperative effort between player and GM. Even something like a changeling should have its power path planned out based on its parent hood.
Just don't let your player put everything into Modular abilities unless there is a very super strong reason it should be like that.