Author Topic: How does equipment work?  (Read 5968 times)

Offline Taran

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Re: How does equipment work?
« Reply #15 on: January 09, 2013, 08:15:43 PM »
I suppose there has to be a good balance otherwise Pure Mortals just wouldn't be able to keep up.

Offline Tedronai

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Re: How does equipment work?
« Reply #16 on: January 09, 2013, 10:13:48 PM »
I suppose there has to be a good balance otherwise Pure Mortals just wouldn't be able to keep up.

Mortals CAN'T keep up once the refresh starts piling up, and equipment doesn't help.  Everything a Pure Mortal can do with mundane equipment, non-mortals can do, too (excepting mortal practitioners).
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Offline Deadmanwalking

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Re: How does equipment work?
« Reply #17 on: January 09, 2013, 10:17:34 PM »
Mortals CAN'T keep up once the refresh starts piling up, and equipment doesn't help.  Everything a Pure Mortal can do with mundane equipment, non-mortals can do, too (excepting mortal practitioners).

Eh, as long as they don't go too stunt-happy they can do okay (if not optimally). Having multiple orders of magnitude more Fate Points than anyone else and the same skill total can take you pretty far.

Offline Sanctaphrax

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Re: How does equipment work?
« Reply #18 on: January 10, 2013, 02:20:57 AM »
What sort of mundane equipment duplicates a Power?

I can't think of anything off the top of my head, except for weapons duplicating Claws/Breath Weapon.

PS: Mortals are actually plenty powerful at every Refresh level given in YS. I don't think I'd want to play one at 20 Refresh, though.

Offline fantazero

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Re: How does equipment work?
« Reply #19 on: January 10, 2013, 02:53:00 AM »
What sort of mundane equipment duplicates a Power?

I can't think of anything off the top of my head, except for weapons duplicating Claws/Breath Weapon.

PS: Mortals are actually plenty powerful at every Refresh level given in YS. I don't think I'd want to play one at 20 Refresh, though.
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Offline Taran

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Re: How does equipment work?
« Reply #20 on: January 10, 2013, 04:32:56 AM »
What sort of mundane equipment duplicates a Power?

I can't think of anything off the top of my head, except for weapons duplicating Claws/Breath Weapon.

PS: Mortals are actually plenty powerful at every Refresh level given in YS. I don't think I'd want to play one at 20 Refresh, though.

I was thinking of echoes of the beast to see in the dark (night vision), and probably other augmented senses a la supernatural senses.

Poisons  = venomous

Offline Haru

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Re: How does equipment work?
« Reply #21 on: January 10, 2013, 06:14:35 AM »
I would not force someone to take a power for equipment. I would, however, see if it makes sense for the character to have said equipment. I've run a session the other week, where a wizard and a focused practitioner started discussing a plan using explosives and what not, and I just looked at them and said "Nice plan, now start thinking like wizards." For a moment they didn't know what I was talking about, but then they got it and used potions instead. It was pretty much the same thing, but it had a different flavor to it. I think that's the important part of how equipment works.

A mundane character that uses poisons will probably have a stunt to produce or get some, he is not able to create them with his body like the venomous power allows you. A bullet proof vest grants you armor, without the toughness powers. A paraglider allows you to fly (well, glide anyway), without the wings power. A lot of things can actually be duplicated by mundane equipment, some creatures just don't need them or won't use them, because it is not their style.

The thing just is, not every character has, and can have, the same equipment, and to me, writing down a list of equipment doesn't change that. A character will have, what is appropriate for the character. A wizard will always have a piece of chalk with him, a thief will always have some lockpicks, a demonhunter will have a gallon of holy water in his truck, and so forth. Different tasks will be easy for one character, because he simply has the equipment, others will have to go out and get the equipment first, and even then they might not be able to use it too well (I wouldn't know where to buy lockpicks, much less how to use them) and just look for another way to solve the problem. OF course, declarations are your friend here as well. Harry and the lockpicks are a good example for that. He had a story about why he might have them and know how to use them, and it was a good one at that.

If it is something that has been purchased especially for one task in mind, then it should stay with that task, unless maybe one of the characters is known to keep everything at hand, just in case. And even then, you can compel a lot out of that.
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Offline Sanctaphrax

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Re: How does equipment work?
« Reply #22 on: January 10, 2013, 06:38:17 AM »
I was thinking of echoes of the beast to see in the dark (night vision), and probably other augmented senses a la supernatural senses.

Poisons  = venomous

Ah, okay. I don't think there's any need to charge for either of those.

Venomous is part of a Power that basically just replaces equipment, so for equipment to duplicate it makes sense.

And night vision goggles don't do enough to really throw off game balance.

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Re: How does equipment work?
« Reply #23 on: January 10, 2013, 02:53:49 PM »
Gear can also be a way to get compels on the characters. E.g. the character with nightvision goggles running into enemies with light-based powers (e.g. fire/spirit evocations) or flashbangs. Might justify a compel.

Offline Mr. Death

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Re: How does equipment work?
« Reply #24 on: January 10, 2013, 04:16:17 PM »
Personally, I'm against any kind of equipment adding a direct bonus to a roll. Equipment could serve as replacing a roll, or as an aspect you can invoke for a boost to a roll, but in and of itself should not provide a direct bonus just for having it.

I am in favor of, however, equipment having weapon or armor ratings or the equivalent (say, boosting the margin of success in the event of a successful roll). For example, a grappling hook shouldn't add a +2 to Athletics for climbing, but should be able to justify using that Athletics roll to scale something otherwise unscaleable and, perhaps, boosting a tied roll (say, someone just barely making it up and struggling to get atop it) to a Fair success (getting to the top quickly and easily). Just like how having a sword doesn't boost your Weapons rolls, but it makes the Weapons rolls that succeed that much more effective.
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Offline JDK002

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Re: How does equipment work?
« Reply #25 on: January 10, 2013, 04:58:18 PM »
Personally, I'm against any kind of equipment adding a direct bonus to a roll. Equipment could serve as replacing a roll, or as an aspect you can invoke for a boost to a roll, but in and of itself should not provide a direct bonus just for having it.

I am in favor of, however, equipment having weapon or armor ratings or the equivalent (say, boosting the margin of success in the event of a successful roll). For example, a grappling hook shouldn't add a +2 to Athletics for climbing, but should be able to justify using that Athletics roll to scale something otherwise unscaleable and, perhaps, boosting a tied roll (say, someone just barely making it up and struggling to get atop it) to a Fair success (getting to the top quickly and easily). Just like how having a sword doesn't boost your Weapons rolls, but it makes the Weapons rolls that succeed that much more effective.
I tend to agree for the most part.  My take is basically treating equipment as aspects you can only tag for effect or compel against.  I'm even okay with said effect giving temporary -1 cost'ish powers, such as enhanced senses or armor.

The only time I may give a +2 is in specific situations where the action can be done without the equipment, but said equipment makes the action easier.  Though I can this of many situations where that would apply.

Offline Mr. Death

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Re: How does equipment work?
« Reply #26 on: January 10, 2013, 05:23:40 PM »
The only time I may give a +2 is in specific situations where the action can be done without the equipment, but said equipment makes the action easier.  Though I can this of many situations where that would apply.
Even then, I think you could just do a navel-gazing maneuver for the +2 instead of it being intrinsic to the item.

Like, want a +2 while searching at night? Navel gazing to have Nightvision Goggles Turned On. Want a +2 to scale a wall? Maneuver with the grappling hook to create the aspect Sturdy Rope.
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