There are other boosts that might be better.
Eh. Maybe it's a personal thing, but if I'm investing one refresh to boost a weapon, and I'm a pure mortal, I'm going to invest more.
Ugh. Can't you see you're inflicting this problem on yourself?
These stunts, like all stunts, are balanced by the fact that they're situational. If you compensate people for their situational-ness, you'll break them.
It's the same for all stunts.
You're still misunderstanding me.
I am not saying they get a fate point every time a stunt doesn't apply. I'm saying that if a character built around using a sword can't use that sword, that's a compel. Because, usually, I find when a character is willing to invest fate points into a specific weapon (usually an IOP in my games), then they've got an aspect referencing that weapon.
The monster can have Supernatural abilities and stunts of their own.
I've tested this. Combat stunts let mortals compete, but they don't have anything like the firepower Powers have.
I'm not comparing one refresh stunts to four-refresh powers. Because there is no comparison. But with these stunts, a pure mortal can spend two refresh to match the effective melee bonuses of two two refresh powers (+2 stress, +1 to attack). And they have two bonus fate points on top of that...so, in a way, you can almost see it as matching up for free.
She's still nowhere near peak mortal melee combat ability. She says it herself in Cold Days.
And her stats say that Fists is two steps down from her skill cap.
Her stats were such in the OW write-up, but that's several books behind Cold Days. And regardless, she's presented as someone who never loses a physical fight against a mortal--she puts
Hendricks down with relatively little effort in White Night. Hell, just going stat to stat, she
should be able to fight a Red Court Vampire--her Fists are at 3, which match Red and Black court vampires for attack and defense. And yet she doesn't, because their powers give them a decisive advantage. Now, do you think that Karrin's someone who
wouldn't take stress boosting stunts like this if she could? You think she wouldn't take a Fists attack boosting stunt if she could? Really, she has refresh to spend, she should. Which means she should be able to take a Red Court vampire apart easily.
And yet, she does not.
Eh, unbalanced games are often still fun.
So...wait. Wait wait wait. With these stunts, a pure mortal at the lowest refresh rating has a decisive advantage over a ghoul in hand-to-hand single combat, which is completely different from everything we've seen in the books, fiction, and write up in both rulebooks. Without the stunts, a ghoul poses a significant challenge even to a Submerged level pure mortal in hand-to-hand single combat, which is pretty well in keeping with the books, other fiction, and the write-up in both rulebooks.
And the
latter one is the unbalanced game?
The Horror is clearly a mistake. Stunts can only give +1 to grapple, says so in YS.
Well, no. The only example is +1 to grapple, I see nothing in the rules saying it can only give that.
And I'm still a little tired of the, "The canon stunt contradicts my point, therefore it's a mistake" angle. Especially when you have also tried to use stunts from the same book you're always saying is full of such mistakes as evidence that these are balanced.
And they don't say that you go with the higher bonus unless indicated. Search the books if you want. You will not find any such statement.
But you will find Speed stacking with Size and Echoes Of The Beast for movement, Lawbreaker stacking other spellcasting bonuses, and stunts stacking with basic weapon ratings.
Which stunts stack with the basic weapon ratings? There's Archer (which I said my reasons for being acceptable before). The only other stress-boosting stunts I can think of are for Fists, which doesn't have a basic weapon rating to stack with.
Nope.
Weapon 7 accuracy 7 is clearly superior to weapon 5 accuracy 5. It's not even in question.
Weapon 5 accuracy 5 will do a mild to a (naked) ghoul on average. The ghoul will shrug that off and keep coming. Plus you'll have a significant chance of missing.
Weapon 7 accuracy 7 will a mild and a moderate. That's likely to end the fight, since consequences are taggable. And you're a lot less likely to miss.
[/quote]Fine, it's not close enough as makes no difference. It's still way better than a pure mortal should be doing against a Ghoul in a straight up melee fight going by their portrayal in both the fiction and the book's write-ups, at the lowest available refresh level.
"The entirety of one of the rulebooks is wrong" isn't an answer I'm going to accept.
Put it this way...without the stunts, the monsters in Our World pose a significant threat to pure mortals, such that the pure mortal has to take extra effort to overcome their strengths, maneuver, and block in order to hold them off long enough to get a decisive hit. This is totally in keeping with the fiction of the world, and with the write up in the rulebooks and, frankly, with common sense.
With the stunts, the vast majority of monsters in Our World are just plain unlikely to pose any kind of physical threat to a mortal PC of any level.
Either you're mistaken about what's allowable for stunts, or the people who spent years working on adapting the game's world--including working directly with the author and I
have to assume a significant amount of playtesting--somehow managed to completely low-ball every single creature in Our World.