I'm not saying that not being able to use your favoured weapon can't be a Compel.
I'm saying it doesn't have to be.
It's a common Compel and a good one. But there are non-Compel situations where you have to go without a (specific) weapon. And having a bunch of stunts that make those situations worse for you does not make them into Compels.
This whole time you've been acting as if me saying that preventing someone from using a weapon through a compel is some gross breaking of the rules through which I'm totally wrecking the balance of the game.
And it's not. A compel happens when someone's choices are limited, their situation is complicated, or they're otherwise put at a significant disadvantage because of an aspect to the scene or themselves. Someone losing access to the weapon that has so many bonuses attached to it is exactly all three of those. I can't think of a situation where it
wouldn't warrant a fate point to throw someone into a fight after taking away their main way of fighting.
As I keep saying, completely unpowered mortals can run over most of OW using canon stunts or no stunts at all.
If you want, I can demonstrate.
Yes, but there's a significant difference between a mortal who has to nudge the dice on key rolls with a fate point, make declarations and maneuvers, and one who can just hit attack-attack-attack and plow over monsters that are supposed to be difficult and deadly, without any real effort on the player's part.
100% of the time he uses Archer, Way Of The Bow will apply. 95% of the time he uses Way Of The Bow, Archer will apply.
I'm curious where you're getting that 95%.
There's nothing in the rules saying you can name your character Steve, either. But I'm pretty sure you can.
You know what I mean.
And the rules against stacking apply only if the benefits are stacking. Which they aren't.
Yeah, they are. One stunt gives a +1 to every swing of the weapon. Another stunt gives a +2 on every successful hit--which is going to be more often with that +1. So on a single hit, the character is getting the full benefit of +3 to stress. Both bonuses applying to the same roll, with the full benefit, no drawback whatsoever.
Evil Hat makes mistakes, you know.
Though I admit it's possible that they intended for optimized characters to shred everything in OW without effort. I don't know why they'd intend that, but it's not impossible that they would.
There's a world of difference between, "They make mistakes," and "Everything in this rulebook can be thrown out because it's all wrong."
And if I had to guess, I'd say they weren't writing the rulebook for optimized characters at all. They were writing it to try and accurately model the monsters in the books, possibly with an eye toward what the average character would be capable of.
Yes, that is how stunts work.
Right. Spending a fate point to nudge a roll is different from spending a refresh to nudge every roll. The price for being able to nudge every roll is that the bonus isn't going to apply the majority of the time. With these stunts, the bonus is going to apply nearly all the time.
@Wordmaker: There's plenty of ways to handle it. Maybe they're able to sneak it in. Or the person doing security is incompetent. Or there's some kind of distraction that lets them slip through. Or things go to hell before they even go through security, so nobody bothers to stop them.
There is
always a way around a situation, provided someone is creative enough about thinking one out.
In the more abstract, they're getting a fate point because their lack of weapon will matter significantly, so if they buy out, that means the lack of weapon won't matter--maybe if the gun-wielder buys out, they still give up their gun at the security gate but the moment bullets start flying, he can pick up a gun from someone else immediately.
I'm still curious about whether Mr Death applies this only to combat skills, or you give your players Fate Points every time they're in a situation where their best skills either don't apply or can't be used for some reason. Like a hacker who can't get to a computer to override a building's security, a fighter pilot in a fist fight indoors, someone with Superb Resources being unable to bribe an enemy, or if an expert swordsman is ambushed by a sniper and can't get close enough to fight hand to hand.
It's not so much about being in a situation where the best skill doesn't apply, so much as being in a situation where the best skill
would apply but doesn't because of some factor. The fighter pilot in the fist fight wouldn't get a compel because there's really no way for his fighter pilot skills to apply--but he would get a compel if he was forced to fly some huge jalopy of a plane instead of his F16. I'd consider the expert swordsman vs. sniper to be a compel because the sniper's apparently taking deliberate, tangible advantage of the swordsman's limitations--the swordsman is in a situation where his options are more limited than if, say, he'd gone to the shooting range a little more often.
And yes, I'd apply it to non-combat skills, again, it depends on the situation. If the character
could and otherwise
would use that particular high skill or specialization in a situation, but
can't, then that's a compel.
Does an Occultist with a specialization in the cult of Bel-Shamharoth, the Sender of Eight, get a fate point if the party happens to be fighting cultists of Bilious, the Oh God of Hangovers? No.
But she'd get one if they're fighting the Sender of Eight's minions and she's suddenly barred access to the Unseen University's library, or her personal notes on the cult are destroyed.
That is, your focus appears to be on compensating players for a tactical disadvantage, whereas my understanding of compels is that they are intended to change the story in interesting ways that put the player at a disadvantage. Not being able to use a particular stunt doesn't change the story.
I consider that a narrow view. And they're really one in the same. A tactical advantage can and does
definitely affect the story.
Let's consider a Master Swordsman, without any stunts. He's got Weapons at 5, and a Weapon:3 sword. Because it's melee, he can use his sword and Weapons rating for defense as well. With his sword, he's much more likely to end a fight quickly without getting himself injured.
Now, take the sword away, same character. His Fists rating is probably a step or two lower at the least, and he doesn't have a weapon rating. Against the same characters he was up against with the sword, it's going to take him significantly longer to beat them, giving them more chances to hit him, and his defense is going to be hampered as well. He can still win, but he's going to take his lumps.
Now, don't you think that Unharmed, Armed Swordsman in the first scenario is going to take a different story path than Injured, Disarmed Swordsman?
How well things happen
directly affects what things happen.