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Post by ds on Jun 22, 2003 13:00:50 GMT -5
Some things just won't die. They're stronger, tougher, and more generally badass than they have any right to be. They have inhuman reflexes and skitter faster than a man. For them...
Unfailing Strength, Unfailing Agility, Unfailing Speed CL = M# + 4
Whenever a character buys one of the above Attributes (either on it's own, or in conjunction with an Ability, they gain the Modiifer number in free stones.
The last two attributes have the same basic idea behind them, although slightly different cost levels. Unfailing Intelligence has a CL = M# + 3 (as most Challenges that are based on Intelligence don't need stones of energy as much as a high Action Number), while Unfailing Durability has a CL = M# + 2 (As above, even more extremely).
The Strength, Agility and Speed prices are meant to be comparable with the current combat Modifiers- since they can go to the attack, they're priced on par with Claws and Targetting.
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Post by psistrike on Jun 22, 2003 13:26:22 GMT -5
Good Modifier except a couple things.Since these Modifiers act as free stones for all aspects of their respective Ability they should cost more then something that only adds to Close Combat or Ranged Combat. So I would increase the cost for Unfailing Strength, Unfailing Agility,and Unfailing Speed to Cost Level=M#+5 as these are a bonus for several Actions and have more uses then just for combat(Strength can be used for leaping,breaking/bending things,the Acrobatics Action can have it as the Ability Bonus as well as Close Combat and Unstoppable,etc.;Agility has several Actions which can or do have an Ability Bonus,etc.;Speed is used for movement,can be an Ability for virtually any physically-based Action if the GM lets you,etc.). I would also make a rule where if the player's character bases energy off of Intelligence,the Ability bonus for Close Combat is Intelligence,or the character has one or more power-based Actions with an Intelligence Bonus (purchased for it or as basic part of the Action) that the cost for Unfailing Intelligence be increased to Cost Level=M#+4. Also if a player's character has a Durability Bonus for Close Combat then I would increase the cost of Unfailing Durability to Cost Level=M#+3 to make it more balanced. Note the above suggestions are only because at the cost you gave for these Modifier many people would choose them for their character just to make them more powerful at a cheaper cost.These are just my opinions and yours may differ from mine.
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Post by ds on Jun 22, 2003 19:08:13 GMT -5
Geh. Methinks I may have come across as too snapish in some earlier posts. The thing is, at M#+5, that's almost as expensive as Luck- which is effectively bonus stones to EVERYTHING (Granted, only on success... but even so). On the other hand, you've got a distinct point. Hm... Maybe it would just be best to knock the cost level of Claws and Targetting down to M#+3, but not allow those stones to be shifted into defense (as I believe they can be presently). Then the M#+4 for the Unfailings works fine. Otherwise, yeah, they probally should be +5. I will stand by the cost for Durability, however- as you pointed out, Strength, Agility and Speed all have a variety of ancilliary uses. Further, they are all much cheaper to buy than Durability, and a character is more likely to have a high value in them for adding to an Ability than Durability.
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Post by psistrike on Jun 22, 2003 19:44:14 GMT -5
No you didn't come off as snappish in any of other post on these boards,I'm just overly cautious with my post because I don't want to offend anyone. Anyway what did you think of the reason for increasing the cost of Unfailing Intelligence if a player's character has any of those Actions,etc. I mentioned.
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Post by ds on Jun 22, 2003 22:16:47 GMT -5
Ehhh... I'm leary of basing the cost upwards on what Abilities the character has, and what Attribute he's using them for, frankly. Though you've got a point- there's nothing in the rules presently to disallow a character from using their Intelligence for their Attribute bonus for something more traditionally Strength or Agility. (And actually, that's a good way to handle a highly scientific study of martial arts... *scribble character*)
Then again, with Intelligence being cheaply usable for Telepathy as well... it probally should make Unfailing Intelligence M#+4 constantly.
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Post by psistrike on Jun 23, 2003 1:55:58 GMT -5
Your right,Unfailing Intelligence would be better off at M#+4 just to prevent alot of the power gamers out from abusing it such as taking Mastery of Magic with the Intelligence Bonus then taking Unfailing Intelligence at +3 just to always have 3 free stones to use with it(this example would be even worse with a Telepath with the Project Thoughts/Controls Others Option.)
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