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#108491 - 03/30/08 03:22 AM
Curse Redux [VOTE]
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Nova
Registered: 01/02/07
Posts: 327
Loc: Philadelphia, PA
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Okay, after some discussion, I'm running this up the flagpole a second time:
Working on an inversion of the power Luck for a retread of an old character. After meeting resistance regarding my initial idea, I cheezed the thread, and after discussing some option, here it is, born anew.
The idea was to simply invert Luck so that successes rolled could instead be taken away from an opponent, bu this was seen as unreasonably powerful, since there's no resisted roll. After talking about it further, it was proposed to make the power a resisted Quantum+Curse(Luck) vs. Willpower. Rather than being rolled at the beginning of the scene, it would be rolled as an immediate free action when the target is declared (since you can't roll a resisted roll at the beginning of the scene if there's no one to resist).
Thoughts now?
_________________________
I think that one defines themself through reinvention. To not be like your parents. To not be like your friends. To not be like your peers. To be yourself. To carve yourself out of wood.
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#108536 - 03/30/08 06:45 PM
Re: Curse Redux [VOTE]
[Re: VileBill]
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Nova
Registered: 01/02/07
Posts: 327
Loc: Philadelphia, PA
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Are the rest of you all using dice or something? I still don't understand the opposition to this idea, considering we're writing collaborative fiction, here, not playing a tabletop game, and I can never do anything to another PC that they don't allow. What is the purpose of this power when you already have Probability Corruption for the character? It does the same thing. Those were the modifications you specified. Arschloche. As to "the purpose", it's the same purpose as taking Quantum Bolt when you already have dots in Elemental Mastery: to hedge your bet and build upon a theme. That's like asking why a character needs Claws if they already have Mega-Strength. Probability Corruption already does what you're looking for. Not exactly, no. Also, the character already has Probability Corruption. This duplicates an existing power. Entropy Control: Probability Corruption. And there's a reason why Luck is Qmin=1 (qcost=0) while the reverse is Qmin=4 (qcost=3 or 6). See above. And you're right, there is a reason: Probability Corruption is part of a level three suite power and it's the only way it could be wedged in. Let's not pretend that the White Wolf writer and developers are the flawless and eternally correct deities that some of you seem to have it in mind they are. A lot of the rules as written are stupid, and to use the existing rules as a precedent is equally as flawed.
_________________________
I think that one defines themself through reinvention. To not be like your parents. To not be like your friends. To not be like your peers. To be yourself. To carve yourself out of wood.
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#108544 - 03/30/08 08:30 PM
Re: Curse Redux [VOTE]
[Re: Seph OOC]
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Nova
Registered: 09/27/06
Posts: 2909
Loc: Everywhere
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Are the rest of you all using dice or something? I still don't understand the opposition to this idea, considering we're writing collaborative fiction, here, not playing a tabletop game, and I can never do anything to another PC that they don't allow. Are you good with me bringing in a Q8 character? No? So game balance is at least a little bit important? As to "the purpose", it's the same purpose as taking Quantum Bolt when you already have dots in Elemental Mastery: to hedge your bet and build upon a theme... Not quite. The effects of a second q-bolt don't stack on the first, i.e. you don't only get to apply your soak once. Ditto buying a second Domination power, ditto etc. In order to double the effects of Q-Bolt (or Domination or whatever) we really need Mastery. My read of this, since we're talking about a character who already has Probability Corruption, is that the effects of this *will* stack with the effects of the first power.
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Hauling things through the sky.
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#108550 - 03/30/08 09:05 PM
Re: Curse Redux [VOTE]
[Re: Revenant]
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Nova
Registered: 09/27/06
Posts: 2909
Loc: Everywhere
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It's no different than blasting someone with Disorient. This sounds better. however the Bad Luck can, like Luck, only affect a single action. Also like luck it's limited to it's uses per day. ??? Luck is perm. It's always on. Once per scene you get to roll luck to see how lucky you are, but after that you can apply that bonus once per round or whatever. For example the ST could (and IMHO should) apply this once per round of cards, i.e. per hand, not per scene (unless he's only having you roll once per scene for gamboling).
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