Dragonfly's House Rules: NEW POWER: HEIGHTENED!
Posted: Mon Jun 28, 2010 7:02 pm
Howdy folks!
I've been mulling over a few house rules, and thought I would post them here to get the benefit of you all as a collective sounding board.
The first of these is...
Higher Costs for Stats
It seems to me that Stats are under-priced, at least if you compare them with certain powers.
Each rank of Brawn has three effects: +1 Damage, +1 Soak, and the ability to lift weight. There are, arguably, other minor things it does, like affect jumping distance, but we can probably fold those aspects of the Stat into the ability to lift weights.
Each rank of Agility has five effects, which include: +1 Defense, +1 to Hit, +1 to Priority, Skills (both acquisition and performance), and running speed.
Each rank of Mind has four effects, including: +1 Damage with ranged attacks, +1 Mental Defense, Skills (both acquisition and performance), and Awareness.
If you consider powers like Special Attack and Armor, Damage, Soak, and To Hit are effects worth 1 Character Point each. The Deflect and Danger Sense powers suggest that Defense is also (or almost, at least) worth 1 Character Point per multiplier. The other effects granted by Stats are probably not worth 1 point each individually, but they might in aggregate. Using this rationale, I’m thinking that the following cost scheme makes more sense:
Brawn: Damage, Soak, and Strength Effects (lifting weights, jumping distance, resist knockback, etc.) = 3 pts.
Agility: Defense, To Hit, Agility Effects (priority, skills, running speed) = 3 pts.
Mind: Damage, Mental Defense/Resistance, Mind Effects (awareness, skills) = 3 pts.
Why do this? I’m not a stickler for point balance, as too many years of playing Champions made me grow tired of the need to make sure that every point was accounted for. That being said, I’m a big fan of using Boost to restrict the effects of Stats, and I started to realize that this was too ineffective cost wise for my players. Why buy Boost 1 (Agility, Only to Hit with Ranged Attacks), when it’s more cost effective to simply raise the Agility up a rank, whether or not it fits the character concept? The honorable answer, of course, is about character concept, but then I feel like a heel for penalizing players who want to be true to their vision for the character.
Raising the cost of Stats to 3 wouldn’t be perfect, but I suspect that it would bring things appreciably closer to point equity – enough to make it seem fair enough in most instances.
What do you think? Is my reasoning off on this? Would such a change throw off the entire system? What other modifications would need to be made to make this house rule work? I can think of a few (such as the cost of Boost, starting points, and a few others), but I’m sure I’m not seeing something.
Best,
Dragonfly
I've been mulling over a few house rules, and thought I would post them here to get the benefit of you all as a collective sounding board.
The first of these is...
Higher Costs for Stats
It seems to me that Stats are under-priced, at least if you compare them with certain powers.
Each rank of Brawn has three effects: +1 Damage, +1 Soak, and the ability to lift weight. There are, arguably, other minor things it does, like affect jumping distance, but we can probably fold those aspects of the Stat into the ability to lift weights.
Each rank of Agility has five effects, which include: +1 Defense, +1 to Hit, +1 to Priority, Skills (both acquisition and performance), and running speed.
Each rank of Mind has four effects, including: +1 Damage with ranged attacks, +1 Mental Defense, Skills (both acquisition and performance), and Awareness.
If you consider powers like Special Attack and Armor, Damage, Soak, and To Hit are effects worth 1 Character Point each. The Deflect and Danger Sense powers suggest that Defense is also (or almost, at least) worth 1 Character Point per multiplier. The other effects granted by Stats are probably not worth 1 point each individually, but they might in aggregate. Using this rationale, I’m thinking that the following cost scheme makes more sense:
Brawn: Damage, Soak, and Strength Effects (lifting weights, jumping distance, resist knockback, etc.) = 3 pts.
Agility: Defense, To Hit, Agility Effects (priority, skills, running speed) = 3 pts.
Mind: Damage, Mental Defense/Resistance, Mind Effects (awareness, skills) = 3 pts.
Why do this? I’m not a stickler for point balance, as too many years of playing Champions made me grow tired of the need to make sure that every point was accounted for. That being said, I’m a big fan of using Boost to restrict the effects of Stats, and I started to realize that this was too ineffective cost wise for my players. Why buy Boost 1 (Agility, Only to Hit with Ranged Attacks), when it’s more cost effective to simply raise the Agility up a rank, whether or not it fits the character concept? The honorable answer, of course, is about character concept, but then I feel like a heel for penalizing players who want to be true to their vision for the character.
Raising the cost of Stats to 3 wouldn’t be perfect, but I suspect that it would bring things appreciably closer to point equity – enough to make it seem fair enough in most instances.
What do you think? Is my reasoning off on this? Would such a change throw off the entire system? What other modifications would need to be made to make this house rule work? I can think of a few (such as the cost of Boost, starting points, and a few others), but I’m sure I’m not seeing something.
Best,
Dragonfly