A question about setting wide power modifiers
I was wondering about the cost of a disadvantage everyone in a setting had. If everyone has it would they get the points for it?
More precisely, I'm useing Sorcery, and in the setting anyone can learn magic, but all spells require a roll to cast (some need a second roll to aim is sometimes needed, I usually give the discount on these rolls). I'm leery of double dipping, and universally applied power modifiers pose something of a problem. What would you do? Thanks |
Re: A question about setting wide power modifiers
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Re: A question about setting wide power modifiers
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You never know when characters are going to be transferred in from another universe, or some other situation that requires you to compare one batch of PCs to another who somehow lack the trait. Or allow a weird PC build that lacks it. In this particular case of spells, not every PC is going to have the same number of points worth of adjustment, and in the interest of fairness you really do need to keep track (consider what would happen if the spells came with so many modifiers as to be essentially worthless but you charged full value for them anyway - either nobody would take them or they'd definitely complain they were being cheated...) You can after all simply adjust the campaign starting point total and/or disadvantage limit by whatever you need to offset anything truely universal, and achieve the same result as not including the trait in the point total without opening that (admittedly rather small) potential problem, so why not? |
Re: A question about setting wide power modifiers
Thanks for the feedback. I'll adjust the cost.
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You need to check to see if it already required a roll to do something and then add appropriate modifiers. You'd need to also decide if spells that require an Innate Attack roll to hit require another roll to even work (which is what I think you are saying). If so, you'd need to modify it. |
Re: A question about setting wide power modifiers
Is this a case of everyone having Sorcery, but it always having some Limitation, or a case of only some characters having Sorcery, and the only form available is the one with said Limitation? In the former case, I wouldn't bother charging for Sorcery at all, nor accounting for the Limitation. In the latter case, the Sorcery Advantage is built functioning a certain way, and if your version of Sorcery isn't as powerful (that is, has Limitations), I feel it's more appropriate to charge fewer points for it. It's similar to Damage Reduction - in a campaign where you can only get it with the Tough Skin Limitation, I'd still have the -40% of Tough Skin apply, making it cost [3] per DR 1 rather than [5] per DR 1 (although I think After the End actually does charge a full [5] for DR 1 with Tough Skin, with it being the only form available to the player characters, so it can kinda go either way - it's all up to the GM/setting designer).
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Re: A question about setting wide power modifiers
While I wouldn't do it, one can 'zero out' an advantage or disadvantage that literally everyone in the setting has without too much disruption (it slightly messes with ally pricing).
However, that doesn't seem relevant to a limitation. You might have a limitation on all Sorcery abilities, but you don't have the same Limitation on skill ranks, basic character attributes, mundane advantages and disadvantages, and so forth. Do you? Thus the presence of the limitation does make a difference to character building. (It would anyway due to modifiers being additive rather than multiplicative.) So just follow the rules. I'm not sure where double dipping would even be possible in this context. |
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