Good [morning/afternoon/evening/night], everyone!
As I’ve become more and more accustomed to this system, I’ve come up with a few questions about how others might rule in certain fringe situations, or how people feel about certain slight variations to the rules as given. So, to the end of satisfying my curiosity, I’ve started this thread to share my questions, get your thoughts, and allow others the opportunity to share their questions as well.
Please note that this is not strictly a Rules-as-Written (“RAW”) thread – we can most certainly discuss RAW, but please do not make it the focus. The focus should be on how you would rule in a game you were running for whatever reason.
So questions!
1) Many talents remove Setback dice from one or two different kinds of skills. I was wondering how people feel these should interact should there be an overlap. For instance: a character has Convincing Demeanor 3 (removes 3 Setback from Deception and Skulduggery checks) and Plausible Deniability 2 (removes 2 Setback from Coercion and Deception). Does this character remove 3 Setbacks or 5 from Deception checks? Basically the question is can a character stack the effects of two talents, or can they only apply one at a time?
2) In a related vein, Force abilities! In many situations, you will end up rolling Force dice along with a regular skill check. Most of the talents, powers, or other abilities that call for this have the unusual description that indicates you, “…may add [Force Dice] no greater than [your] Force Rating to the check.” That seems an odd way to phrase it, so my questions are: can you apply multiple Force abilities that apply to that kind of skill check to one check? For instance, creating a free-roaming illusion with Misdirect requires a successful Deception vs. Vigilance check and the spending of a Force Point. Could you use the Social Grace upgrade of the Influence power to spend some of your Force Points adding Successes and Advantages to your Deception check until it succeeds, and then use the remainder to fuel your Misdirect? If you can, do you denote which Force Dice will be allocated to Influence and which will be allocated to Misdirect, or simply roll them all and decide which power the Force Points will be spent on individually?
3) Parry and Reflect – these talents represent spending mental effort to increase your defensive abilities to prevent physical injury to your body in some way. Current thought is that they can be activated only once per attack. Would it be too powerful to allow multiple activations on one attack? Leaving aside potential abuses from the Supreme versions of these talents for a moment, strain is a very vital resource, and it’s much harder to raise one’s strain threshold than it is one’s wound threshold. Would putting in “extra” effort against an attack in a very desperate situation be too unreasonable? Sure, that one attack is negated, but the extra strain spent gets you much closer to incapacitation than before. Additionally, would you consider allowing a character to activate Improved Parry or Reflect against a failed attack that generated 3 Threat or a Despair? Still costing them the 3 strain to activate the base ability, of course, but to allow the counter attack?
Those were my initial questions for now. I’m sure I’ll come up with additional ones later; please, let’s have a thoughtful and fun discussion!