stubby wrote:IVhorseman wrote:Really? I prefer the open-endedness of the other supernatural rules, but i guess it's true that they're currently a bit abusable (only two dice and 11cp for a 1d12dmg attack with 1d6" range).
Is that OP do you think? It sounds pretty unreliable to me for something costing 11cp, especially considering the 25% chance one or both dice will fumble and be used against you.
But who uses cp? Supernatural powered beings with only one die are fun but don't get any cool free attacks (although I guess you could technically add damage to a shove? sounds fishy to me). supernatural beings with two or more dice can start combining them into explosions, ranged attacks, and all sorts of weird area attacks - the potential effectiveness of a supernatural being increases exponentially with each die. The chance of failure DOES start to stack up with each failed die, but if you stick with use rolls it's still only at a use of 2 - most other ranged attacks have a 1/3 chance of failure, with significantly less damage. The recent change to completely getting rid of the use rolls doesn't actually change the gameplay too much, but it DOES get rid of a die roll that would almost always succeed - especially with heroic casters.
I don't know if it's OP, but that same caster would also have the versatility to create an explosion of (1d6)/2" centered on themselves dealing 1d12 damage. It may be a suicide tactic but it's wildly powerful. Personally I think that's fun - but the kind of person who likes static, pre-made spells that do the same thing every time might find that totally bullshit.