Yeah, in WT1 there was a 1/2/4 point cost overhead for each power. Having Attacks, Defends, Useful cost 4 points, while having four powers that were Attacks only, Defends only, and Useful only cost a total of 6 points. (It's worse than that, because chances are you'd want the power to be Robust, which would up a single power to 5 points and the individual powers to 3 points each, for a total of 9 points).
WT2 doesn't have that. A power with Attacks, Defends and Useful costs the same per die as a power with Attacks, a power with Defends, and a power with Useful, assuming everything else is equal.
For the most part there's no difference between creating one combined power or several separate powers. You can even stat out three separate powers and just say it's one power. The only time you'd have to, for sure, combine it into one power is if you had something like the One Power permission in your Archetype that limited you to a single power.
One mechanical disadvantage would be on a power with, say, endless or permanent, and it was shut down due to enemy action. Restarting your one power again would be a single action, while restarting the three separate powers would be three actions.
If you or someone in your group uses Augment, you'd be better off with a combined power rather than individual powers. If your power with Augment has only one quality, that's the only quality it can augment in another power (either your power or someone else's power). You could create three powers with Augment, each Augmenting a different quality. But if another character has, say, a power with ADU and you want to Augment all three qualities of that power, you can only do that as a multiple action. If you had a single power with ADU, it could Augment any other power -- regardless of the qualities -- with a single action. Likewise, if you have an Augment power with ADU and your buddy has three powers, each with one capacity, you're going to have to do three actions to Augment each of his powers. One Augment power with ADU is more efficient than three Augment powers with individual qualities.
As an aside, you can gain efficiencies by building powers with single qualities and then playing with the dice pool size, as you mentioned. You just have to be careful you don't box yourself in during play. An 8d power with ADU might not be necessary when you only ever need 2hd in the D quality. Bear in mind, though, that the dice pool size dictates the limit on capacities. An 8d power has greater range, greater mass, greater speed, etc. than a 2hd power. More importantly, when you conduct multiple actions you roll the smallest of the two dice pools. If you want to use your 8d Attack and your 2hd Defends power, you can't as you'll never be able to get two results out of 2hd. Splitting the powers gives you more flexibility and control, but it could hamstring you if you didn't think through all the implications.
On Fri, Sep 26, 2014 at 1:10 PM, John Poole <longspeak.teller@gmail.com> wrote:
--I need to know if I'm crazy. This line of thinking began many months ago when I was helping a player convert her character to Wild Talents 2e.
Selene was a shapeshifting thief who borrowed powers from her subjects. In building her power I realized the power copying power was sub optimal. She had 8 dice in her power mimic power but would often find she couldn't fully copy a subject because he would have, for instance, 8 dice in one attack power and 8 more in a separate defense power. She could only copy one, or two at partial effect.
Then I realized shoving the qualities together in 2e is an artificial construct that was hurting the character concept. So I rebuilt her power into three separately purchased qualities, giving her separate attack, defend, and useful pools. These were already bought in such a way as to trigger automatically when she initiates the shapeshift, so there's no real downside to having three automatically triggers powers.While rebuilding the power, I also realized if I'm building qualities separately, there's no reason to assume each quality should have the same number and type of dice. Sure, you might WANT to, but there was zero reason to make that the default assumption. In fact, many times there's real benefit to - for example, making all the defense dice hard while keeping all the attack dice normal, or maybe a couple of wiggle dice.In WT1, there was actually a mechanical reason to keep qualities together: lower point cost. On WT2, this is not a factor.So... Powers with multiple qualities? No thanks.Have I missed something important?John
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