QUOTE (Sengir @ Mar 24 2014, 09:50 AM)
No, I don't. I merely consider an obviously overpowered piece of RAW to be overpowered. 0.25 PP to tell an enemy "jump off that cliff", without drain and no modifiers accounting for the difference between "look over there" and "actively harm yourself"?
Let me think about that for a second...Really? Overpowered?
Commanding Voice has strict limitations. A victim has to be able to hear the speaker without technological augmentation. The victim has to be able to understand the language they speak in. The command has to be five words or less, which limits task complexity extremely. The victim
always gets a resistance roll, unlike certain spells and Critter Powers where they only get to resist when a command is obviously harmful.
When a group is targetted, they resist as a team, using the highest dicepool and adding +1 for each additional group member. Even if the command succeeds, the GM has the fiat to simply make the target stand confused instead of what you wanted, with special emphasis to do so on particularly harmful commands (but with a greater chance of success with more and more net hits). Oh, and you suffer diminishing returns with negatives against subsequent uses on the same target within a 24 hour period.
Then there's the metagame concerns.
Is telling a group of guards to drop their guns somehow more powerful than other available options? In the same space of time (a Complex Action) you could just open fire on the enemy with bullets or grenades or any number of lethal devices. You could cast all sorts of spells, ranging from full blown lethal magic bombs to mere weapon-slagging specialty cantrips with completely negligable drain values. (Neither of these choices have diminishing returns, mind.)
There's also the question of character investment - the effective use of Commanding Voice requires you to 1) be an Adept, 2) have good Charisma, and 3) have good Leadership. The power is resisted with Willpower + Leadership, meaning to affect "that Wildcat team" you'd need to beat the Willpower + Leadership of the team commander, +X many team members. Assuming the Wildcats have about the same stats as Red Samurai or Tir Ghosts, that's a Willpower of 5, a Leadership of 3 or 4 for the commander, and let's say a +3 for team members (it's just a small team).
They're already rolling
11 dice to resist. If you have maxed natural Charisma and maxed Leadership with a specialization, you're rolling 14 dice, meaning you're likely to get just about
a single net hit. Wow! All this, for the low, low price of
96 BP!
Of course, that's the maxed out version - let's instead try something a little more realistic. Let's say you only have 5 Charisma (saves you the Final Attribute Point cost), and your Leadership is part of your Influence grouping at Rating 4. Also, I forgot in the last example, you're an Adept, so let's say you tossed on two points of Improved Ability (Leadership), which is the maximum you can take without raising your Leadership skill some more. That drops the cost down to a mere
95 BP! And now you have only
11 dice to roll, meaning on average your Commanding Voice fails outright.
Commanding Voice is a niche power with limited applicability. It isn't a reliable combat tool. Sure, you can use it in combat, and yes, if you pull it off it can be
amazing, but it's really only a one-shot trick effective against weaker targets with smaller dice pools, because your own dice pool is inherently limited.
How in the world is that overpowered?
~Umi