No, actually, Accelerator has basically gut-reasoned into the fact that these Charms are bad Charms.
Consider this - you, as a Dragonblooded, are spending 10-12 XP on a Charm which doesn't help your character personally at all. Instead, you are spending your XP so that you can spend your motes so that you can given characters with two or three dots in an Ability on average a grand total of one extra success a roll [1]. If their skill is lower or higher than that, it's worth half a success. It's worthless for people with 5 dots in an Ability. That means that if you buy it to help your party and your party increases their skills over time (as they tend to), it literally gets less useful as the game goes on.
It is basically a boring dice trick charm. Boring and not very good, I might add. I can put up with boredom if it was actually effective, but it isn't.
For the same 10-12XP, you could learn to function as a radio set in an Iron Age society with Wind Carried Words, or literally shoot fireballs out of your eyes with Elemental Bolt Attack or turn your sword into lightning (Dragon Graced Weapon). These Charms are way more fun, interesting, and actually make your character more varied and playable. The ability reinforcement charms are laaaaaaaaaaaaaaaame both mechanically and from a playability PoV.
Maybe it might be worth it if it was a single Charm purchase that covered every single Ability, but I'd take nearly any five other Aspect Charms over five reinforcement charms.
And for 8-10 XP (less XP than the DB, I must reinforce), a Solar could get Tiger Warrior Training and give a character permanent 4s in a range of Abilities. With no mote cost commitment to sustain it.
[1] If they're a heroic mortal. If they're not, it's only worth 0.8 extra successes per roll. Such wow.
Consider this - you, as a Dragonblooded, are spending 10-12 XP on a Charm which doesn't help your character personally at all. Instead, you are spending your XP so that you can spend your motes so that you can given characters with two or three dots in an Ability on average a grand total of one extra success a roll [1]. If their skill is lower or higher than that, it's worth half a success. It's worthless for people with 5 dots in an Ability. That means that if you buy it to help your party and your party increases their skills over time (as they tend to), it literally gets less useful as the game goes on.
It is basically a boring dice trick charm. Boring and not very good, I might add. I can put up with boredom if it was actually effective, but it isn't.
For the same 10-12XP, you could learn to function as a radio set in an Iron Age society with Wind Carried Words, or literally shoot fireballs out of your eyes with Elemental Bolt Attack or turn your sword into lightning (Dragon Graced Weapon). These Charms are way more fun, interesting, and actually make your character more varied and playable. The ability reinforcement charms are laaaaaaaaaaaaaaaame both mechanically and from a playability PoV.
Maybe it might be worth it if it was a single Charm purchase that covered every single Ability, but I'd take nearly any five other Aspect Charms over five reinforcement charms.
And for 8-10 XP (less XP than the DB, I must reinforce), a Solar could get Tiger Warrior Training and give a character permanent 4s in a range of Abilities. With no mote cost commitment to sustain it.
[1] If they're a heroic mortal. If they're not, it's only worth 0.8 extra successes per roll. Such wow.
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