The Dresden Files > DFRPG
Game Balance and the Laws
traeki:
--- Quote from: TheMouse on February 10, 2010, 03:43:41 PM ---You do not get penalties. The minuses are how much the Consequence reduces incoming stress and nothing more.
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I don't think anybody has explicitly stated yet: The worse the consequence is, the harder it is to heal. So a minor consequence might be "winded" which goes away as soon as you have a chance to...well...take a breather. But a more serious consequence would be "bullet wound in the shoulder" and in both system and fluff terms that's going to take longer to heal, obviously. So you could spend multiple sessions running around with an extra taggable, assessable, compellable aspect of weakness. Not to mention you remain down a consequence, so you're that much closer to being Taken Out. I'm not sure how the different levels are characterized in DFRPG, but in SotC the really bad consequence (-8) is essentially permanent. When you "heal" it, you get the consequence slot back, but the aspect itself just replaces one of the 10 original aspects of your character. Maybe your girlfriend leaves you because of the horrible disfigurement, I dunno.
Rechan:
--- Quote from: TheMouse on February 10, 2010, 03:43:41 PM ---2/4/6 means that you reduce incoming stress by an amount corresponding to the Consequences you take. Say someone hits you for 3 stress and that's enough to take you out. You take a Minor Consequence, which reduces that by 2, to 1. Now you fill the 1 stress box, have a Mild Consequence, and you're still in the fight.
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I thought you coudln't be taken out until you've had all 3 consequences filled. So, how does that come into play?
Or, that when you GET a consequence, it reduces the stress? (I.e. You have 2 empty stress boxes. You get hit for 3 stress: so you take a Mild consequence, and fill in 1 stress box?)
Because if that's the case, that you have 2 stress boxes, you have a total of "5 stress" (you fill 2 stress boxes, then the next three hits and you're done", right?
TheMouse:
--- Quote from: ClarkValentine on February 10, 2010, 04:38:30 PM ---No direct penalties, but those Consequences are expressed as temporary Aspects that can be tagged by your opponents or compelled by the GM.
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I don't consider those to be penalties. Consequences add ways for you to gain and spend FPs. This consideration coloured my response.
Rechan:
--- Quote from: iago on February 10, 2010, 03:51:55 PM ---Sure. But there's no problem there, as far as the system goes. The GM could compel you in that moment to kill instead of maim. The opponent could concede the fight -- by dying. (Concession is how the victim can end the fight early, defining how HE exits the fight. That includes saying 'Here, I die.') There's a lot in the toolbox here, and in Fate, we prefer to make death a discussion instead of an act of capricious randomness.
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True, but then concessions have to be accepted. I think?
Which is nice, that it basically lets the player DECIDE of he's going to kill the mortal or not (and gives at least three opportunities: Concession, Compel, and Taken Out Decision). So if you REALLY don't want to break that law, you don't have to. It also avoids accidental death (Whoops, that bystander gets thrown off the roof by your wind spell. Sorry, Wardens coming to get you). Accidental death was my biggest concern about playing with the Laws.
TheMouse:
--- Quote from: Rechan on February 10, 2010, 10:15:23 PM ---I thought you coudln't be taken out until you've had all 3 consequences filled. So, how does that come into play?
Or, that when you GET a consequence, it reduces the stress? (I.e. You have 2 empty stress boxes. You get hit for 3 stress: so you take a Mild consequence, and fill in 1 stress box?)
Because if that's the case, that you have 2 stress boxes, you have a total of "5 stress" (you fill 2 stress boxes, then the next three hits and you're done", right?
--- End quote ---
As written in SotC, you need to fill your stress track and then take three Consequences in order to be taken out. That takes forever.
As I understand the incarnation in DFRPG, you are taken out if your stress track fills. Taking Consequences reduces incoming stress. You may choose to allow a hit to take you out without taking any Consequences at all, or you may take them until you've taken your cap of three.
Let's say you have no stress. Someone hits you for 3. Your track is only 2, and you don't want to be taken out. So you take a Mild Consequence and reduce incoming by 2, to 1; you then fill in the first box of your track. Someone hits you again for 3. You no longer have a Mild Consequence, only a Moderate one. You use it to reduce incoming by 4, to a minimum of 0, which you do; your stress track still has 1 check in it. Then someone hits you for 2 more stress; you've only got your Severe Consequence left, so you use that to lower incoming to zero, leaving you as you were before. Someone hits you again for 3, and you're taken out.
There are lots of ways to combine this, since you can use multiple Consequences at once. Some huge troll tries to smash your soft little head with a fire hydrant and generates 9 incoming stress on your untouched stress track of 2. So you spend your Severe and Mild Consequences to reduce that to 1, checking off your first box. A repeat performance is more than adequate to take you out with the second shot.
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