The Dresden Files > DFRPG
An Idea: Tagging for Continuous Damage
MacsNewBrew:
Wow. I REALLY need to find an ongoing game to watch sometime to see how it's done.
Deadmanwalking:
--- Quote from: void on April 09, 2010, 04:54:29 AM ---A further note I'd like to present is that this RPG isn't meant to simulate combat in particular. That's just one type of conflict that can be managed by the narrative flow toolkit FATE 3 provides.
Trying to get fiddly about certain balance concerns, certain types of specific damage management, and trying to fret about EXACTLY how much more powerful one thing is than another, and whether something is COMPLETELY modelled by the ruleset is... kind of misapplying the amazing toolset we've been given.
Some specificity is lost, because it often isn't narratively interesting. We're building a story. The rules that we have are about splitting the influence -- more particularly, the types and timing of that influence -- on how that story unfolds.
--- End quote ---
Actually, I've been trying to think of anything that the system culdn't model...and I couldn't come up with anything but this. So, as I see it, no you don't have to lose specificity. As long as I can come up with something for this, everything's cool.
And I would absolutely apply these rules to appropriate social or mental situations, the one that immediately comes to mind is applying an Aspect like "Freaking the Hell Out!" at a high class party or other formal social situation, which would cause continuous damage until they managed a Discipline maneuver to remove the Aspect and calm down.
Actually, thinking about it, that might be why I'm so unwilling to limit it to a use of environmental damage on a case by case basis, because making the criteria "appropriate Aspect based" seems like it would open a variety of really cool options. There'd need to be an appropriate situation, but it seems like players who come up with creative ways to arrange something like that should be able to.
And I'm not saying you can't tag the Aspect for effect, or shouldn't be able to do that instead of damage, I just think you should have damage as an option.
And yeah, the 'headless chicken on LSD thing is hilarious. :)
Korwin:
I thought of an possible problem with ongoing damage.
Thaumaturgie
At the moment you need what?
>30 shifts to kill someone with thaumaturgie?
How many shifts would you need with the ongoing damage houserule?
void:
--- Quote from: Deadmanwalking on April 09, 2010, 05:30:32 AM ---And I'm not saying you can't tag the Aspect for effect, or shouldn't be able to do that instead of damage, I just think you should have damage as an option.
--- End quote ---
The thing is, we HAVE damage as an option. it's already there. Both as burst and continuous damage.
The idea is.. Either you're using fire to hurt them (applying physical stress), or you're using fire to cause some other effect (applying an aspect).
The effects of stress are pretty straightforward, but a temporary aspect is, itself, a form of plot momentum. The story will trend towards certain directions with certain aspects in play.
You're looking to get both stress and an aspect, which gets you double the narrative effect from a single modeled action.
Deadmanwalking:
--- Quote from: Korwin on April 09, 2010, 05:42:56 AM ---I thought of an possible problem with ongoing damage.
Thaumaturgie
At the moment you need what?
>30 shifts to kill someone with thaumaturgie?
How many shifts would you need with the ongoing damage houserule?
--- End quote ---
I already mentioned having a maximum number of rounds (something I'd totally do, as well as limiting it to one per round maximum)...in Thaumaturgy's case it'd be limited to one round per shift. So it would still take the full 30+ to kill a guy, you'd just have him dissolve or burn over a minute or so as opposed to explode. Probably a less eficient use all things considered. That's assuming I didn't use Orbius, of course (which I likely would).
--- Quote from: void on April 09, 2010, 05:43:46 AM ---The thing is, we HAVE damage as an option. it's already there. Both as burst and continuous damage.
The idea is.. Either you're using fire to hurt them (applying physical stress), or you're using fire to cause some other effect (applying an aspect).
The effects of stress are pretty straightforward, but a temporary aspect is, itself, a form of plot momentum. The story will trend towards certain directions with certain aspects in play.
You're looking to get both stress and an aspect, which gets you double the narrative effect from a single modeled action.
--- End quote ---
No, that's not what I'm doing at all (and a poisoned weapon already does that, by the way), it's a side effect of what I'm trying to do, which is work ongoing damage in as an aspect of the core system, applicable to as wide a range of different effects as anything else.
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