The Dresden Files > DFRPG
Converting d20 Adventure Modules to DFRPG
RedRobe:
Basically the issue was how to pass the free tag from the Helpful Thug aspect created by the maneuver to another character. Then it was narrating how the thug distracted another baddie resulting in the PC who it was passed to getting a +2 on his attack roll rather than the baddie getting a negative to his defense roll.
Taran:
--- Quote from: RedRobe on November 14, 2017, 11:00:57 PM ---Basically the issue was how to pass the free tag from the Helpful Thug aspect created by the maneuver to another character. Then it was narrating how the thug distracted another baddie resulting in the PC who it was passed to getting a +2 on his attack roll rather than the baddie getting a negative to his defense roll.
--- End quote ---
First, you can never give a penalty or block a person's ability to dodge. Unless it's a compel. Then anything goes, as long as the compel is fair.
Second: You can do it any way the player wants.
Invoke it for effect. Now, HELPFUL THUG won't attack us as long as we don't try to hurt him. This triggers a compel on the thug. If the NPC accepts the compel, You run the NPC as being helpful and it can create its own aspects. It uses it's own turn in the combat to create aspects that the party can tag or it just doesn't interfere. It may try, on it's turn to overcome the aspect in subsequent rounds. Social maneuvers and aspects are trickier I find. You shouldn't be able to permanently take out an enemy with a maneuver, in most cases. Maybe he uses deceit to 'pretend to be helpful' and if it succeeds, it doesn't need to help you anymore and, possibly, backstabs someone....
Or, you tag HELPFUL THUG for an attack. "That thug is being helpful and distracts the enemy long enough for me to get a good jab in." And now the aspect is gone or whatever.
Let the person who tags the aspect describe how they use it.
Important: there is no right answer.
RedRobe:
--- Quote from: Taran on November 15, 2017, 02:33:02 AM ---
Or, you tag HELPFUL THUG for an attack. "That thug is being helpful and distracts the enemy long enough for me to get a good jab in." And now the aspect is gone or whatever.
--- End quote ---
This is what ended up happening, though the HELPFUL THUG aspect stayed for other paid invokes. If it the tag is spent in this way, then should it go away? If used in any of the other ways, like invoking it for effect, would it stick around until it is overcome?
Taran:
If it's a fragile aspect, it needs to be used fairly quickly and it goes away as soon as it's tagged.
Otherwise, sticky aspects go away when they are no longer relevant, or if they are overcome.
So, attacking the HELPFUL THUG would make the aspect moot.
I guess my point is this: you can't use a single rapport roll to turn every enemy into an ally for an entire combat. This feels like a social take-out to me. So, if there's still a chance that the HELPFUL THUG would become unhelpful because it's just a maneuver and not a social take-out, you should keep an eye out on a situation where the aspect is irrelevant: like when the party attacks his friend, tries to take the Artifact he was tasked with getting, or if being Helpful is no longer relevant to his goals.
For instance, being tripped can be overcome with a role, if the players are actively trying to prevent the person from standing up. If no-one is actively preventing that, then there is no roll - they just stand up.
On the other hand, as the GM you might have planned that into your adventure. You just have to be careful with precedent. Otherwise your player will be taking everyone out with his epic rapport roles.
RedRobe:
The player wanted to use Rapport or Presence to get the kobold to go away or stop attacking folks, much like an Intimidate check in Pathfinder would have allowed. Could we have switched from attempting a maneuver to a full-on Social conflict? I'm still trying to wrap my head around the many options available in any given encounter.
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