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Messages - solbergb

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61
DFRPG / Re: PC Balancing Issues - Need Advice
« on: August 09, 2014, 10:28:55 PM »
change to for your build for the humanform limit, to work in toughness and fix my typos:

Against any creature with 5 or more refresh spent on supernatural powers, full powers manifest.
Against minor supernatural beings 3 or 4 refresh of powers, only Inhuman Strength,Tough+claws
Against those with 2 refresh, the character gets only Inhuman Strength,Toughness
Against those with 0 (eg, wizard constitution) or 1 refresh, the character gets only Claws.
Refresh cost is calculated without considering bonuses similar to catch, item of power or human form.
Each of these is dropped by one step if the character has not been following a righteous path.  This effect can stack.)

Also changed "player" to "characer".  God in DFRPG doesn't care if the player is a bad person, as long as the character behaves well :)

Re: Guide my Hand  - my character was explicitly a wrestler who fought barehanded, so the holy touch was pretty vital to the concept.  In your case, Guide My Hand is better and, with Righteousness, should give him a fair amount of extra out of combat utility if he's got fate points and a free pass to always be present whenever supernatural mayhem goes down.  The Righteousness Desperate Hour is also one of the very few ways for a melee thug to get an area attack, even if it is only mostly useful for sweeping away minions....minions are something high shift/melee type characters have trouble dealing with quickly.

62
DFRPG / Re: PC Balancing Issues - Need Advice
« on: August 09, 2014, 08:54:14 PM »
Right.  Also the way I wrote the catch, a bad guy could just not use his supernatural powers.  A ghoul could head-butt him with normal strength instead of SU strength or claws (although in a ghoul case, it'd have to be one of those martial-arts or ninja ghouls who don't just fight with ferocity, otherwise the high concept is likely to be compelled).  A ghoul could also go get a fire axe or something and hit him, as long as he held back on the strength (same control he'd need to stay in human guise when a fight started)

Yes...Dresden could shoot him, hit him with a staff or punch him.  Of course then you're up against his athletics of 5 and formidable melee combat skills, so you're playing his game.  He still gets to hit Dresden for all his strength+claws because Dresden's got the power to zap him with magic for a zillion shifts.

Using a faerie make sword or something like that, he gets his toughness even if a mortal is swinging the weapon.

63
DFRPG / Re: PC Balancing Issues - Need Advice
« on: August 09, 2014, 06:57:20 PM »
I edited the above to explain it better.  Feel free to steal it.  I got the idea from the Sword of the Cross power, but skinned to not automatically work.  OTOH, it's better for dealing with things like a car dropped on you by an angry wizard, or escaping a grapple from Magog.

64
DFRPG / Re: PC Balancing Issues - Need Advice
« on: August 09, 2014, 06:48:09 PM »
I don't see it as an either-or thing.   Here's a concept I had for a modern day version of Jacob, who wrestled Uzziel and won, skinned for a 30 skill 8 refresh game

5 athletic, might
4 conviction,fists
3 end, intimidate
2 alert, whatever you like
1 whatever you like

-2 Righteousness
-1 Holy touch
-4 SU toughness (not tied to human form, su stuff just slides off him)
+3 Catch (mortal weapons/fists without any supernatural assistance)
2 Human form (powers only manifest against supernatural opponents, to equalize.  This is a glow like that around Mouse's muzzle, it can't be hidden, can't be controlled and likely there are aspects to compel action against appropriate foes too.  Given the source we might have glowing, phantom wings, halo or whatever)
(minor talents with < 5 refresh of power get only inhuman levels of power, those with <3 refresh get only su strength, those with 1 or less refresh get only claws)
-4 SU strength  (human form limit means only for direct attacks on supernatural or to overcome obstacles separating you from such an enemy)
-1 Claws (same limits as strength)


This guy was built to be a wrestler, and do pretty significant stress in a grapple against a supernatural opponent.  If folks don't have powers his raw skills are generally plenty to win anyway.  For him, his powers were all about equalizing, so an ogre who didn't use his supernatural strength could punch him and bypass toughness, for example.   Without the desire for holy touch and claws you could fit in supernatural recovery, or eliminate the human form weakness, where he can't control his powers.

He's got fairly respectable offense (6 fists, 6-7 stress for strength-oriented attacks, 7-1=6 might, 5-6 stress in a grapple as supplemental action depending on if his opponent is affected by Holy Touch), he's pretty durable (high athletics plus su toughness against most high shift attacks, and nothing stops him from wearing body armor against mortal-weapon attacks), he's got intimidate for taunting and social attacks at a respectable level.   Should you need some kind of weapon to beat a catch or to handle a specific situation, turning on Righteousness lets you do weapons skill (or guns or drive or a social skill) with Conviction, and he can back it with SU strength.


65
DFRPG / Re: PC Balancing Issues - Need Advice
« on: August 08, 2014, 10:59:09 PM »
DFRPG is a game where channeling or evocation can just bring more boom than anyone else, hands down, and also a game where rituals/thaumaturgy can tend to overshadow everything else in noncombat situations.   The game has a lot in common with Ars Magica that way, although non-spellcasters have a lot more scope to be mighty than a companion or grog.

The channeling spellcaster is something you just have to accept is going to get in his hits, unless you can lock him down or ambush him somehow.  Wave attacks are a good approach, and just having bad guys willing to turn big shift hits into consequences that the non-wizards can then tag, instead of being taken out can do quite a bit.  Also if your bad guys have any fate points when the fight is over that didn't come from losing the fight, you're not using their full potential.  The best way to deal with a huge shift wizard attack is to spend fate like mad until the targeting roll misses.

The main defense against thaumaturgy is pacing - keep the tension up so the ritual dude has to rely on their basic abilities most of the time, rather than always being able to stack a bunch of extra things up for the high grade thaumaturgy.  Also remember the limitations, primarily the need for a connection.  The skill monkeys in the party help you MAKE connections, making thaum possible at all, even if it as crude as the cop arresting somebody, taking their fingerprints and getting them to state their name while the wizard is watching....

66
DFRPG / Re: what can you do with earth magic
« on: August 08, 2014, 05:24:06 PM »
I'm pretty sure we're expected to use "Catch = Immune to Mortal Magic" as the baseline for anything in the books where Dresden encountered something he couldn't affect directly, since every single monster in "our world" with that power has it written the same way, as do all the other examples of "immune to everything but XXX".

"Immune to mortal magic and anything mortal magic has affected" is more what you're shooting for, and that's not going to get the +5 catch.   It won't put you down in the +2 range of most ghosts for physical immunity, but it's probably more like +3.  We've also got pretty much no canon examples of such a thing, so whatever your high concept is, it has to be something new under the sun.   I mean you can also write "immune to white court vampires" in the catch, including anything direct or indirect they might do, but I see that failing in character creation phase - your other table members aren't likely to buy your reasoning.

67
DFRPG / Re: what can you do with earth magic
« on: August 08, 2014, 12:55:32 PM »
Actually, Our World and Your Story are quite clear on this point.  Standard magic immunity catch is "immune to mortal magic, not mundane sources of harm", also phrased as "immune only to mortal magic". It's consistent with every character that's demonstrated it in the books, and for that matter, ways of bypassing it, regardless of source, are also consistent in the Dresden Files stories.  This is how it is represented in this game, there is no "extra" weakness.

This is by the way, worth a +5 catch - both Madrigal and Lord Talos have magic immunity via magic items, and get a +1 for the item, +5 for the catch cost break on physical immunity.  Real Ogres just get the immunity straight up, it costs them only 3 refresh and it has no weaknesses beyond "it isn't mortal magic".

What that catch seems to mean is NOT "all spells fail near you if they cause anything bad to happen, directly or indirectly".  It means based on the books "you can not target them with magical energy and have it work, regardless of the shifts you generate.  Anything around them, however, is fair game".   Another way of thinking about it might be that you can't make a magical connection to them...not with a focus (hair, blood, etc) nor with line of sight a;though that causes issues with the famous Maggie death curse.  So I like the former definition better.

Maggie bypassed the catch by using a blood connection to Raith (Harry and Thomas) and explicitly wording the spell so that Lord Raith wasn't the target, but instead the life energies of those he interacted with were the target.  Which in a RPG would probably be rules lawyering, but Maggie's player clearly was that kind of person :)




68
DFRPG / Re: what can you do with earth magic
« on: August 08, 2014, 01:10:14 AM »
Eh, if something is immune to magic I think it is just immune to magic. You can flavor it however you want, but it still boils down to you using magic to attack something that is by nature immune to such energies.

The Dresden books don't support that assertion.  The prior two posts gave good examples of why.  In the case of the keys, even if the magic dissipates the keys still have plenty of energy.  Although in the Raith fight, the control over the keys did NOT dissipate, indicating that it mattered whether the energy was directed against Raith, not mere proximity.  It's likely the same reason the death curse that neutered him worked.  The curse prevented life force from approaching him via feeding, but as it didn't target him, it wasn't affected by his immunity.

Another example is in the Scarecrow fight at Arctus Tor.  Dresden blew out the ground beneath it and it was flung into the air.  Making the ground explode by filling it with energy was the magic part.  The explosion itself was mundane, and the protection didn't help.

Now all that said, it may depend on why you are magic immune.  Some flavors of this might behave more like a D&D anti-magic field, and somebody who's immune because magic goes haywire around them might screw up targeting of something like the keys (but not something like a rock tossed with telekenesis and released from control while out of range of the "haywire" effect).

69
DFRPG / Re: Speedster?
« on: August 07, 2014, 02:13:17 AM »
Well, it is the same principle as why sunlight reflects off a mirror but an x-ray goes right through it.

The only difference is wavelength and energy.

But then you know, particles are waves.....light isn't an especially easy topic either to bend your mind around.

70
Given that Fuego is pseudo-spanish where most of the rest of Harry's stuff is Pseudo-Latin, I'd say changing isn't easy.

Although you know.   Fuego!  Pyrofuego!!   Burn!!!   It can be adjusted at times for your non-rote effects.

71
DFRPG / Re: what can you do with earth magic
« on: August 06, 2014, 05:10:09 PM »
There's a lot of overlap and really, many things Harry does are combinations of elements.  His Fuego rote nearly always has a "knockback" component, which clearly comes from spirit, even though he uses his blasting rod to control it and thinks of it as fire.  Harry has perhaps read too many comic books, where "energy blasts" of various elements also knock enemies around.   He controlled lightning from a storm and thought of it as "fire" but it likely also used a bit of earth (for magnetism/targeting) and air (for weather).   Carlos might have managed that same effect a completely different way, focusing perhaps on the amount of water in the atmosphere and channeling the bolt through the conductive medium.

The answer is, any element can do anything in the realm of a mechanical attack, maneuver, block and to a limited extent (control shifts are hard) move.  Harry, for example, has used Fozare on a number of occasions to give himself a "superleap" sort of power, but as he's crappy at control, it's always scary for him.   Because Blocks are allowed, blocks against perception are allowed, although they'll manifest differently than the "spirit veil of invisibility".   Fire could do very bright light, air or water might do fog, earth can raise a dust cloud....they all block vision, and probably interfere with enemy vision more than your own (as veil mechanics dictate) but the primary advantage of a spirit veil is that it's subtle (for that matter, Fozare type effects are a lot more subtle than ripping up the ground or manifesting tons of water that turn into ectoplasm later..spirit is subtle, that's its thing).    If you're wondering how I'd use fire as a movement power, well, you can make ice bridges over water obstacles, or probably even turn your feet into ice-skates if you douse them in water first.  If you're reasonably resistant to fire and abrasion you might even make an explosion that hurtles you in a direction.  Spirit, earth or air are better for leaping about, and water for moving IN water, or surfing on water.

The details of what you do dictates which focus items you can use, whether refinement/specialization works, whether your aspects help or hinder and of course how likely it is for your opposition to counter it, or the environment to enhance or hinder it.   The details also give hints to what fallout does, or what happens if a high shift attack misses its target and hits the environment instead.




72
DFRPG / Re: Speedster?
« on: August 06, 2014, 03:34:30 PM »
Sponsored magic would work well, if you can afford the refresh.

73
DFRPG / Re: Speedster?
« on: August 06, 2014, 01:37:43 PM »
If you're not going down the Channeling road, yeah, claws are a good idea.  You'll get much bigger shifts (and things like zonewide "punch everybody") tricks with channeling but you get all the baggage of spellcasting.  It's a matter of if you think high end superspeed should be exhausting.  It does depend on your flavor a lot though.  On a chronomancer claws would be more likely to be a temporal disruption as the "the world seems slow to me" approach rather than "I'm just super fast" approach lets you ignore most of the inconvenient physics aspects of going so fast...but also likely takes some of the flashier super speed powers (slipstreams, sonic booms and possibly even offensive use of superspeed as purely speed rather than some kind of chronal paradox effect) off the table.

If he goes down the Hermes road he's looking at speed of sound (fast as the wind) not speed of light, which likely means SU speed plus high athletics plus an aspect "fast as the wind" gets you cross country speeds without needing rituals, although obviously if you HAVE rituals/Superspeed or rituals/chronomancy your options increase.

74
DFRPG / Re: Speedster?
« on: August 06, 2014, 01:25:48 PM »
Having Hermes for an ancestor might work better than the sandals.

The sandals let him fly with the speed of the wind, and likely helped open ways to Never Never (he could fly between Olympus and the mortal world, and escort spirits to Hades).  If I was to write them up in DFRPG, they'd be an object of power with flight and worldwalking.   When Perseus got his hands on them (everybody gave him a pile of items of power, it was kind of silly...the man had Contacts like nobody's business) all they did was help him fly.  The "speed of the wind" was likely Hermes, not the sandals, but some of the Perseus legends indicated that he was faster too...you might consider inhuman speed without them and supernatural speed with them.

If you postulate that the reason why Hermes was so fast, and so able to sneak around even gods without being noticed was that he could travel forward through time slower than everybody else, a little thread of blood of Hermes might be enough to justify a talent for Chronomancy without it being too likely you'd time travel by accident (that would take training from somebody with theory in such things, leveraging your talent that you are currently using the way your ancestor did, to be really freaking fast).   So it might be you attract the attention of a wizard or sorcerer that WANTS to break the 6th law but lacks the aptitude and is eager to teach you and study you (although the real agenda may be hidden, so they help you master your speed powers first when they manifest....gee they're so nice and helpful....that nice Star Labs Lady is always looking out for me...)

That said, any of his regalia might be a good excuse for your powers manifesting.  This link has a good original-source compilation of Hermes legends.  He's got the staff, the traveling hat and the sandals.   

http://www.theoi.com/Olympios/Hermes.html

75
Yup, get more bang for your buck. +1 conviction gives you the exact same damage as +1 discipline, but +1 discipline also increases your chance to hit.

While true, what makes wizard spells insanely powerful is the ability to add "outcome" shifts by just taking more mental stress.  Why reserve all the fun of that to non-rote spells :).   Yeah, you want to crank that discipline up there, but you those higher boxes on your conviction stress chart are like free "bang" as long as you aren't so far behind your discipline that you start taking consequences making use of them when drawing power.

I mean, wizards ALSO can get a +4 to hit with a focus item, where the best a stunt can add is +1.  But the equivalent of just drawing an extra 3 power over conviction (checking 4th stress box instead of 1st) is a stunt AND a fate point (Deadly Blow).  And you can do both, with no extra skill investment needed beyond lore to improve the max quality of your foci.

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