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Messages - Addicted2aa

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1
DFRPG / Re: A few seconds ahead - How strong is it?
« on: May 02, 2013, 09:35:20 PM »
Yeah, it wouldn't work for all social defenses, but it might work in the sense of letting you see someone's reactions to, for example, you calling his bluff safely.
I would say knowing what you're opponent is going to say is always be a benefit to social combat. In repartee it should be obvious how it works, you can get some extra seconds to think of a comeback, or you can beat them to the punch and make their biting comment look less biting.
For something like intimidate, if you know the tact their planning on taking, you can remain in control. You know what's coming so you can prepare for it. It will still suck, but you know how and why it will suck, so you can steel yourself for it. Furthermore you can use that knowledge to turn it around on them. They start to detail exactly what they're going to do, and you finish what they are saying word for word, and tell them to get on with it. That might rob them of their conviction.
And maybe it won't. That's why you still roll. Maybe knowing what happened and planning for it wasn't enough to prevent the big scary guy from being that damn scary. And maybe it was. The dice will tell you.

2
DFRPG / Re: Biker Dresden Gang
« on: December 14, 2012, 03:22:36 PM »
St louis has a prominent Blood Gang Presence. This group uses Hellhounds for motorcycles.

BloodHounds.

3
Might is pretty much about being strong. I don't remember the scene that well, but I think that makes more sense as might restricting the discipline roll to target his spell. I'll give the scene another once over see if I still hold that opinion.

4
Dresden vs the 'Barbed-Wire Spell'

My memory is Harry removes that more through a counterspell than through pulling it off simply by being strong.

5
DFRPG / Re: Son of Thor.
« on: November 14, 2012, 01:14:42 PM »
If the Declaration is something the character can maybe do sometimes when it's cool, no need to pay. But if it's meant to be somewhat reliable and a part of the character's power, it can't be free.

Not sure why you'd use Potent Catch for mistletoe. IIRC the mistletoe was no more deadly to Baldr than to anyone else, it's just that everything else in the world had promised not to harm Baldr.

Thundering Blows seems iffy to me. Obsoleting both Claws and Breath Weapon is hardly ideal (unless you're actually trying to replace those Powers), and the stress-based weapon boost just might be crazy powerful. Can I really inflict 8 extra stress by filling in my fourth stress box?

Potent catch as a way of making it weaponize, so it gets more refresh back. For our game it was purely a mechanical decision.

6
Yeah, this lets you take down the wide variety of intangible spells by punching them.

If this doesn't make sense, then neither do Warden swords. It's the same basic effect.

Is it? The warden sword is a counterspell at a fixed value, no? You touch the warden sword to a spell and it dissipates, not you cleave through it, using your weapons skill and it shatters.

Not saying it's a bad power. Just saying, Not at my table, cause I can't see how it makes sense in the Dresden Universe. Makes plenty of sense in other worlds

7
DFRPG / Re: Funny/Epic/Legendary moments
« on: November 13, 2012, 08:51:39 PM »
<Warden> Where did you get that?
<Dog> *tilts head toward the market, chuffs*
<Warden> ...Did he take debit?
<Dog> *nods* Awoof.
<Warden> Son of a...

Classy.  8)

8
DFRPG / Re: Son of Thor.
« on: November 13, 2012, 07:54:35 PM »
One of my characters (a Valkyrie) also has the mistletoe catch. When I first came up with her, the GM mentioned that a weapon soaked in the juice/oil from the plant would also work. I think his suggestion at the time was soaking bullets in it.

Interesting. I had never thought of that. When my player took it I couldn't think of a way to weaponize it, so I made it a +0 on that option, since it would require something like a god forging a mistletoe spear to make it work against them. But yeah that probably would have worked too. Oh well. Potent catch is way more fun. Christmas themed games are going to be a blast.

9
If I read the power right, it can take down veils, wards, any sort of enchantment, or sustained divination. You could use it to remove a magically manufactured darkness. It add alot of versatility outside of combat.
That said, none of that seems like it makes narrative sense though.

10
DFRPG / Re: dfrpg elements in standard fantasy rpg format
« on: November 09, 2012, 10:04:33 PM »
If setting is an issue, set the game in the never never.

Other than that, It sounds like typical frustration with new players. IF the game is still running try and focus on one element of mechanics per week. Master that element. Bring it up as often as possible. Then if the players are getting it, move on. If not, repeat the next week.

Also I have no idea about refining the elements. Those first few posts were impossible to read.

11
DFRPG / Re: dfrpg elements in standard fantasy rpg format
« on: November 09, 2012, 09:51:10 PM »
You think like I do. I'm going to have fun with your character in our game.

12
DFRPG / Re: dfrpg elements in standard fantasy rpg format
« on: November 09, 2012, 09:26:09 PM »
That's would work, but generally if you're dragging a character into the plot, it's not going to end well. at least in my experience.

13
DFRPG / Re: Setting help!
« on: November 09, 2012, 09:20:16 PM »
Right, well all the lore and location you should want will be in the stories, so good luck.

14
DFRPG / Re: dfrpg elements in standard fantasy rpg format
« on: November 09, 2012, 09:17:38 PM »
Sounds like you have player problems, not game problems. I suggest the link in my sig for all types of handy advice. Also check out Happy Jacks, RPPR, Gnome Stew, Postcards from the Dungeon, and any Kicked in The Dicebag episode that has Chad on it.

For this specific example, I have a few questions. the 3-4 players, had they played anything besides D&D? Your earlier post leads me to, no. Which D&D have they played? Have they ever GM'd?

City creation. Well that has it's own pitfalls. I haven't done it enough to really have good advice for traditional players, especially, the munchkin types.

Phase 3 bit with Joe and Steve, even though this game has built in character ties, Designing characters that work together is still crucial, especially with a players from a D&D style background. Group Template and  group template questionaire are two great tools for this.

Also, if they can't figure it out, help em. Well, Joe, you don't know how you got in the Monster hunting buisness? How about your brother was killed? And guess who your brother was? A member of Steve's Bike Club. Viola, connection.

For the stuff during the game, never assume you're players are going to read the book. Instead, listen to what they want to do, and tell them how to do it, explaining the mechanics as you go. If they don't try to learn, get better players.

For Mike calling the cops every time, you pull him aside and ask him why he's doing it. If it's an in character reason, tell him his character probably shouldn't be a PC then and he should make a character that will actually do something interesting.

15
DFRPG / Re: Setting help!
« on: November 09, 2012, 08:29:49 PM »
Check out the Unspeakable Oath and RPPR. Both are RPG Podcasts. Unspeakable Oath is CoC focused entirely, while RPPR discusses RPG's more generally, but often with a Focus on Horror.  The RPPR actually plays will have plenty of Cthulhu stuff you can steal. Any of the Chaoism stuff should work for you. A good number of the modules start in Boston area

What else are you looking to borrow for a setting if not the setting intrinsic in the books?

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