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Topics - Ghsdkgb

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16
DFRPG / The math of stress boxes
« on: April 19, 2012, 04:20:45 PM »
1+1=1+2.

1+2=/=3, 1+2=2

2+2=3

3+3=4

3+3+2=4

3+3-2=3+1=/=4

4+1=4, 4+2=4, 4+3=4, but 4+1=/=4+2=/=4+3.

And 4+4=dead

Just having a little fun :-D

17
DFRPG / Zone attacks as maneuvers?
« on: April 11, 2012, 05:10:32 PM »
Going with magic, here. Let's say I wanted to Pyrofuego and set the whole place on fire. I have Conviction of 4 with no particular foci (for simplicity's sake), so if I blast an individual with this, I have to roll a 4 to control it (with Discipline helping out), they dodge against my 4 and if they're hit, they take the extra stress they missed their roll by and 4 stress, besides. Easy enough.

Now as a Zone attack, the rules say to take 2 off the power. But I still have to roll a 4 to control this, correct? And everyone in the zone dodges against my 4-roll, right? If they're hit, they take an additional 2 stress, not 4, because I lost 2 to making it a Zone, correct? Or do they dodge against a 2, because I lose 2 on my control, too?

This is where Maneuvers come in. If I wanted to make a zone attack as a maneuver (let's say, instead of fire, it was wind to just knock everyone on their ass), the -2 would be off of power, but since we're not dealing damage, does that become irrelevant? Just a 4-shift dodge (or whatever my Discipline rolls to) and they're left standing or not?

Am I interpreting this right?

EDIT: looking at p325 of YS, it seems I am correctly interpreting this, but I'd like some confirmation, still.

18
Those things (or werebuffalos or werebears), by all rights, should have some natural armor rating and extra stress, as detailed in Inhuman Toughness. Problem is, that needs to be assigned to a Catch, and those animals don't really have Catches. You just need a big enough bullet. So, the Catch should offer a +0 refund, but what would you put there?

19
DFRPG / So, I statted up all the possible dice rolls...
« on: March 06, 2012, 07:04:09 PM »
https://docs.google.com/open?id=0B_rBThBzjhXveU4yWHNYZWdSaGlscmNSOWVEaHVGZw

I don't know if it's been done or compiled already or what, but I had some time the other day and curiosity was getting the better of me. So, I used Excel to figure out the probabilities of every roll. Then, since spending a fate point allows you to reroll, I statted up the chance of improvement and chance of worse failure on a reroll. And because the option is a reroll OR a +2, I also put in the chance of that improvement being over a +2.

So if you've seen this before, I've done no harm. But if you haven't, well, here it is! Do with the knowledge what you will.

20
DFRPG / How would you model a spell made to grant a supernatural power?
« on: February 28, 2012, 06:03:08 PM »
Like, what would the difficulty be to give someone Inhuman Strength or Speed or even Claws? Considering Aristedes could do it for himself, I'd imagine it'd be something under Evocation, perhaps a specialized class of it?

Also, would it vary based on whether you're casting it on yourself or someone else, as well as whether the recipient wants it or not?

21
DFRPG / Scions, half-breeds, and Catches
« on: February 16, 2012, 09:25:51 PM »
Let's say I have a character with Inhuman Toughness or Recovery, and their Catch is a certain breed of creature (like Outsiders or Fae or Demons or whatever)

Would a Scion or Changeling fulfill that catch? Like, if it's Outsiders (which fan theories indicate the Uber-ghouls from White Night presumably are), would ordinary Ghouls fill it? Or if it's Fae, would a Changeling fill it?

It's kind of a gray area, and a current point of contention in our campaign. Opinions abound!

22
DFRPG / 6 possible locations for your next campaign:
« on: December 29, 2011, 05:24:38 PM »
http://www.cracked.com/article_19590_the-6-weirdest-cities-people-actually-live-in.html

:-D

I think, with a little creativity, any of these could be fantastic.

23
DFRPG / Surprise attacks, how do they work?
« on: December 19, 2011, 06:15:14 PM »
Not an ambush; that's pretty self-explanatory. But let's say I have two groups having a heated discussion, and one guy from one group chooses to just up and throw a fireball, or pull his gun and shoot, Indy-style.

Is his attack rolled against the defender's Alertness? Or Alertness to get a defense roll, and then Athletics as normal?

How does combat resolve after that? Everyone goes into the attack order as normal, including the original aggressor (with the first "round" basically being the one surprise attack, and second round follows Alertness order as normal)?

This is the way that makes most sense to me, but I'd like to hear where I might be wrong.

24
DFRPG / Are there rules for things like splash damage?
« on: November 11, 2011, 07:34:34 PM »
I know there's spray weapons, where you basically split your weapon roll into two rolls to hit two targets. But what about things like hand grenades or holy water balloons? If it's big enough, it should have a better chance of hitting the target even if the initial throw misses, right? Especially if they're standing near a wall you can splash off of or if you hit the ground at their feet.

Is there anything in the rules or pre-homebrewed that allows for this?

25
DFRPG / Clarification on a Thaumaturgic attack, please?
« on: November 10, 2011, 04:33:07 PM »
Okay, let's say I'm trying a sleep spell. I have +2 Lore, I'm able to put a scene together to give me an Aspect to tag, and I take a Moderate Consequence of "Exhausted", giving me a total of +8 shifts of power to put into the spell. Correct so far?

I have Conviction of +3 and Discipline of +4. This means I can put no more than 3 shifts of power into casting per turn, right? And I roll each turn at a +4? So I'd have to roll at a +3 difficulty the first two times, and then the third time at a +2, to get the spell to go off properly in the minimal time. Correct so far?

Okay, so let's say I roll a total +2 the first time. I can take Fallout, which means that the whole spell fails, or take 1 Mental stress as Backlash to keep going. Yes? Okay, let's say I do that.

The second time, I get a +5. Whee! So what happens to the extra 2 shifts in this case? Are they just gone? Or can I put them towards future power of the spell?

The third time, I only need a +2, but I end up with a +1 (stupid dice). This means I have to take the extra 1 Mental stress or lose the spell. Now, is it possible I could roll over my extra +2 from the second roll to prevent the backlash? Or do I have to reach each roll independently? Is there any way to get extra shifts of power at this point, like I can with Evocation? Or am I pretty much stuck with 8 or nothing?

Okay, let's say I get exactly 8 and the spell hits. They then roll a Discipline defense at a +8 difficulty to resist the spell, right? And then, let's say they get +5. They then take 3 mental stress for the difference and then 8 more from the original power I put into the spell?

Want to make sure I have all this right. Thanks!

26
DFRPG / There's a church in my DFRPG town built in a giant circle
« on: November 09, 2011, 07:28:29 PM »
http://g.co/maps/tgc9u

No other streets in the town are circular like that. And the only thing on that block in the center is a big church.

There's GOTTA be something cool I can do with this. Ideas?

27
DFRPG / Anybody doing episodic-style campaigns?
« on: October 13, 2011, 04:45:27 PM »
In our campaign, because we all have busy lives and not everyone can be there every week, I've decided to make our campaign episodic, instead of the usual overarching plot that keeps building and continuing and never ends.

So, basically, we have the same characters and the same world we all drew up, but every week is a different story that begins, climaxes, and wraps up all in one night. Sometimes we have two-parters. It kind of sucks having to come up with a new story every week, but it's also kind of fun when you get one going.

Soon, after everyone becomes familiar (we're all pretty new to the system), we'll start rotating the DM, so whoever has a story for that week can take the reins. I think it's a really fun way to do things.

Anybody have experience doing it this way? Any advice for coming up with stories?

28
DFRPG / How do you do a group social conflict?
« on: October 12, 2011, 03:40:11 PM »
Physical conflicts are easy, each person attacks one other person unless they're attacking a zone, etc. But in a social conflict, let's say I have my party trying to talk the Lord Baron of Cheese into giving up his gouda. Do they each get a turn to say something and potentially deal social stress to Lord Baron? And then when he talks, does he focus on one person, or does everyone roll to defend against the social stress?

The books all have one-on-one encounters for everything :-/

29
DFRPG / Sudden confusion regarding Tagging aspects.
« on: October 05, 2011, 04:52:01 AM »
Okay, I had originally read something somewhere in the books that led me to the conclusion that invoking an Aspect could give the player a +2 to a roll (or some other bonuses that aren't really important at the moment), but Tagging a temporary Aspect gave a +1.

Tonight, during a session, one of my players argued this point and directed me towards page 106 of Your Story, where Harry tags for a +2. This resulted in two other group members, who had originally thought as I did, to suddenly agree with him. So I let it go and ran with it, but now, I'm completely unable to recall where I read the +1 or even find it again.

Here I thought I had this Aspect stuff figured out and now there's this curveball flipping things upside-down on me. Can someone set me straight so I don't make this mistake again?

Thanks!

30
DFRPG / Can someone walk me through a basic evocation attack?
« on: September 15, 2011, 05:15:30 PM »
I know there's an example in the book, but I read it and was still confused. I tried running a game the other day where my players faced an evil sorcerer, and ended up just having to fake it (fortunately, none of them noticed, and were totally cool with it when I confessed).

So, let's say I have a guy with 3 Discipline and 4 Conviction. I decide I want to put 6 shifts of power into it.

Ignore any sort of bonuses I may have from items or aspects or specializations, for now.

That means I take 3 mental stress to cast it, right? One to get up to 4, plus two more to get to 6?

And then that's just to DECLARE it. To actually cast the spell, I have to roll a 6 on my Discipline, meaning I need a roll of 3 on the dice, right?

Which means, if I make that roll, it's automatically considered a twelve-shift attack on the other guy? Is this correct? Does the amount of power ALWAYS equal the difficulty of the roll?

And then what is rolled to defend against it? Athletics, to dodge? Discipline with a shield spell? Both, if applicable, and their sums subtracted from the 12 "damage"?

Finally, what if I roll lower than 3? Let's say I get a +1, giving me a total of 4. Assuming I don't have any Fate points to burn or anything like that, does the spell simply fail? Like, I go through all that, and nothing comes out? Or do I just get an 8-shift spell? Or does the spell cast, but go all over the place with no real target? Either way, the Mental stress box is still crossed out, yeah?

Finally, let's say the guy has a source of power he's tapping into, like a ley line or enchanted crystal or something. We'll call it a +2, because. Does that mean he gets a +2 on the power, and has an extra +2 difficulty on the roll? Or is it the other way around, giving him a +2 on the roll and thereby allowing him to more easily put the extra shifts of power into the attack (with added mental stress)? Or is it both, giving a total +4 damage on the final attack, if successful?

Thanks in advance!

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