Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ghsdkgb

Pages: 1 2 [3] 4 5 ... 12
31
DFRPG / Re: Magic Etch-a-Sketch complexity question
« on: September 18, 2012, 04:39:14 PM »
Why not use a Magna-Doodle? I mean, seriously, have you ever TRIED writing on an Etch-A-Sketch?

Besides that, the iron filings of a Magna-Doodle better lend themselves to geomancy than the aluminum powder of an Etch-A-Sketch.

32
DFRPG / Re: Blocks against movement in combat?
« on: September 16, 2012, 06:08:23 PM »
If you want such an action to have an advantage, make it a maneuver and either tag for the +2, or for effect to penalize the defense roll.

Perfect. And so much simpler :)

33
DFRPG / Re: Reflexive Shield
« on: September 16, 2012, 06:07:41 PM »
It's okay to say "I want to make X from the novels possible in the game, how can I make it so". I'd be pretty hypocritical to condemn that.

But if you say "X is possible in the novels, so it's possible in the game" then you're very very likely to screw the game up. Especially if you refuse to use the "Aspects do everything" method.

I can get behind that distinction.

34
DFRPG / Re: Reflexive Shield
« on: September 16, 2012, 05:54:28 PM »
No it isn't.

The novels are not the game. There are plenty of things in them that simply don't translate well.

See, I don't like that. The game was created with the intent of translating the books to an RPG system as well as they could. While it's true they couldn't do it 100%, we should still seek to utilize the rules in such a way that any player could do anything from any scene if they want (given the right situation), because that was the main appeal of this game from the beginning.

Sometimes, sure, it simply won't be possible. But when it is, it should be, you know?

35
DFRPG / Blocks against movement in combat?
« on: September 16, 2012, 05:47:52 PM »
Okay, let's say I have a spell that turns ground into quicksand or causes tree roots to grapple a person. I cast that spell against an enemy and win by 3 shifts, or give the block a strength of 3 or whatever. My ally then attacks him, with a four-shift attack. How does the enemy dodge? Roll once to overcome the block, and again to dodge? Roll once against the +7? Roll once against whichever is higher?

I'm trying to take the writeup for shield spells and adapt it, so I THINK the third option is correct, but I'd like some opinions.

36
DFRPG / Re: Reflexive Shield
« on: September 15, 2012, 11:51:35 PM »
Hmm, would a prereq of needing an appropriate aspect to tag/invoke similar to a grapple be a better way of doing it as opposed to slapping a ton of restrictions on it.
I think requiring the aspect to tag is enough, and fits the ruleset most fully. However, as the Baron said, whatever works for your table.

37
DFRPG / Re: Reflexive Shield
« on: September 15, 2012, 06:01:59 PM »
The thing about that fight, though, is there's plenty of lead-up time to it. It's not like Harry and Carlos just stumbled on their opponents and suddenly had to react. They had at least a minute or so of set-up, during which Harry and Carlos are already calling up their power--the split second reaction is just to release it.

Think of it like the difference between drawing, aiming, and firing a gun all in one motion vs. drawing and aiming a gun, and then just waiting for the signal to pull the trigger. Probably the circumstances of the duel constituted an invoke on someone's part to allow the wizards a prepared action on their spells.

Good point. So the wizard would have to perform a navel-gazing maneuver or the like to put a temporary aspect of "Prepared" or the like, that can then be tagged for effect to throw up the shield.

Edit: I just used "or the like" twice in one sentence. Sounds like it's time to update my vocabulary rotes :-)

38
DFRPG / Re: Reflexive Shield
« on: September 15, 2012, 04:10:11 PM »
Well, narratively speaking, the best example we have is the duel in White Night. Two human wizards versus two white court vampires. If this were a fight in the game, the vampires would both get to go first, because of Inhuman Speed, and they'd both get their strikes in before the wizards can do anything. However, Harry tells us that not even the vampires can move faster than thought, which is why he has his shield up in time.

To have that play out mechanically, you'd HAVE to allow the wizard to cast it reflexively, but in Harry's case, it's most definitely a rote with a focus item, so it's completely logical to require that from your playerahead of time.

39
DFRPG / Re: Out of game activities.
« on: August 30, 2012, 06:27:15 PM »
That's exactly it. It's more to build up potential interactions down the line. I don't do it but rarely, when it'd be plot relevant for something to happen to them individually. They are fun, but in small doses.

40
DFRPG / Re: Out of game activities.
« on: August 29, 2012, 08:54:15 PM »
We play through IRC, and upload the logs to a small forum we run every week. I (as GM) then take the time to write up a small epilogue to the story, usually (but not always) from the POV of my own NPC I run with the players. It usually deals with the stuff they don't want to have to deal with every week: hiding the bodies, some plot exposition, fallout from the villains, etc. I make sure nothing pivotal happens at this point; any plot changes are up to the players during play. When I include their characters, I make sure to stay true to their motivations and personalities, so they don't feel like I'm puppeting THEIR actions.

I often encourage the players to do these sorts of things, too. Their character just had something major happen and they need some alone time to deal with it. Write up your own epilogue! Who says there has to be just one? Also, in preparation for sessions (or sometimes in prep for epilogues), I'll run some one-on-one mini-sessions with them during any free time we come up with.

That's about it from my end; just thought I'd throw in what I've got. Your group sounds a lot like ours.

41
DFRPG / Assessments: supplemental or full actions?
« on: August 24, 2012, 04:49:37 PM »
Lets say I'm playing Thomas during the throw down at Bianca's party in Grave Peril. I make a Lore roll and tell Harry "Their bellies! Without the blood, they're too weak to fight!" Is that my turn, or can I make another action (at a -1)?

Does it make a difference if I use that to place an Aspect, or just give another player a chance to place a Called Shot type of maneuver?

42
DFRPG / Re: Aquatic powers
« on: August 24, 2012, 04:06:09 AM »
Thanks for the quick responses, guys!

43
DFRPG / Aquatic powers
« on: August 24, 2012, 03:09:16 AM »
Lets say I'm statting up a wereseal or a Scion of Neptune or something. They should get things like Inhuman Speed and such, but only when they're in the water. How do you stat that exception? Put it in as a Human Form or Involuntary Change, maybe? Affecting the swim bonuses?

44
DFRPG / Re: Recovery Powers and Extra Consequences?
« on: August 22, 2012, 04:44:28 AM »
Only one of them. You can have like three mild consequences at once, but you can only remove one per scene with Inhuman Recovery.

45
DFRPG / Re: Any Reccommendations For Pregenerated Adventures?
« on: August 21, 2012, 08:46:22 PM »
http://www.jimbutcheronline.com/bb/index.php/topic,29127.0.html

This thread is the only resource I've seen on the matter. Outside of that, it's just a matter of finding sources of inspiration in random places.

Pages: 1 2 [3] 4 5 ... 12