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Messages - EldritchFire

Pages: [1] 2 3 ... 11
1
DFRPG / Re: Ambush, Backstab, One Shot, One Kill Scenarios
« on: January 01, 2012, 03:32:39 PM »
Another situation ripped from the last session:

The characters are in an infiltration/Stealth sort of mission, under a nice veil and sneaking up on the bad guys. They've got inhuman strength and magic weapons. The bad guys are tough supernatural types, but nothing uber special. Stealth rolls are successfully made, baddy alertness rolls are failed....

It was still practically impossible to take them out in one shot. Between stress tracks and all the consequences available, it just wasn't likely, even with a couple maneuvers to put "Blind to the danger" and "Easy target" on them.

In the end, because it felt right and I didn't like the idea of wasting such a sweet assassination scene, I let the characters take them down with one solid hit, No alarm raised, etc. etc.

I suppose you could just call it a concession, but what enemy in his right mind would concede to being assassinated, and why would the characters want anything less? Trust me, in this particular scenario they wouldn't.

How would others have handled it?

That's exactly how I would have handled it. I mean, the whole point of that scene was to show how bad-ass the PCs are, right? So with that nice stealth roll, I'd call that a manoeuvre, and invoke for effect. What's the effect? BAD ASS PLAYERS, of course!

As others have said, unless they are plot-important, don't assign consequences. If you really want to "do it by the numbers," then that's 3 stress (2 for the base stress boxes +1 to take out) plus any for Toughness and Endurance skill.

However, what you did was completely by the book, too. Invoke for effect! If it'd draw things out unnecessarily, don't do it! Just use the beautiful, beautiful aspects!

-EF

2
DFRPG / Re: Rules for Pets and Allies
« on: December 20, 2011, 03:35:19 PM »
Has anyone looked at Bulldogs!? There's a nice "tree" of stunts for companions/minions. Basically, a companion is one "character," while minions are a group of characters.

The base companion [-1] gives you a +1 to appropriate rolls (+1 to attacks for a sidekick) and an additional mild consequence of the appropriate type (sidekick down, or somesuch). For more stunts, you can give them skills, broaden their horizons (physical & social conflicts), or even give it the ability to act without you there.

For minions, it's kind of the same thing, but instead of skills, you get MOAR minions. It's a bit rough around the edges, but can totally be ported to DFRPG.

-EF

3
DFRPG / Re: You're a Bear! (Mental Maneuvers and Lawbreaking)
« on: December 15, 2011, 06:03:28 PM »
I agree with UmbraLux. Lawbreaking is, IMO, more concerned with the long-term effects. Manoeuvres are short-duration effects. If you caused an aspect via stress/consequence/concession, that's another story. But short-term "these aren't the 'droids you're looking for" should be just fine.

As always, your table, your rules, so discuss with your group for final decision.

-EF

4
DFRPG / Re: Sudden confusion regarding Tagging aspects.
« on: October 05, 2011, 05:08:43 AM »
A 'tag' is nothing more than a free invoke. And, as we all know, invoking an aspect is a +2. Therefore, tags are worth +2 as well.

Long way of saying that your players are right.

-EF

5
DFRPG / Re: Recovery Version of Phys Immunity: Help Me Price It
« on: October 04, 2011, 08:24:34 PM »
I've been thinking of instituting something like this for characters like Liches from D&D or the Ten Who Were Taken from the Black Company novels: characters who may or may not be hard to hurt but are almost impossible to actually kill.

Cost would be 8.  It would have a stacked catch, just like physical immunity, but the catch would also consider the means by which the character "recovers" from being Taken Out.  I am thinking that, should the character recover automatically that will be +0 (eg. a Lich or one of the Immortals from Highlander), a creature who requires outside effort to recover would get a +2 price break.

So, for those who are familiar with the Black Company, the Dominator (an immortal magical tyrant, not a sports drink) would pay 6 points because it protects him from everything (+0), theoretically invocation of his name would bypass his protection, and since anyone could invoke it that's worth +2, but since no one in the world knows his name and it may have been completely wiped out of existence he gets +0, also he recovers on his own.

Conversely, Ducan MacLeod would pay either 4 or 5, because anyone can get a hold of a chopping implement (+2) plenty of people seem aware of Immortals ability to recover from any wound save decapitation, so that's either +1 or +2, and he gets better without any outside intervention, so +0 there.

Thoughts?

To me, this sounds more like the negotiating being taken out. You said it yourself, not any more resistant to stress. Take an aspect to give you some bargaining room, and call it a day.

Heck, it could be part of your concession: after you take a consequence, concede and say you're left for dead. As I said above, have an aspect you can invoke to help sell it when needed.

Just my [-2].

-EF

6
DFRPG / Re: Swarms
« on: August 27, 2011, 07:57:07 PM »
Here's how it's handled in Bulldogs! Well, these are the minion rules, but minions can be a good framework for swarms. Just be sure to throw on some toughness powers with a catch of AoE/spread attacks.



-EF

7
DFRPG / Re: "Bulldogs!"
« on: August 24, 2011, 01:58:31 AM »
I have a question-how would you stat out a lightsaber with the equiptment rules?

Brennen Taylor and I chatted about this on Twitter a while back, and this is what we came up with:

Lightsaber: D:5, A:1; Acc.0; Aspect: A Jedi's weapon; Conceal; Powerful; Spec.: +2 Acc if Psi skill higher than melee;Cost:5

That's all I could fit in the tweet, but I'm sure you get the idea ^_^

-EF

8
DFRPG / Re: "Bulldogs!"
« on: August 18, 2011, 02:58:14 AM »
lol!

Tired posting ftw!

I think we've all done that.

If it makes you feel better, I saw what BB wrote, and thought it said "Tired posting PEW PEW!" Yeah, guess what I'm doing now?

~_~.oO(zzzZZZ)

-EF

9
DFRPG / Re: "Bulldogs!"
« on: August 16, 2011, 03:01:34 AM »
Not quite.

In DFRPG Extra shifts are those above the defense roll, and you add those onto the Weapon rating.

In Bulldogs, Extra shifts only count once you exceed your weapon rating.

An attack with Accuracy:8, Weapon:3 against a defense of 5 does not produce extra shifts.
An Attack with Accuracy:8, Weapon:1 against a defense of 5 produces 2 extra shifts.
An Attack with Accuracy:8, Weapon:0 against a defense of 5 produces 3 extra shifts.

The stress inflicted is the same in all three cases.

But you are right, weapon ratings tend to be higher in Bulldogs, because of how combat works :-)

But now i'm starting to debate Bulldogs rules in the DFRPG... probably not very useful *g*

That's...exactly what he said. It's the higher of attack shifts or weapon rating, whichever is higher...

Or did I miss something?

-EF

10
DFRPG / Re: Pure mortal to supernatrual character
« on: August 14, 2011, 01:20:56 PM »
He may still be a pure mortal from a flavor point of view.
But from a Rules perspective he is not. And the refresh bonus is simply an mechanic in the rules meant to balance power-users and non-power-users.

No Powers (includes IoPs) -> pure mortal bonus
1 or more powers (includes IoPs) -> No pure mortal bonus

Imho there's really nothing more to say about it.

This. YS73 says it clear as day " Pure mortals may not take any supernatural powers. In exchange for this restriction, pure mortal characters get a +2 bonus to their starting  refresh.  If  this  character  ever  takes  a supernatural  power,  this  refresh  bonus  goes away immediately (which may be mitigated by dropping one or two mortal stunts)."

An item of power is in the supernatural powers chapter, and therefore is a supernatural power. If you have a power, you don't get the mortal bonus.

Michael, Charity, and father Forthill are not pure mortals. They have various powers.

Batman is a pure mortal. He just has loads of stunts representing his "wonderful toys." And boat loads of Fate Points to spend on declarations, to boot.

-EF

11
DFRPG / Re: "Bulldogs!"
« on: August 14, 2011, 12:58:27 PM »
Are you serious? That sounds awesome! :o
I will definitely order the RPG now :)

Deadly serious.

Here is the spoiler page that Brennan put up for us to drool over before the game came out:


12
DFRPG / Re: Tagging a Taken Out Result
« on: August 13, 2011, 02:04:00 AM »
What Devonapple said. I knew one of 'em was a free action.

-EF

13
DFRPG / Re: Tagging a Taken Out Result
« on: August 12, 2011, 10:18:24 PM »
Per RAW, being taken out does not create an aspect. However, as had been said already, it's definitely grounds for a manoeuvre or assessment. Remember that assessments are "free" rolls that don't take up your turn. That means you can assess the enemies state of mind with a quick empathy roll, and tag the aspect assessed either for effect or to boost your next roll against them.

14
DFRPG / Re: "Bulldogs!"
« on: August 12, 2011, 10:13:45 PM »
Having to roll to see how easy it is to get what you get does add some chaos to the mix. I liked the option to take negative Aspects to make up for a low roll, indicating a knockoff, finicky or otherwise complicated version of the item.

I rolled to purchase an item that gave a +1 to my diplomat robot's Athletics skill (bought as "tactical evasion software") and had to give it several deficits in order to buy it. We also determined that it was sponsored by Zynga, came with ads, projected a holographic "+1" whenever it was used successfully, and scored the user.

That....is...EPIC!!!! I'd love to be in your party with stuff like that going on!

That's awesome.

I love that gear is so versatile and money actually matters in Bulldogs.

That said, as I was telling my gf, I am fully expecting to lose my gear on a fairly consistent basis just like characters do in any other space opera.

If characters could amass gear uninterrupted and intelligently in Bulldogs, with no mitigating factors, a character could conceivably gather enough personal items to do everything with one skill roll... which is shenanigans.

I plan on asking the gm in our next session to implement a rule that characters can only buy gear that fits their character concepts.  For instance, it would make no sense for a warrior to buy medical gear to heal themselves.  One would probably have to know at least something about a skill in order to even buy an item for that discipline.

Instead of asking, I'll just answer you :p

The rules let you start with one item per "usage skill" as well as an armour/shield item. So if you don't have the medicine skill, you can't start with a med-kit. However, if you want to buy a med-kit after being beat up a few times, who am I to say no? Survival of the fittest, after all. If you're not smart enough to get some medical gear, it's not my fault when you take that extreme consequence and just to stay alive.

Than again, you already know that I only talk a mean game. I haven't killed any of you. But, I didn't step in to stop the self-inflicted TPK. ^_^

-EF

15
DFRPG / Re: Situational Modifiers and Fate Points
« on: August 12, 2011, 12:59:08 PM »
While it's true that Fate isn't a map tactical game generally there are still some significant situations where the way this mechanic works as you describe takes the players completely out of the narrative.  Say for example that the characters have found themselves in what seems to be an old west town (via time travel, fey trickery or what have you) and in the middle of a classic shoot out.  Several characters (and some of the opposition) do what people are want to do in these stories and take cover behind barrels, fallen horses, and wagons.  No no-one is running back and forth getting behind cover, it's not likely that any amount of shooting will negate the usefulness of a wagon or horse as cover, and yet with that limited view of the mechanic after the first round everyone may as well just stand in the middle of the street and unload.  Also note that this scenario doesn't require some convoluted old west shoot out, I just like the imagery.

Just wait for them to pop their head up from cover. Shoot. No cover bonus for you!

Remember, for every "reason" someone comes up with for why the rules don't work, you'll have someone come along and "prove" how they do work. FATE is all about how you imagine the story.

I always see FATE as Story First.

-EF

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