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Messages - JosephKell

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1
DFRPG / Re: Is the Minor Talent Template underpowered?
« on: December 09, 2012, 11:12:26 PM »
Stunts and powers are great when you are able to use them often.  If a session is heavily focused on investigating scenes and interviewing suspects, how useful are Supernatural Recovery, Speed, Strength, and Toughness?

But there are also some minor talent abilities that do stuff other powers don't and have the capacity to break the game.  Like Psychometry or Cassandra's Tears.  For example, the Police Detective sees a dripping blood path, but the Psychic Forensic Analyst brushes one of the dry spots and sees a man with a limp holding a bleeding arm.

Obviously DNA testing can identify the gender of the suspect, but DNA testing takes days/weeks (and in many labs months because of the massive back log).  But being able to get such a clue quickly makes a huge difference in closing a case (people that are hurt bad tend to get worse fast if not treated and missing people tend to stay lost if not found early on).

To me, a stunt/power is worth the lost fate point(s) if you get to use it at least once a given "refresh" period (in DFRPG it is each scenario, in Fate Core it is each session).  A Fate Point equals +2 on an invoke.  Stunt is +2 on a specific usage.  So, like I said, if you get to use it once per time you get your fate points refreshed/reset, the stunt paid for itself.

But Fate Points used to Invoke or pay off compels are more flexible than stunts, so in a given refresh period, it is easier to "get your money's worth" (which is one reason I lot Fate Core's lower refresh, but refresh each session rule, as it makes it easier to encourage players to not horde points).

In that sense, Minor Talent (just like for Pure Mortal) can be strong.  (Especially in new Fate Core since you can choose to invoke AFTER you roll, so having those "if I need them +2s" from fate points in reserve is pretty sweet.)

However, if a Werebear with Inhuman Strength and Claws is getting into two or three fights each session, it is hard to argue that those 3 refresh worth of powers aren't getting WAY more than their money's worth (Weapon:4 on each attack).  But those are still shifts dependent on success.  So the character may have to use more actions setting up maneuvers instead of just "buying" success by invoking a bunch of things.

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DFRPG / Re: Eberron and other fantasy settings
« on: December 09, 2012, 10:07:39 PM »
I'm an SF Bay Area gamer and would be interested in further discussion about this.

I think you should look at the Fate Core kickstarter ( http://www.kickstarter.com/projects/evilhat/fate-core ).  The Extras chapter covers things like magic (being tied to aspects, costing stunts, or combinations of the two).  And in fact a lot of things in DFRPG can be turned into aspect things.

I just made a Red Court Infected NPC that doesn't really have any special stuff.  She has a two "supernatural" stunts that follow the normal stunts (one to use Physique for physical attacks when grappling instead of Fighting and another for Deceit to get a +2 on Deceit vs targets that have been exposed to her saliva).

Her blood lust is a compel on her trouble.  Vampire speed or strength is an invoke for +2.  Basically the more she vamps out, the more fate points she uses, and the less she can resist compels to feed. 

Other examples are:

Can you see ghosts?  You need an aspect related to that.  Now you can use your skills to sense and influence ghosts.

Are you a wizard?  You need an aspect (probably High Concept) related to it.  Now you can make magical actions using Lore.  Magical Attacks are basically Weapon:0 Lore attacks, even if they are no longer mental stress track limited, Weapon:0 doesn't really compare to a Longbow with Weapon:3, which is also nearly unlimited (yeah you need arrows).  Of course a spellcaster could take stunts to augment it (like +2 shifts on a successful magic attack).

Most people I have shown the DFRPG spellcasting system to have their eyes fall out.  The Fate Core solution is way simpler.

3
DFRPG / Re: Any place to find local DFRPG games?
« on: November 18, 2010, 11:50:14 PM »
craigslist
warhorn.net (won't find DFRPG, but you might stores that host games that may have bulletin boards)
Friendly Local Game Store (FLGS)
Google

4
DFRPG / Re: I wonder what the mortality rate on fey nobility is...
« on: September 08, 2010, 08:13:28 AM »
I think Aurora is the first Queen of Summer or Winter to die (in any way) in a very long time.  Part of why it is such a big deal.

I think the Mothers (when they get old enough) just fade away and the queens below get "promoted."

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DFRPG / Re: Quick Lawbreaker Question
« on: September 06, 2010, 03:42:24 AM »
There isn't actually a roll for Power, you just decide how many shifts you want to summon.  You only have to roll for Control.
This.

Edit: Also...
No, this isn't another "does my carefully engineered powergamer loophole to do nasty things with magic escape the metaphysical laws of the universe?" kind of question.
LOL.

You can see my opinion from my signature.

6
DFRPG / Re: Disrupting a ritual circle
« on: September 02, 2010, 05:23:20 AM »
You take an action that becomes a Block on their next discipline control roll.  You basically substitute a higher difficulty.

So a careful ritual caster might try to gather 1 shift of power each exchange, but if you make a Fantastic Weapons rolls (to throw a rock at the ritual), their next control check is 6 instead of 1.

7
DFRPG / Re: Vampire Starvation
« on: September 02, 2010, 05:20:55 AM »
Did you look at Feeding Dependency (YS 190)?

That is all there is.

I would say they need to eat often enough to make them monsters.

If a Red Court Vampire has to addict 10 humans in order to keep well fed (without killing her herd), that seems pretty monstrous.

8
DFRPG / Re: Faeries and Languages
« on: September 01, 2010, 08:01:46 AM »
I'd treat that as Toot invoking his High Concept for effect. After all, how does he know how to speak Russian? He just does. It's a fairy thing.

Now if you want to make it a power in your game a -1 Tongues power sounds about right.
Or you could say that it is already part of their Glamours power.

Toot can't actually speak any language other than Fae.  He just disguises his conversations with illusion so it works out.

Contrived?  Maybe...  But forcing all Fae to speak Fae (but allowing it to be perfectly translated) could explain why they can't say an untrue thing three times (Fae itself forces a binding).  Sidhe could speak "High Fae" which doesn't even allow an untrue thing to be uttered once.

9
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 31, 2010, 05:33:23 PM »
What about killing indirectly with magic? Using magic to immobilize or knock a person unconscious and then use a mundane method to deal the killing (Like stabbing them with a sword). I'm sure plenty of wardens don't take down targets they intend to kill in a straight up fight but disable them first. Still technically you are using magic as means as an end to accomplish the kill, so should it not already be breaking the law?

As for the lawbreaker losing refresh, your arguments are compelling but I'm still iffy to take characters out of play because they broke an abstract set of laws which they as characters might not fully understand unless they're actually members of the White Council. Remember the White Council isn't everywhere (Especially in the city I'm running, Detroit which is strongly overwhelmed by Vampires, Fae Creatures and other supernaturals, the city is TOO violent for the wardens to enforce!)

Then again so far I don't have a wizards or spell casters in the party yet. Running a single player who is a True Believer and works as a freelance exorcist in the city as she was denied support from the church cause she's a woman and not willing to take the vows of the church to become a member of the church. Not that I could have one as its only at a chest-deep level (7 Refresh, 25 Skill points. Like it cause it has room for growth as I hate games where you start out at max power, it leaves no room for growth for a character, in fact the system does not allow you to get beyond the Full Immersion stage!)
An illusion to trick a person into running over a cliff is a First Law Violation (and possibly a Fourth Law if the illusion was in the mind instead of made of tangible light).  So is a lance of fire to detach the beam a person is dangling from (letting the person fall to their death).

In general, if the spell directly contributes to the death of a person (and it is a direct consequence that can be expected), it is a violation.  If you burn down a building in early morning (like 3 A.M.) with magic and there was a janitor sitting on the toilet, you violated the First Law.  Sure you didn't intend to kill the guy, but you felt justified to be reckless with your power and ruined a building that you didn't check to ensure it was empty.  Now if someone else rifted that janitor into the bathroom after you set the building on fire, it isn't your fault, they intentionally placed the guy there, so they violated the First Law (if they are a practitioner).

Even using magic to restrain a person so that you can lop off his head is also a violation.

Wardens are very careful to not use blocks to restrain a warlock for execution, they do employ blocks to prevent the usage of magic, but without magic, most warlocks are less dangerous than vanilla mortals (notice how neither Victor Sells or Kravos carried a gun?).  And "shutting down" a warlock's magic doesn't kill them, they could still run away.

I do think the Weapon:6 ability on the Warden Sword is kind of a bad precedent, but I think it is there more to make the sword more useful (if it was just 3 uses of a 6 shift counterspell, it is only relevant when you face practitioners, mortal or otherwise).  Without it, the item is just so corner case it might not be worth it.

10
DFRPG / Re: Scion lawman
« on: August 31, 2010, 05:15:09 AM »
You can't wreck someone else's threshold.  They have to do that themselves with dark deeds/intentions (drug dealing/manufacturing, dark magic, torture, etc.) in their home (basically they turn a home into a lair).

You can wreck (tear down, take apart, overload) someone else's ward.

11
DFRPG / Re: Refinement and Specialization
« on: August 30, 2010, 10:40:45 PM »
Think of it as a "Specialization Point Pool" (like how you have a skill point pool) that must structure like you do skills.  However, you have an "Evocation Specialization Point Pool" and a "Thaumaturgy Specialization Point Pool" that are kept separate.

But you can definitely upgrade existing specializations, you just have to maintain your columns.

12
DFRPG / Re: Scion lawman
« on: August 30, 2010, 06:07:34 PM »
We actually don't know that Harry required the permission of Mickey's wife.  We know that he *felt* that he needed that permission.  And while I normally wouldn't be that pedantic, I think it's important to this topic...

Magic comes from within and is a reflection of who your character is at a fundamental level -- thus the "Lawbreaker" reflecting that your character, deep down, believes magical murder (for example) to be justified in at least some circumstances.  

HARRY believes that he needs Mickey's wife's permission to enter the house with the full use of his powers.  Therefore, for Harry her permission is required.

If the Scion Lawman mentioned above truly and fundamentally believes in the law and that it gives him permission to persecute offenders wherever they go...  Belief and free are such an intrinsic part of this system that I would allow the argument that a legal and court-ordered warrant could bypass a threshold for that character -- *IF* the Lawman truly believes that it is a legal warrant.  I would also heavily restrict him if the warrant was obtained through shady means, on shaky evidence, or if he knew that the warrant wouldn't hold up on review.  

I kind of think this is akin to breaking an oath sworn by your power -- the lawman's faith in the law is giving him protection from hostile thresholds...  but only when the law is really giving him the right to enter that home.

Obviously, your mileage may vary, so I think this is a DM issue.  :)
No.  Harry needs permission because the whole point of him coming over is to use magic, and if he just walks through the threshold, he leaves his magic outside.  His argument for an invitation is because he can't just say, "Invite me in so I can do magic on your devote Christian husband."

You are wrong because if you are right, then all monsters have to do to ignore thresholds is convince themselves (1) they don't need invitations and/or (2) thresholds don't exist.  And since they can't do either, thresholds matter.

Facts of Thresholds (not inclusive):
0.  Without an invite the following facts are true.  An invitation by a person living behind the threshold grants exception to everything that follows.
1.  Thresholds never hedge out mortals or purely mortal things.  A non-mortal can throw a firebomb into a home just fine.  A non-mortal can try to violate a threshold but then they have to contend with whatever your GM feels is a fair wet blanket.
2.  Thresholds do hedge out mortal magic.  A mortal practitioner can walk through easily, but if they want to do their shtick (magic), they need to try really hard or get the invite first.

We haven't seen how thresholds effect mortals with special powers (Kincaid has never been scene violating a threshold).  The closest was when Susan stepped over Dresden's, but she didn't do anything then.  When she tried to vamp out it was later, after Dresden invited her in (I think it was more of a "Hurry up and get inside!").

But since vamping out would lead to bad things for Susan, it makes me think that her powers being dampened would be beneficial, so I would say maybe use the wet blanket approach (instead of the outright "no supernatural powers").

If you are behind a Fair threshold, increase all difficulties by 2 (defenders get a free +2 on their rolls as well).  While the initiative bonus of Inhuman Speed might still be advantageous, taking an effective -2 (or more) on all actions can suck (-2 on Might when trying to pin and apprehend a suspect?).

So a Lawman with a bit of the Nevernever in his veins is better off not using their mojo when operating behind a threshold.  Or get good at Deceit so you can get an invite before you go "Freeze! U.S. Marshals!"

13
DFRPG / Re: "Law Breaker" the mortal version
« on: August 28, 2010, 01:54:04 AM »
When the character seems to be killing people unnecessarily and not getting therapy for it?

Doesn't really matter who is doing it (unless they are already sick and twisted).  If it is a White Court Vampire despairing a taken out mafia thug into blowing his brains out, or a Night Shift Pizza Delivery Guy parking his car on the Wicked Witch of the Upper East Side.

14
DFRPG / Re: Can True Fae be player characters?
« on: August 27, 2010, 10:01:49 PM »
Why not just play a Changeling that has already taken a lot of powers?

Being a Fae has a whole host of annoyances for you and your group.  Thresholds and can't lie (3 times if you are regular or at all if you are sidhe) are two big ones.

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DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 26, 2010, 11:49:21 PM »
But you are technically messing with the time stream, which is also a no-no.
Going backwards is a no-no.  Pushing an annoying gun in San Diego through a Nevernever portal that drops him in T.J. a week later (to him it takes a few seconds) is hilarious.

That is what Belial meant.  Not sending back in time, just getting them out of the way for a bit.

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