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Messages - wyvern

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61
DFRPG / Re: What happens when a shapeshifter crosses a threshold?
« on: July 10, 2014, 05:04:01 PM »
I'd say this is one of those things that's highly dependent on circumstances.  In one game I played a shapeshifter who explicitly wasn't affected by thresholds - and that was one of the clues that his shapeshifting was something a bit more esoteric than the default "slap some ectoplasm on and call it done".

In the particular example cited, given the mystical defenses around the Carpenter home, I'd tend to say the guardian angels swap the shapeshifter out for a real backpack and toss the shifter into the lake.  Or perhaps somewhere less pleasant.  (Assuming the shapeshifter is hostile and/or evil, of course.  If it's not, then I'd say it's probably just stuck as a backpack due to the threshold.)

62
Yeah, seems you've got it pretty well in mind, now.
Seconded; that all sounds about right to me.

63
And you're mistaken -- on both points. The thread is not asking how to figure out a reasonable result, it's asking, "What is a reasonable result?" He's already decided how he's going to figure it out -- by asking the lot of us.
So your advice is that he should take further questions about reasonable results to us?  If so, I disagree - reasonable results should be a matter for the table to decide.  We can offer suggestions, sure, but ultimately, GamingInSeattle is going to have to deal with his own gaming group, and come up with results that said group finds reasonable, not results that the forum finds reasonable.

My response would be that, because he's been Taken Out, it's my decision what the result is. I'd listen, and if it sounds better than what I had in mind, I might go with it, but given the rules, it's my decision, not a negotiation. If he had wanted to have more say, he should have taken the consequences and stayed in the fight.
I didn't phrase this as a "after I've decided I'll take the consequences".  Even you admitted the player should understand what the stakes are, i.e. what they're going to lose if they don't take those consequences - and then, if that's too much, they can suggest an alternative - which you can then take, or not take.  Sounds like negotiation to me.

Ultimately, whether to take consequences or fold is the player's choice.  If that is a sufficiently informed choice, then there's room for negotiation - the player can suggest alternatives, the table can revolt and say that being reduced to a pile of ash isn't reasonable, and so on and so forth.  If that's not an informed choice, (such as in Belial666's example), then the only reasonable choice for a player becomes "take the consequences, because otherwise something much worse could happen" (or, if I ran into Belial666's example, the reasonable choice becomes "leave the game").  The only case where there's no room for negotiation is when the character literally can't take the hit.  Thus, that's the only case where they completely lose control of their fate.

Concessions are for negotiating. If you're taken out, then the outcome is by definition no longer in your hands.

In any game -- even this one -- sometimes you just lose a fight and have to deal with the results.
And oddly, I agree with all three of these statements.


To Belial666: I had some witty responses written up, but Mr. Death beat me to the punch.  Please read his response and take it to heart.

64
DFRPG / Re: Echoes of the Beast question.
« on: July 03, 2014, 07:51:48 PM »
Well, I can't speak for anyone else (and it sounds like Sanctaphrax has the opposite answer, so no consensus here), but I'd generally allow the +1 to apply to tracking in the sort of setting you've described.  With the caveat that, if you've explicitly got a superior sense of smell, you can lose the +1 if the person you're tracking makes a successful maneuver like "waded upstream half a mile", or if environmental conditions (it's raining!) don't allow, or... etc.

I.E., yes, unless there's some specific reason otherwise.

65
Here's where the difference is important: Take-Out isn't a negotiation.
Which is exactly why I say this situation isn't a take-out.  I mean, this whole thread is asking "Hey, how do I figure out what's a reasonable result for this situation?"  Do you have some better answer than "negotiate, talk to your table, and work out something that's fair to the situation"?  And are you really saying that, as GM, your response to a player suggesting an alternative "take-out" would be "Nope, this isn't open to negotiation, either spend your consequences or XYZ, no other options"?

And the severity isn't only measured in consequences. It could mean they're sidelined for a couple scenes and bad things happen while they're at. It could be they're completely fine, but the artifact they were after is taken. It could mean some of their equipment is wrecked (I've taken out one of my wizard PC's enchanted items -- a powerful block -- on a take out in lieu of causing consequences).
Well obviously.  I mean, that's why I used a fluffy term like severity, rather than saying it should come in the form of consequences.  Or why my initial post included an example of a plausible non-consequence result.  Sounds like we're in total agreement on this.

66
I don't have the book with me, so you'll have to pardon me for not quoting rules at you.  However, I strongly disagree with your interpretation; even the quotes you've chosen don't entirely support your case.

That said, it's equally clear that you're not listening to what I'm actually saying.  So here, I'll concede this conflict: you can call the situation a "take-out" instead of a "concession", and I won't care.  Because that's not actually important.  What is important is:
1: that the player in this example should have some say in what happens as a result of this "take-out".  If the player's okay with waking up two days later in a hospital, sure, go for it.  If he's not, re-negotiate, or - if no negotiated resolution can be agreed on - let him take the consequences instead.
2: that the "take-out" result should not be significantly worse than a severe consequence (or a medium plus a minor), because that's what's on the table as the cost to stay in the fight.
3: that the "take-out" result should not be significantly less severe than the above consequence(s), because that would be, as the quote you used put it, "cheating the opponent out of victory".

So, hm.  Negotiated terms, that have to be reasonable to the circumstances, not too much, but not too little... gee, sounds like the definition for something, but I can't quite think what... Must be the definition of a "take-out", I guess?

67
"Enough to take him out" just means that it goes beyond the character's stress track. Whether or not you take a consequence is not a concession, it's the player deciding whether or not he wants to avoid being taken out.

Consequences are not mandatory to be taken. The game book explicitly says you can take a consequence to avoid being taken out, otherwise you are taken out.

You can only do a concession before the dice roll that would have taken you out. The way you're saying it, Taken Out would almost never happen.
And a take-out result almost never happens to a player character.  NPCs, with much more limited consequences available, are much more likely to be taken out.

The point is that, when the player is choosing to lose, there is always room for negotiation - you can't use that to take narrative control completely away from the player, because they do still have the option to say no.  If someone said "Nah, this conflict isn't worth spending consequences on," and the GM responded by laughing maniacally and telling them to roll a new character because now they're dead... No, that's not how the game works.

Take-outs are complete loss of narrative control.
Concessions are negotiation of bad things happening to your character in order to avoid further game-mechanical conflict.

68
Not if it's after the attacking roll that would take him out. The situation described is not a Concession.
The situation described is a concession, because the attacking roll was not enough to take him out.  Now, if he'd had his extreme, severe, and moderate consequence slots already used up, then that attack would be a take-out, and PC death (or whatever other horrible fate the GM can come up with) would be a plausible option.

Edit: A take-out only occurs when the target being attacked no longer has a choice.  When you literally cannot absorb the incoming stress, period, even if you spent all your remaining consequences, then it's a take-out.  Until then, it's a concession, and subject to negotiation.

69
DFRPG / Re: Echoes of the Beast question.
« on: July 03, 2014, 06:02:19 PM »
Depends on situation.  If you're tracking a person across the forest floor, being able to better see (or smell) small changes in the environment might make sense for getting the bonus.  On the other hand, if you're tracking someone in an urban environment by looking through security camera recordings, beast senses won't do anything.

The Track By Scent trapping is, in general, more powerful; sure, it's not giving you a numerical bonus - but without it, you've got no chance at tracking someone across, say, an empty parking lot, or in some other environment where they won't leave visible clues to their passage.

70
An important note: If the player is choosing to lose, it's not a take-out, it's a concession.

In this case, the player is saying "I don't think this fight is important enough to be worth spending consequences on; can I avoid that by just losing now?"  And negotiations continue from there.  Admittedly, the player is negotiating from a fairly bad starting point... but it's still a negotiation, because if you started with "Okay, so you wake up in a hospital two days later missing your left eye," the player could still go "Woah, no deal, I'll take those consequences after all."

And in this case, killing the PC should be entirely off the table - even if the biker was going for a kill, the terms of the concession would have to include something like "But the cops show up before he can finish you off; you're battered, bruised, and have acquired a level of police attention that's going to cause problems for you if you have to do anything at all suspicious in the next few weeks, but hey, you're not dead - and from your character's point of view, that's a good deal."

In this case, I'd probably insist that the terms of the concession include a minor physical consequence, and some significant loss that will impact more than just this game session; it doesn't need to be phrased as a moderate consequence, but a temporary aspect like "Important Witness In A Police Case" could be highly inconvenient, for just one example.

71
DFRPG / Re: Just Validating/debunking my view on stat leveling
« on: June 20, 2014, 05:19:05 PM »
Yes, you can save up skill points and spend several at once, doing things like going from, oh, athletics +2 and rapport +1 to athletics +3, rapport +2, and survival +1 (or whatever).  While I'd allow bringing a skill directly from +0 to +3, you'd need a good excuse; months of down time spent exercising for endurance or might, similar amount of time training for most skills, or you could always cheat and have a faerie drop knowledge into your brain or the like... but that last gives me plot hooks...

However, I find the requirement of maintaining skill stacks during play to be overly restrictive; my houserule is as follows:
* If your skill set follows the stacking rules, you may buy up any skill by one point.  (Still subject to normal skill cap, of course.)
* If your skill set does not follow the stacking rules, you must buy up skills in a way that reduces the deficit cost of the "holes" in your stack.

So, for an example, say your skill stack started at
4 4
3 3
2 2 2
1 1 1 1 1

That's a legal stack, so you can buy up whatever you like.  For example:
4 4 4
3
2 2 2
1 1 1 1 1

Now, this skill stack has holes - it's missing two skills at +3, for a total missing value of -6.  The next skill point, therefore, has to go towards moving a +2 skill to +3, since that will reduce the hole to being only worth five (a +2 skill and a +3 skill).
4 4 4
3 3
2 2
1 1 1 1 1

At this point, you've got a choice; you could buy a skill from +1 to +2, reducing the hole from -5 to -3, or you could buy a skill from +2 to +3, reducing the hole to -4.

And so on and so forth.

72
DFRPG / Re: Need help on a supernatural fight
« on: February 18, 2014, 04:12:02 PM »
Sort-of Off Topic tangent regarding Catch Value - Why is Cold Iron calculated as +3? The way I read the guidelines it really should be +4 (Practically everyone knows and Iron is not hard to find). Of course, most would only get +3 anyway due to not having more than 4 Refresh affected by it, but those that have still only get +3 in OW!
Just to give you an answer: we don't really know why cold iron is only listed as +3, but the best explanation I've heard for it is: because knowing that all fae are vulnerable to cold iron is only half of the relevant "knowing" - you also need to know that the thing you're facing is fae, and that is typically much less obvious.  Small Favor comes to mind, here, where Harry had to go do research to figure out what the Gruffs were.

73
DFRPG / Re: law question cunundrum! (transformation)
« on: January 24, 2014, 08:19:58 PM »
I'd say this would work exactly the same as any other transformation - lawbreaker if you do it to them, both metaphysical and warden-law-wise.

That said, there's a loophole: if you don't transform them, but instead give them the ability to transform themselves, then you're probably okay metaphysics-wise (but likely to still have warden related problems).  An example would be the wolf belts from fool moon - making such a belt isn't, itself, a law violation.  (Or at least, I wouldn't treat it as one; I'm sure other people will have different opinions.  And the wardens certainly wouldn't care about such subtleties.)

74
DFRPG / Re: Using Weapons as defense?
« on: September 11, 2013, 08:53:53 PM »
One: saying you can't use Weapons to defend against fangs/claws/fists is a clear houserule (and one I wouldn't want to play with.)

Two: If your gaming group insists on it (remember: FATE's rule zero isn't "The GM is right" - the other players should definitely get a say here), then it would be entirely fair for you to be allowed to retcon your character - perhaps removing the riposte stunt, perhaps even re-building to use Fists skill instead of Weapons.  (I use "retcon" deliberately - this isn't an in character change, it's an out-of-character response to a rules change; if you do this, then whatever you end up with is, in character, how he's always been.)

Three: You also deserve an explanation of why your GM made that change.  If, for example, it's because your character was totally dominating fight scenes and the other players weren't having fun, then you should work with your gaming group to fix that.  If it's just that your character was effective enough that the GM wasn't having fun... well, you should still find a way to fix that, but him arbitrarily nerfing your character isn't the right way.  Instead, you should look for ways to work with him; perhaps by finding self-compels like "Well, this showdown is in a museum - I doubt the mundane security will let me walk in with a sword..."

75
DFRPG / Re: Iron druid
« on: August 28, 2013, 08:26:06 PM »
Compare, for reference, the Tattoos of St. Giles - that's just a power, with an associated aspect.

As for having the tattoos damaged, that sounds like a consequence; if it would take you just a quick touch-up job to fix, that's a minor; if it would take a couple game sessions worth of time to fix, that's a moderate, etc.

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