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Topics - Taran

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16
DFRPG / Penny Arcade
« on: April 02, 2015, 12:19:56 AM »
http://www.penny-arcade.com/comic/2015/04/01

Because I love penny arcade...

17
DFRPG / The Take-Out Chain Game
« on: March 07, 2015, 11:01:52 PM »
After a conversation on the boards, I was inspired to try a game.

You must come up with an excessive, super-deadly attack.  The next person Narrates a Non-Lethal Take-Out.  Points for originality, cheesiness and over-the-topness.

Note:  The attacker has to dictate the Take-Out.  (otherwise, it's a concession)

"murder?  no, no, that wasn't murder!  I just knocked them out!"

I'll start with an easy cliché

Weapon 5 Rocket Launcher attack.

18
DFRPG / Curbing Wizard Power Creep (house-rule)
« on: December 18, 2014, 04:02:03 PM »
Our group has put in house-rules to curb Wizards and Crafters to prevent them from becoming much more powerful than other templates - especially at higher refresh.

Our rules have encouraged buying Focus specialties but we're still hammering out some details on allowing specialties for Focused Practitioners.

Here's what we've done:

Foci Limited by Lore

The common interpretation is that EACH focus item must not be greater than your Lore.  By that interpretation, I can use 5 refinement to add +5 Power and +5 accuracy to an offensive element.  In a submerged game, I could take channelling and 5 refinements and have accuracy 10; Weapon 10 attacks.  Whereas a fighter type could squeeze out accuracy 7; weapon 8.

We've changed that rule.  Your TOTAL foci are limited by your Lore.  If you want more, you have to take a focus specialization to boost it by one. 
Of course, that means focused practitioners get the short end of the stick because they don't get specializations...sooooo....

Specializations**

All spell casters get specializations.  Ritual/Channeling doesn't come with the bonus specialization like evocation/thaum does, but you can use refinements to buy specializations in your element and to boost your total focus bonus.

Crafting

Not only have we limited focus items, we've ELIMINATED crafting focus items.  The way it's written, you could buy thaumaturgy and then buy 5 refinements worth of Crafting Strength and Crafting Frequency to have Power 10; Frequency: 6 items.  (that doesn't include any specializations)

Instead, you can only boost your enchanted items with enchanted item slots.  One slots boosts the frequency of 1 item by 2 or boosts the Strength of one item by 1.

**by allowing specializations with focused practitioners, we're worried it makes evocation/thaumaturgy not worth the refresh.  While Wizards can have higher pyramids, it only comes into play at very high refresh.   There was a discussion of only allowing them focus specializations but you can't create a pyramid with only one specialization.

We are using these rules and, so far, they work fine but we're only at submerged.  We have yet to encounter any focused practitioners so our lack of a good solution on specializations hasn't been an issue yet.

thoughts?

19
DFRPG / Mass compels, Scene aspects etc...
« on: November 14, 2014, 01:23:50 AM »
I seem to remember a thread long ago, talking about whether you could initiate mass compels with scene aspects or by using spray attack maneuvers.  Whether doing so would cost one FP (for invoking a single aspect)or multiple (for affecting multiple people). 

Then there was the argument that you spend one FP to make the aspect 'important' and the GM takes over and compels everyone (thus footing the bill for all the FP's that need to be paid out)

This might be old news for most but I just found this little quote in YS pg 107 that I never noticed before:

Quote
Scene Compels
Scene aspects may imply some circumstances
that will befall any (or many) of the characters
in the scene—Everything Is Burning! is
a classic example and a frequent aspect in any
scene involving Harry Dresden. In such a case,
it’s entirely apropos to act as if that aspect is on
each character’s sheet and compel (see page 100)
the aspect for each of them, dishing fate points
all around and nicely covering the effects the
aspect has on the characters in the scene.
    Technically speaking, a player could try to use
a scene aspect to initiate a mass compel, but it’d
be a pretty expensive proposition—he’d have to
spend a fate point for every character he wants
to be affected by the compel
.

20
DFRPG / Simple Weapons
« on: August 27, 2014, 05:20:54 PM »
I did a thread ages ago asking the same question but I want to get other opinions.

If you were to include things like Muskets and cross-bows in a game (things that load slowly) how would your represent that?

Things like re-loading a clip on a weapon or drawing a weapon is usually a supplemental (in my mind).

Part of me thinks that, with the flexible time of an exchange, I shouldn't worry about it.  Maybe just have a city theme that reflects archaic weapons and use the aspect to compel stuff like weapons taking time to load or jamming etc...

Another part of me thinks it should be every 'x' amount of exchanges for a shot.  Then it would be cool to have an easy test to re-load a gun.  the more shifts you gain the faster you load it.  So speed powers would affect it.

For reference, here's the thread.  I'm just reviving for more opinions/ideas.

http://www.jimbutcheronline.com/bb/index.php/topic,34465.0.html

21
DFRPG / Libraries and workspaces
« on: June 19, 2014, 01:05:34 PM »
I was looking for some info on a library in one of my campaigns and found an official grading system for Libraries which is consistently used throughout Canada and the U.S.

I know that, often, people are asking how 'work spaces' work in DFRPG and that the Internet is underrated as a quality 'workspace' for research.

Anyways, Whether or not you use workspaces (I do), I thought people might find this interesting:

http://www.mcgill.ca/library/about/collections/collection-policies/levels/

I'd put the Internet at a level 3a, at the very most. 

Level 5 actually has original artifacts.

22
DFRPG / How to do this ritual
« on: May 20, 2014, 07:34:27 PM »
I'm playing a character who's a changeling crafter who's works kind of like cupid to help people fall in love.  His full time job is running an on-line dating service.  Obviously, he hates House Raith because he wants his clients to find True Love and not just Lust.

He's giving his card out to everyone.  Is there a way to use those cards as a link to everyone who has one to give them some kind of protection against unnatural lust.  To protect them from House Raith?  If so, how would you make the ritual?  Let's say there are people all over the city who have these cards.

23
DFRPG / Grappling (poke a stick at these house-rules)
« on: April 25, 2014, 04:52:17 PM »
I'm playing a game where they've house-ruled grappling and it got me thinking about the RAW rules.  I've always liked the grapple rules but a couple of things kind of bugged me about them.

My biggest complaint is that only 1 person can do the supplemental actions.  It seems to me, if two people are grappling each other, they should be able to block/hurt each other.

My thoughts:
1. Make it an extended test.  It might work well in a 1 on 1 fight, but in the middle of a combat, it'll probably get wonky.

2. Taran's House-rule vs. 1.0

Bob and Doug are fighting...

(click to show/hide)

In practice:
Let's say a guy(Bob) with Great Might and 2 levels of STR is grappling a wizard(Doug) with Great Discipline and a +2 control focus item.  How would it play out?

Doug is only using Discipline to cast spells at +3 (since it's restricted by Might)
Bob could try to "disarm" the focus item, reducing Doug's chances even further.

but

Wizards tend to have fairly devastating evocations.  If Doug hits with a spell, it's going to hurt.  That said, Bob is dodging with Might at +6.

Thoughts, suggestions, alternate ideas?

24
DFRPG / Lawbreaker Power
« on: April 11, 2014, 10:04:15 PM »
After reading the Sponsored magic thread, I was thinking how many people don't like the Lawbreaker Power.   That wizards shouldn't be forced to lose refresh for something that is, essentially, an RP thing.

I'm wondering if there's a good way to use the "sponsored debt" mechanic as a way to represent Law-breaking and the desire to break the law over and over.

I figure, you just keep the debt until you take the Lawbreaker Power or you pay off a compel with a FP.  I'm not sure, though.

Does anyone have thoughts or ideas?

25
DFRPG / WCV with a trapped demon
« on: February 12, 2014, 02:21:21 AM »
I was looking for a good story for a white court vamp - chest deep.

Looking at the basic template, it gives me no room for stunts or anything cool.  I wanted to take some contacts stunt(s) and maybe swift transition.

Here's the basics:
Vamp who feeds on Rage
A "relic" hunter looking to cure himself of his demon

So the basic premise is he's half-way to a cure.  He's trapped his demon in an item.  Now he's looking to get rid of it completely.

solutions:

- I thought about an item of power.  stick a bunch of vamp powers in there and otherwise use the White court virgin.

-Problems:
How would the item work?
Why doesn't he just toss the item away?
Does he still need to feed?
How can the Demon try to escape?
If he DOES cure himself, where does the character progress...does he become a mortal? (that seems...less fun)


So...yeah...any ideas how this could work?  Is it a viable character concept?

26
DFRPG / How subtle is casting a ritual
« on: February 08, 2014, 01:17:27 PM »
What it says.  Let's go with 2 categories

1 when complexity is equal to lore

2 when complexity is greater than lore.


Could you do it quietly?  Could it be done inconspicuously?

I have my own opinion on the matter but I'd like to hear others.

27
DFRPG / Cashing out and FP's
« on: February 06, 2014, 07:35:28 PM »
Quote from: ys: 206
Losing a conflict, either by concession or by
being taken out, grants the player one fate point
per consequence taken in the conflict. This is called
cashing out of the conflict. You can think of this
as a compel of each aspect taken in the conflict,
because the assumption is that those consequences
directly contributed to the character’s
defeat.

Joe has a mild and a moderate consequence, so he gets 2 fp's.  Yay for Joe.

Let's say Joe is a PC ghoul with supernatural recovery. 

During combat, he takes a mild, then cures it, then takes another mild, then cures it, then takes a 3rd mild and then takes a moderate.  Then he gets taken out or concedes.

Does he get 4 fp's?  One for each mild he took +1 for the moderate?
Or does he get 2:  1 for the mild he currently has and one for the moderate he currently has?

It says each consequence in the conflict so it seems to suggest the former.

28
DFRPG / When to Invoke for Effect and when to Tag for a Bonus
« on: December 19, 2013, 05:47:19 PM »
One of the common snags for new players in DFRPG, I find, is invoking for effect.

I'd like to invite anyone to give any advice on the subject:

-When to use an Invoke for effect vs when to Just tag for the +2
-Examples of invoking for effect that you've used or come across.
-Any Limits for Invoking for Effect
-Any advice or wisdom, in general, that you may have.

29
DFRPG / Counter-spelling and foci
« on: December 11, 2013, 02:30:10 PM »
Can you use your foci to counter-spell?

Is counter-spelling an offensive or defensive action?

30
DFRPG / Modular abilities
« on: November 27, 2013, 12:56:47 AM »
I have a player(s) with modular abiliites and I just need some clarifications:

1. It's a full action to shuffle abilities.  When do those abilities come into play?  Is it as soon as they are done their turn or is it at the beginning of their next turn?

It makes a difference if they get hit right after their turn if they're, let's say, shifting out speed for toughness.  Do they get the bonus to dodge or do they get the armour against the attack?

2. How do you adjudicate recovery.  Let's say it's just inhuman.  If they spend the whole combat without it, can they switch to recovery right at the end of the fight to clear out their mild consequence?  What if they take a moderate consequence?  How long do they need that power to take up the refresh?

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