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Messages - YuriPup

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DFRPG Resource Collection / Re: Sample Combat
« on: August 20, 2010, 05:31:39 PM »
I want to go back to the tazer field and confining someone with magic to get them killed. I think that if it doesn't count as a breaking of the First Law, any wizard who keeps someone around who is willing to kill will be able to kill far too easily. I would also say that the wizards will is far to involved in the taking of the life not to be tainted.

The reason the ward swords don't count is the will to create the enchantment on the sword is far, far removed from the will used to do the killing. Additionally, the swords don't do magical damage, as far as we know,  and are enchanted only to cut through enchantments and don't do extra damage to flesh. The magic of the sword isn't involved in the kill--removing the enchanting will by another degree.

I am thinking, on the laws, that the scale to be used is how much is the attacker's free will being used to magically remove the defender's free will.

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DFRPG / Re: Real heavy weapons/armor?
« on: August 06, 2010, 08:37:14 PM »
If you're handcranking--which is /way coo/--why bother with 7 barrels?

Yee ogre isn't going to get anywhere near ROF of 3900 RPM--and maybe not even 300 RPM--and cooling becomes much less of an issue.

Just looking at steel pipe that is 2" across with a 3/4" wall (which looks to be way bigger than the GAU 8's barrels) we get a weight of only about 10 lbs/foot. Now the recoil would be a killer, as you aren't absorbing it into 2 tons of gun, but its way, way more portable. Maybe 300 lbs for the package and 300 lbs for the ammo (as the shells seem to be about 1.5 lbs each).

And you might have a nice little bonus of a player rolling a gun skill check and figuring out "OMG that is an Avenger barrel...torn out of an A-10").

And should your target manage to soak the roll from the gun and they aren't using magic to disperse the energy, they are going over on their asses. 1 shot should be about enough to move a 200 LB man 1 yard.

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DFRPG / Re: Real heavy weapons/armor?
« on: August 06, 2010, 04:45:31 PM »
Bah! Safehold isn't anywhere near massive.

Try the Weber's Honorverse stuff if you want massive. On Basilisk Station is the first. Mission of Honor is 12. (Mission of Honor ends with a great scene.) The there are 4 side plot novels too. (The Torch line and the Shadows line...) And he as a new one apparently, Out Of Darkness, in a new 'verse. No clue if it is stand alone or not.

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DFRPG / Re: Real heavy weapons/armor?
« on: August 06, 2010, 03:36:31 PM »
heres an idea i jacked from a david weber sci fi series that starts with "through the looking glass".   One of the space marines is nicknamed two gun for his ability to use two pistols at once (which is REALLLLLLLLLLLLLLLLLLLLLLLLLLLLLY freakin hard to do effectively) .  They have power armor.     So what does the company armorer make for him to use?    he takes two barret .50 cal sniper rifles chops the barrels down and extends the clips.    Presto .50 BMG semi auto pistols.  Now thats a gun.

That's Ringo, not Weber.

And I still want to know what the PCs are like, that you are pointing GAU-8s at.

BTW, just how strong is Tiny? Firing the gun is 10,000 lbs of load. For me, I probably wouldn't include the GAU-8 in my game. If I were it would do a damage of [[ plot ]] and an effect of [[ plot ]] on the shooter. In my book you need something bigger than Tiny to deal with the recoil, reasonably, of a GAU-8.

However, had you brought that up for me as a player, before giving me a chance to give it a physics smell test I would have declared "DIVE FOR COVER!"


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DFRPG / Re: Real heavy weapons/armor?
« on: August 05, 2010, 01:07:23 PM »
Frankly, I think once you can keep the business end of a 50 pound weapon moving, you don't really need more. There is no such thing as parrying that kind of speed and weight and really 1500 LB hammers and 30mm auto-cannon are all just matters of the type of bloodstain you leave behind after getting hit.

But I don't think that a 30MM auto-cannon is going to be an effective weapon for anyone--the fey will either be allergic or not understand it (or both) and I think the technical competence to jury-rig a 30MM AC is going to rare. (Though having the weapon degrade as the bad guy use it is an interesting idea.)

That said, just what freaking power level are you at that you think you need to shoot GAU-8 at your PCs?

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DFRPG / Re: Real heavy weapons/armor?
« on: August 04, 2010, 06:54:39 PM »
On the 30MM--depends on how much of a tech-bane magic is around the ogre is. Mind you the gun needs a power source to drive the barrels and that there is no single fire mode on it. And that 600 LB weight is without the motor to drive it.

Not to mention is way out of the ability for most to purchase--and maybe even steel. Its a lot of iron for a fae. I can't really think of anything else that could get close to using it, other than Ferrovar.

I also would say the recoil is a bitch.

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DFRPG / Re: How do YOU pronounce ...
« on: August 04, 2010, 12:48:36 PM »
And faking Latin to Italian isn't a bad way to go.

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DFRPG / Re: A Compelling Question About Aspects
« on: August 02, 2010, 04:38:18 PM »
Each fate point is the equivalent of unspent refresh. Fate points are the equivalent to two temporary skill points in anything you like, they can be used as a re-roll or to change the game itself with declarations.

Two important particular's here. Firstly a single fate is only good for a single skill roll. It is a fleeting bonus to skill, not even long enough to be temporary.

Additionally unspent refresh can be cashed in for more POWER. You fire only caster needs a spell to suddenly heal someone using spirit? Have more than 1 unspent refresh--go ahead and upgrade yourself from a single element caster to a full spectrum caster. No amount of fate points will let you do that.

One fresh does get you one fate point when fates refresh, but refresh points are cosmically more powerful.

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DFRPG / Re: A Compelling Question About Aspects
« on: July 31, 2010, 08:23:33 PM »
I am sorry, I have to disagree. Ending up in combat is by definition "in trouble".

If she wasn't conceivably going to be attacked and threw herself into combat, that works.

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DFRPG / Re: A Compelling Question About Aspects
« on: July 31, 2010, 02:26:32 PM »
And remember these aren't XP that you are handing out. Your player's aren't going to become insanely more powerful for having 100 fate--its not like they can cash them in for an extra refresh, or even a skill point.

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I rarely, now, worry about how the heck the PCs are going to get out of some bit of trouble as a GM. They have 4+ brains to my 1. And adding in color will often spark ideas in the PCs who will turn that bit of detail to their advantage.

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I would practice one of the most important GM stills at this point: No.

You have a very good point about being new to the system. Its working together to tell a story.

If you like the idea of getting to submerged..then tell them you are willing to give XP quickly as you all grow into the system but out of the gate "No".

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DFRPG / Re: Trouble aspects are the hardest
« on: July 31, 2010, 01:26:50 AM »
Going with a mentorless wizard. Her trouble is "Doesn't know enough".

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DFRPG / Re: A Compelling Question About Aspects
« on: July 31, 2010, 01:24:50 AM »
I would probably say yes to both, until I had a sense of how many FPs I was handing out and how many the PCs were using.

Taking an aspect that basically gives fate points for having a PC stamp still makes your life more complicated.

If you look at Harry's sheet he has "Chivalry isn't dead" which gets him into plenty of "PC" class trouble. If Hanna could have reasonably  stayed out of combat, then it's worth a point.

At least that is what I would do until have a sense if I am heading to too many or too few points.

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DFRPG / Re: Session notes & a question
« on: July 27, 2010, 07:47:01 PM »
Remind your players to tell you they are self-compelling to get the fate they deserve.

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