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Messages - AlexFallad

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1
DFRPG / Re: statting a lightsaber
« on: June 10, 2011, 09:13:30 PM »
I don't consider episode I-III canon.

And in several books, Luke cut through a meter of solid rock like nothing.

Ah, a severe disconnect we have there.  Don't let meta plot weaknesses overrule evidence.  It's pretty absurd your rebuttal of Qui-Gonn's difficulty is rooted in a) problems with a movie's quality and b) acceptance of some hack writer's "look at the cool scene I wrote" that reached a far smaller audience than said movie.



Well, all I can speak to on a reasonable level then is gameplay and balance.  Lightsabers in my fate game are equipment like a blaster, so I have to balance in that regard.

Considering that in fate any physically dynamic pc is going to have an Endurance of +3 for 3 stress boxes or +5 for 4 stress boxes.  Try running a game where a zero-shift connect is an auto-consequence...very broken.

It is ridiculous to me that a zero-shift connect with a lightsaber MUST result in a consequence or taken out result instead of just physical stress

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DFRPG / Re: statting a lightsaber
« on: June 10, 2011, 08:48:23 PM »
I've read every single book in the Star Wars Universe up until they killed off Jacen Solo (bastards).

The point is, a lightsaber CAN cut through armor plating.  They do so multiple times.
  Yes, but not quickly.

Quote
Also- for those of you who have not read any books, remember in Return of the Jedi when Luke cuts through the front of a speeder bike with his lightsaber?  Uh huh
Those are rather skinny struts, not I-beams...

Quote
A lightsaber can cut through an I-beam in one exchange.
When? And in what context that fairly contradicts Qui-Gonn's difficulty with a blast door?  I mean, I know Star Wars has sitting ducks in it, but I wasn't aware they had I-beams too...

3
DFRPG / Re: Teamwork rule question
« on: June 10, 2011, 08:40:34 PM »
Usually a Maneuver granting the "Assisted by [insert name]" Aspect is 1-2 shifts lower than the roll the main character will be making. Mind you, this is mostly for helping with challenges that have a static difficulty, and not an opposed roll.

To save die rolling, maybe set the difficulty at three for the manuever (Werewolf's Athletics of 4 minus 1) so just the attacker is rolling.  Maybe even allow the werewolf to invoke appropriately to increase the difficulty?

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DFRPG / Re: statting a lightsaber
« on: June 10, 2011, 08:27:27 PM »
I hate to be purely argumentative but yes they are in all senses of the word, they are weapons used on the battlefield and they are also anti-material weapons that can carve through tank armour in a round (the walkers armour) something no weapons 2 weapons could do.


That was some kind of access panel he cut open on the ATAT.  Lightsabers don't carve through anything thick enough in one round.  It took Qui-Gonn far too long to work though a door...he didn't even get to finish.  He had to very deliberately carve through the blast door exerting both his will and physical Might.  Luke, on the other hand, hit a weak spot of some kind.  Hell, there's even a discharge of some kind when he gets the opening for the grenade...and that discharge sure doesn't look like molten steel but electrical...like an access panel.

By "battlefield weaponry" I was going by the dfrpg weapon rating where I'm fairly certain their intent was weapon:4 for grenades, rpgs, artillery...i.e, not something PCs should just have available on a whim.

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DFRPG / Re: statting a lightsaber
« on: June 10, 2011, 08:19:50 PM »
Bent a friend's ear about his current Star Wars FATE game, and they are counting Lightsabers as equipment (no Refresh) but are charging Refresh for the training to use them properly. Didn't ask what weapon value they used.

Good point.  The stats I posted are no refresh/equipment lightsabers.  All manner of Force powers are necessary for deflecting/redirecting shots, dealing with radiating heat, or learning an advanced lightsaber form.

For me the whole "lightsaber cuts through metal like butter" falls apart when Luke gets a tag in on Vader's arm in ESB.  He had the opening and swung hard. Lo, the arm remained attached...

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DFRPG / Re: statting a lightsaber
« on: June 10, 2011, 08:08:31 PM »
Already knee deep in a Star Wars Fate game.  Lightsabers work just fine for us as Weapon:2, ignore Armor:2

Blasters are Weapon:2 or 3, and (contrary to the movies and tropes) stormtrooper armor is Armor:2.  Blast vests are Armor:1

Remember Qui-Gon took a long time to cut through a blast door besides probably using the Force to block the radiating heat from the molten alloy.

Weapon rating is how intrusive/effective the Weapon is on one's stress track.  You don't want to get shot by a .357, blaster, stabbed by a gladius, OR carved by a lightsaber.

However, that stormtrooper armor will be great against everything except the lightsaber...

Seriously, from a gameply aspect if I had lightsabers at some ridiculous Weapon value like 4, 5, or 6 they would be way too overpowered.  Lightsabers are not battlefield weaponry...

7
DFRPG / Re: Using Thaumaturgy for Evocation-like effects in Combat
« on: June 01, 2011, 02:12:47 AM »
I missed that latter bit of timing.  Yes, that make it sound very much like Thaumaturgy, though it still could have been an Evocation preceeded by a long string of maneuvers -- with accessing the Ley Line being the final maneuver.


Strong point considering the length of an exchange is so ambiguous. Did anything specific happen in the intervening six paras that would support there were exchanges going on? (Guess who hasn't read Changes)

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DFRPG / Re: Fun with Inter-party (Social) Conflict
« on: May 31, 2011, 11:04:01 PM »
I'll long story short this as much as possible, but my Pure Mortal bodyguard for the WCV, Weretiger, and noob Wizard in the group was socially maneuvered into letting them go off on their own.  It was a great scene since for the last 5 months rt of play my pc has just been a complete ass of an overprotective lioness to them...I mean ALL up in their business, following them, sleeping outside their rooms, etc.

It hurt when I was told to stay home and help the Changeling Princess with a Katana hack computer records to find a money trail.

9
DFRPG / Re: Strength Modification
« on: May 25, 2011, 08:41:57 PM »
So, getting back to the original question, here's my response:

When contemplating whether or not a particular skill roll should qualify as being modified by Might and therefore get a bonus due to Strength powers, ask yourself the reverse question, first.  That is, should a person with a low Might get a penalty when making the exact same roll?  If so, then you probably have a good argument for gaining the bonus.  But just keep in mind that "modify" works both ways, so if a penalty for low Might doesn't make sense, then a bonus for high Might (or Inhuman or greater Strength) probably doesn't either.



Hence the awesome group story-telling process of Fate system.  I recently set up a villain with Inhuman Strength and decided in combat he would fight with Fists specifically to bring his Might to advantage...just punishing blows and kicks and stomps and haymakers and...well, you get the idea.  But then I said to myself, "Self, why wouldn't this character, or any character able to modify an attack with Might, ALWAYS attack like this.  Twould get boring."  And I guess it might, but still makes sense how a Troll would fight as opposed to Jet Li or Mike Tyson.  Maybe a counter is that a clever opponent would have easier Declarations or Manuevers against an attacker fighting like that.

10
DFRPG / Re: Ideas for a Combo Stunt
« on: May 19, 2011, 08:30:19 PM »
Would it be broken for either/both of them to take a stunt that allows them to free tag the other's manuevers or inflicted consequences an additional time?

So Hanz and Franz both have the stunt Ve Vill Pump you Ap! (-1)

Hanz manuevers Bob with Fists to put the aspect Cornered on Bob, so both Hanz and Franz can tag the aspect.

11
DFRPG / Re: True Believer in Evil
« on: May 17, 2011, 09:52:29 PM »
On the gripping hand,

Alert the Sector Imperial Fleet that there is a Motie breach of the blockade!

Run for your lives! (Or livable space anyway)

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DFRPG / Re: Mortal Stunt - Right tools for the job?
« on: May 13, 2011, 03:49:45 AM »
If you used my idea in full, his modifier for a 0 Lore would be a -1 to his Guns when attempting the declaration.

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DFRPG / Re: Mortal Stunt - Right tools for the job?
« on: May 13, 2011, 03:13:31 AM »
Yeah, Guns actually has a Knowledge Trapping for declarations, just adjust the "target number" for the Guns declaration the more...um...odd the ammo declaration.  Maybe even modify the Guns skill with Lore if the declaration involves ammo something specifically supernatural related.

14
DFRPG / Re: Non-Standard Settings?
« on: May 12, 2011, 09:07:22 PM »
Sorry for the double post, but my comp is quirky about long posts...

The Wookiee in the group has Inhuman Strength and Toughness and the Nautolan has Aquatic.

Along with the basic Force powers, more powerful specific applications will cost additional refresh.  I'm only creating these specific powers for the more powerful applications of the Force
Force Lightning (-1) Add 2 to Conviction rolls to do damage
Lightsaber Deflect (-1)  Use Weapons to defend or Block vs. projectiles.  When Blocking blasters, defensive "spin" actually allows the Block strength to become an attack
Jedi Mind Trick (-1) Use Deceit at +2 and allow improbable suggestions/lies to succeed

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DFRPG / Re: Non-Standard Settings?
« on: May 12, 2011, 08:57:36 PM »
I'm playing in a straight-up DFRPG and running a DFRPG Star Wars game which is going very well.

Without regurgitating everything, here's some of my ideas (it is a post Endor rebuild the Jedi order game pretty independent of the EU stuff out there)

Lightsabers are Weapon:2 and ignore up to Armor:2
Basic Force Sensitivity is in 2 categories: Discipline and Conviction, each costing -1 refresh and negating the "Pure Mortal" template.  Basic Force Sensitivity allows the PC to complement his other skills if it seems like The Force could aid them in the task (which is pretty frequently).  Discipline can be used if the task is done calmly, defensively, or passively; Conviction if the task is done aggressively.

Taking 1 Force power unlocks the Lore skill and the PC's Force stress track.  Each subsequent power allows another skill to add boxes to the Force track.  No one has gotten that far, but I'll even allow things like Piloting or Weapons to be the skill that factors in, but the trick is that the contributing skill governs how the Force stress track can be used. For example, a particular Jedi may want his Lore +2, Weapons +4 and Conviction +5 to set his Force stress track, so his track would base 2 +1 for Lore, +2 for Weapons and +3 for Conviction along with an additional mild consequence on his Force stress track...total of 8 boxes! Marking off a stress box either allows a power to be used or provides a +2/reroll to a skill.

Control Force power -1
Mark of a Force stress box for bonuses to Athletics, start the healing process for a physical consequence, accelerate the healing of a physical consequence, withstand extreme environmental effects (like holding a lightsaber in a bulkhead and withstanding the radiant heat)

Alter power -1
Mark off stress boxes to use Conviction or Discipline to move objects or strike out with the Force.

Sense -1
Mark off stress boxes for a bonus to Alertness or Investigation and allowing visions throught the Force












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