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Messages - GruffAndTumble

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1
Unless something's changed, Scifigenre is sold out and has a very tiny notice admitting it.

2
DFRPG / Re: What is and isn't a Lawbreaker?
« on: August 01, 2010, 10:02:45 AM »
That's a verycomprehensive list, and yet I'd bet dollars to doughnuts that it doesn't cover every situation you might find in your game, and, given how creative players can be, will probably end up directly contradicting itself for a spell or two (or twenty). In general, I'm not a fan of making lists for situations where a case by case judgment is viable--nine times out of ten, good judgment is a better tool than lists.

If the list helps inform your judgment, that's good. But I would recommend you think about what the Laws mean, and what they are, in the context of your game.

3
DFRPG / Re: Denarians - How Do They Work
« on: July 31, 2010, 11:56:09 PM »
At least one--I believe both Magog and Lasciel's entry state it. Don't have OW on hand, though.

4
DFRPG / Re: In case of emergency, break glass
« on: July 31, 2010, 11:53:04 PM »
Discussion of the Fomor belongs in the Spoiler Quarantine zone for now.

5
DFRPG / Re: Items of Power - Usage Question
« on: July 31, 2010, 11:52:05 PM »
To play devil's advocate for a moment, an unbreakable skin covering is not the same thing as armor. It might prevent an axe from cutting you, but odds are low that your average jacket will be able to dissipate the concentrated striking force of an axe head--which can be incredibly deadly, cutting edge or no.

6
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: July 31, 2010, 07:09:54 AM »

Now I grant there are plenty of drawbacks. It can be dispelled. It can burn me just as easy. It takes some juice to make. Hit it with water the steam will cook me pretty good too. Plus it's not invulnerable. But it's not useless either. It does things no other ONE spell anyone's named so far can do, which is go away when I want it, be there when I need it, cut through walls (as opposed to blasting through them),  parry/block things, cut through things in general, and be a sword o' fire.

So, in other words, its exceedingly complicated and has no precedent in the system, or at least that's how you want it to be treated mechanically.

My advice is an Enchanted Item or Item of Power combined with an Aspect you can Invoke for special effects stuff. That, or do something that has a purpose other than "wow, cool!"

7
DFRPG / Re: magical bug out bag
« on: July 31, 2010, 06:46:48 AM »
Don't forget a shaving razor, and mail-clipper to neutralize potential tracking spells, and something to destroy the clippings/hair!

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DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: July 31, 2010, 06:44:05 AM »
"Frozen bar of fire" is a perfectly valid enchanted item. Beyond that, there is a section in the Thaumaturgy rules on page 275 called "Can I summon a Sword." Read it.

9
Minions or assistant PCs are a must. I had four Submerged PCs utterly annihilate a Denarian with 27 refresh worth of powers, including several physical enhancements and spellcasting with Fantastic-capped Skills. They just had the pure mortal blow a pile of fate points taking down his shield spell and then went to town.

Short of Physical Immunity with a difficult Catch or absurd amounts of refresh sunk purely into staying alive (a bare minimum of 10 between Toughness, Recovery and Speed), there is almost no way for a single villain to stand up to more than a couple PCs. I'm not just talking Submerged PCs, either--Pure Mortals with readily invokable aspects can wreak serious havoc.

With these facts in mind, I recommend the always applicable Ghoul mercenary/henchman standby, or maybe summoned demons/spirits in construct bodies. The latter require you to stat them yourself, but they're not hard. For Sidhe villains, a few modifiers on top of a Goblin works wonders--the Gruff entry proves that.

10
DFRPG / Re: Taking the same power twice?
« on: July 29, 2010, 11:41:51 PM »
Doc's already backed out of the thread, but Galt, Gruff, watch your respective tones, please.

Thanks.

I'm going to drop it as well. I've laid out my point of view, and I should have stopped there.

11
DFRPG / Re: Taking the same power twice?
« on: July 29, 2010, 06:23:01 AM »
Heat stealing is Canon and an example in YS. 

You can't compel my death.  When I Dodge with athletics I'll make a declaration for the new temporary aspect smoke cover and make a more powerful block.

If you want to bend the rules to make diversity relevant, that's nice.  But you're not playing the game as written.

Personally I'd love to house rule elemental differences, but at least I know it's a house rule.

I'm not saying Heat Stealing isn't possible, but I'd need a page citation before I buy that it is specifically applicable to the exact situation I am referring to.

I'm not compelling "death." Don't put words into my mouth. Attacks and damage can come in the form of compels--that's how True Love is stated to be able to damage WCVs despite not harming any other form of creature.

I'm not bending the rules. I'm interpreting them. If you want to go rules-fundamentalist on me and declare you know the One True Way, I will be happy to add you to my mental list of Internet Crazies. If you are willing to accept that not everyone is your identical psychic clone, then we can continue talking.

12
DFRPG / Re: Taking the same power twice?
« on: July 29, 2010, 02:35:12 AM »
No.  I mean they might as well not satisfy catches.  If I'm a pyromancer fighting a fire demon, I'll steal heat from him.   If I'm a biomancer fighting an ent,  I'll hit him with a laser.  Everything is Just shifts of power.  I decide the effect.

If that's how your group runs it, that's dandy. Not everyone is going to agree that the heat-stealing trick works on a fire demon--I prioritize symbolic associations way over scientific rigor in this kind of situation, and wouldn't let it fly.

Quote
If you tag highly flammable I'll tag smoke cover.  You have to be twice as creative as your players or a bad GM to make diversifying worth his time.  As written.

I'm not talking about tags for a direct bonus. I mentioned "compels." If you don't pay the GM a fate point to buy off the compel, the building will collapse on you, and all the smoke cover in the world won't save you from flaming boards falling on your head. Some groups might not offer that compel, sure. That's their prerogative. It is not your prerogative to tell them they are doing it wrong.

13
DFRPG / Re: A Familiar Question
« on: July 29, 2010, 02:25:37 AM »
Well...familiars embodied in animals is part of Gothic/Medieval occult tradition.  The Malleus Malleficarum gives some ideas on how to spot witches based on their 'animal companions'.  Familiars were indeed possessed by a spirit (or demon), but otherwise were normal animals.  (The spirit was responsible for claiming the damned soul of the witch and conveying it to Hell, by medieval thought.)

I may have been unclear--I'm not contesting that familiars were often in the form of animals, or took possession of animals, or what have you. I'm just pointing out that what makes a familiar is first and foremost its spiritual nature.

14
DFRPG / Re: Spell Compendium
« on: July 28, 2010, 09:13:00 PM »
I kinda see it a just projecting out the feeling of someone staring over your shoulder disapprovingly saying, "You better not lie."

Which brings us back into 4th law territory--imposing your will on someone else. Not the most extreme version, but forcing someone to be intimidated is a 4th law violation.

15
DFRPG / Re: Nice little spell helper
« on: July 28, 2010, 09:10:13 PM »
A rather huge dictionary of Old Norse I have bookmarked:

http://www.northvegr.org/zoega/index002.php

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