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Messages - Taran

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2536
DFRPG / Re: A bit frustrated
« on: April 20, 2011, 12:38:14 PM »
First of all, Soulfire is not mortal magic so it is technically not subject to the Laws.

Is this a hard and fast rule or just individual group concensus?


1) A 7-shift Ward vs agressive actions applied to the entire Zone. Any hostile actions have to contend with a block of 7 that does not break even if momentarily overcome and reflects attacks back on the attacker if the attacks don't overcome it. I think attackers are going to get the idea pretty fast.

2) A 7-shift zonewide veil vs agressive actions. Yes, it is a neuromancy spell. No, it does not affect the mind. It affects the sensory organs directly each time someone tries to attack, applying an illusion of sensory deprivation for all senses (including balance). You can't attack what you can't see, hear, smell or otherwise locate.

3) A 7-shift zonewide biomancy block vs agressive actions. It works by making you utterly calm and non-agressive, similarly to being chemically sedated only more benign and without the side-effects.

4) A 4-shift conjuration for mass, 1 shift conjuration for complexity, 4 shifts to apply the aspect "transparent". What does this do? It conjures a 3-ft-thick steel bubble around every person in the zone that happens to be transparent. Go ahead; try to shoot through 3 ft of steel. You can still talk and make funny faces through it though.

5) 7 shift zonewide block vs ignition. Sorry, firearms and explosives no longer work anymore. Feel free to use them as short clubs now.

1.  I LOVE this.  In game, my spell got destroyed by the mortal cop who spent FP's to make the roll to defend  :P  Reflecting damage is icing on the cake.

2, 4,5 . That's neat.  Creative.

3.  This is how we might end up justifying it so that it circumvents the law.  Thematically, it's a bit drab...and I'd find it a bit disapointing.  it's really up to the GM how much tension he wants...

2537
DFRPG / Re: A bit frustrated
« on: April 20, 2011, 12:26:36 PM »
I would call shenanigans on a spell like that.

I think a more appropriate way to model it would have been to make an area spell maneuver with soulfire like, "Receptive"

Then make an area social attack using either intimidation or conviction to calm the fuck down, and tag your "receptive" aspect on every person in the zone you laid it on.

::shrug::
I wasn't in a position to make social attacks, but that aside, why is it shenanigans.  I'm just curious why you think so.  I've  seen at least one block vs ALL actions examples on this thread...why does this one not work?  Also, if I did a compel agaisnt the group, would I not have to spend a fate point for each target...I assume only the first tag is free...



2538
DFRPG / Re: A bit frustrated
« on: April 20, 2011, 04:44:18 AM »
I would say that most certainly both breaks the 4th Law and is in the spirit of soulfire. And awesome

ETA OK there is the whole if you use nonmortal magic from a sponsor does it break the laws debate, so not certainly.



ETA?

It seems, then, you can't use magic for social combat...except maybe to buff yourself...give yourself a silver tongue.  Maybe you can't force someone not to lie (a block vs deceit), but you could possibly buff your empathy/rapport by defending against deceit.
Anyways...we we're all a bit sad that it might break the laws.  Technically, you're not causing mental stress or consequences...just blocking...I mean, no-one has a problem doing mental stress to cause a consequence that you compel NPC to "fall asleep". ...

As far as  sponsored magic and the Laws go, one of the PC's is a warden...and a devout Catholic 

2539
DFRPG / Re: A bit frustrated
« on: April 20, 2011, 04:19:05 AM »
Hey,

I'm going to refocus the thread a bit. I'll start by saying I'm less frustrated about spellcasting thanks to everyone's help.  Secondly, I got an opportunity to try some out in our game tonight.  Unfortunately, it lead to some debate...

My current character just took soul-fire, and due to some good role-playing and poor tactics, we found ourselves in a bit of a tussle with the police...OOPS!

My character, who is an ex-cop doesn't want to fight and wants everyone to stop shooting!

Spell:
Everyone, Calm the f- down!
power 9 (I tagged a few aspects and took some consequence).  7 for effect, 2 to hit the whole zone

Block against all Hostile(offfensive) actions
Defend using Discipline.

Effect:  If you want to take a hostile action against another person, you must succeed a discipline role vs the spell as a suplemental action.

I think I designed the spell correctly.  Comments?

A debate was sparked post-game:  Does this spell break the 4th Law???  It seems to suit the theme of soulfire..being all peaceful and such


2540
DFRPG / Re: A bit frustrated
« on: April 19, 2011, 08:10:21 PM »

The character's will, belief or any other in character motivation is completely irrelevant. The decision of whether or not to take consequences and what those consequences will be is one made by the person controlling the character. This decision is made based on what that person wants in the narrative and what they think the situation calls for. Consequences are about what people want, not the hypothetical desires of the fictional entities they control.

I have to disagree.  If you`re playing the character properly you`ll take the consequences or not depending on its goal.  You can argue that that is narrative control but, in the end, the more desperate, fanatical, determined... the creature is, the less likely it`ll just concede and more likely it`ll take consequences.  yeah, so I agree that an NPC`s motives matter in a lot of situations...

2541
DFRPG / Re: A bit frustrated
« on: April 19, 2011, 05:59:16 PM »
Surprise rules.

Yeah...I went searching for those.  The appendix is a little lacking.


Also, there's another advanced trick you can do with offensive blocks in some situations. Say you conjure a magical force to immobilize an enemy with Block 7 vs athletics, 1 more shift put to duration. The first exchange he is immobilized and takes damage from your group. The second exchange you want to finish him off instead of keeping him immobilized so you roll your Control to convert the energy of the block into an attack; suddenly your Bigby's Crushing Hand spell stops merely holding and crushes down, becoming a Weapon 7 attack without you paying extra mental energy for the spell.

As long as there's duration remaining and it would make sense to convert the energy of the spell into a new use, you can reuse any remaining Power without casting a new spell.

Oh.  That's a gem!

2542
DFRPG / Re: The strength of your rotes
« on: April 19, 2011, 05:55:25 PM »
Belial said this over in the A bit frustrated thread. I didn't want to derail things there,

Cheers!

2543
DFRPG / Re: "Shield" Concept - Retaliation
« on: April 19, 2011, 05:09:11 PM »
Why not take a stunt where if he is successfully attacked he gives up his next action and can do damage to his attacker.  focus the stunt on that particular spell, or even on defensive magic...something like that

2544
DFRPG / Re: A bit frustrated
« on: April 19, 2011, 05:01:37 PM »
Offensive Blocks do not apply an aspect and depend on it being compelled/invoked. They flat-out impose an effect that stops some types of action from happening. Want someone blinded? Block vs perception. Paralyzed? Block vs Athletics or Endurance. Strangled? Vs Might/Endurance. Put to a light sleep? Block vs Discipline. Buried by debris? Block vs Might.

Right, just like my first example for the stun.  It was a power 8 block vs...acting, basically a magical grapple, but flavor-wise it's not a grapple.

What about all that stuff about double damage and mediocre dodges because they're blinded?  That is above and beyond the actual block.

2545
DFRPG / Re: Spellcasting and maneuver duration
« on: April 19, 2011, 04:08:41 PM »
That's probably a good thing to make abundantly clear from the start in threads like this, wouldn't you say?

Well, he did say, "here's my take on maneuvers".  But I wasn't too sure either...

2546
DFRPG / Re: A bit frustrated
« on: April 19, 2011, 04:04:37 PM »
It seems to me that this goes back to invoke for effect.  You use your power 8 rote to throw a car on someone and do "x" damage, adjudicated however you wish (either the damage is part of the spell - our wizard has air magic with a "throw stuff" spell.  It's a power 7 Rote where he throws debris at baddies -or by saying it's a power 8 Might spell that can lift a car and the car does "x" damage); in either case, from what I've been hearing from people, is that you have to compel "there's a car on you and you can't get up" or "after you fall through the bridge you get hit by a passing car".  I'm not sure you can just automatically do more stuff.  But I got your point: a maneuver can kill someone when the power is that high enough.  

I guess it kind of answers my invoke for effect question.  While there is no official aspect on the target, I could just say "he got hit by a flying car, I'd like to invoke that he's pinned under it".  Then it's up to the GM to decide what happens.

Another thing I've been seeing from people is that Power 8 rotes are awesomely powerful (I've notice that somewhat in our game that the wizard takes things out quickly).  It seems well within the rules to have that kind of power...our skills are capped at superb and he gets his foci + whatever refinery...Is this kind of power unusual at this lvl? (10 refresh).  When I start to GM should I be concerned?

Random Thought : people keep mentionning blinding people.  Do you keep compelling the blindess?  Are there rules around being blind and how it affects dodge.  There must be a thread on this topic...

EDIT:  here's one.   http://www.jimbutcheronline.com/bb/index.php/topic,19694.0.html
 
Although it doesn't mention things like what Belial66 was saying,

" If it is a block against perception (offensive veil), you could really blind your opponent so they can't see you to target you and then get up to them and shoot them in the back for the next 2 exchanges - they'll roll mediocre defense since they won't be able to see the attack to dodge... Even big enemies rarely have Alertness high enough to pierce a 7-shift veil and then the entire group can hit them when they can't see to dodge for double the normal effect of their attacks."

I assume these are all compels as well?

2547
DFRPG / Re: A bit frustrated
« on: April 19, 2011, 12:23:40 PM »
That's pretty much how I do it.

I really dig maneuvering for effect.

I put a little bit of a twist on what Fred said, because otherwise it doesn't make sense to me how a RCV could go down with 1 rote spell evocation shot.

Environmental effects aside, if I can invoke for effect why would I do spell maneuvers?  Why not do piles of damage (a sonic boom) and then invoke for effect (the stun).  It seems to be a waste of a spell to do a maneuver they can potentially avoid with no effect for the cost of a fate point.  If I do damage, and invoke, it still will cost them the point.

I'm just a bit confused.  Don't I need an aspect to invoke for effect?  Can you really just say, "wow, you succeeded by a lot, let's say he's stunned as well"

2548
DFRPG / Re: A bit frustrated
« on: April 19, 2011, 01:33:16 AM »
Something I forgot earlier. Most of the things you could maneuver and then compel to be "taken out" would also simply be taken out with a weapon:8 attack. For that matter they would likely be taken out with a weapon:6 attack meaning you can use those 2 extra shifts to make it a zone-wide effect and then take out all of the mooks.

Mooks?  This is gonna target the PC's  ;D

2549
DFRPG / Re: A bit frustrated
« on: April 19, 2011, 01:31:01 AM »
Mostly I may allow a person to attempt to be un"stunned" via a high endurance or conviction(?) roll. Or someone else could run over and slap them hard (a fists maneuver) or attend to them (a scholarship maneuver). But yeah, mostly I'd say that they would be compelled until a few(4-6) rounds had passed and they had the time to recover naturally.

Well the length of time of the compel would be based on the spell and by how much it succeeded.  It needs to succeed by more than one shift to be sticky.  So I'd just let them continue to make *insert skill check here* until they succeeded or until the maneuver wore off... or wait... for spell maneuvers, do I have to put extra shifts into them to make them last more than one round???  Or do I use the rules for sticky aspects?  Or would that just be part of the discussion around the compel? If it was a burst of sound, the spell would only have to last one exchange, but the maneuver to "stun" is independant of the spell.  The spell is just flavor; to me the rules of maneuvers seems to win out.

And here I was thinking I was finished  :P


2550
DFRPG / Re: A bit frustrated
« on: April 19, 2011, 01:19:47 AM »

Finally the way I run it is that someone is compelled until they take steps to be no longer compelled. So if you compel someone to be "stunned" then they will stay out of the fray until they (or someone else) removes the aspect, or until an appropriate amount of time has lapsed to assume that the aspect is no longer applicable. I don't know if this is RAW, however it seems appropriate considering the value of fate points and the alternative of people running around with "blinded" or similar with no effect.


Thanks for the link.  After reading the (somewhat frustrated) posts on that thread from FRED, I feel a bit bad because my "wanna make spells thread" turned into a "how do aspects work" thread.   :-[

Anyways,

This thread has been an immense help; thanks for everyone's input.

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