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Messages - AlanWhitelock

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DFRPG / Re: Aspects and Tagging
« on: May 25, 2010, 01:35:00 PM »
Wow, I'm glad I made this post. I didn't even realize I was misusing the terminology. Back to the books for me!

2
DFRPG / Refinement - Design Question
« on: May 25, 2010, 01:30:51 PM »
When taking a new element, why do you gain a specialization with it? As opposed to gaining a specialization with an element you have known for a while.

If I know Air, Earth, and Fire... and down the road I learn Water, why am I suddenly better with Water than I am with elements I've been using for a while? It doesn't seem logical to me, but I'm probably missing something.

I suspect some people will say that I can change it in my own game to suit my own tastes, but I truly want to understand why the designers did it this way. It's entirely likely they have a very good reason I'm not aware of.

3
DFRPG / Re: Glamours
« on: May 25, 2010, 12:32:14 AM »
Generally wizards suffer stress for calling up the forces of magic because they have to channel that power.

In the case of Glamours, the source of power is generally fae in origin and it channels itself. The wielder just directs it. It's not nearly as stressful as wielding mortal magic, of course depending on why you have glamours you might be building up a different kind of debt.

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DFRPG / Re: Aspects and Tagging
« on: May 25, 2010, 12:29:28 AM »
Hey Deadmanwalking,

You've outlined two separate situations, at least from a mechanics standpoint.

In regards to "Off Balance"... as others have already stated the PCs only get one free tag of an aspect that is assessed or declared.

Now, as for a Loup-Garou's vulnerability to inherited silver... usually you spend a fate point to tag the Loup-Garou's "High Concept" already knowing full well that the loup garou is vulnerable to inherited silver. Some GMs may allow you to make a Lore roll, or do some research and assess that facet of the high concept. With that assess, one PC would get a free tag. You might use it yourself, or you might pass it to another player, but the aspect may still only be tagged once for free.

One difference of note is that the "Off Balance" aspect will probably go away after the free tag (because it was a "fragile" aspect). Aspects are fragile when you get no shifts on the roll that generated them. However, if you roll really well on your maneuver to place the aspect it will be "sticky" which means it hangs around after the one free tag and may be tagged again with a fate point. Whether as aspect is fragile or sticky depends on how well you do on the roll that places the aspect. All explained on page 114 of the Your World book.

The Loup-Garou's vulnerability to silver can be tagged as many times as you have fate points because it's part of the creatures high concept. It won't go away.

Cheers,
Alan Whitelock

5
DFRPG / Spell Design Exercises
« on: May 13, 2010, 02:39:17 PM »
Hello!

I am looking forward to playing very soon with my local group. I've been reading over the rules and was wondering if people would like to toss around spell ideas.

Specifically I'm looking to practice evaluating complexity.

Thanks to anyone who has thoughts to share or wants to help!


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First Spell

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Let's say my character Alan wants to make his buddy Bobby Bruiser
stronger for a fight he knows is coming up.

Alan decides to put the aspect "Monstrously Strong" on Bobby for a scene.

My best guess is that the complexity equals 8?

1+2+3 for physical stress track +2 for mild consequence (clears at the
end of the scene)

Does the complexity of the spell increase for tougher individuals (the
way it does for spells which are meant to "take out" a la the Heart Exploding Hex from Storm Front)?

Would an individual with a 4 point stress track
require a complexity 12 spell to get the same effect?

Does the complexity go down any because only the first tag is free and
the aspect still has to be fueled by fate points?

What if Alan tells Bobby that he'll be "Utterly Exhausted" or "Beyond
Hungry" after his "Monstrous Strength" wears off? Would you give some
kind of benefit, bonus, or reduction in complexity for that? Does each
consequence he ends with give one additional free tag during the
scene?

What are alternative approaches to accomplishing the same goal? Either
math wise, theme wise, or mechanics wise?

Could this math/approach be used for pretty much any temporary scene long boost that fits within a character's paradigm? "Quick as the Wind", "Quiet as a Mouse", etc

Would you say this is evocation, thaumaturgy, or could be either?

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Spell Two

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Alan knows he has just a few moments before he will be
running from a demon. A demon which is supernaturally fast...

Alan wants to give himself "Inhuman Speed"
exactly as it reads in the book [-2 refresh cost] but only for a
scene. How do you design that spell, both with and without
consequences (i.e. for the remainder of the session Alan will have
"Torn Hamstrings").

This is meant to be a specific exercise in copying supernatural abilities in the core book temporarily with thaumaturgy.

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