Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - solbergb

Pages: 1 ... 6 7 [8] 9
106
DFRPG / Re: Hunger Stress Question
« on: July 31, 2014, 01:39:51 PM »
Wow. I'd never even considered that you only got the one set. In my RL game, we've been using one set per stress track. To me, it seems absurd that being PUBLICLY HUMILIATED (social consequence) makes me unable have my ARM BROKEN (physical consequence). I understand that they're gaming abstractions and all, but still.
Normally I'd agree with you, but actually in the Dresdenverse it makes a kind of perverse sense.  There's a reason this game has a social and hunger track, where most Fate games just have physical and mental.

I think of it as lack of resilience.  If I'm all stressed out because everybody is laughing at me because they think my wife is having an affair, a broken arm is more likely to "take me out" instead of me just gritting my teeth and using my happy marriage to bolster my resolve while fighting onward.

This is especially true for practitioners, whose magic is based on their overall state of mind, but given that the main fuel for pure mortals is fate points, (or to use the in-universe metaphor "free will") consequences limit their choices and thus reduce their power to affect the universe.    For a creature like a Fay, consequences of any kind make them less like themselves, weakening their power.


107
In my opinion, skills like Craft, Perform and Scholarship should be limited by aspects, just as magic is.

You'll be better at, say,  Craft carpentry because you have "Our Savior was also a Carpenter" as an aspect, anything vaguely related to carpentry in Craft can be done but doesn't get the benefit of invoking the aspect, and it can be compelled against other uses of Craft to harvest fate points if the GM thinks you're trying to do something too far from your character background.  You can then say "no, I apprenticed under a wielder when I was 20" or "I assist my wife with the armor, I'm not in her league but I know my way around metalwork" and pay a fate point to resist the compel, and that expansion becomes part of your story.

Stunts like Doctor or Demolition Expert obviously also inform the breadth of your skill (a demo expert likely knows a bit of chemistry as part of whatever scholarship they have, even if their college degree was in romantic poetry)

108
DFRPG / Re: Hunger Stress Question
« on: July 31, 2014, 01:29:04 PM »
In a game where you can break a grapple with a humiliating remark, social consequences make perfect sense.

Hell, look at how often  Harry gets combat advantage by infuriating opponents, and also how seriously everybody takes attacks to reputation.

109
DFRPG / Re: True Shape shifting without modular abilities
« on: July 29, 2014, 07:50:49 PM »
Frankly I like the idea of true shapeshifting all by itself, in the lycanthropy style (not actually changing shape, purely mental).  Skill shuffle is incredibly useful, moreso than most powers, although granted since most skills are in fact mental/social/technology based your base character has to pick a schtick in those areas and stick to it, only cranking in alertness, endurance, fists, whatever as needed.   But it's pretty cool to be able to suddenly be alert or fast or strong or stealthy whenever such things are handy, with little opportunity cost (when you're sneaking, you usually can give up your perform or contacts skill...)

Of course you have to be a bit strange to be able to do that and not have your head explode.   The idea I had along these lines was an agent of the Archive that was the opposite of her.  He (always a he as she is always a she) could NOT learn human knowledge, but was entirely intuitive.  (social skills in main form, various physical skills on demand, could never learn a skill like Scholarship or Burglar, although he'd speak the dominant language wherever he was).   Like her, if the current version died it'd move on to a relative, wiping away their personality or at least forming most of it.   He had a "guide my hand" type power which represented the Archive sending him into positions where he'd tip balance between future probabilities by being present in ways that suited her.

Another option might be a ghost or spirit of intellect actor, who got 100% into the various roles and probably had aspects that stuck them in those roles until snapped out of it.


110
DFRPG / Re: Conjuring Concept/Questions
« on: July 29, 2014, 07:44:09 PM »
I'd say using a demesne works a lot better as a kind of lab space than as a bag of holding, barring some other powers (such as worldwalker perhaps, but I'm not sure that's quite right).   Stuff in the nevernever is where it is...it moves slowly as the things it's anchored to in the mortal world change but it's nowhere near as mobile as a mortal running around a city.

111
DFRPG / Re: Conjuring Concept/Questions
« on: July 29, 2014, 01:32:49 PM »
You could, but on YS275, it talks about how if you are going to carry a conjured weapon (or explosive) past sunrise it needs extra power.
And this is a problem how?  An extra two shifts on the base spell so it can survive sunrise instead of just lasting all day.  You'd have to spend time doing maintenance on your objects each day, and yeah sure sometimes they get dispelled but most critters don't actually HAVE a dispel magic option and you can always carry a real item just in case.

Anyone taking this approach will have a high degree of tolerance to spending an hour or so every day and evening refreshing spells on most days, and they'll last long enough that on a hectic day he or she can just let them get stale if there isn't time.

112
DFRPG / Re: Conjuring Concept/Questions
« on: July 29, 2014, 01:50:08 AM »
You could also take the approach that you conjure the items at the usual speed and carry them around, but your evocation is more effective when it operates on objects you conjure yourself (backed by stunts or similar).   A low resources character could pretty easily get a lot of basic gear that is normally illegal/unavailable this way.  A character with scholarship, crafting and the demolitions stunt could probably conjure actual explosives, which might be kind of interesting on some kinds of characters.

Objects conjured with Soulfire have obvious catch advantages too, although that falls under evothaum.

113
DFRPG / Re: Were-Bear? (There Bear)
« on: July 29, 2014, 12:23:53 AM »
I'm not a big fan of the "big weapons" as a catch. In comparison, a bear will take less damage from a big gun than a regular mortal would. It would still hurt him, because it's a big weapon, but it does need to get through its thick skin, and because it is a ferocious animal, it can deal with the pain better as well.

Except that a high powered rifle or .45 magnum round will in fact punch through the thick skin etc without actually losing anything in killing power, that's what they're precisely designed to do (just as most military rounds can kill you through walls these days).

While it is true that it'll deal with pain and such better than the average person, I think the fact that most folks would stat up a bear with endurance in the 3-5 range instead of the typical human rating of 0-1 covers that sufficiently.   Bear blubber really isn't as good as kevlar+strike plates against stuff designed to penetrate meat.   Likewise a spear is actually a pretty effective weapon against an elephant if you know what you're doing with it. (I saw a video in college of a Pygmy running under an elephant, stabbing it once, running away and wait for it to die...)

If you want it to be more precise than the mechanical "weapon 3", I think you could represent the catch as "deep penetration weapons, such as spears, high powered rifles, pistol-3 magnum rounds".   So the bear gets armor against a normal sword but not a heavy spear, against a shotgun, but not a rifle, against a flamethrower but not a tightly focused Fuego-blast (where Harry managed to control it properly and didn't dedicate any shifts to knockback) even though all of those are technically weapon 3+ attacks.

114
DFRPG / Re: Silly Running Water/Magic question
« on: July 29, 2014, 12:05:09 AM »
Ok, I don't remember water having much impact in side jobs one way or the other (that's Murphy's story after Changes...she ganked the guy before he really did anything if memory serves).  The fight was in a dark warehouse with mooks armed with shell-guns for the most part.

Even Hand...I kinda remember a scene with sprinklers that didn't do much, but that guy was just walking through the defenses.  If his defenses were water based that might be all the explanation we need.

In Bombshells, the Fomor was using glamors (spirit) and fire (fire...) both of which grounded out normally when he set off sprinklers.  He might have had other magic to use, but resorted to a physical attack instead (which was working rather well for him, actually, so why bothe with magic....)

I think we haven't seen enough Fomor to know very much yet.

115
DFRPG / Re: Were-Bear? (There Bear)
« on: July 28, 2014, 11:53:58 PM »
I dunno.  A bear actually would be pretty tough against fire or acid for the same reason knives aren't terribly effective.  The outer layer of fur and fat is pretty much non-essential.  It hurts, but it doesn't come close to doing anything that stops the bear from ripping you apart.

I favor the "high penetration" catch on this kind of monster.   It simulates better  "tough on the outside, squishy on the inside" critters, which include most mortal large animals.    With a big enough weapon, it gets just its raw endurance.  With not enough weapon, you mostly just annoy it even if you're a pretty good shot.

116
DFRPG / Re: Full Defense + Blocks
« on: July 27, 2014, 11:10:49 PM »
Full defense is a trapping of Rapport seemingly only in social rolls (see "closing down" trapping which is obvious when you're doing full defense.  Other types of defense such as deceit or discipline applied to social attacks don't seem to have a full defense mode, they're already "active" I guess....)

For other kinds of defense, it is tied to making a "defense roll" against an attack or maneuver, which normally means Athletics (dodging), Discipline (mental defense), Fists (close combat defense), Weapons (melee defense).

The important thing (regardless of how social skill work) is even if some other skill is being attacked (like maybe a gravity based attack on might) you get a defense roll.  In a block, there is no defense roll, there is only the roll to establish the block strength.  So full defense is only useful in conjunction with a block if by doing so your defense roll is higher than the block strength, and the block strength is beaten by an incoming attack.

117
DFRPG / Re: Pickpocketing rote?
« on: July 27, 2014, 04:05:58 PM »
To quote Your Story "a block is a block is a block".

Mechanically all of those methods of pickpocketing are equivalent, except (and this is important) different flavor allows or prevents aspects from being invoked in support of or compelled to counter the attempt, or different skills or powers to come into play.  A spirit used to pickpocket might be defeated by Ghost Sight or might allow Lore to spot the attempt instead of Alertness, for example, or the fact that the item in question has the aspect "painted in ghost dust" might foil the attempt.

So using a pickpocket spell to disarm somebody probably can't make use of anything built into it to distract attention from the fact that the item is now gone (they'll notice they're no longer holding a weapon) but might conceal where the weapon went (if it was teleported somewhere rather than flung there with  TK) or who was responsible for the disarming.


118
DFRPG / Re: Pickpocketing rote?
« on: July 27, 2014, 02:02:52 PM »
I think we all agree a "pickpocket with discipline" stunt would work, skinned as magic, just as some forms of "zero stress" battle magic are skinned that way (eg, substitute discipline for athletics to dodge to simulate fast deflection spells)

If you don't want to spend precious refresh on it, thaumaturgy can clearly do the trick, but it lacks a lot of the advantages of a rote.  So a wizard with pickpocketing on his mind would only want a rote if the idea is to do it really fast, under high stress situations (such as combat).

The main concern isn't that evocation can't be subtle, it is that all it can do is block, maneuver, attack and sometimes move.

Thaum lets you "solve impossible problems", a much broaders scope, and is the source of most skill replacement stunts.

Mechanically though, taking something away from somebody is a maneuver.

Doing a maneuver without being noticed would require some kind of veil (block vs awareness) or maneuver (a distraction type aspect you would then invoke with the free tag to not notice the pickpocket).

So either you want two rotes, and two actions, or you need a rote that combines say, a veil and a maneuver with more shifts.  Given that you can probably combine an attack and a maneuver (Fuego as often portrayed in the books is something I would skin as a fire attack with 3 shifts dedicated to a "knocked back" type spirit maneuver which is then immediately invoked to toss the guy into another zone) a high enough shift rote (6 shifts maybe for two maneuvers or a maneuver+level 3 veil?) might get it done in one action. 

What do people think about combining effects via more shifts, rather than one massive effect?  Is that one of those things discussed to death or is there a consensus on that (I can see action economy balance issues, unless you also allow a high result non-magic maneuver to attempt two maneuvers at once...although again, why wouldn't you be able to do a supernatural strength punch that sacrificed some shifts of damage to put a maneuver on somebody....similar to the fuego suggestion above)?

119
DFRPG / Re: Casting languages
« on: July 24, 2014, 01:50:49 PM »
If I was a wizard it would be Russian.  Most folks I know it would be French, although my wife would go with Latin (taking high-school language courses and never using it for 30 years will put you just about in the right place for pseudo-language magic).

Well, either that or a computer language.  Except I either know them too well or not well enough.   I've met some folks that might have gone with Esperanto.

120
Yeah.  The way I read that scene is physical and mental stress boxes clear while they start a social conflict.  No recovery on consequences occurs (unless you have some kind of magical recovery power, which Carlos and Harry did not) because no medicine/shoulder to cry on stuff happens, and if you take social consequences they affect the upcoming battle scene so you've got to be a bit careful in the scene where the PC's want to convince Marcone (and others) to rescue the folks they care about.

Pages: 1 ... 6 7 [8] 9