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Messages - ironwolf16

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Cinder Spires Books / piker gun tech makes no sense
« on: November 29, 2023, 01:08:00 AM »
so spoilers for 2 nd book but the fact the pikers have old style cannons and flintlocks makes no sense to me.  sorry the tech should have advanced to at least cartridge ammo.  i can see other societies not having higher gun tech but for a society that is dependent on gunpowder weapons it dosent make any sense to me

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Cinder Spires Spoilers / Re: Olympian Affair (Spoilers All)
« on: November 29, 2023, 12:54:08 AM »
so my thoughts after book 2.... is it a dimensional  invasion like stephen kings the mist?  a lot of the monsters we see remind me of that book.

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DFRPG / Re: Warden Swords
« on: June 14, 2016, 03:17:29 PM »
what is reallllly scary since it is personalized that's a big ritual link to your character. 

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DFRPG / Re: Always on Enchanted items
« on: May 31, 2016, 10:23:29 PM »
so magic items don't add to a skill they replace it, but the ant red court venom potion actually says
"Effect: Grants a bonus to resisting the addictive saliva of a Red Court vampire equal to the potion’s strength in shifts. "
so is the example wrong or can potions add to a skill?

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DFRPG / Re: thaumaturgy
« on: May 31, 2016, 08:37:45 PM »
the crystal was the touch aspect

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DFRPG / Re: thaumaturgy
« on: May 31, 2016, 08:35:38 PM »
so like the first laugh of a newborn baby to represent life and hope

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DFRPG / Re: thaumaturgy
« on: May 31, 2016, 05:22:10 PM »
thanks I was worried about violating the spirt of the rules by adding aspects to other peoples weapons using rituals I figured base 4 + plus duration for common catches/aspects.  I wasn't sure about game balance.  thanks everyone for all the help

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DFRPG / Re: thaumaturgy
« on: May 31, 2016, 03:53:05 PM »
back to my original question using thaumaturgy to enhance a weapon with an aspect.  does that violate the rules if the character doesn't have an enchanted item slot. like if I wanted to enhance a cops billy stick to work on black court for an upcoming scene ?

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DFRPG / Re: thaumaturgy
« on: May 30, 2016, 10:20:48 PM »
thank you I see how I was misreading that the +4 is to insure it takes the effect the skill/trait affected subtracts from the power plus what ever rolled.  that's why voluntary spells are easier I got it now.

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DFRPG / Re: thaumaturgy
« on: May 30, 2016, 07:59:22 PM »
on complexity I had a question from a prvs thread.
Quick question iago wrote about victor heart exploding spell


I've conferred with Lenny and with Clark. The Victor example is wrong -- it's based on an earlier version of a spell that was shown in the text before the example spells, but which since was deleted or revised (we're not sure which without a lot of research).

Victor's spell should break down as follows:

Assume the target has Superb Endurance (human maximum, more or less), and has rolled the best possible on its defense (+4) but without bringing any aspects to boost it beyond that. That's 9 shifts to overcome right there.
The attack stress the spell deals in a single stroke has to beat the best defense (9), all of the consequence slots (2+2+4+6+8 = 22), and then end up with a stress amount that will land somewhere higher than the highest possible box, forcing a taken out result (5, when dealing with a stress track 4 boxes long). 9 + 22 + 5 = 36.


Opposed By: Target’s Endurance, but it hardly matters—there’s not much he can do to come up with that many shifts of power to oppose it.

Here is my question could you not do the same thing with a complexity of 32?  You really don’t need the +4 for defense since there is no way for the target to get a 32 naturally

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DFRPG / Re: Adjudicating Maneuvers
« on: May 30, 2016, 06:35:45 PM »
I do like that.  or and this may be to powerful but if your control roll beats the power by 2 maybe remove the mild consequence from the spell for evocation?   hmm that actually maybe a bit much but adding on to the spell for power or duration that is a nice fit.

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DFRPG / Re: Thaumaturgy prep
« on: May 30, 2016, 05:25:45 PM »
you might be able to talk you gm into letting you declare a maneuver "I've done this before" t get a +2

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DFRPG / Re: Adjudicating Maneuvers
« on: May 30, 2016, 04:54:55 PM »
what about adding shifts from the control roll to the power of the spell to resist.  that way power and control play a part.
for example my group is attacking a troll the wizard doesn't think he can hurt it but wants to make it easier for the guy with the sword of the cross to hit the troll and maybe his cop buddy to shoo it with the cold iron bullets.  Declaration slippery feet as he cast ice on the ground under the trolls feet.  he uses 4 power 3 for the maneuver one for sticky.  the control roll gets a fantastic result for +2 so now the troll resistance with athletics 3 but with a target # of 6 now instead of 4. 

this seems balanced to me and now the whole party can use the +2 benefit of slippery feet on the troll to aid in attacks and defense. (with the fist being free)

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DFRPG / Re: thaumaturgy
« on: May 30, 2016, 03:32:58 PM »
I was thinking of a crystal that has been left in the sun for a week

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DFRPG / Re: thaumaturgy
« on: May 30, 2016, 01:55:46 PM »
maybe start at a 3 and do a ladder like medicore=common +0, average=uncommon +1 ,fair =unique +2 ect. 

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