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Messages - Centarion

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31
DFRPG Resource Collection / Re: Custom Power List
« on: September 21, 2012, 12:18:35 AM »
It seems extremely narrow for a -3 power. While it is very strong in the situations where it is useful, the fact that it will come up fairly rarely would make me say this should not cost more than 2. Also, any magic user who figures out this power will just not use magical defenses anymore, and while this is pretty much equivalent to bypassing them, it does make the last part weaker. Why does it cost a fate point each time you activate it? It is certainly no more powerful than ACaEBG which (as far as I can tell) costs 3, and it is a hell of a lot more narrow.

Also, you said that it only works on spells "(costing mental stress)" does this mean it does not work for enchanted item's that provide magical defenses?

32
DFRPG / Re: Pure Mortal or Changeling at Character Creation
« on: September 20, 2012, 08:58:17 PM »
Basically, as Sancta and Tedronai have said, I would let them have the +2 bonus as long as they have no powers. If they ever take powers the bonus is lost (I think this is explicit under the rules for the Pure Mortal template). I would handle buying powers mid session (as changelings do) by having them buy the the powers mid session as normal (spend the refresh, and fate points equal to the power value) and also loose the pure mortal bonus (and 2 fate points) at the same time.

If they ever make the Choice to become a Pure Mortal, they will get the bonus back.

33
DFRPG / Re: Focus Items -- For Non-Combat Evocation?
« on: September 20, 2012, 06:09:23 PM »
I pretty much agree with everything Mr. Death said there.

To answer your other points:

1) I think it is fairly safe to say that a zone of vertical distance is about a floor of a building which is about 10 feet. So each zone you fall is about 5 stress.

3) Falls in combat are certainly included in the result of an attack. I think it says something like this in that section. you can't push someone 50ft off a cliff unless you take them out. If you push them down a small hole (1 zone down) the 5 stress that would cause is likely part of your attack.

5) True, but if you use 1 zone=1 floor=10 ft=3 meters you can get around this.

I think the amount of stress is fine, I think you should be able to reduce it as a strait athletics roll, or magic block, or whatever (I know this is a house rule). I also think Mr. Death is right, if you jump the first 10 ft should be free, or at least a 10 foot down is free, and a 20 ft. down is 5 stress, farther than that I think you are SOL.

34
DFRPG / Re: Focus Items -- For Non-Combat Evocation?
« on: September 19, 2012, 05:46:33 PM »
To Mr. Death:

I assume people do this as their hobby, not their job or something. I would say they get about 1 stunt, and one apex skill, not both. If you build a submerged character whose only purpose twas to survive falling (and that looks like what you have done) they would be a lot more effective than these hobbyists.

Assumption was the wrong word, assertion would be a better one. I know what the RAW is, and like mos people here I think it is dumb. My problem however lies not with the stress (which seems substantiated by the table on injury risk from falls), but with the way it is mitigated.

To ways and means:

Getting hit with a rocket launcher directly does not cause 5 stress, a rocket launcher is an implement that adds 5 stress to a successful attack. Since rockets are much harder to aim than a normal gun and a successful attack with a gun is not necessarily a hit, I would assume a "hit" (aka successful attack) with a rocket launcher is not in fact a direct hit,  but just a hit close enough for them to be affected by the blast. A direct hit would likely do way more stress (becuase that would be beating the defense roll by a TON). Not all successful attacks are direct hits, they may be "stressful" near misses, or the stress could be injury suffered from the attempt to avoid the attack.


35
DFRPG / Re: Focus Items -- For Non-Combat Evocation?
« on: September 19, 2012, 04:56:17 PM »
If the average person (3 stress boxes from average endurance, and average athletics skill) can jump off a 10 foot high roof without breaking anything (and I will be generous and say not taking a consequence, since you could take consequences and not break anything), how much stress should this inflict?

Well they get 0 armor from their athletics of 1, and have 3 stress boxes, so such a fall could deal 3 stress and have the desired result. However, according to this post falling from a height of 10 feet carries a 41% chance of limb fracture (Since it is a rock climbing forum, I think they are talking about all types of falls, not just ones where you have your legs under you). So, looking at this, 5 stress is pretty tame.

Looking further the point where we see a 50% chance of death is 60 ft, which is not far off of the 50 ft (or 25 stress, assuming you take all your consequences and had 3 stress boxes) you would need to kill someone in DFRPG.

It looks to me like the unmodified falling damage is fairly reasonable. I think the main problem with the system is the assumption that the athletics roll only provides armor at 1/2 shifts (and the furtherance of this onto magic). In my opinion, someone with a Superb athletics check and Average endurance should be able to walk away from a 20 foot fall with only a Mild consequence and stress(2+3+5=10, seems good). We can see that people who practice this thing (it is an extreme "sport") can throw themselves form 2nd or 3rd story windows with no serious ill effects.

In short, 5 stress per 10 feet seems reasonable, allowing the full athletics roll/block strength to reduce it, also reasonable IMO.

36
DFRPG / Re: Statting the Sidhe
« on: September 18, 2012, 08:15:58 PM »
Is one not allowed to spend refinement on Sponsored Magic? The power clearly grants focus item slots, and potentially grants crafting, so refinement for foci and enchanted items should almost certainly be allowed. Specializations are unclear, but I don't think they are prohibited.

37
DFRPG / Re: Items of Power as Animals?
« on: September 18, 2012, 02:23:47 PM »
That looks like a reasonable "item of power," though I think that you payed for the boosted range 2 times (once with remote control and once with far-sight), the vision part of far sight may well be costed like a Strange Sense (-1). So your total cost seems right (-3), though the powers you listed would make it (-4).

The point here is that you have payed a refresh to be able to use your fists skill at range (through your hawk) and another point to allow you to see things from a different position. I would allow a character who could justify such things to take those powers, and this is a reasonable justification.

I would not allow attacking with fists in a different zone unless you payed for it.

I also agree that the familiar may not be tied to your zone all the time from a narrative stand point. But during combat, it should mechanically be treated as a part of you (as if it were actually an item) for balance purposes, unless you have payed to allow it to attack at range. I would still not allow *attacks* targeting the familiar, but I would allow maneuvers (similar to Disarmed) to capture it (potentially from characters not in your zone, if that is where you say your familiar is).

38
DFRPG / Re: Items of Power as Animals?
« on: September 17, 2012, 04:57:55 PM »
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So it's not limited to being in the same zone as its owner
I would not allow this to justify "ranged" (as in not in the same zone as the character) fist attacks without more powers/stunts though. Is that what you are implying?

Otherwise I agree, it is mechanically "not there," or at least only as present as an item (so it is possible the enemy could try to steal it, like they could disarm you but not attack it).

39
DFRPG / Re: Toughness Stress Boxes / Catches
« on: September 17, 2012, 04:54:26 PM »
I agree it is an over generalization. But it is true if you lets the monsters have combat skills equal to the apex skills of your PC's (high if there are less of them than PCs), or just slightly lower (for mooks). Also, the refresh you count should only be the refresh you are actually going to get use out of.

I would expect that the RCV would beat up the Ghoul if it got to make good use of it's Cloak of Shadows for an ambush round and also got some/one aspect form it's narcotic saliva before the fight began.

40
DFRPG / Re: Items of Power as Animals?
« on: September 17, 2012, 04:16:13 PM »
When I said "there should really be not a mechanical distinction between attacks on the character and the pet, so again it all just uses the players stress and consequences," what I meant was that since, in combat at least, the pet should be limited to being in the same zone as the character (especially if making fists attack for the character), you should just not have bad guys attacking the animal (a different flavor of Indestructible), and they should instead just attack the character.

If the entire purpose of the familiar is to act as a source of powers that the character otherwise would not have (and that work off the character's skills), then it makes a perfectly fine IoP. If you want it to have its own actions in combat/have its own skills/have its own stress, then you need to start looking for house rules like the minion rules linked earlier in this thread.

41
DFRPG / Re: Toughness Stress Boxes / Catches
« on: September 17, 2012, 03:59:32 PM »
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(and really think the enchanted item slots and stuff are going in the wrong direction)
My comment about enchanted items was supposed to be specific to spell casters that already have slots (not others buying them in order to use holy objects or whatever). Mostly, that is how Harry's "Sunshine in a Handkerchief" should be modeled (as a "potion"). In the rules people can leave enchanted item/potion slots open to fill up with declarations later.

An iron sword is an iron sword. And as such that character likely will always be able to satisfy the catch of the fae. But most fae are not innately hostile, they like to talk to mortals and bargain/trade favors. However, they are less likely to be friendly when a PC walks up to them carrying "the bane." Use this to your advantage. Maybe he had to leave his sword at the door when he went to meet with the Sidhe (or face other consequences). A Blessed sword or Blessed bullets on the other hand probably won't stay blessed forever. Magical effects (and I would assume faith based effects as well) that are not anchored to a threshold generally dissipate with sunrise. If your character actually wants to have a permanently blessed sword (as an extension of his own faith powers) consider having him take something like the Holy Touch power in the book (maybe better modeled like the Holy trapping of the Sword of the Cross, which I assume costs around 1 refresh). I would not require FP to use a weapon that is something the character always carries around, but I would if they wanted to declare that they had it blessed today (without already having had an appropriate preparation scene).


Also, I agree entirely with Mr. Death.

42
DFRPG / Re: Items of Power as Animals?
« on: September 17, 2012, 03:28:53 PM »
I see no problem with using the Item of Power rules for this type of thing, but keep in mind powers need to be justified. I do not really like the idea of a familiar IoP that gives True Aim or Claws for example (unless you flavor your fists attacks/skill rolls as the familiar attacking for you), but I have no problem with it helping you with alertness/senses, because it can communicate with you. In order for this to work and be fair, it should be the same (mechanically speaking) as any other item of power.

So for the Cerberus Cub example, I see no problem with the character being able to use Pack Instincts/Echoes of the Beast/Ghost Speaker when his pet is around (with his own skills), and narratively describe it as the pet sensing/interacting and relaying this information to him like a translator (either by talking or some mental connection). When you get into combat, it gets a little weirder, but I see no problem with the character using his fists roll, at +1 for true aim, with weapon 2 for claws, and having the attack flavored as the Cub going and biting/mauling someone (in the character's zone). Mechanically this is the same as an item granting the character these powers, but the narrative flavor of a power or stunt can be whatever you can think of.

For the Malk, I personally do not get the flavor of the Malk granting refinements, but that is not really a necessary part of the "item" (the character could just take them, and the item would cost -3 with a +2 discount). Also, Malks do not have Glamours, but I do like the concept of the item of power granting magic being flavored as your pet actually doing the casting (using your skills of course).

As for the indestructible animal thing, since the character and his pet will generally be in the same zone (in combat), there should really be not a mechanical distinction between attacks on the character and the pet (by the rules any attack that could target the pet, could also target the player), so again it all just sues the players stress and consequences. Out of combat, I would likely allow the player to invoke his "Item of Power" related aspect for effect to have the pet go off exploring or whatever without him (still using his skills, plus any powers the pet grants). This does not seem OP, even if the pet cannot be hurt itself (at least to me).

Basically, if you use the IoP rules, the mechanical effect it grants should be the same as if the pet was actually an item granting the powers to the character. How you flavor that narratively is totally up to you. Further, since aspects are so fluid and story driven any way, such an "item" provides great justification for invokes that a normal item could not (and possibly compels when it gets "dog-napped" or something).

43
DFRPG / Re: Toughness Stress Boxes / Catches
« on: September 17, 2012, 03:00:03 PM »
Toughness grants extra stress boxes, so a character with 3 endurance (4 base physical boxes) and Inhuman Toughness (2 extra boxes? don't have my book on me) would have 6 physical stress boxes, and natural armor of 1. The way the character sheets are normally presented these extra stress boxes come in parenthesis. The Catch says that such attack completely bypass the toughness power. So, it seems pretty clear that if such a character was attacked by some means that satisfied his catch, he would not be able to use the 5th or 6th stress box (pretend they don't exist, they are in parenthesis for this reason), and the attack would bypass his armor.

So basically, lets say this character is a fae and has the standard iron catch, and is attacked with a steel sword with weapon: 3(this should satisfy the catch, as we see in the books). He rolls athletics of 3 to dodge, and the attacker gets 4 weapons. So he takes 4 stress (4-3=1, 1+3=4, note that this ignored his armor as well). This fills up his 4th stress box. If next round he were to take a 5 stress hit from the same enemy (say weapons 4 against his bad roll of athletics 2) then he would not be able to use his 5th stress box (since it came from toughness), and he would be forced to take a consequence (which his recovery powers would not be able to help him with).

About handling PC's with catch satisfying items. It is pretty clear from the books that when one is prepared for a fight against a supernatural enemy, they have a good chance of winning, even if they are just a mortal and are otherwise outmatched. I think Harry mentions this several times. This is also pretty much how it goes in the game. When you know beforehand that you are going to be fighting RCVs/BCVs and bring tons of holy water/blessed bullets/garlic, then you are in good shape (this is how the Black Court was mostly wiped out) and the fights will be fairly easy.

In many of my games (and in the Dresden files), the characters do not know what the enemy is until they see it for the first time. This makes it much more difficult to be prepared. Sometimes the murderer was a vampire, sometimes it was a troll, and you dont know before you get there (note that the catch of the fae is fairly trivial to satisfy for any character using Weapons to attack, as most weapons are made of steel, but most guns do not handle iron/steel ammunition well, ans will break if you try it).

If the characters are prepared, and the monsters are not, it will be easy and feel like a slaughter, and it should, because the PC's got the drop on them. But a lot of the time, especially with the Red Court, the enemy is prepared as well. A good challenge for PCs is a group of about equal number with about equal refresh spent. If the PCs are ALL toting the catch, dont count that refresh, upgrade the Lieutenants and Bosses to more strength/speed (the goons should probably still be fairly normal). Make it feel like "Ya, you were prepared for this, but they knew you were coming and called in the heavy hitters to defend themselves/fortified their position."

If the character did not know what was up, let them spend fate points/use undeclared enchanted item slots to declare they happen to have  something to satisfy the catch, but only if it is cool or makes sense (if it is cool or fun, it does not have to make sense, since everyone will be happy with the awesomeness). If your guy with a gun says he just randomly happens to have blessed bullets (for no reason), don't let him. If he recently stopped at a church where his friend is the clued in priest, let him declare (for his fate point) that while he was there, he/the priest felt some inkling he would need these soon.

44
DFRPG / Re: Hunger Reserves
« on: September 16, 2012, 06:14:04 PM »
I actually like the solution Tedronai proposed because it makes consequences spent defensively the same as they are normally, this is fine. Under that solution, I see no reason why recovery powers would not automatically effect consequences spent to boost rolls. Sure it makes them slightly better (someone with Mythic Recovery could get a +2 a +4 and a +6 in every combat), but it also comes with risks since after you use those bonuses you are a sitting duck and the enemy gets to tag your consequences (I am assuming that the person you use the bonus on "owns" the tag for your consequence). Plus how often do GMs allow PCs to have mythic level powers outside of super high level campaigns? I could see a +6 every scene being absurd in a 7-10 refresh game where Mythic Recovery has turned into a type of "Super Sacred Guardian," but since it requires justification for the character to have the power I would not allow it to start with (I have never played a game over 10 refresh, and never seen a PC with higher than Supernatural anything).  On the other hand, in high level games, where the justification is something like "I have had these powers for years and have now mastered them" (AKA I have played N million sessions with this power and want to upgrade it), it probably would not be so bad (when compared with the 10+ refinement wizard).


45
DFRPG / Re: Veils
« on: September 15, 2012, 08:28:16 PM »
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I'm putting stat against stat--3 shift veil vs. 1-rank Alertness. That is based on the player action and the book. Your method is about partial successes (set and decided by the GM) and situational modifiers (again, set and decided by the GM), and you say that my method is the one "based solely on the whims of the GM"?

First off, my interpretation has nothing to do with situational modifiers. I thought that would be an easier way to describe what I was going for, but it just caused you to say I was violating the spirit of the game. Any situational modifier can easily be modeled as a declaration with a tag for +2.

"Partial successes" are not, as it turns out, arbitrarily decided solely on the whims of the GM. The DFRPG is a collaborative game, when the player thinks he should be entitled to a "partial success" he should ask the GM about that. Note that it is not actually a partial success, it is a success, that only barely beats the difficulty, and thus only garners a bit of information, such as a general direction or area, as opposed to a success that actually beats the veil, and gets an exact position.

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I have, in fact, demonstrated exactly how a 3-shift veil--stat for stat, raw number against raw number--is an effective defense. And that is not a result of "dumbing down" the opposition, or of playing favorites, but simple number-against-number calculation

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The GM is letting Molly's player get away with a trick and play support for the main target of the attack. Molly and Harry are the players; the Gruffs are nameless first-level goons. This makes a big difference. High level enemies? Sure, they can and should make those assessments to make Molly's life difficult (and, indeed, by Changes Molly likely has a few more ranks in Conviction to throw at the Ick). And a player should be able to make those declarations against an NPC in a veil. But the Gruffs? They're not. They're a low-level mob in the beginning of the story, meaning the GM isn't going into kill mode with them.

It is clearly not a number vs. number calculation. You have clearly stated that in order for your method to make a 3 shift veil effective, the enemy has to be a "low-level mob" that the GM chooses not to play optimally. Not only does he have to not play optimally, he has to purposefully disregard sections of rules that say they are entitled to declarations and tags. It is also pretty clear from your statement that you see the GM as playing favorites. "Molly and Harry are the players; the Gruffs are nameless first-level goons," therefore I let Molly win/escape mostly unscathed, even though the Gruffs could easily have inflicted serious damage to Molly. That is textbook playing favorites.

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In this system, anything provides fodder for declarations if you'll allow it. This whole thing is, in short, not the way magic blocks are supposed to work. A block is meant to be the block strength, not about having to make declarations.

That is true, but how willing the GM is to allow something is based on how much sense it makes, and with a veil, these declarations make a lot of sense. Further, the block strength is the block strength, the declarations are gravy. I don't know when you decided that a 3 shift block should defend you from a powerful fae with no extra narrative work work, but I do not think that is the case (the fact that the 3 shift block worked for Molly clearly means she put in that extra narrative work).

The book does not say veils are like grapples. But I like when the rules fit together, and are not disjointed. So I like that under my interpretation the veil is like a defensive version of a grapple.

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No. Not at all, and you're misrepresenting my interpretation so drastically at this point it's frankly insulting.

As I quoted above I feel I am representing your point accurately. You yourself said words to the effect of "The GM should not use all of the options at his disposal, because the Gruffs are low level mobs." If he does use all his options, your system fails to model what you said it does. Therefore your system's success is contingent upon the whims of the GM.

On the other hand, I feel you have been misunderstanding/misrepresenting my points for at least 4 pages now (see the first response in this post for an example).

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