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Messages - Kordeth

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1
DFRPG / Re: Regarding raising difficulties
« on: September 22, 2010, 06:39:30 PM »
Yeah, Earth Magic isn't intrinsically harder than any other type of magic, Harry just hasn't invested a bunch of Refinements and focus item slots into getting his bonus up. It's harder for him because his bonus is lower than it is for fire or spirit magic, and given Harry's general characterization of "throw lots of power at the problem till it works," his "player" chooses to describe that as him trying to brute-force the spell energy.

2
DFRPG / Re: An Actual Fullautomacchius
« on: September 13, 2010, 06:00:31 PM »
On the subject of bullets not being affected, here's an idea. Have the gun be a smoothbore (reducing it's accuracy somewhat, but if it's a pistol or especially a shotgun it's not that big a deal) and have the nail be forged lengthwise into the barrel, with part of it sticking into the actual barrel and touching the bullet as it's fired. Thus, the bullets gain the powers of the nail by coming into contact with it as they leave the barrel. Furthermore, maybe say that you can only clean the gun with holy water or something.

I was going to say work the nail into the firing pin, but this would work too.

3
DFRPG / Re: Taking the same power twice?
« on: July 28, 2010, 12:38:51 AM »
It lets you choose a new element and a specialization in that element, so if your GM is allowing the mix-and-match approach you could take two elements. Though I can't see any reason to take an additional element instead of a specialization.

Try telling a wizard who only knows water evocations that different elements are just flavor when a slavering pack of Red Court vampires is charging him. :)

4
DFRPG / Re: Thaumaturgical Shapeshifting
« on: July 27, 2010, 11:47:51 PM »
I allow them to just use the Stress track, but not usually to swap out powers. This is, BTW, the official ruling.

I wouldn't require them to actually take consequences, but I'd probably require the power of the spell be equal to stress tracks + consequences. Shapeshifting magic is supposed to be hard in the Dresdenverse, and a 3-5 shift thaumaturgical effect (to just overcome a stress track) doesn't really fit the bill IMHO. Even adding a few shifts to bolt on powers puts shapeshifting into the "pretty easy" category.

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DFRPG / Re: Taking the same power twice?
« on: July 27, 2010, 11:27:36 PM »
Gruffs idea is at odds with the rules and balance.  Elements as written are just flavor.  Taking specs instead of second and third elements is obviously the smarter choice (would be).  If it were allowed You could take spec refinements for channelling.

And yet the Refinement power lets you choose between a new element and two specialization bonuses for the exact same cost.

6
DFRPG / Re: Catches for non-Toughness powers
« on: July 27, 2010, 07:18:59 PM »
Toughness powers have a catch because they have a bigger mechanical impact than "use the power or don't." Namely, they influence how much damage the character takes, how many stress boxes they have to absorb it, and how quickly any related consequences go away. What you're describing is just a specific circumstance in which the character can't use his power, which is best handled by a compel on his high concept aspect.

Dagnabbit, how did I miss that luminos posted this exact same thing just a little ways upthread?

7
DFRPG / Re: Catches for non-Toughness powers
« on: July 27, 2010, 07:18:04 PM »
Toughness powers have a catch because they have a bigger mechanical impact than "use the power or don't." Namely, they influence how much damage the character takes, how many stress boxes they have to absorb it, and how quickly any related consequences go away. What you're describing is just a specific circumstance in which the character can't use his power, which is best handled by a compel on his high concept aspect.

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DFRPG / Re: Taking the same power twice?
« on: July 27, 2010, 06:55:02 PM »
The margin note on p. 162 specifically says that unless a power explicitly says differently, you can't take it more than once. So no, no "multiple channeling." I'd use GruffandTumble's rule, myself.

9
DFRPG / Re: were-form character build
« on: July 23, 2010, 07:10:36 PM »
So a friend and i were debating about the build for a were-form:

"In addition, the following supernatural powers must be taken:
      Beast Change [–1] (page 174) Echoes of the Beast [–1] (page 163) Human Form [+1] (page 176) At least two refresh points’ worth of abilities from the options list below. The Beast Change ability allows the player to restructure his skills when in animal form. This second skill configuration should be worked out before play begins. See page 174 for details. Options: The character may take up to two of these abilities—Inhuman Recovery [–2] (page 185), Inhuman Speed [–2] (page 178), Inhuman Strength [–2] (page 183), or Inhuman Toughness [–2] (page 185)—so long as those abilities are in sync with the animal form he assumes. Similarly, abilities may be taken from the Creature Feature category (page 162) or the Minor Ability category (page 169) if they can be shown to be a part of the creature’s natural advantages."

So to me, i see that as you NEED to take: beast change, echoes of the beast, human form, and one of (Inhuman Recovery, Inhuman Speed, Inhuman Strength, or Inhuman Toughness). beyond that you may take more based on the refresh you have left.

He says you can use the minor talents or creature feature category to fullfill the "At least two refresh points’ worth of abilities from the options list below" requirement.

How have you all been doing it? or how would you do it?

Your friend is right. The text of the "Musts" section says you must take 2 points worth of powers from the options list. The text of the "Options" section says you can take any two of the Inhuman physical powers and any minor abilities or creature features that make sense. The two sentences are all part of the same Options section. Consider for example the wererat--none of the Inhuman powers make a lot of sense for a rat, so why would you be forced to take one?

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DFRPG / Re: [Aspects] Compels for "... Just In A Nick Of Time!"
« on: July 21, 2010, 09:07:58 PM »
compel him to not reach the bad guy and his "in trouble" team mates till the last possible minute. lol

This. Anything he tries to get done early with plenty of spare time to double check the work or avoid things like "oh God they're shooting at me" penalties is doomed to failure.

11
DFRPG / Re: Thaumaturgy at the speed of evocation question
« on: July 16, 2010, 08:56:10 PM »
I'm going to take the opposite tack--it's thaumaturgy at the speed of evocation, not thaumaturgy as evocation. I'd treat your complexity focus item as a power focus item in this case, since the complexity of the ritual is the baseline for the power of the evocation style spell.

12
Situation 1 can make an empty clip meaningful. An empty clip could be used for narrative color in Situation 2, but will have no mechanical effect of any sort (Hendricks is assumed to reload, and may attack the next turn as normal).

My issue with situation 2 is he's using Guns for defense, which generally falls under the purview of a stunt.

13
Situation 1 seems valid, but I wouldn't allow situation 2. Declaring your opponent to be out of ammo is a maneuver or a declaration, not a defense. You could maybe buy "bullet counter" as a stunt, though.

14
DFRPG / Re: -Refresh for skills?
« on: July 15, 2010, 10:25:00 PM »
Well...there's already True Shapeshifting, which basically does that for Physical Skills. I'd say it'd be -3 sans the physical Shapeshifting (and thus the +4 on disguise)...so something like that might be valid for mental or Social skills, too. Maybe even for a slight discount...

If I as going to do truly Modular Skills ala True Shapeshifting for all skils, I'd probably call it a -7 Refresh Ability, and still not let it raise Contacts or Resources above the basic pyramid's ratings. But I don't think that would accurately reflect what you're looking for, I mean, why would your character suddenly have, say, lower Discipline just because he's using Deceit? It doesn't make sense in the context you're using.

I'd just describe it as a dramatic shift in focus/only so much knowledge being able to "fit" in your active awareness at once. I'd probably also expand the list of skills you can't alter to include the stress track skills, just to reduce the headaches.

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DFRPG / Re: Zone Wide Aspects and Tagging
« on: July 15, 2010, 12:59:36 AM »
You only get one free tag of the aspect, the rest you have to pay for.

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