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Messages - Tedronai

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46
DFRPG / Re: Blocks versus Shapeshifters
« on: August 05, 2014, 03:47:37 PM »
So, if you want to block shapeshifting (which is an action) how do you set the difficulty against something that doesn't normally require a roll.
My advice is you decide what type of skill is used to shapeshift and that is what you would use to overcome the block.
As you say, the block has to make sense though and not much is going to impede shape-shifting.

If you absolutely must allow a block against an action that has no roll normally attached to it, I highly suggest leaving the 'skill rolled to overcome' left almost entirely up to the player(s) being subjected to the block (subject to the usual 'reasonableness clause').  Do not predetermine the possibilities.  Predetermination is confinement.  If the player can craft a compelling narrative for how a particular skill might be sufficiently involved in their shapeshifting (or whatever other non-roll action is being Blocked), then let them use it.

47
DFRPG / Re: Blocks versus Shapeshifters
« on: August 05, 2014, 03:23:00 PM »
Movement might not be a skill, but it IS a trapping.  Of Athletics.

If you want to overcome a block against movement by making an Intimidate roll, all you have to do is explain how you're using Intimidate to move.


The skills to overcome a block are the skills that effect the actions that block impedes.


@Taran:
I'd suggest they just use a Maneuver & Invoke-for-Effect  (or, as I said with the mist, a Declaration & Invoke-for-Effect)


If you have any source for your conviction to the contrary, please cite it.

48
DFRPG / Re: what can you do with earth magic
« on: August 05, 2014, 03:17:48 PM »
Earth Magic?  Or Earth Evocation?

A lot of the things in the above posts are almost definitely beyond the scope of evocation.

Earth-themed Thaumaturgy (or evo-thaum) gets you some impressive versatility, but then, so do most thematic Thaum specialties.

49
DFRPG / Re: Blocks versus Shapeshifters
« on: August 05, 2014, 03:11:41 PM »
None of the actions you describe to 'overcome' a block against movement actually effect physical movement at all.  And thus are not impeded by the block.  And thus cannot overcome it. (movement in a 'social' or 'mental' conflict is an issue far more abstract)

Barring the involvement of Aspects, any roll that would effect an action impeded by a Block can overcome that block.
A 'rapport block' against (physical) movement can be overcome by an Athletics Sprint action.  And almost nothing else.


I'll say it again:
Barring the involvement of Aspects, any roll that would effect an action impeded by a Block can overcome that block.

(Shapshifting into mist to overcome a block against movement without a roll almost definitely involves an Invocation-for Effect, probably following a Declaration.  Same with 'image-Molly', critters with flight, etc.)

50
DFRPG / Re: Seelie magic questions
« on: August 05, 2014, 11:53:35 AM »
Ooooh, a ward that causes the inevitable colonies of microbes that live in and on any large multicellular organism to experience an implausibly sudden and impressive burst of vitality...and virulence.

51
DFRPG / Re: Blocks versus Shapeshifters
« on: August 05, 2014, 07:23:41 AM »
Mental or social blocks seem like they'd be more likely to work than physical ones.  That helps with the die roll issue...to overcome the block you need to use the right skills.

Blocks do not have a 'physical, mental, social' distinction of their own.
Blocks impede actions (which may or may not have such a distinction).
The only actions which cannot overcome a block are the actions that are not impeded by the block.

This is RAW.  Houserule as you will.

52
DFRPG / Re: Seelie magic questions
« on: August 04, 2014, 11:57:18 AM »
Seelie Magic provides Rituals with the Thematic Specialization of 'Seelie Magic'.

Thematic Specializations provide all Functional Specializations subject to the Theme.

So a qualified 'yes'.


A ward that bars passage with a wall of (ectoplasmic) brambles and stinging insects?  Yes.
A ward that retaliates against invaders with ('landmines' of) Summer Fire?  Absolutely.
A ward that creates a wall of impermeable force like Harry's shield?  No.

53
DFRPG / Re: Blocks versus Shapeshifters
« on: August 04, 2014, 11:51:32 AM »
Given that there is no roll involved, I'm not sure how that would work.

54
DFRPG / Re: Law Talk
« on: August 03, 2014, 09:51:20 AM »
IF there were active entities involved in 'enforcing' the 'cosmic truth' portion of the Laws, it would NOT be the entities that OPPOSE those actions.
Breaking a Law once makes the individual MORE likely to do so again.  The Council wants people to NOT kill, forcibly transform, time-travel, etc.  That's why they decapitate Lawbreakers.  Making people more likely to do those things would be imbecilic.

55
DFRPG / Re: Modular abilities and base form?
« on: July 29, 2014, 09:33:08 AM »
Given that stunts are almost always inferior to competing powers, I see little reason why (some) stunts could not be rolled into Modular Abilities if a convincing thematics argument could be made for why the benefit would be lost (not merely rendered superfluous) in the alternate form.

56
DFRPG / Re: Pickpocketing rote?
« on: July 27, 2014, 12:30:26 PM »
I don't think this conception of Evocation is quite correct.  It certainly sums up Harry's ability with Evocation, but I don't think it applies to evocation in general.  Someone like Molly would be much better at a pickpocketing evocation.

The game rules' limitation of the effects of evocation to the sorts of things Harry was hypothetically capable of or could conceive of others being capable of at the time the game rules were written, where we have later seen others and even Harry himself surpass those limitations is one of the many minor failings of the system.

'Correct', though, is a loaded term.

57
DFRPG / Re: Full Defense + Blocks
« on: July 26, 2014, 03:04:21 PM »
Full defense boosts your passive parry/dodge rolls.  If you are full defense and have a defense block enchanted item, roll your passive dodge +2, then take the better result between your enchanted item or your passive defense roll.
This.

58
DFRPG / Re: Pickpocketing rote?
« on: July 26, 2014, 03:01:48 PM »
An enchanted item would allow you to store thaumaturgy spells and use them instantly. That would allow you to do an evothaum thing, which might make the whole thing easier to justify. If you want to use it more than once, just use the mental stress rule for enchanted items.

If you're conflicted over doing this vs. keeping the narrative of using a spell, you can just fluff the item as a 'focus', possibly even going so far as to trade the 1 free use / session for a boost in the power/complexity of the stored spell.

59
DFRPG / Re: Law Talk
« on: July 11, 2014, 11:13:42 PM »
Knowing that the Seventh Law of Magic forbids seeking knowledge from beyond the Outer Gates is itself knowledge of the Outer Gates and knowledge that something exists beyond them.  That is knowledge 'of beyond the Outer Gates'.

If that's all it took to break the Law, then the entire Council, and every lesser Practitioner they ever cautioned against breaking the Laws, would be Lawbreakers.

Thankfully, that's not knowledge 'sought beyond the Outer Gates', so the Wardens don't have to go around decapitating each other until the last one gets the dubious honour of decapitating themself.

60
DFRPG / Re: What happens when a shapeshifter crosses a threshold?
« on: July 10, 2014, 11:11:40 PM »
Remember also Harry's interactions with Cat Sith.

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