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Messages - Doc Nova

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DFRPG / Re: So... I specced Spider-man today...
« on: September 14, 2010, 04:36:29 PM »
Nice Spidey build, but I thought of two things:  first, I didn't see anyone give him the Intimidation stunt of Infuriate, which he clearly demonstrates against foes all the time; second...why not just count his webbing as a variant of channeling to allow for blasts, grapples, and blocks?

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DFRPG / Re: Ideas for a denarian's name.
« on: September 14, 2010, 04:34:49 PM »
Bah...wrong thread...sorry!

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DFRPG / Re: Can True Fae be player characters?
« on: August 27, 2010, 10:03:13 PM »
I would have no problem with a full fae, if the concept were solid...although I am having trouble wrapping my head around the notion of being cursed with free will.  Tricking it off a human, I can see...but cursed to be able to make choices I am not seeing.

Just my perspective, though.  The most important thing is that it works for you and your group.

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DFRPG Resource Collection / Re: Sample Combat
« on: August 19, 2010, 11:19:06 PM »
Let me just say I am glad the Original Poster Posted the example of combat.

Let me also say that two groups of players can run the same scene, and come up with different actions/outcomes.

Let me also say that two GM's will rule differently on actions, and use the rules in different ways.

Now let me say, if both groups had fun.  The GM's and Players did it right.

I just hope all these discussions about rulings, and meanings, are not happening around the table. 

Afterwords, okay.  During, NOT okay.  Everyone is there to have fun, not rules lawyer.


I couldn't agree more.  If in doubt, I always go back to Rule 0.

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DFRPG / Re: A Shopping List Of Consequences
« on: August 19, 2010, 08:13:24 PM »
How would you use these?

The first one would be a great one for...using a Harry-esque example...a mother trying to get an investigator to help in a situation he's not sure he wants to get involved to get him to rethink his position and help.  Or it could be used if someone were to get "knocked down the social ladder".

The second could be used as the result of an intimidation, or even if someone were to take a social consequence intended for another target.

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DFRPG / Re: A Shopping List Of Consequences
« on: August 19, 2010, 07:27:55 PM »
I'd like to see more Social Consequences, myself, since I intend on using social conflicts a lot.  Stuff like EMBARRASSED, FAUX PAS, ON THE SPOT, TAKEN DOWN A NOTCH, SCANDALOUS SECRET EXPOSED, GOSSIP FODDER, MAKES CHILDREN CRY, NOT FIT FOR COMPANY, BLACKLISTED, WANTED DEAD OR DEAD, LOOKS LIKE A LOSER.

EGG ON MY FACE; YOU SAID WHAT?!; FOOT IN MOUTH; WALK A MILE IN THOSE SHOES; SCARLET LETTER;  BETTER YOU THAN ME; ROLLS DOWNHILL; CAT GOT YOUR TONGUE

Just to name few...

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DFRPG / Re: Tech hexing - required for who?
« on: August 19, 2010, 04:47:37 PM »
For my game, it amounts to how much refresh remains and how much was spent on powers...although a few exceptions exist.  RCI, for example,
(click to show/hide)
don't hex.  Neither would a were.  But a summer knight with any refresh remaining (equating to some of their "human soul" remaining) would.  Anything wholly monstrous would not (trolls, vamps, etc) -- although I do like the idea of a "monster detector" being when all the lights suddenly blow out...  A channeler would hex less than a full wizard, but would still hex.  Also, and most importantly, characters will hex when it is dramatically (or comedically) important, and won't when it's not.

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DFRPG Resource Collection / Re: Sample Combat
« on: August 19, 2010, 04:18:07 PM »
If you word it this way you are clearly right.
I stand corrected.
I think it's a bit confusing that the players couldn't tag Voldys Shattered Rips. I can imagine that my players will complain about that.
They could tag the consequence...but it would be a +2 to a roll or a reroll.  If they wanted to make him collapse, they could still...potentially...do it but it would be treated as a compel and cost the players 1 (or more) fate points, which Voldy would get.  It's a give and take that also protects them from it happening to them, as well.

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DFRPG Resource Collection / Re: Sample Combat
« on: August 19, 2010, 04:15:44 PM »
The example given was a zone wide force field or tazer effect.  If that targeted movement would it prevent a caster from casting?  Being able to neutralize an entire zone without them being able to do anything seems very overpowered, but I guess that could be used on either side in combat. 
Do keep in mind that a wizard (good, bad, or whatever) could "overcome" the effects with a successful roll, or, if the GM was willing, by "buying" their way out of it with 1 (or more) fate points (akin to buying out of a compel).  There are multiple avenues available.  But, more importantly, if the power-level of a zone-wide block bugs you, don't allow them, or be very tight-fisted about those you do allow (maybe it costs a fate point, or has a greater shift cost).

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DFRPG Resource Collection / Re: Sample Combat
« on: August 19, 2010, 01:05:02 PM »
So a block against movement prevents you from doing anything physical even a wizard casting spells?

I think that would depend on the block.  If it were a lasso roped around your legs, then likely no.  If it were a series of mystical bands that have you wrapped up good and tight, then maybe...although I don't think it's absolutely necessary to have gestures with spellcasting...although I am sure it helps with "targeting", focus, and a dozen other things.  I could easily see a GM still allowing it, but upping the difficulty by two points or so (simply inverting the benefit from an invoke is handy, but also more of a houserule...I think).

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DFRPG Resource Collection / Re: Sample Combat
« on: August 19, 2010, 11:48:08 AM »
I can live with that but I wanted to have it clarified.
I think you can see it the other way round, too.

I don't see it the other way around.  To me, what Voldy suffered is a compel.  It's a potent effect that had no roll, denied actions, and occured out of line of sight and immediate action.  But if it works for you and your game, go for it.

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DFRPG Resource Collection / Re: Sample Combat
« on: August 19, 2010, 04:24:08 AM »
+2 to a roll, or a reroll, as an invoke (or a tag, which is a free invoke) is not the same as denying an action (such as falling down, which denied movement, in this case).  That is the realm of compels.  At least as I see them.

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DFRPG / Re: Transformed Character
« on: August 18, 2010, 02:05:20 AM »
Since it sounds like it's a curse the player wants on his character...I'd rule that the curse was put together with the power of plot.  Perhaps other wizards have tried to help him and failed.  Perhaps there's a worry about the curse being potentially contagious, so no other wizard is willing to try and help.  Perhaps the curse was put on by a high-ranking council member himself and it would be politically unsound for another wizard to counter that.  I'm not really sure the means of undoing the curse is even relevant if the player wants it there and the GM agrees.  Heck, maybe it wasn't even a wizard...maybe it was some sidhe lord who was partying with a bunch of mortals and thought "Ho! Ho! What fun! Let's make a parrizard! Whee!"

Personally, I love the idea.  The concept alone is riddled with potential plot hooks.

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DFRPG / Re: Running a game for a large group.
« on: August 17, 2010, 05:04:42 PM »
Having run a game for 9, my first tip would be to keep the power level under control (unless you're wanting a very high-powered game, of course).  It will already be difficult providing steady and exciting challenges to that many players, as is.  Going at fully immersed levels will only add to that challenge.

Second, your biggest obstacle will be in making sure everyone has some means of contributing.  Typical combats will be over very quickly, so I would suggest "thinking outside the box".  Make sure there are social situations and mental challenges to encourage things beyond a group of 10 combat hounds.

FATE works well with large groups due to the simplicity of the base system and the cooperative narrative, though, so I think you'll be pleasantly surprised with how easily things flow. 

I would also encourage the group to really embrace the cooperative narrative; you might find yourself with an evening of game play where you, as the GM, pretty much get to sit back and watch while the players compel and instigate amongst themselves.

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DFRPG Resource Collection / Re: Sample Combat
« on: August 17, 2010, 04:56:07 PM »
I would also rule the effect of Voldy toppling being far more detrimental to him than beneficial to the player, hence it being a compel.  And certainly the GM is within rights to (and rightly should) compel the consequence, that is not what a tag enables, however, which was my only point.  I'd hate for one of my players to read this and suddenly think they would have that ability at the table.  It is neither how the rules are written, nor would they want the GM doing the same to their characters without recourse (in this case, a fate point to the villain).

Otherwise, what was to stop the ghoul's player from compelling the wizard's "Gutted" consequence to eliminate action and without awarding them a fate point?

Conseqeunces are vicious things as written, but they, at least in my opinion, do not need added teeth.

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