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Messages - polkaneverdies

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31
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 21, 2013, 06:52:41 PM »
Alright, then change my comment from " fighting a whamp" to beating on a whamp.
Admittedly with threshold dampened powers.
Can anyone refresh my memory on the strength of the threshold? I haven't read GS in a while.

32
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 21, 2013, 06:05:36 PM »
Excellent point about the threshold, that I had forgotten.

What Murphy did was enough to be guilty of "aggravated battery with a deadly weapon".
The fact that she won quickly doesn't make it not a fight.

33
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 21, 2013, 05:22:38 PM »
The ow creatures are quite weak so using them as a comparison doesn't accomplish much.
Many types of characters with at least half assed combat abilities can roll the majority of the randoms in ow.

In GS Murphy manhandled a  whamp quite effectively without any apparent help from Bob or God.

34
DFRPG / Re: Help with regaining reputation
« on: March 20, 2013, 12:48:38 PM »
It seems to me that you want a lot more mileage out of your npc's actions than a simple aspect is going to grant you. There is some leeway in the invoke for effect area of aspects, but regardless of its name, an aspect  is somewhat limited. (mechanically it is a +2, or some reasonable equivalent as an invoke).  This is the idea your pc is responding to. You framed the situation as an npc rolled an 8, so it seems reasonable to him that if he slaps down some fp and gets a 9 he wins.
 If the situation were reversed and one of your pc's made a great maneuver roll would you allow him to tie up months of an npc's time and effort? I probably wouldn't.

It seems more like you want him to handle it like a consequence. That is entirely possible, but you would need to stat the business up as a character like someone already suggested. Given the npc's skills and stunt's he probably could have arranged an "ambush" that blindsided your pc's company and delivered a consequence the first blow. Then the little miniquests could be undertaken as "justification" to heal the damage or maneuvers to place aspects. Most of these would be on a larger timescale than your standard social rolls. Your npc could continue his attacks or maneuvers. This is the approach I would take if I wanted a real number crunchy way to handle it. (Beware the real possibility of actually crushing his business this way though)

If you simply want something with a persistent influence that helps to move the plot in new directions, I would consider introducing it as a new threat. This way your players know it will take considerable effort to address the rising issues.

 

35
DFRPG / Re: Help with regaining reputation
« on: March 20, 2013, 12:31:25 AM »
I would make sure to emphasize the difference between the reputation of a person and an empire spanning trading company.

I would go with the suggestion of every roll being a mini quest and taking a certain amount of time.

If he is still insistent on making one gigantic roll I would make him explain exactly what he was trying to do. The reasonableness of his idea would change the base difficulty (similar to a declaration). It should be fairly hard, especially considering that some if his problems are stuff like "London warehouse fires".

Frankly though I think you probably should not  have handled this as a simple aspect placement. Doing that puts the pc  in the mode of removing like any other aspect

36
DFRPG / Re: Cloak of Shadows
« on: March 18, 2013, 07:30:55 PM »
In this case i would just consider Harry's description in the books of how distracting it is to simply turn it on and look at the city streets. It seems to be a dubious proposition to me that you are going to have the concentration to wield the energies of creation while doing it.

37
It doesn't limit pc's as much as you think it would. Virtually Everyone would be a little less well rounded, but still max their apex skills.
  So They would suck a little more when they are out of their wheelhouse, but they would be just as bad inside of it.

38
DFRPG / Re: Blood drinker interpretation
« on: March 15, 2013, 01:45:01 PM »
I agree with Tedronai about the core rule being preeminent, but for me the level of skepticism certainly raises as to what I would find "justifiable".

39
DFRPG / Re: Magic Motorcycle
« on: March 15, 2013, 01:35:49 PM »
Tedronai please reread the post that first drew a response from you.
I didn't say screw him over without compensation.
I said compel him to have his magic hex his motorcycle.
At that point it either pulls a blue beetle and he gets a fp or he pays a fp and gets to save the day.

Either way humannoyed can't railroad the player with the motorcycle because he isn't the gm. All he can do is raise the issue with his group.

40
DFRPG / Re: Magic Motorcycle
« on: March 15, 2013, 02:36:42 AM »
I agree Tedronai.
HumAnnoyd's problem with his fellow player's bike is narrative rather than system though. The system in place is no that impressive. His group is just ignoring it when it would "make a cool scene" and it seems to be rubbing him the wrong way. Having it occasionally crash and burn would address the issue.

41
DFRPG / Re: Newbie GM looking for PC-related advice
« on: March 15, 2013, 12:28:47 AM »
Mortals with stunts can end up being strong in a much wider range of things in a high refresh game. They can dump points into a lot of social and knowledge stunts and be hardcore there.
The problem is that they will never be as strong as a supe focused in a similar area at least far as combat goes.
After a mortal gets an apex skill, a +1 to hit, and a +2 to damage they are pretty much done.
Mortal sword guy (+7, weapon 4) fantastic weapons, sword 2, two stunts.

Compare that to a supe doing the same thing ( this is without even maxing it out)
   Apex skill +6 , iop sword lvl 5, sup str. 4 dam
      (+6, weapon 9)  normally this guy also takes the +1 to attack but we will pretend he didn't

You can of course make the argument that mortals will get more fp and that will balance it out. That doesn't have much merit in my opinion. They can't afford to drop 2 fp every attack just to keep up with a supe. Especially when they can't afford to be hit if they want to keep breathing.
 
The mooks in our 18 lvl refresh game our blampires.

This doesn't even touch on wizards who can easily toss around +12weapon 12 at this level.

The mortal can be a hell of a lot more versatile, but he isn't the best at anything.

42
DFRPG / Re: Magic Motorcycle
« on: March 14, 2013, 10:27:34 PM »
Occasional compel for the magic to hex it at a crucial moment.
Assuming that your game happens between ww2 and present day, mortal magic wreaks havoc on technology. Everyone once in a while that needs to blow up in his face.

43
DFRPG / Re: Newbie GM looking for PC-related advice
« on: March 14, 2013, 04:07:22 PM »
Street urchin/ crow

Clearly secretly scheming to be the next god king of the Dresden world. ;)

44
DFRPG / Re: Newbie GM looking for PC-related advice
« on: March 14, 2013, 03:47:40 PM »
Glad to hear it.
I think We forumites reacted zealously to the initial post, before taking a breath to try a more helpful explanation.
The reason is quite simple. It is very easy to overlook how powerful Beast change is.
All of the numbers in this game are very small. The impact difference between skill level 1 and skill level 4 is huge. For 1?(blanking on actual price)refresh you can have a character who happens to be the most knowledgeable, most connected, or richest flip a switch and be a complete monster slayer. That is a massive advantage.
Virtually every other character type has to make hard decisions between combat vs out of combat skills. Shifters don't.

If you want some examples just check out the play by post ooc threads. Many games have a shifter and most  of those shifters human forms have maxed non combat skills.

45
DFRPG / Re: Newbie GM looking for PC-related advice
« on: March 14, 2013, 03:17:38 PM »
You would have wings, but you might not have the hollow bones or the instincts neccessary to fly correctly.
You would have claws, but they wouldn't do as much damage as a sword.

Fool moon addresses this issue when it talks about people being able to shift and look like a creature but having no idea how to work as one.

It is your game so obviously it is your call.
Frankly I would like to play in your game.
My character idea is timetraveling sue come to find out who messed with her bones.
I will use all the refresh I didn't spend have to spend buying the physical powers to myself a  spell slinger. (This hyperbole,  I know this wouldn't pass gm scrutiny) ;)

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