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Messages - crusher_bob

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406
DFRPG / Evocation questions
« on: May 06, 2010, 11:53:51 AM »
Are counterspells associated with any element?  Or are they just a straight Conviction/Discipline roll?  Or are they associated with spirit, since that seems to be the element for 'raw' magic use?  Or can you counter with whatever element you happen to be specialized in?

Next, what can the other elements do that spirit can't?  If you put your evocation specializations in spirit, you get your basic attacks and defense with force effects, you can do various force based maneuvers to do things like knock people down, bind them up in bands of force, blind them with light (or darkness), and so on more of less anything you would seem to want.  In addition though, you get the ability to veil things (and maybe have more powerful counterspells too).

So if I specialize in air instead, a lot of my combat options can look exactly the same, but I can't veil things with air...  So what stuff are the other elements capable of that a spirit specialist isn't?  Since veils are essentially stealth, should the rest of the elements have an associated skill, that they can be used for?
something like
air -> athletics, alertness (or investigation?)
earth -> might, endurance
fire -> empathy, intimidation
water -> craftsmanship, deceit
Spirit -> stealth, performance

So, for example, if I want to disguise something, I need to do it with water magic and if I want to find something I do it with air, and so on.

407
DFRPG / Re: Another sample characters thread (Young Wardens)
« on: May 06, 2010, 04:38:09 AM »
It one of the abilities that one of the Ordo Lebes women, Abby, has in 'Our World'.  It probably is slightly overpowered though.

Though it's 2 stunts not 3.  Skill substitution for defense x2.

408
DFRPG / Re: Sample Thaumaturgy declarations?
« on: May 06, 2010, 04:09:08 AM »
But doesn't lore define your base complexity to begin with?  So aren't you assumed to be doing all the lore related stuff you know how to do already?

409
DFRPG / Re: Total n00b to pen & paper RPG.
« on: May 06, 2010, 04:07:42 AM »
You mean your group is totally new to pen and paper RPGs?

hmm, then the best bit of advice I can give you is to remember that it's a game you are playing with your friends so that everyone will have fun.  So if some part of the game or the rules is impeding the fun, don't be afraid to change them around.  Remember though that the rules are partly there t ensure that everyone has 'equal' amounts of fun during the game.  So, for example, all the characters should have equal refresh since "the adventures of Harry Dresden (a -14+ refresh character) and Waldo Butters (a -4 or so refresh character)" would give most of the screen time to Harry, and probably not be as fun for the guy playing Butters.

As for how PnP RPGs are played, the Penny Arcade DnD podcasts seem to have been well received by people.  Of course, they are playing DnD 4th Edition, rather than a FATE based game, but I don't know of any podcast for them.

410
DFRPG / Sample Thaumaturgy declarations?
« on: May 06, 2010, 02:03:09 AM »
Does anyone have some samples of the kind of stuff you could declare when you require a boost to thaumaturgy?

Here's the ideas I have so far:
Discipline -> Serene and Calm
Workspace -> just the right tools for the job
Resources -> rare materials
Investigation or possibly  Burglary -> a hair from the target's brush

But what other stuff can you do?

411
DFRPG / Re: Powers to get sponsored by
« on: May 06, 2010, 01:35:30 AM »
Remember that if you are playing in a low refresh game, the sponsoring power doesn't need to be a great power itself.  So we could imagine Toot-toot's character sheet with Emissary of Power (Harry Dresden) if we wanted to.

412
DFRPG / Re: Need advice on a fire-based defense
« on: May 06, 2010, 01:31:07 AM »
You could also do things with fire manipulating the other elements. 
You superheat the area around you causing a wind vortex that deflects attacks
 or
the area around your feet is mostly melted, and pseudopods of molten material reach up and deflect attacks aimed at you

413
DFRPG / Re: Workspaces
« on: May 06, 2010, 12:55:31 AM »
Won't a rating 3 workspace give you a 'no time' declaration for Thaumaturgy?  If you are working on something, you can just root around in your workspace for a minute and come up with the right tools for the job, right?

414
DFRPG / Re: Crafting: Guns & Weapons
« on: May 05, 2010, 01:29:35 PM »
This is probably done best as an aspect.  Something like "My guns are the best" (or whatever).  So you can invoke it to get a bonus when shooting someone, and it can be compelled when a gang of thieves come looking for your stuff.

As for making 'mundane' guns with a higher weapon rating, that's probably right out.  Considering that both a .44 magnum pistol and an assault rifle are weapon: 3.

It might be possible to make an item of power gun that give stunts though, something like:

Abe Lincoln's Repeater (Total -1 Refresh)
Able Lincoln's Repeater counts as Weapon 3, both when shooting and when used in close combat.
+2 Item of Power (A Henry repeating rifle)
+0 Four Score and seven years ago...
Abe Lincoln's Repeater satisfies the catch condition for Skavis Court Vampires toughness (both bullets and just hitting them with it)
-1 State of the Union
When defending against social or mental attacks with Discipline, any of your aspects (such as consequences or other temporary  or  permanent  aspects)  that  get  tagged provide only a +1. If the attacker chooses to tag for a reroll, you may “lock down” one of his dice, leaving him only the other three to re-roll.
-1 The ballot is stronger than the bullet.
When  using  Presence  to  command  a  group, gain +1 on the effort. Further, your efforts  to  coordinate  a  group  are  efficient, moving one time increment faster than normal.
-1 You cannot build character and courage by taking away a man's initiative and independence.
Gain +2 to Alertness when it is used to determine initiative.


415
DFRPG / Re: First Session Quandry
« on: May 05, 2010, 09:07:13 AM »
Why does his claim about traitors in the council have anything to do with him killing semi-random people?  His claim would make sense if he was killing other wizards, but why kill those other guys?

So possibility one:
The wizard thinks he has good info about another wizard (we'll call him Bob) betraying the council.  But since he doesn't think the Bob is actually breaking any of the Laws, he can hardly sic the wardens him.  so instead he takes matters into his own hands, and arranges Bob to be killed by mafia hitmen.

Another possibility:
The white council doesn't really concern itself with human laws, so Bob could be a mafia don (or whatever), and as long as he doesn't break the Laws, the wardens won't touch him.  But maybe one of the mafia actions has pissed off our wizard.  But since Bob hasn't broken any Laws, no wardens, again.  So our wizard hooks up with the guys in the mafia who want Don Bob taken out.

Or maybe:
It's Don Bob, having guys whacked for not paying off their debts to the mob (or whatever) and when the PCs investigate, they discover that Don Bob is a wizard.  They load up to fight presumed warlock Don Bob, but discover that he's a member of the council in good standing.  It's not like Don Bob is breaking the Laws, after all.  If you want to be particularly mean, you can have them find this out after they've put a bullet into Don Bob's head...  ;D  So Don Bob, who was heroically holding back the red court with his underworld connections is now dead.  The city just got more dangerous.

416
DFRPG / Re: Knight of the Cross compel
« on: May 05, 2010, 08:44:20 AM »
I think that your aspects should only be compelled when that cause complications for you.

So the knight just happening to walk by the crime scene is the sort of thing that happens to knights all the time.  But you could compel knight of the cross if the knight had something else he needed to be doing at the time. 

Something like:
Traffic is very bad today, you are running late for work/date/important meeting.  When you get to the blockage, you see (the crime scene).

And the knight can take the compel to stop and investigate.

Or something that the knights do all the time causes him problems, something like:

You are attacked by (minor threat) in an alley.  You are chasing it down when you come running up to (crime scene).  The police look from the (chopped up body) to the crazy man with the sword and you can almost hear the gears in their heads turning.

And the knight could refuse the compel by, say, declaring that he had helped one of the cops on the scene in the past, who convinces the other cops there that he is just a harmless eccentric with a sword, and not the mass murderer they are looking for.

417
DFRPG / Re: Is high powered combat rocket tag?
« on: May 05, 2010, 03:58:38 AM »
But it does make marginal success much more important as the combatants become higher powered.  I'll need more system mastery to really see how things fall out. 

I'd be tempted to look at a slightly different rules space where magical power bonuses were harder to come by, though.  For example, if refinement and focus items could only provide control bonuses.  Exactly how magical defenses work would also need to be changed.  But in this rules space, the Merlin would be throwing out something like power 6, control 12 attacks instead.  So even the Merlin would have some trouble beating down something with, say, legendary defenses and mythic toughness.

It would have 3 armor and 10 stress boxes, and the Merlin's normal hits would be doing around 8 stress to it (5 bonus damage from accuracy, -3 for it's armor), so he'd have to hit it several times to get over it to overflow it's stress meter.  Three or four senior council members together could hammer it right into the ground, but one senior council member by himself would really need to apply the things toughness catch to take it out by himself. 

This would also Harry's comments about him being in the top tier of raw magical power would ring more true, since Harry can throw power 5 attacks around.

418
DFRPG / Is high powered combat rocket tag?
« on: May 05, 2010, 03:21:45 AM »
Looking at the write-ups that Deadmanwalking has posted up on the spoiler thread (and that people seem to like), members in the senior council power level tend to produce evocations in the power 12, control 12 range.  But what happens when they fight each other?  If you can hit with a power 10+ evocation, you'll blast someone to bits in the first hit.  So if, say, the Merlin (power 12, control 12) throws a spell at LTW (power 10, control 10), he's likely to beat LTW's defense by two, and deliver 14 stress right?  Even if LTW had an power 10 defensive magic item, to add 5 armor, he'd still be looking at taking a 9 stress hit.  So high level combat would depend on not getting hit at all, since any actual hit at this power level is going to be deadly. 

Am I missing something? 

419
DFRPG / Re: Another sample characters thread (Young Wardens)
« on: May 05, 2010, 03:05:12 AM »
Stunt
Author of FATAL
Against those who are aware of the darkness you have brought forth, your social attacks inflict mental, rather than social stress.

 ;)

But I just picked the names out of the hat, the references I did put in there are all in aspects or book titles.


420
DFRPG / Re: Another sample characters thread (Young Wardens)
« on: May 05, 2010, 12:02:51 AM »
Sure, just remember to mention the skill total you are using.

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