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Messages - John Galt

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16
DFRPG / Re: Empathy versus Rapport
« on: July 29, 2010, 08:51:51 PM »
Its hard to empathize with someone you just met.  Empathy should take time as a social skill, Rapport is for any length of conversation.  Declarations will also make a huge difference.   If I'm talking to Marcone and try to empathize with him, my GM could tag his high concept of generally being a hard guy to make it more difficult.  However if I'm talking to Molly as an apprentice, I could tag her high concept to give me an edge with my empathy skill.  And as a smart rebellious teenager, rapport would probably be less effective,  again through aspect tags.

17
DFRPG / Re: Taking the same power twice?
« on: July 29, 2010, 05:44:50 PM »
Doc, you've still missed my point completely.

CMEast- I like your approach as a House Rule.   How about dividing each element into "applications " and letting the player have applications equal to his scholarship?   

18
DFRPG / Re: Taking the same power twice?
« on: July 29, 2010, 01:20:11 PM »
Doc- you're not really getting it.  I'm not talking about narrative effects, but MECHANICAL.  Your hydromancer could use water to apply a "soaked" aspect that you tag for a penalty to movement speed, while my biomancer does the same thing with "tremors" or "grasping plants". 

Gruff- please continue to argue with ad hominems and personally insult me.  When you get banned, maybe the rest of us can have a rational discussion.

Korwin - Earth is at least as versatile as spirit.   Electromagnetic waves, gravity and the earth...

19
DFRPG / Re: Taking the same power twice?
« on: July 29, 2010, 03:05:33 AM »
Heat stealing is Canon and an example in YS. 

You can't compel my death.  When I Dodge with athletics I'll make a declaration for the new temporary aspect smoke cover and make a more powerful block.

If you want to bend the rules to make diversity relevant, that's nice.  But you're not playing the game as written.

Personally I'd love to house rule elemental differences, but at least I know it's a house rule.

20
DFRPG / Re: theoretical powergaming: maxing out an evocator
« on: July 28, 2010, 10:50:03 PM »
Plus its against implied rules.  Only wizards can spend more than two refresh on specializations.  See the sorcerer template.

21
DFRPG / Re: Taking the same power twice?
« on: July 28, 2010, 10:22:37 PM »
No.  I mean they might as well not satisfy catches.  If I'm a pyromancer fighting a fire demon, I'll steal heat from him.   If I'm a biomancer fighting an ent,  I'll hit him with a laser.  Everything is Just shifts of power.  I decide the effect.

If you tag highly flammable I'll tag smoke cover.  You have to be twice as creative as your players or a bad GM to make diversifying worth his time.  As written.

22
DFRPG / Re: Fire Laser
« on: July 28, 2010, 12:51:10 PM »
True.   But then its more the wizards will imitating a laser.  A wizard would have to have control of em fields to produce a real laser.

23
DFRPG / Re: Taking the same power twice?
« on: July 28, 2010, 12:42:29 PM »
Elements are flavor.  All they do are satisfy catches.  As written.  It would take me 10 sec to think of any effect you could want with earth or spirit, 15 sec for water or air, 20 for fire.  That's hardly bogging down a session.

24
DFRPG / Re: Fire Laser
« on: July 28, 2010, 12:29:56 PM »
A laser would be earth evocation.  Lucio just casts a concentrated fuerzar

25
DFRPG / Re: Taking the same power twice?
« on: July 27, 2010, 10:30:18 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.

26
DFRPG / Re: Catches for non-Toughness powers
« on: July 27, 2010, 07:32:17 PM »
I don't see a problem as such with power limitations (or catches) as long as they are limitations. It is a fairly common approach to most points based RPGs.

For example the full shapechange ability cost -4 and the single change form costs -1. Someone wants any natural non-extinct animal and disguise (human form) that is probably worth -3 or -4 with a +1 limitation.

Human form is +1 and affects all supernatural powers.  It kind of refutes your whole argument. 

27
DFRPG / Re: Anyone in the Springfield, MA area
« on: July 27, 2010, 07:08:51 PM »
Boston here.    Springfield and Amherst are way too far though.  Worcester, maybe.

28
DFRPG / Re: Catches for non-Toughness powers
« on: July 27, 2010, 01:13:56 PM »
I really disagree.  Under that vein all wizards should get +2 towards evocation.  Those antimagic chains are hard to come by but everyone knows they cancel wizard powers.

29
DFRPG / Re: Catches for non-Toughness powers
« on: July 27, 2010, 01:01:32 PM »
Sounds like a good trouble aspect not a catch.  People are always attacking you.  People aren't always tying your hands.  A catch would have to be something like kryptonite or Faerie magic (in proximity of <catch>)

30
DFRPG / Re: How would you handle differences between elements?
« on: July 26, 2010, 08:24:56 PM »
Being elementally diverse doesn't do much within dfrpg as written.   If you want it to you'll have to house rule it.  Simple as that.  Were I to try, I'd start WoT style: fire and earth easier to generate power, water and air easier to control.  Spirit wouldn't get a bonus, being the most versatile.  Then I'd add effect shifts when elements are used outside their norm.   So Harry 's lake trick might cost him 8 shifts of power or control and Carlos, who'd use water, 5 or 6

I should add.  The latter can be done by a clever GM or PC and scene aspects

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