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DFRPG / Re: Using Aspects Against Players
« on: July 02, 2011, 01:44:58 PM »
Ah, I was proposing the "turn an aspect into a character". Their example also indicates you should give it unique stunts (that don't have to be balanced with book stunts) to represent what it does. Of course, the vast majority of the time the players should know how it works mechanically -- this is especially true with something like a bright light.
So, to specify further, with regards to the light, it would look something like this:
Bright Light (An aspect)
Skill 2 (This is used for defense, offense, and whatever else it actively does)
Stunts
That would be the general idea, though perhaps you'd lower the skill level to 1 or modify the "No Shadows" stunt. Destroying the Aspect would represent breaking the light (hence the "device" stunt).
Again, I'm not saying this is for everyone. But for some people/groups the normal aspect approach here could break their willing suspension of disbelief and/or they could find a compel an annoying way to handle the situation (the above fractal provides options a compel wouldn't, imho).
So, to specify further, with regards to the light, it would look something like this:
Bright Light (An aspect)
Skill 2 (This is used for defense, offense, and whatever else it actively does)
Stunts
- No Shadows: Anyone making a check to see an something the light illuminates, gains a +2 bonus on the roll.
- Tiny: +1 Defense again non-area attacks
- Device: Hexing can be used to make attacks on this aspect.
That would be the general idea, though perhaps you'd lower the skill level to 1 or modify the "No Shadows" stunt. Destroying the Aspect would represent breaking the light (hence the "device" stunt).
Again, I'm not saying this is for everyone. But for some people/groups the normal aspect approach here could break their willing suspension of disbelief and/or they could find a compel an annoying way to handle the situation (the above fractal provides options a compel wouldn't, imho).