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Messages - Hick Jr

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16
DFRPG Resource Collection / Re: Custom Power List
« on: October 04, 2014, 11:51:01 PM »
Gah. I almost edited your post instead of replying to it. Still not used to being a mod.
Sanctaphrax is now suffering Compels from his new mantle.

Yeah, I know. The numbers I gave took that into account.

If you're looking to test the balance of this power, don't look at someone with 8 Refinements. Look at someone with 2. It's a much more common situation.

Plus, you want to look at the worst-case scenario when assessing balance. This power is strongest at low levels.
Hm. I guess you'd get an extra Refinement, assuming you round up, which I typically don't. Which is a holdover habit from D&D 3.5.

Okay, so Arnie the Teenage Thaumaturge takes two Refinements, and his pyramid looks like this.

+1 Conjuration Complexity, +1 Technomancy Control, +2 Technomancy Complexity

Now we look at Arnie the Teenage Technomancer, who is apparently getting 3 Refinements, and his pyramid looks like this.

+1 ---, +2 Technomancy Control, +3 Technomancy Complexity.


You still average only one extra shift. Which is more powerful at lower Refresh, admittedly, but I'm not seeing how it's devastating to game balance. Could you provide me with an example? I sort of feel like I'm calculating this incorrectly.

17
DFRPG Resource Collection / Re: Custom Power List
« on: October 04, 2014, 11:04:25 PM »
I'm not saying it would do away with the pyramid, I'm just saying you'd get more Refinements to throw around in exchange for loss of versatility.

This mostly came about because being forced to play a "focused practitioner" as only being good at pyromancy when in fact they had like +3 power and control to geomancy was starting to annoy me.


I crunched some numbers on this, and you never really seem to gain more than a shift or two towards your "focus" versus just having a full pyramid. Take a look at the specialization pyramid of Crash Burntown, pyromancer, who's spent 8 Refinements.

+1 Earth Control, +2 Spirit Power, +3 Spirit Control, +4 Fire Control, +5 Fire Power

He's got half a Refinement left, which he presumably puts into a focus item or an enchanted item. Whatever. Now, Mr. Burntown takes the Power, and subsequently gains 10 Refinements for the price of 8 in exchange for being terrible at everything that isn't fire magic. His pyramid looks like this.

+1---, +2---, +3---, +4---, +5 Fire Control, +6 Fire Power

He has two Refinements left over, which he presumably puts into focus or enchanted items. Crash is now a much stronger pyromancer, at the price of only being good at pyromancy.


Also, I just realized there's at least one character in the series who becomes much easier to model if this power exists- Mortimer Lindquist. He has Ritual:Ectomancy in pretty much all his writeups, which is straight up worse than just Thaumaturgy, but he's repeatedly described as stomping all over Harry when it comes to his area of expertise.

18
DFRPG Resource Collection / Re: Custom Power List
« on: October 04, 2014, 04:39:28 PM »
So I realized the other day that I build a ton of characters who have one or both of the full spellcasting powers (Evocation or Thaumaturgy) but tend to only use one element or specialty for thematic purposes. Technically speaking, i'm shooting myself in the foot. The pyramid requires that being really good at Earth magic requires you to also be pretty good at, say, Spirit magic. You can just ignore your non-peak elements/specialties, but then why have them at all?

So, to that end, I'm proposing a custom power along the lines of Limitation, but specifically for Evocation and Thaumaturgy. You pick one Evocation element/Thaumaturgy type, whose power/complexity and control are always at the top of your specializations pyramid. The specialization bonuses below the peak are left blank, and count towards nothing. In exchange for only being good at one type of spellcasting but paying the same amount of Refresh in Refinements as someone who's good at a lot of types, you gain 1/4 of your Refresh spent in Refinements back.

It sounds pretty powerful even to me, so I'd appreciate some second opinions before I actually start hammering it out.

19
DFRPG / Re: Spells and more spells. Chain Challenge
« on: September 30, 2014, 07:05:46 PM »
You create a sphere around the target's head that air is not allowed to enter, suffocating them and bursting blood vessels.
someone is an Avatar fan.

- Earth Scene aspect maneuver: "Darkness"
You use electromagnetomancy to absorb all the visible-light-wavelength radiation in the area.

Nuclear Magic ward.

20
DFRPG / Re: Please stat the Witchblade & Darkness?
« on: September 20, 2014, 05:42:25 PM »
I was never too big on Witchblade, but just from what I'm familiar with, Haru's writeup looks good.

I'm much more familiar with the Darkness, so I'll offer some input there. Firstly, it's an inborn power that you have to inherit, so no IoP. Second, it doesn't work in any light, or at least bright light, which is a pretty significant weakness. It's actual powers are nebulously defined over the course of the entire series. Jackie can use it for nearly anything- shadow tendrils, creating "darklings", making himself faster, tougher, or stronger, shadow magic, etcetera. Your best bet is probably a "skinwalker" type build, with Modular Abilities and some kind of Darkness Sponsored Magic backing it up. It'll be pretty powerful, if only because you'll have a pretty severe Limitation attached to it.

21
DFRPG / Re: Spells and more spells. Chain Challenge
« on: September 18, 2014, 01:26:27 AM »
Hellfire Worldwalking Ritual.
You rip open a Hellmouth underneath your sleepy college town.

Color magic conjuration.

22
DFRPG / Re: Spells and more spells. Chain Challenge
« on: September 17, 2014, 01:41:24 AM »
It's fun. The skill replacements ones especially.

Burn scars on someone's scalp that contain pyromantic energy that "burns up" incoming attacks.


Ferromantic summoning.

23
DFRPG / Re: Spells and more spells. Chain Challenge
« on: September 17, 2014, 01:05:46 AM »
Photomancy skill replacement for Crafting (I can play that game too)
Green Lantern-esque hard light constructs.

are you prepared to go to war bobjob

Hydromantic Burglary replacement.

24
DFRPG / Re: Spells and more spells. Chain Challenge
« on: September 17, 2014, 12:46:04 AM »
Divination based Athletics skill replacement
Contessa-style precognition-based hyperefficient movement.

Are we just trying to make this really hard for the next guy, now? In that case...

Paper magic Might skill replacement.

25
DFRPG / Re: Spells and more spells. Chain Challenge
« on: September 16, 2014, 07:52:07 PM »
Briefly turning yourself into a ghost and "vanishing" a few hundred feet away.


Next up, a Biomantic Ward.

26
DFRPG / Re: New Mod!
« on: September 15, 2014, 04:45:31 AM »
Thanks.

I promise not to ban everyone who likes Orbius.
Congratulations! You were pretty much already a mod anyway, but now you've got fancy green squares!

What about the falling rules?  ;D

27
DFRPG / Re: Handling Uber Ghouls
« on: September 09, 2014, 09:09:39 PM »
Actually, Mythic Recovery is pretty much a perfect model for that. Tessa has it too, and she does the "pulling yourself together" thing as well. Mechanics-wise, the uberghouls were Taken Out, but not by a Catch-satisfying attack, so their recovery was valid. That specific chapter/s and how many times the "scene" changed during it has been the topic of much debate on this board, but it's pretty clear it happens at least once. So the scene ends, Mythic Recovery comes into effect, the uberghouls clear all their consequences and stress tracks, and arise anew.

28
DFRPG / Re: Bardic Sponsored Magic
« on: September 06, 2014, 04:40:00 AM »
*ahem* HEY HICK!!!!!
*emerges from summoning pentagram in cloud of fire and ashes*
WHO DARES

I'm on my phone right now so formatting the actual magic would be a pain, but I'll get right on it. I'll be drawing a lot of inspiration from this little gem.

29
DFRPG / Re: biomancy and shapeshifting
« on: September 06, 2014, 04:34:26 AM »
If you want to use biomancy to shapeshift, it's probably a better idea to just take True Shapeshifting and Modular Abilities and flavor it as biomancy.

30
DFRPG / Re: Killing renfields with magic
« on: September 05, 2014, 12:47:27 AM »
Did Harry burninate any Renfields in Blood Rites? I think Murph and Kincaid handled all of them. If he didn't, it might indicate that it counts as a 1st Law violation. Or it might just be that Harry wasn't really comfortable with killing something that was still physically human, Renfield or not.

I'd have the Wardens freak out about it, but not in a way that involves them trying to kill the PC's. I'd just have it be a huge black mark on their records. I mean, thirty-two Renfields? That's mass murder, no matter how you slice it. The fact that they were even willing to kill that many things that were at least people-shaped should put a big dent in their "I would never violate the First Law" argument.

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