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Messages - Papa Gruff

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16
DFRPG / Re: Some combat and magic related questions
« on: May 12, 2011, 01:57:18 PM »
1) Without any stunts you have only one consequence each which together cover every stress track. Your example is correct. In case you have taken a moderate mental you can't take a moderate physical anymore.

2) Consequences only eat up incoming stress. They don't clear existing stress from the track. That said the answer is no.

3) Yes. You can take up Evocation or Thaumaturgie by themselfs in a custom character template.

4) Breaking armor is a tricky thing in this system. There is a breaking table in the book but generally speaking there is little use to breaking armor because it would require a higher effort then just maneuvering for a bonus. I'd just go with maneuvering and letting narration cover it if necessary.

5) Yes. That is reasonable.

6) We don't know. But Binder probably draws a circle and starts summoning, probably using true names or other aids to make it easier.

7) This is a little bit tricky because it isn't easy to answer. I'd say the threshold counts as there is no inviting involved. I like to think that is why nobody in the novels tries to do this stuff to Harry. That solves the last part of the question too...

17
DFRPG / Re: Crafting Poison
« on: May 08, 2011, 07:22:40 PM »
ok ... you are right ... you totally can make a poison potion. that should be easy more or less.

How do you suppose it would be applied? would it be ingested? would it be applied to a weapon as a contact or wound poison?

Have I understood correctly? Would it be a sedative and not a deadly venom?

18
DFRPG / Re: Crafting Poison
« on: May 08, 2011, 05:24:42 PM »
Ups ... I think I have misread the OP.

Sorry for that. The rules of venomous claws require a maneuver to set the "POISONED" aspect on the target. Each turn the Fists Skill of the Attacker is run against the endurance of the target. Stress from this gets applied as usual.

A potion like you described (12 to 14 power) is definitely broken if the venomous claws rules are used and the endurance roll has to go against the 12 to 14.

19
DFRPG / Re: Crafting Poison
« on: May 08, 2011, 05:18:18 PM »
I'd probably not use the poisoned rules form the claws power for poisoned weapons.

First of all I'd make it a craftsmanship, recourses or weapons declare if someone would like to use poisoned weaponry. If the declare goes through the weapon is poisoned. That'd allow for consequence aspects that wouldn't be possible otherwise.

An attack with a poisoned knife that dealt a minor consequence could place a "Poisoned" Aspect on the Target that could be tagged or compelled by the player or that I'd compel myself as a GM. That way it wouldn't be OP and it's simpler then coming up with potions rules that are adapted to poison making. I find this elegant.

A poison effect that deals stress bot doesn't cost refresh is a bit much in my opinion. An other way to go is to design a Stunt that leads to the venomous claws rules. I don't know. This seems to be an other gray area in the books.

20
DFRPG / Re: How do you run glamours?
« on: May 08, 2011, 05:01:17 PM »
Veils are part of the "Glamours" power, hence veils are glamours, of sorts.

Your recognize the "of sorts" part of your comment and the "technically" in mine buddy? That means my statement is true while yours is too.

21
DFRPG / Re: How do you run glamours?
« on: May 08, 2011, 10:37:49 AM »
Guys, you are going at it the wrong way. The "not being pierced" thing means that if someone sees through the veil, he sees through the veil - unlike other blocks, the veil doesn't go away suddenly. Which means that if you see through a veil, your allies don't automatically get to see through one as well.


As for the werewolves finding Moly in under a minute, they got echoes of the Beast for +1 to their rolls in this case. Also, Moly is not some master wizard yet; her quick veils are about power 5 or so. A half-dozen people all with effective alertness 4 searching for her means they will roll above her veil soon enough.

Also a veil is technically not a glamour...

22
DFRPG / Re: Casefile: Night Fears
« on: May 07, 2011, 05:44:54 PM »
Ok. So I ran this today as a convention game and I think everybody head a blast.

I especially liked the questions that make the players acquainted with the characters and with each other. An other great thing was that you can start pretty much right after you have explained skills, went through the questions and set some aspects. Half an hour prep time with four of the players being complete strangers to DFRPG and two being complete strangers even to the novels ... very very enjoyable this.

Spoiler alert:
(click to show/hide)

Unfortunately one of the players head her backpack stolen right from under our noses and we had to abort the game before we could enter the third act. I feel like it would have even gotten better and scarier at the end. I strongly recommend you trie this out sometime. Perhaps even with some people who usually don't roleplay or haven't any understanding of DF or the RPG.  


23
DFRPG / Re: The concept of conceding
« on: May 06, 2011, 03:29:41 PM »
That's definitely not a good situation to have. The GM can't try to concede or ask that the players spare their enemies, and then turn around and make things worse for the players as a result.

As a matter of fact I usually try to make it a very decisive win for the players if I let the villain escape through concession. At least I think I do. It's even in the rules. The concession needs to have a harsh or at least sufficiently painful edge for the looser. Problem is that I sometimes feel my players see it otherwise ...

... thanks for the so far amazing input on this matter by the way. This thread has tremendously helped me rethink the concession mechanic.

24
DFRPG / Re: The concept of conceding
« on: May 05, 2011, 03:05:41 PM »
You offer a concession. There is no requirement to accept that offer.

Yes. The book speaks about offering the concession but doesn't about the possibility of a declining it. Thus it is implied (at least to me), that if a concession is offered and the given guidelines (discussion, circumstances, etc.) are satisfied it should carry through in some way.

That said: if the conceding part is reasonably defeated and has a good flight plan prepared it is unreasonable to say: 'no, he's not getting away, I gonna run him down and pop a few shotgun slugs in his head' ... to me that just seems not to be the idea of concessions.

25
DFRPG / Re: The concept of conceding
« on: May 05, 2011, 01:28:09 PM »
Of course, that 'haggling about conditions' might include, 'no, he's not getting away, I gonna run him down and pop a few shotgun slugs in his head'.

In which case the conceding party might just say: 'Hell no, I have just conceded to prevent this from happening. I prefer running away while screaming ridiculously and wildly flailing with my arms'. What you are proposing isn't reasonable debating over the terms of the concession. It is clearly a taken out result that may be chosen in said situation.

Not sure if you were serious though. :)


26
DFRPG / Re: The concept of conceding
« on: May 05, 2011, 12:49:51 PM »
The way I've always seen concessions run the concession has to be agreed upon unanimusly. If even one character wants to keep going round by round then you keep going round by round or figure out a concession that fits everyone.

That's not how I see it. If someone concedes he concedes. There isn't anything someone can do against it. The only thing that can be done at this point is to haggle about the conditions of the concede. If someone could just veto the concession, then the hole concept would be meaningless.

27
DFRPG / Re: The concept of conceding
« on: May 04, 2011, 02:31:56 PM »
Ok. I get what luminos said but the rules are pretty strait forward about under what circumstances concessions are allowed. Technically they have nothing to do with the goals of the PC that manage to force the concession. They are all about the character that concedes. To me that is the fundamental difference between the simple takeout and the concession. The conceding character looses but gets to have a strong word to say how this loss takes shape.

Example: During our last game session I let a red court nobel (a face of the campaign) concede and take flight into the deeps of the mine that she and her minions had taken shelter in. The party had set out to free a distressed damsel out of her claws and therefor succeeded. The vamp had taken some consequences, pretty much lost the fight and her prise already, so the concession was solidly grounded in the rules. I saved a face and the opportunity to bring her up in future scenarios. We debated the concession and I made amendments yet I didn't get the feeling that everybody was satisfied...

... an other thing to consider is, that concessions aren't NPC only. A beaten PC may also concede to save his hide and proceed on an alternative path. Usually I don't like to draw on the novels too much during rule discussions, but Harry does this all the time! If the game table doesn't allow the reasonable concession of a NPC then - in my opinion - the hole concept has to be taken into question and a cornered PC shouldn't get to concede either...

28
DFRPG / The concept of conceding
« on: May 04, 2011, 01:26:04 PM »
Hello everybody...

... today I'd like to ask you about your experiences with concedes. During the year (almost) of playing FATE and DFRPG there have been multiple occasions where concedes led to somewhat awkward situations. The problem is, that players usually tend to feel cheated if you let a NPC concede at the end of a lengthy conflict, to life and fight an other day. Most of the time they don't see the benefits of just winning the conflict and reaching their goal. Usually they seem to feel the need to kill or at least capture the bad guy or the monster to gain accomplishment.

This especially seems to hold true with seasoned RPG veterans that have played other systems before, where there aren't similar concepts... While me and my usual group have reached some kind of understanding on the matter, it becomes difficult when you play with people unfamiliar to FATE. I have run a convention game where the notion of conceding led to raised eyebrows and I faltered for the sake of everbody having fun (which was a good choice after all)... But sometimes you just don't want your high roller bad guy to get killed on the outskirts of a campaign but the PC manage to corner them badly.

So? How to avoid player frustration when declaring that the bad guy concedes / runs away? ... By the way: I know that it all comes down to the narration of the concede. Yet sometimes that seems not to be enough.

I'm interested in how my fellow GM handle this.

29
DFRPG / Re: Casefile: Night Fears
« on: May 02, 2011, 04:15:00 PM »
He even wears glasses on the drawing in OW118 and the glasses are mentioned in the writeup on him.

30
DFRPG / Re: Casefile: Night Fears
« on: April 30, 2011, 10:42:26 PM »
I am going to run this one at the Role Play Convention in Cologne Germany next weekend... Just in case some German members are attending...

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