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Messages - Gatts

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16
DFRPG / Re: Item of Power: Utility Belt
« on: September 29, 2012, 10:51:04 PM »
I see what you mean. What are the problems with your rewrite? I'm looking at it now and while it seems complex it doesn't seem to have any of the issues of the RAW power. Do you think compels on the related aspect would be a simpler solution for 'running out'?

17
DFRPG / Re: Item of Power: Utility Belt
« on: September 29, 2012, 07:41:48 PM »
Thank you very much for the helpful reply, I think you've got a point about incite effect. However part of the reason I want to avoid enchanted items is the same problem you have with Incite Effect: One skill just doing everything. My character has an effective Athletics of 6, so the enchanted item grappling gun would be entirely useless, as just one example.

I was comparing Feeding Dependency: Refills to Ghouls having to eat large quantities of raw meat. A character like mine with Resources 6 would if anything find massive quantities of raw meat easier to get hold of than the specific components for his utility belt.

I am considering Enchanted Items now though, though I think there's a little more book-keeping involved than a hunger stress track. My other option is to work out exactly what I want from the belt and make a couple of much narrower Incite Effects to cover what I need.

Edit: Yeah, in hindsight the grapnel, gas mask and probably cutting torch aren't really Incite Effect range. Is Incite Effect: Special Grenades too broad? I was thinking of narrowing it down to Grenades and something else, and the other bits in the belt would be from my Gadget aspect or declarations.

18
DFRPG / Re: Item of Power: Utility Belt
« on: September 29, 2012, 06:41:11 PM »
I'm sorry guys, I know you're trying to be helpful but could I have fewer replies suggesting magic? If people don't think Incite Effect would work, could they explain why?

Thanks.

19
DFRPG / Re: Item of Power: Utility Belt
« on: September 29, 2012, 05:25:25 PM »
'Magic' is not the only reason I don't want Thaumaturgy, I found it boring and questionably balanced. As for the fate points thing, I don't know I'd rather have something with more reliable effects.

20
DFRPG / Re: Item of Power: Utility Belt
« on: September 29, 2012, 03:36:25 PM »
I'm actually giving him a gadget based aspect to supplement those gadgets that aren't manoeuvres or attacks, but as I said I'd rather avoid magic.

21
DFRPG / Re: Item of Power: Utility Belt
« on: September 29, 2012, 03:33:05 PM »
Well, considering it's a superhero game we get to avoid the various trappings of wizardry which are often more work than fun. As for modular powers, I'm not sure how I'd justify taking a turn to switch to smoke bombs. Besides, I'm not sure it's necessary. I'm fairly sure Incite Effect can handle it, I'm just not sure how broad it can be.

22
DFRPG / Item of Power: Utility Belt
« on: September 29, 2012, 02:11:34 PM »
I was looking at the highly versatile custom power Incite Effect for a mildly superhuman character in a Superheroes game I'm in and he's been using his nano-technological skills to fill a batman style utility belt with various grenades and gizmos. After a couple of sessions though, I came up with the idea of using Incite Effect rather than dozens of craftsmanship and resources declarations.

Basically it would be
Item of Power: Utility Belt [+2]
-Feeding Dependency: Refills [+1]
--Incite Effect [-?]

The feeding dependency seems like a surprisingly elegant way to run out of grenades and such, or have devices run out of juice - though a stunt to move the hunger track to Resources might be in order. I'd use the optional rule to scale down powers with stress, so I could lose 'Incite Mass Effect' when I gain hunger stress from using area attacks.  The main worry I have is the last optional power: Incite Additional Effect. What exactly counts as an additional effect and is 'gadgets' much too broad?

Effects I had in mind: Flash-bang style zone manoeuvres, smoke bombs, electrical stun darts, mini high-explosive grenades. Other possibilities are things like miniature: cutting torches, grapnel hooks or gas masks.

Thanks in advance.

23
DFRPG / Re: The Glass Jawed Wizard
« on: August 03, 2012, 08:48:17 PM »
And the Wizard in the party proceeded to use earth magic, ripe open a giant hole in a Philadelphia neighborhood so that the Titan would fall in and then closed the hole up behind them. What was probably supposed to be an epic level ass kickery scene was resolved in two minutes with the Wizard being the only person to do anything.

I'm sorry, could you clarify exactly what happened here? The wizard had enough time to cast incredible thaumaturgy, and the Titan could do nothing about it?

24
DFRPG / Re: Ask a simple question...
« on: July 31, 2012, 12:30:47 PM »
Would a stunt that used Craftsmanship rather than Scholarship for science be too powerful? I'm not sure how narrow it is. It leaves out languages, medicine and computers which are all useful, but I wanted to run it by you guys. (Would call it 'Practical Science'.)

25
Have you considered a potential upgrade for the Mental Communication trapping that increases the range? It would make the power much more appealing, though it's fairly cool as is.

26
DFRPG / Re: Favorate Home Rules
« on: April 23, 2012, 12:20:56 PM »
So far, the only house-rule our group has made is the 'templates are guidelines' thing that everyone takes, apparently.

27
If you get rid of natural weaponry, I'd consider adding its armour option to natural weaponry. And yeah, I like the massive lists of upgrades, they feel very customisable.

28
DFRPG / Re: Cleaning Up The Stunt List
« on: March 08, 2012, 09:32:50 PM »
I see both sides of the disagreement about Sponsored Resources.

I propose a compromise solution: mention that, per YS 179, people attached to a Sponsor can already get this benefit, but that using the Stunt makes it a reliable proposition. Maybe recast it as something like "as an employee of an organization, you already have access to their Resources (YS 179), but with this stunt, their faith in you is such that you have a lot more latitude with your requests...[insert rest of text]"

That actually looks like a great solution, I second this.

29
DFRPG / Re: Greatest Martial Artist
« on: March 08, 2012, 08:22:51 PM »
In my view, you can put an aspect on anything. And they all work the same way as character aspects.

You could take a stunt giving you +1 to attack or +2 stress or +2 defence with a specific weapon. Kinda boring, but effective.

I happily stole your +2 defense aspect, because it seems fitting and meshes really well with Footwork and Redirected Force. I'm looking forward to having some good times with that combination, so thanks for that.

30
DFRPG / Re: Greatest Martial Artist
« on: March 08, 2012, 08:14:15 PM »
I'd rate it the same damage as either a club or a staff, and if you wanted to do non-standard things with them, I'd make them Stunts. What do you perceive to be the advantages of a three-section staff?

You may also be looking for a lot more rules crunch than DFRPG is intended to provide. Optimizing weapon choice is for systems like D&D: DFRPG is primarily about narrative flavor. There is still some number crunching to do, of course.

I wasn't looking for crunch so much, as suggestions for stunts that would let me take advantage of a versatile weapon. I've thought of things like using declarations to pass certain kinds of defenses when used as a flail, and using it to justify disarming manoeuvres with Redirected Force but that's all I have.

Weapon 2, with an aspect of THREE-SECTION STAFF. Styles and grips fuel Declarations with the Martial Artist stunt.

If a player asked to have a specially-well-made staff that was weapon 3, I'd say yes.

So a weapon can have an aspect? I assume it would just work like one of my ordinary aspects, with the same rules for invocation and compels?

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