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Messages - feliscon

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Cinder Spires Spoilers / Re: Folly's speech
« on: October 07, 2015, 03:46:14 PM »
More interesting to me is that she also changed her speech when confronted by both Cavendish and by the Enemy. The fact that Cavendish could have quite likely taken offence to Folly's normal speech patterns makes me suspect that Folly can force herself to speak directly to others, it's just hard for her (she mentions that her Master keeps himself from falling apart through willpower).

I wonder if Folly's direct speech with the enemy is a clue as to the enemy's nature, somehow.

She also talks directly to Efferus, so I think it's more about etherialists being a special case in a similar way to how Grimm is a special case when aboard Predator (and yes I think that is significant).

I don't think that Folly can force herself to speak directly to others who aren't in her exceptions, I think the reference to willpower is that he still mostly gets on with life ok and keeps his compulsions to a relatively narrow area. He still can't use doorknobs even to go treat a dying girl, or function without his collection even to save the poisoned crew.

As someone with Asperger's the etherialists really stuck a chord with me. I'm fortunate in that I'm high functioning and CAN overcome the way my mind works in some cases through willpower, but there's always a cost and mental energy is a preciously scan resource sometimes. I get how it could be impossible to break the patterns even in life or death situations for some people, and I was pretty happy with how it was portraid and other characters reactions to it.

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Scully

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DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 07, 2010, 07:03:13 PM »
Well it's not really a house rule, as the time taken to prepare for a ritual isn't clearly defined in the rules in the first place. Harry uses thaumaturgy in combat to defeat Bianca, and arguably the spell he uses to kill the loup-garou is thaumaturgy as well (more energy efficient by neccessity of him being nearly drained, using the pentacle to create a circle, focussing the power over more than one exchange). Not to mention all the smaller quick spells like his tracking spells and binding the loup-garou that seem like they're fast enough to pull off in combat provided someone can cover him long enough to not get the circle broken by an enemy (I think that's the more serious practical limitation of thaumaturgy in combat, not time requirements).

If you want casters to have to set up the circle first, have them do a manouvre with Lore to put the aspect 'Casting Space' on the scene. This represents them drawing a circle, and opposed manouvres to remove the aspect represent attempts to disrupt it and ruin the spell.

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DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 07, 2010, 06:11:54 PM »
I'd say a ritual with complexity of your Lore or less (including invoking Aspects) is fast enough to start in combat, as there is at least one, and arguably two, examples of Harry using Thaumaturgy in combat in the books.

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DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 07, 2010, 12:14:36 PM »


  • 2 Shifts for each level of Weapon
  • 1 Shift for a "stunt" allowing the caster to use Fists to direct the attack
  • 1 Shift to change the duration from Exchange to Scene.

If you wanted to make it a little easier to cast, you could remove the requirement for the shift to let the caster use Fists for the attack.

That makes it sound like 4 shifts for Weapon: 2 rather than one shift per Weapon point, and I don't think you need the 'stunt' anyway, saying it uses Fists to attack is within the rules already and in fact technically makes it less effective for most casters as it limits the range to within the same zone. I also think that the ritual would probably have 15 mins/one scene as the basic duration and increase from there with extra shifts applied to duration.

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DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 04, 2010, 09:17:14 PM »
Hmmm... Fair points. I would consider the specialisation rule as an alternative, but I think that the ES rule is still preferable given it's nice tie in to existing Fate rules. Who knows? I haven't actually played much, with practical experience I may change my mind...

For now I think I'll use ES if possible, with the specialisation as an alternative to offer to GMs who don't like ES.

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DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 04, 2010, 07:33:40 PM »
Eh, it can get bad. I mean, my current Warden on the PBP Forum could get Weapon: 4 effects using that rule...which seems to make mundane combat, with blade or gun (something Wardens clearly need to use in the books) somewhat obsolete and unnecessary.

In the books Harry specifically says that Wardens carry the swords because they're not allowed to kill with magic... Also, Luccio uses her 'needle of fire' as her weapon of choice, which Harry describes as "fire magic not unlike my own, but infinitely more intense and focused and far more energy efficient." I think if you have Epic control, a 4 shift rote without stress is reasonable. It seems fairly standard for more experienced casters to be able to do that kind of thing.


Also, if you're going to base it on specialisations rather than Spin, surely Control makes more sense than Power?

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DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 04, 2010, 06:29:20 PM »

 Feliscon's house rule seems to work best at the moment


It's not actually my rule, can't remember who to credit off the top of my head, sorry. Though I do seem to have become the Evocation Spin rule's unofficial champion on the forum  ;)

Honestly, I just think it fits the source material better, and should be a part of everyone's game, but I won't try to force it on people who disagree.

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DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 04, 2010, 01:26:56 PM »
hey, its your game, so if you convince your GM to run with it great.  But it seems you are trying to 'balance' a small part of evocation against the rest of the game, when evocation as a whole is already balanced for its cost.  This feels like making a powerful ability more powerful simply for the sake of getting free stuff for a character you want.  You compare evocation effects with what a pure mortal can do with a gun, but you neglect the fact that the evocator has access to guns, but the pure mortal doesn't have access to evocation, which gets to pick its weapon value on the fly, and which can do a hell of a lot more than throw damage around.

Some fair points, but actually it's not my game, and I'd apply it/want to apply it in games where I GM or don't even play a caster. I don't think it's a good rule because of the mechanical aspects, I think it's a good rule because it's, in my opinion truer to the books and I think that makes it worthwhile even if it is a little unbalancing, which I don't believe it is to a significant degree.

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DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 04, 2010, 11:18:25 AM »
See, I think that adding plus one to the effect when rolling spin is too powerful and broken... However, look at something like this.

Inhuman Strength and Superb Weapons gives 3-4 damage at range for 'free' or 3-5 damage in same zone. (-2 Refresh)

Evocation and Superb Discipline, Fair Conviction gives 2 damage at range for 'free' if you take a Rote for it (-3 Refresh, though admittedly a lot more flexible)

Pure Mortal with a handgun and Superb Guns: 2 damage at range for 'free' (-0 Refresh, 3  more damage with shotguns/rifles)


Seems entirely reasonable to me.



Also, some people seem to be under the impression that the rule only applies to Rotes... If you're going to limit it to either Rotes/normal spells then it should really not apply to Rotes since you're technically not rolling and therefore not generating spin. It's even less potentially unbalancing if limited to just normal spells than it is if you can use it on Rotes as well.

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DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 04, 2010, 06:43:51 AM »
I understand spin on defense, because that rewards an otherwise meaningless margin of success, with a benefit, but spin on anything else is not something I'm keen on.  Magic is already rather powerful in the game, I don't think I'd allow anything to negate the mandatory stress, except at extremely high refresh games where 1-2 shift spells are largely meaningless.

Spin on a control roll also rewards an otherwise meaningless margin of sucess. Normally you either control the spell or you don't, it's a binary outcome. The rule can also only completely negate the stress cost for calling power at your Conviction or lower, as it only ever reduces the cost by one (and if you're calling power at your Conviction then you're not likely to generate Spin on control unless you're conviction is extremely low anyway).

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DFRPG / Re: How Many Scions Can You Make?
« on: June 03, 2010, 09:55:18 PM »
Not necessarily.  remember ferro has all that umph because hes the ELDEST Dragon.    His scion would be a hatchling in comparison for the entire campaign and for millenia after the campaign.  I bet it takes a while to get up to Ferro's mojo level, and thats if youre a full blood Dragon, which a scion wouldn't be ;)

2 cents

Good point well made  ;)

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DFRPG / Re: How Many Scions Can You Make?
« on: June 03, 2010, 09:19:53 PM »
Yeah, lesser dragon scions work, but I get the impression that only True Dragons can take human form and are not animalistic enough to avoid a serious squick factor there... However, a half lesser dragon/half komodo dragon would be awsome  ;)

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DFRPG / Re: How Many Scions Can You Make?
« on: June 03, 2010, 09:06:04 PM »
I think Ferrovax is WAY above that... In an interview around when Changes came out, Jim was asked who would win if Mab and Ferrovax fought. His answer was something along these lines (not a direct quote)

"If Mab, Lea and Maeve together ambushed Ferrovax at the height of midwinter on the ground of their choosing he would still wipe the floor with them. Ferro is a primal force of nature, in another weightclass"

Which broke my brain for a while, I have to say...

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DFRPG / Re: How Many Scions Can You Make?
« on: June 03, 2010, 08:02:36 PM »
Well we don't really know enough about Dresdenverse Dragons to be sure, but I'd say things like Breath Weapon (obviously), Supernatural Toughness (scaly armoured skin), Supernatural Strength, Human Guise (Ferrovax doesn't always look like a giant winged dinosaur), and quite possibly spellcasting would all be valid options for half-Dragons.

To be honest though, given how powerful WoJ has implied True Dragons to be half-dragons might well not fit into Submerged unless they were really weak examples.

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