Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - feliscon

Pages: 1 [2] 3
16
DFRPG / Re: Character Creation Help
« on: June 03, 2010, 06:27:13 PM »
The version I built is actually two 'items' in one, a Weapon 6 effect 3 times per session, and a 6 shift Counterspell 3 times per session. Each is a single Item Slot for this character.

So, yeah it is a 6 times per session item, total. And clearly rebuilt from the ground up, Enchantment-wise.

Then yes, that's fine  ;D Sorry, I think there was just some confusion with the way it was written.

17
DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 03, 2010, 06:26:05 PM »
John Galt is quite correct, it's a House Rule, though a reasonable one.

Personally I see it less as a house rule and more as an unwritten official optional rule due to the designers comments on it in the forum and because it just makes more sense given the number of times in the books that Harry mentions more controlled spells being more energy efficient and less tiring.

It is most certainly going to be in effect in any game I run.

18
DFRPG / Re: Character Creation Help
« on: June 03, 2010, 06:12:30 PM »
Actually, the sword I built is entirely within his own capabilities to create. You can assume he re-wrote the enchantments to fit himself when he was given the sword, if you like.

No it's not, unless it's a 6/session item in total. Normal enchanted items can only have one effect, not choose between two. That's a specific bending of the rules for Warden Swords. (and as others have said, Warden swords cannot be weilded properly by anyone except who they were made for)

19
DFRPG / Re: How Many Scions Can You Make?
« on: June 03, 2010, 02:14:08 PM »
I made a nephilim for a PbP game, but my group had some problems with him having Soulfire, and it didn't really make sense to me for him to not have it, so I'm changing character. My eventual list of powers would have been Soulfire, Supernatural Speed and Recovery (catch is Hellfire 'unholy stuff' and True Faith of people who still truly believe that Nephilim are abominations) Inhuman Strength and Wings under a Human Guise. Also would have added Holy Touch independant of Rightousness attached to the wings and human guise if the GM allowed it (when he spreads his wings his whole body shines with holy light and burns holy-vunerable creatures)

I can post him if people are interested.

20
DFRPG / Re: Character Creation Help
« on: June 03, 2010, 02:03:00 PM »
Because thaumaturgy is for wizards and sorcerers.  And both of them need to spend 3 or more refresh elsewhere.  Focused practitioners aren't "magical" enough to take thaumaturgy, they have to take ritual.  At least, that's how I've been reading it.  And the reason being anyone who just had to spend 3 refresh on evocation or thaumaturgy and could spend 4 refresh on refinement would be unbalanced. 

The templates are suggestions, not restrictions. I see no logical problem with the character from a setting point of view (other than the Warden Sword, which I agree shouldn't be allowed for a non-warden. If you want something similar, make a normal sword (Weapon: 2) with the Fantasic counterspell effect. That should be fine as you can make that effect anyway).

21
DFRPG / Re: Character Creation Help
« on: June 03, 2010, 01:29:53 PM »
Looking at this character I have to say it's ridiculously unbalanced.  There's a reason Sorcerers aren't allowed to take refinement more than twice.  The only characters that should be able to be this good at any aspect of magic are full wizards, and their requirements are there for a reason.  It's the same reason evocation and skills have the stacking rule.  You're not allowed to be that specialized; it unbalances the game.

Of course, it's ultimately up to you and your GM, but I'd put the same limit on your custom build as a sorcerer.

Actually, the limit on refinement is only for specialisations... Any caster from focussed practioner upwards can take as many Item Slot refinements as they want, and Leo has one specialisation Refinement, the rest are item slots. He seems reasonable to me.

22
DFRPG / Re: Temporary magical weapons: What's the best way?
« on: June 03, 2010, 01:26:52 PM »
Have you considered what happens when you use the Evocation Spin rule? (Generating spin on a control roll reduces the mental stress of casting by one) With Great Discipline, as long as you have at least Average Lore and Conviction you can make a Weapon:1 rote that costs no stress. Just say you use Fists to hit with it, and voila you have your enhanced punches.

23
DFRPG / Re: Character Creation Help
« on: June 03, 2010, 12:01:50 AM »

Magical Grenades [Weapon 4 Attack against an entire Zone targetted with Discipline, 3 times per session] (2 Enchanted Item Slots)


I think if you're after literal magical grenades, then 'potions' thrown with Athletics/Weapons as normal with the Weapon: 4 Zone effect makes more sense (it is in fact then identical to an actual grenade from a rules POV) but if it's just the 'powerful attack on an area' you're after and you don't want to hand out uses to other people, DMW's method is more efficient and can be used more often by taking mental stress.

24
DFRPG / Re: Character Creation Help
« on: June 02, 2010, 11:46:22 PM »
For defensive items, DMW's Shield Bracelet works fine, you could have a Laser Pointer of Doom ( ;)) built the same as the Lightening Ring.

For the telekinetic item, just say it's an evocation effect simulating the desired level of Might (ie. Superb Might 3/session).

Magical Grenades are Potions with (same assumptions for strength that DMW used) a Weapon: 4 effect on a Zone.

Veil Ring: Great Veil with no penalty to see out or Fantastic Veil with a Good block for perception looking out.

Random useful things: Just reserve potion slots and make them up as you need them (may need to spend fate points to declare particularly useful potions)

You'll need LOTS of slots to make all that work though, I think...

25
DFRPG / Re: Sponsored Magic - just for confirmation's sake...
« on: June 02, 2010, 03:30:37 PM »
I'd say you can take refinements, but only for item slots, the same as Channeling and Ritual, since the book says that Sponsored Magic is built on the idea of it being a special form of the above powers.

26
DFRPG / Re: Character Creation Help
« on: June 02, 2010, 09:11:55 AM »
If you want to go for an almost purely crafting character, you can always take Thaumaturgy and one Refinement to add specialisation points. This will give you +1/+2 to strength/frequency (either way around) and then you can spend spare refresh on Refinement for additional item slots. You can make numerous highly effective items this way, especially if you put Lore as an apex skill.

27
DFRPG / Re: Refinement bonus
« on: May 21, 2010, 04:14:32 AM »
Thanks, not sure why I thought it had changed now  :-[

28
DFRPG / Refinement bonus
« on: May 20, 2010, 10:40:17 PM »
I'm sure this has been addressed elsewhere, but I just started running a PbP game today and need fast info... In the old PDFs it states that Refinement gives an extra TWO specialisation points to either Evocation or Thaumaturgy. Is this still the case, or was it reduced to one?

29
DFRPG / Re: What makes a Rote? (official ruling requested)
« on: May 20, 2010, 06:36:10 PM »
Well, thank you both for the complimentary replies  :D

@Deadmanwalking: I am particularly please by your comment, as you seem to have a pervasive,  (and more importantly) creative and sensible presence on the RPG forum, and I have read many threads where I feel your posts have been very constructive and useful. If you wouldn't mind, do you think you could look at the other rules thought I had here?

http://www.jimbutcheronline.com/bb/index.php/topic,18174.0.html

30
DFRPG / Re: What makes a Rote? (official ruling requested)
« on: May 20, 2010, 12:49:47 PM »
I think that looking at this from a purely rules perspective is not the best way to solve it...

As the developers keep repeating 'intent precedes system'. You say 'I want to do X' and then work out how to best model X using the rules. I think that the implication of this for Rotes is that a Rote always has exactly the same 'intent' component, which you adapt the system to depending on context. For example, Harry's 'Fuego' Rote is always a cohesive bolt/bar of flame which he uses to directly damage enemies. He sometimes aims straight at a single enemy, and sometimes sweeps across multiple targets. Therefore I think that the system says that the Rote is an X shift attack, but whether it's single, multi or indeed zone targeted is flexible (so long as the zone targeting is consistant with 'sweeping across an area' and not, say a radial explosion). When he uses 'fuego' with a different intent (ie. sucking heat out of water and redirecting it to freeze the water) then it is no longer the Rote version.

Obviously, this approach requires more discretion on the part of GMs and players, which may not give the clarity the OP was looking for, but I think it is the most fitting approach to the spirit of the rules.

So a Quick Veil Rote is always a block vs. perception with total shifts constant (power and duration combined), but I don't think it needs to specified whether it's on the caster or some external target. Am I making sense here?

Pages: 1 [2] 3