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Messages - Pbartender

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1
DFRPG / Re: Taking Cover...
« on: May 10, 2012, 07:24:45 PM »
Taking Cover:
Taking cover is a supplemental action. Like any supplemental action, it imposes a -1 penalty on your primary action for the exchange*. In return, you gain a +1 bonus to all defense rolls until your next action. The GM may require the presence of an appropriate Aspect before you can take cover**.

* Because you're popping up quickly to return fire instead of taking measured shots. Or because knife-fighting over a waist-high wall is cumbersome. Or because you're crouched in an awkward position while trying to dig out that potion.

** I don't think it'd be necessary to invoke an appropriate Aspect - after all, at that point you're back to using the normal rules. But I'd let you take cover as long as an Aspect was simply on the scene, like "Dark Shadows" or "Waist-High Walls" or "Toppled Bookshelves".

That's more or less what I was thinking of...

Making this a supplemental action stops a player from using their supplemental action to move, which makes sense to me. One precludes the other nicely without requiring special cases. Given equal skill levels, it does skew combat towards a stalemate, since incoming attacks will hit less often while outgoing attacks... will still hit less often. Hmm.

Of course, this okay.  The enemy could feasibly out-maneuver him and tag for effect to eliminate or negate the aspect that grants cover.

Plus, it'd be easy enough to add a stunt that negates the penalty...  There's already stunts and powers that allow that for other supplemental actions.

Either way, I think we've got lots of different ways to handle it now.

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DFRPG / Re: Taking Cover...
« on: May 10, 2012, 06:37:25 PM »
Though with the Cover thing, it gets a little tricky. Is the block your action of getting behind the upturned table--where one can argue that popping up to shoot constitutes the "do something else" that removes the block--or is it the upturning of the table--meaning it persists even as you pop up to shoot?

That's where I was getting hung up too...  Until I took a different point of view and decided that invoking/compelling the aspect constitutes that particular bit of luck when the shot hits the cover, or you just happen to duck down behind the cover at the right time.

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DFRPG / Re: Taking Cover...
« on: May 10, 2012, 05:39:15 PM »
Another, more solid way of handling it would be to invoke the aspect for effect. This could then simply prevent the attacker from attacking or create a block (either at the GM's discretion) that would remain until the aspect was no longer applicable (I.E. the PC does something that would invalidate the aspect or the enemy counter-maneuvers).

I wasn't certain Invoking for Effect worked that way...  but it does give me an idea.

I was looking at the bonus from cover as something that should always be there.  But, narratively speaking, the bonus only really needs to be there when it needs to be there (Ooooh...  Zen Gaming).  In other words, you don't need that +2 bonus to defense if the enemy misses.   Only does good if the enemy hits (at the very least, you're reducing the stress you take by 2 points).

Also, a "Cover" aspect doesn't have to be invoked to the benefit of the player...  It could compel the enemy instead!

So, here's what I'm looking at...

Step 1: Maneuver to generate a "defensive" temporary aspect on yourself (It doesn't even have to be cover-based, though that's our current example).  Presuming you roll well enough, it's sticky and hangs around until someone takes a counter-maneuver to get rid of it.

Step 2: Wait until an enemy attack hits (we'd be a little lenient with the "must be used immediately" part of a free tag), then use your free tag to boost your defense or compel the enemy into missing.

Step 3: Use Fate Points to gain additional benefits throughout the scene, or re-maneuver to get another free tag.

I think that would pretty well to emulate the guy who's crouching behind cover, but occasionally popping out to take shots...  As opposed to someone who completely under cover and staying there.

4
Well, tomato-tomahto. The book suggests that unmet shifts go into the time units to make up the difference rather than a straight fail in some cases.

If the difficulty of a Contacts roll to find a piece of information is, say, 8, a mortal rolling a 5 might mean "I know just the guy, but he's a couple towns over. I can talk to him in a couple days." On the other hand, a wizard can put together a ritual for those 8 shifts and get that information by the end of the day from some willing spirit (or a trip through the Nevernever).

Fair enough.

5
Rules, no, but some actions would have their difficulties ratcheted way up for normals--Contacts and Scholarship rolls jump to mind to account for the lack of quick communication and travel (no phones or cars) and widespread learning and the availability of information (fewer libraries, no Wikipedia).

So instead of a contacts roll having a difficulty of 3 or 4 to find out what's going on in the big city, it might have a difficulty of 6-8; putting it beyond the reach of your average mortal, but well within the bounds of a solid ritual (or bribing the local pixies).

You don't need to increase the difficulty...  Just bump the action up the time ladder a few steps.

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DFRPG / Re: Taking Cover...
« on: May 10, 2012, 03:56:10 PM »
I don't think that makes any sense for a non-evocation block. If you overturn a table and crouch behind it, the table isn't going to suddenly not be there anymore 20 seconds later if you didn't put a little extra effort into flipping it in the first place. The table, and your cover, will keep protecting you until either you move or it's destroyed.

Right...  You see, that's the conceptual trouble I was having with using Aspects for cover...

You flip a table over and hide behind it.  It helps you for a few moments, and then suddenly it stops being useful unless you spend a Fate Point or take additional action.

In end, I can always rule that cover gives a benefit...  Either a bonus to defense or as impromptu armor.  I just couldn't find any actual rules for it, and was wondering if there were any.  Or, in their absence, if there were existing rules that could be easily adapted (evocation blocks/shields/armor/barriers seemed a good place to start).

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DFRPG / Re: Taking Cover...
« on: May 10, 2012, 02:32:54 PM »
You can also (either in concert with or instead of, to your preference) say something like being in cover gives a +1 defense vs. ranged, but a -1 defense against melee attacks. If cover and movement is important to your game, you may be better served by adding a small bit of complexity to the rules like that.

In effect making it a supplemental action to gain a +1 to your defensive roll by taking cover.  I kind of like that.

Also...  What about using a block action, but spending extra shifts to make the black last longer?  Say, for example, a character uses his Stealth skill to hide behind cover in order to block all enemy ranged attacks.  He rolls a 7 for the block, but reduces the block by 2 to 5 in order to make the block last 2 extra exchanges.  Would that be fair?

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DFRPG / Taking Cover...
« on: May 10, 2012, 01:13:25 PM »
How do you guys handle this?

It would seem most appropriate to start with a Maneuver and then tag the resulting aspect.  But...  If the character wants to STAY behind the cover and continue getting the bonus, he either has to A) spend a Fate Point every round, or B) spend his action on a new Maneuver.

The other way, I suppose, would be to use the character's Stealth skill to block all attacks against him.  But again, the character would be constantly using all his actions to block.

Is there a good way to allow someone to, for example, shoot at an enemy from around a corner and still gain some benefit from hiding behind that corner?

Thoughts?

9
People already know I'd just play another system if that is what I wanted.

We're playing Starblazer Adventures, but also toying with DFRPG powers.  One player has a character that's a "Moreau" -- genetically engineered half-animal/half-humans, an idea shamelessly stolen from D20 Modern.  He's using Claws and Supernatural Strength from DFRPG to emulate the benefits of being a bear-man.  Another player toyed with using DFRPG powers for a Cyborg, but in the end decided against it.

One problem I have SBA at the moment is that the stats for bad guys listed in the book are either full-fledged super-powerful archvillians, or knock 'em down by the handful minions.  There's not a lot of middle management threats.  I might see if I can use some of the supernatural creatures from DFRPG as aliens.  A lot of the mundane NPCs would probably work without too many changes as well.

10
I'm impressed.

Someone changed the name of the thread due to derailment.  That should send a message.

 ::)  ;D  (Not that I didn't make my own contribution to the derailment...)

Actually, I'd be terribly interested in opinions and suggestions for using DFRPG supernatural powers in a Science-Fiction setting...  It seems that many of the powers would be suitable for use as "psionic" powers, and most of the "monster" powers could be used for creating alien races and creatures.

One thing to adjust for is just how much slower everything is. Nowadays, traveling 60 miles is an hour's trip (40 minutes, if you're a little nuts). Back before the 1900s, it was a day's trip. This is going to affect the scope of whole campaigns all the way down to what would be relatively simple actions nowadays.

Of course, that'll make traveling through the Nevernever that much more useful.

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DFRPG / Re: DFRPG In Other Time Periods?
« on: May 02, 2012, 04:37:41 PM »
Unless you buy a power that costs nothing...
...Again, there's a power that's completely free that eliminates that issue.

Okay, here's the interesting thing...  As far as characters go, by the book, there's very few situations in which this problem ever actually comes up.  Here's why:

First, Claws is a Creatures Features power.  Any power that alters or disguises your form can hide the claws, otherwise they are always obvious.  Here's a list...

Glamours [-2]
Greater Glamours [-4] (But you must be pure fae, thus eliminating PCs from taking it.)
Flesh Mask [-1]
Human Form [+1]
Human Guise [+0]
Mimic Form [-2]
True Shapeshifting [-4]
and Spells from all their various sources [Varies]

Now, granted GMs are given leeway to create new ones, but...  There are only two templates that allow a character to take Claws -- Changling and Were-Form. 

Were-Form requires Human Form, so even if the animal form allows for claws they can be hidden, albeit only when in Human Form.  Also note that Human Form is not a freebie, like Human Guise.

Changlings are allowed to Claws and several of the Shapeshifting and Glamour options for hiding them, but only if the GM agrees that they are appropriate for the type of fae the changling is descended from.

So, as far as player-characters are concerned the only time you'll see Claws without a means to hide it (and presuming a new, home-made Template isn't introduced) is if a Changling picks Claws as a power and either chooses to not hide them or isn't allowed to by the GM.

Otherwise, it's a power to make monsters and animals hit harder when they attack.

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DFRPG / Re: DFRPG In Other Time Periods?
« on: May 01, 2012, 07:53:43 PM »
I think those are close enough to the present to translate without problems as far as the Skills listing goes.

No computers, though...  at least, not of the usual sort.

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DFRPG / Re: DFRPG In Other Time Periods?
« on: May 01, 2012, 03:29:18 PM »
Say for instance: When would you say the "technology and magic don't mix" thing started?
and what changes do you think would be necessary to the system to set the campaign in 1875 and what would you change (if any) to set the campaign in 1960s?

I would suspect that it would have been something of a gradual change, but two key inventions would have served as the impetus for the change...  The steam engine, and electricity.  It'd be rather interesting to play in a setting and time period during that transition.

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DFRPG / Re: DFRPG In Other Time Periods?
« on: May 01, 2012, 01:07:27 PM »
Okay, I think it looks like everyone's getting tired of this.

The sad part, for me, is that I don't think anyone actually understands what I've been trying to say. Orladdin, Mr. Death, both of your posts demonstrate that you believe that I believe things I don't actually believe.

This is probably my fault, mostly.

It's part of of what sucks about trying to debate over the internet...  It's slow, and there's practically way to use the usual body language to convey contextual attitude.  I know I often feel the same way.

First, I'm not invoking Stormwind here. I'm using an example to demonstrate the power of mechanics to control behaviour. Wizards with Mediocre casting stats are mechanically discouraged, and as a result hardly anyone plays them. A similar effect will occur if you discourage something else mechanically. That is the entire substance of that argument.

Yep, exactly...  And there nothing necessarily wrong with that.  That's why employers have a list of experience and education requirements when they post a job opening.  If you are going to do a job professionally, you should be good at what you do.  That's why I've never had a problem with my players doing a little bit of optimizing -- I expect them to, to a certain degree.  In most games, they are professional heroes and adventurers.  They should be good at what they do.  If they weren't, they'd stay home and be NPCs.   ;)

What I said is that you don't get to pick whether you get compelled. You make a character concept and then you get whatever compels are appropriate for that concept. Even self-compels depend on GM fiat. If you have the power to avoid a compel effortlessly, then you don't get that compel.

Also: I may have given the impression that I believe compels are a good thing. I don't. Compels are neither good nor bad, they're just a thing. Opening yourself up to them has its benefits perfectly negated by its drawbacks.

From my point of view, it seemed like you were over-emphasizing compels as the only way to make a troublesome situation happen for the players -- in this instance, claws or a weapon being noticed by a bouncer. 

But, then...

And Mr. Death, you seem to be suggesting that we bend/break the game deliberately, in order to control player behaviour. And you know what? That's okay. That's a standard part of game design.

But I see no sensible reason to bend/break the game against people with weird natural weapons. That sort of thing should be reserved for when it's really necessary and when it can be done elegantly.

That's speaks to what I was trying to get at earlier:  In my view, at least, Aspects are there, purposefully, to allow the players and GM to break/bend the game deliberately in order to control player (or NPC) behavior...  Especially when it comes to compels.  Compels are there to try to force a player into a certain type of behavior, or to avoid a certain type of behavior.  They concretely reward the player when they do what you what them to, and penalize them when they don't. And you know what? That's okay.

But, by the same respect, I saw no reason to compel a character with weird natural weapons, unless it's really necessary and can be done elegantly.

Is that all clear now?

Clearer, at least...   ;)

PS: Does anyone actually care this much about Claws? This has been about deeper principles, I thought.

I don't, at least...  For me, it was partially about "What's the big deal about changing the fluff on a power, so long as the mechanics stay the same?" and then later trying to understand "How, when and why should we be using compels?"

15
DFRPG / Re: DFRPG In Other Time Periods?
« on: April 30, 2012, 01:29:54 PM »
Most power related compels will target your high concept.

Okay.  That I get.

Non power related items may simply be a declaration.  "That metal detector found your gun, want a fate point?" is an easy example.

Here's where I run into a problem...   The guard (or metal detector) ends up finding the weapon, regardless of the guard's Alertness skill or Investigation skill.  Furthermore, he finds it regardless of the player's Deception skill.

That's not necessarily a problem in of itself, but if you're going to make that sort of declaration every time that sort of situation turns up, you're likely top end up with some very frustrated players, because you've made one of their skills irrelevant...  And especially so, if they designed their character to be good at the task at hand.

Plus, how do the rules handle Declarations made by NPCs (I can't find anything about it at the moment)?  Normally, a player would get a free tag.  Does the NPC get a free tag.  And if he does, does the PC get a Fate point when it gets compelled?

From the players' point of view, it feels as if you are are forcing them to spend a Fate point to sneak a weapon past the bouncer, instead of letting them use their skills and stunts and powers to do it.  The former is passive and, regardless of the fate point reward, contributes to the player feeling helpless to the whims of the GM if done too often, while the latter is proactive.

The point being is that sometimes (most of the time?) a compel isn't necessary...  A simple opposed skill check suffices.

Either way, retractable claws can still be useful as they would either A) make it easier to succeed at the opposed skill check to keep them hidden, or B) give the player a good argument for avoiding a compel without spending a Fate point to do so.

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