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Messages - John Galt

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31
DFRPG / Re: theoretical powergaming: maxing out an evocator
« on: July 26, 2010, 07:07:01 PM »
For 18 refresh a pure offensive evocator should have at least weapon 20 rotes... he'd just be awful at defense for his level and screwed if a GM took his toys.

32
DFRPG / Re: Combat Throwdown!
« on: July 26, 2010, 12:32:16 PM »
True.  So 13 uses total.  Still more than you'll need in a day

33
DFRPG / Re: Combat Throwdown!
« on: July 26, 2010, 02:18:47 AM »
Skills
Great: lore, athletics
Good: discipline, alertness
Fair: deceit, investigation
Average: conviction,  presence

Powers:
[-2] Ritual- crafting strength
[-3] Refinement

Enchanted Items:
Weapon 6, 15 times/day
Block 6 or Armor 3 15 times/day

I really think pure crafters are the highest powered and well rounded at low levels. Strength caps kill them at 14 refresh and above campaigns.

34
DFRPG Resource Collection / Re: Custom Power List
« on: July 25, 2010, 12:53:21 AM »
telekinesis is covered by breath weapon, channelling and evocation.  It's just (spirit) for any of those. 

For bardic magic, I just went with [-0]Performance replaces discipline for control rolls.

But since my game is in the stage of being remade, I might take some of your suggestions and add some stuff and roll it all up into a minus 1 or 2 power.  But my character is the former Lord of Autumn and was also their High Bard.  Now as a mortal in Seattle he's a highly sought after performance artist. 

Bard's are definitely some of the most fun characters to RP, though, so it would be useful to flesh out some more ideas for customizing DFRPG to fit the template.

35
DFRPG / Re: Reaper Redux
« on: July 06, 2010, 05:42:10 PM »
...  yes.  That's what I said.  And you still need initiative to use that 12 shift block

36
DFRPG / Re: Reaper Redux
« on: July 06, 2010, 04:39:21 PM »
Armor would cap at 6 shifts with fantastic lore.... a few fate points from grim and that's not going to cut it...

37
DFRPG / Re: Reaper Redux
« on: July 06, 2010, 04:10:27 PM »
You can only block with initiative. No evocator would ever have that.  Claiming a wizard who is perpetually paranoid about this PARTICULAR enemy could take him makes him vulnerable is silly.   That's what wizards do.  They are the deadliest enemies in thedresdenverse if they know what's coming and have time to prepare.  But ninety nine times out of one hundred, no evocator is going to have that advantage on this guy.  He's easily always hidden and kills his victim before they have time to blink, let alone find weaknesses and spread the word

38
DFRPG / Re: Reaper Redux
« on: July 06, 2010, 11:00:00 AM »
An evocator would never have initiative.  He'd need at a minimum,  legendary alertness to have a chance at spotting the guy.  If its dark out he's sol.  So he would need at least superhuman toughness or an armor 6 enchanted item to survive for a second round.  If the reaper emissary spends a fate point he'd only be saved by an enchanted item.

39
DFRPG / Re: Reaper Redux
« on: July 05, 2010, 08:23:18 PM »
I wouldn't make him an NPC unless you want all your characters to quit on you in their first encounter with him.  With mythic speed he will always have the drop on EVERYONE.  With +6 alertness, even if your PC's took mythic speed for some reason he'd still most likely have the drop on them.  With mythic speed and +3 stealth no one will be able to block him.  With a fate point to satisfy every catch, he'll be able to take out everyone in a group at his refresh level in a couple turns unless they all have mythic toughness and/or recovery.

Honestly I wouldn't play in any game that had this character, whether he be a PC, GMPC or NPC.  He's insurmountable without serious plot devices as an NPC and as a PC or GM PC he'll just deus ex machina everything, leaving the players feeling cheated out of a decent gaming experience.

40
DFRPG / Re: Tbora's Character List
« on: June 28, 2010, 02:51:44 AM »
is the vegas game moving up to 18 refresh??? lol

41
DFRPG / Re: Biomancy Question
« on: June 24, 2010, 09:53:49 PM »
It's Fate.  All styles of magic are basically the same.  Just roll conviction and discipline to do a weapon whatever attack and when you complete the attack claim it was your fist.  Put aspects on yourself using magic fight with a fists skill.  It'd probably make the most sense to claim it was spirit or air magic though for satisfying catches.

42
DFRPG / Re: Issues with Aspects
« on: June 22, 2010, 09:49:41 PM »
The compel for "My Camera is My Shield" and "Righteousness is my Spear" would be pretty similar in my opinion.  For the first one, in a social situation that's about to turn to a physical confrontation, your compel him/her to pull out his/her camera try and scare the aggressor into backing off.  Instead the aggressor takes that opportunity to strike at the defenseless character.

For the second one, again, instead of doing the smart thing and setting up for a block after gaining initiative on an incoming attack, the player wastes his initiative trying to tell the attacker to back down in the name of God.

43
DFRPG / Re: Regarding base refresh
« on: June 22, 2010, 02:29:06 PM »
Yeah.  I'd put the senior council members in at least the high 30s refresh wise.  They're out of Harry's league in Changes and he was submerged in the beginning of the series.  He's at least in the high 20s by Changes.

44
DFRPG / Re: Can you buy Refinements for Seelie/Unseelie Magic?
« on: June 21, 2010, 03:53:44 PM »
You were supposed to take thaumaturgy, evocation and then unseelie for 2 more refresh.  You just arbitrarily lowered that cost by two refresh.

45
That is the beauty of fate.  It is so incredibly adaptable.  Pick your favorite fantasy/sci-fi/whatever universe and apply to fate to it and BAM.  God I love it.  I'm actually thinking about running a Sword of Truth campaign on PbP once I'm familiar enough with the system to feel comfortable GMing.  Seriously.  I.  Love.  Fate.

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