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Topics - potestas

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16
DFRPG / alright been mashing rules
« on: April 25, 2015, 11:13:12 PM »
new power option spell and physical immunity, low cost way to give you temp immunity to physical damage, not so bad all on its own for 1 refresh you have a spell that you can keep going for a fair amount of time that keeps the bads from ever doing physical harm.

 but thats not all, combine this with spell defense using defensive roll. Now you can enact a shield spell that is actually armor against all physical attacks and you can do it at the drop of a hat. Now while the description focuses on shielding not armor it doesnt rule out armor or anyother on the fly spell you can use to defend. It only says you cant convert the shield into armor and it ends when the turn does. You could easily opt for armor instead of shield and absorb the hits for one turn. But with the new option power option spell and physical immunity you have the same spell-armor, to its extreme conclusion and it will last longer then a turn.

I think a nice over powered way to boost the defense of wizards :)

17
DFRPG / DnD spell casting
« on: October 18, 2014, 01:01:19 AM »
to someone who knows what I am talking about; at 17 refresh would that be 65 stored spells equal to 10 +lore in strength?

18
DFRPG / day walking demon
« on: September 25, 2014, 08:49:59 PM »
anyone read the hollows series by Kim Harrison one of my favorites, how would we stat R Morgan as a daywalking demon end of series :)

19
DFRPG / taking out the small fry
« on: September 06, 2014, 12:54:19 AM »
So you have your people up against a boss type bad with his second and 3-4 goons. Do you allow the goons to be taken out simply by stress or the whole nine yards, how about the side kick? does it deend on where you are in the story?

20
DFRPG / about nagloshi -spoiler
« on: September 06, 2014, 12:07:47 AM »
or were human or are some human.  I didnt think they needed to procreate and yet we have goodman grey, who could shift and heal real well but didnt show a lick of magic.

21
DFRPG / anyone else kind of think
« on: September 05, 2014, 11:17:03 PM »
That the fomor suck as bad guys. I mean how sexy are people with gills and turtle necks. I mean they're just really kind of meh

22
DFRPG / biomancy and shapeshifting
« on: September 05, 2014, 10:19:38 PM »
what kinds of spells and liimits can be applied. it clearly allows for shapeshifting. So where on the ladder would shifting be and how long does a ritual spell last and where does it start on the time chart.?

23
DFRPG / Do you like or dislike the fate system and why?
« on: August 15, 2014, 09:54:03 PM »
I am begining to think that the game is well liked by those that prefer an open ended affair. Where the GM will say if you spend a fate point the ward will hold and you guys can escape. How strong the ward is or how many shifts you need is pointless since its going to hold, and nothing the enemy or you can do to bring it down because its part of the story. Those who prefere to know how and why something works and how to get around it via rules or power probably do not like the rules, well thats my guess. So whats your opinion. I am not saying its good or bad I am just trying to understand if I've grasped why Fate system is popular here.

24
DFRPG / HOW DOES EVOTHAUM WORK
« on: August 13, 2014, 12:31:02 AM »
what do you use to work the spell?

25
DFRPG / what can you do with earth magic
« on: August 05, 2014, 11:51:57 AM »
conjure metal, create gravity wells. Any ideas

26
DFRPG / sponsored magic
« on: July 08, 2014, 10:49:33 PM »
Does sponsored magic allow you to pull in more power then you can control and offset it by taking debt instead of backlash. How is self sponsored debt paid off then since their isnt anyone to compel you.

27
DFRPG / question about catches
« on: June 28, 2014, 07:34:46 PM »
if you fufill the catch does that allow you to completely bypass the stress track

28
DFRPG / i just dont see it
« on: June 26, 2014, 03:57:33 PM »
I look and read and i just dont see it. There isn't any real advantag to using sponsered magic if you can already do normal magic. You get no boost of power in the rules you get a compel if you use it. it is still limited by your own conviction. sure you maybe able to cast a certain type of spell that wouldn normally by thaumaturgy but it is still imited your abilities  a lore of 5 doesnt give you a hell of a lot of power to instant cast a block. The block might last and you might not get a headache casting it but but doesnt offer much of an advantage. And if punched through(which is likley considering the strength of the spell) it was a waste to cast. What am i missing. I also see a lot of "self sponsered" spnsered magic which seems to me bunk and just a way to be able to cast thaumaturgy fast without being compled by someone elses agenda. What am I missing? how do i creat and effect that is anywhere near as cool as some of what dresden or the winter knights could do

29
DFRPG / the laws of magic
« on: June 21, 2014, 05:20:12 PM »
has anyone modified or eliminated them to facilitate better game play? If you did modify them how? I think they are needed to enjoy the game in a dresden sort of way but if they are enforced even modestly most of your wizards will be wanted by the wardens. How have you modified them. If you havent and dont think they should be please don't respond; this is a thread for those that have or have thought about decent ways to balance it better.

30
DFRPG / magica immunity
« on: June 19, 2014, 09:42:00 PM »
this came up in another thread but i think it deserves its own discussion it concerened magical immunity stems from the quote listed below somewhat.
@Taran:
Yes, but whether an attack is magic or not would be part of the narrative, too. Though Lore and Alertness (and any other knowledge skill) allows for declarations without spending Fate Points or actions anyway so there isn't an issue if you do it your way.


thats whats kind of cheesy about "magic" in this game. if i ignite something with magic then use a magic wind to blow the now exisiting flames onto a magical immune creature does he burn. If he does then whats the difference between that and simply casting a spell that creates flame around a critter. Magic in this game is almost always about mannipulating physical forces by will. Once you create something with will it exists why should how it got their be relevent. it would probably be better to make creatures immune to certain attacks rather then "magic". Say fire or electricity.

that being said  If something has physical immunity then I would probably make it immune to elemental magic and force (kinetic energy) as well. Mental magic would be different. I would use magical immunity for non elemental effects:  mental controls certain illusions, scrying stuff that is purely magical in effect as well as how it came to be.

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