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Topics - jybil178

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1
DFRPG / Worldwalker and Custom Lore question
« on: February 12, 2012, 05:08:57 AM »
My question on Worldwalker comes from the Strange Worlds trapping of the power.
"By dint of using this ability
and not, y’know, dying or getting enslaved in
Faerie or the like, you’ve had enough exposure
to the Nevernever to have a degree of familiarity
with it. All Lore and Survival checks
regarding the geography of the Nevernever
and other trivia involving it are made at +2,
and you may use Lore instead of Survival
while there."

My biggest issue is, for the most part this power, for this price and what is given seems underpriced.  Its like having Ritual for just opening holes between the nevernever and our world, and a super powered stunt.  +2 to Lore AND Survival regarding going around the place and any trivia, AND any roles that would normally be Survival could be used with Lore instead.  It feels like a built in stunt, but like I said, its on steroids.  So I guess this is more of an issue with a power offering too power for its cost, rather than a question >.<

My second part, the question, was that I was thinking on trying to come up with a Stunt to entail familiarity and experience with navigating within the nevernever  spoiler
(click to show/hide)
  Then I saw this, and it made me want to cry >.<  Anyway, any hints or precedent in anyone else's games for a stunt of some such similar effect?

2
DFRPG / Sorcerers and Soul Gaze
« on: February 11, 2012, 10:14:43 PM »
Now I may be looking into this too much.  I was just making sure, a sorcerer can take soul gaze like they can take the sight.  It's not mentioned specifically, but I know that the sight and the soul gaze are related to each other.  I may be over-thinking things.  I just wanted to double check, make sure it's not a wizard-only thing.

3
DFRPG / What exactly falls within the bounds of Sponsored Magic?
« on: February 05, 2012, 03:00:47 AM »
Title was my attempt at saying it all. I'm going to be trying my hand at playing either a mortal with Seelie Magic, or a full blow Knight of the Summer Court, and I'm curious exactly what all I should be able to do within the confines of Seelie Magic.  Evocation is easy.  Lots of fire, maybe some wind.  Am curious to what kind of defenses come readily to mind as well.  What really trips me up, is the scope of Thaumaturgy that would be available.  I'm going to read over that section a few more times, and try to get some sleep..  Maybe I'm just way to picky and just have a bad habit of just looking at things the simple way...

4
DFRPG / Focused Practitioner question...
« on: January 29, 2012, 08:06:38 PM »
I have a player who wants to play a focused practitioner.  She wants her focus to be Chi.  What would you call a person who uses Chi as a focus, as their method of casting?

Basically, just was wondering on what one could call themselves in this situation. They want to use the idea of mind over body, ranged strikes using only their body's energy, feng shui as a form of protection or warding of the house, ect for now...

Basically, they are going to take Channel and Ritual at the start of the game, maybe turn into a full blow Sorcerer or Wizard at a later time.  This is what they want for the moment though, and you can't really play the whole prefix-omancer game like you can with a lot of other ideas.

Any thoughts?

5
DFRPG / FATE style Star Wars
« on: February 15, 2011, 11:11:16 AM »
Title gives the gist of it..  I'm thinking of working on trying to make a Star Wars game, using the FATE system.  Been looking way too much into the movies, KOTOR 1 & 2 and the new MMO coming out this year, Star Wars: The Old Republic for my own good, and I can't help but attempt to do so...

My big question, is do you think the DFRPG version of FATE is a good starting point, or would it be better to look at some of the other versions of FATE as well or instead?

6
DFRPG / A Changeling, White Court Virgin... Thing?
« on: February 09, 2011, 02:17:03 AM »
Basically, I have a player who was wanting to know if this is potentially possible.  I'll be running the game to start at Chest-Deep, so she has 8 refresh to play around with...  The refresh is enough.

Now the only real question is, could this actually happen?

7
DFRPG / True Seeing Ointment
« on: February 08, 2011, 01:27:37 AM »
Mostly just a quick question on this rather interesting Enchanted Item/ Potion.

pg. 304,
True Seeing Ointment
Rashid, the Gatekeeper, gave Harry a vial of
ointment that allowed him to see through faerie
glamours without resorting to using the Sight.
Duration: A few hours, shorter if shared among
two people
Effect: A thaumaturgical effect granting +6 to
Alertness rolls to see through faerie glamours,
veils, and other illusions.
Variations: It’s conceivable that a similar ointment
could be made to help see through
other types of illusion magic, but it should
be very specific—mortal magic, Outsidersponsored
magic, etc.
Notes: This assumes the ointment’s maker has
a Lore of Fantastic (+6). It’s possible that the
Gatekeeper’s Lore is even higher than this.


Basically, I was wondering how most people see and run this...  I've noticed a decent number of people talking about Thaumaturgy and using it to increase ones abilities by an x+ amount.  From what I've seen, this Ointment is the only real precedent for such an effect, though I could be missing a paragraph of specific wording that may give another example...

My basic idea, is from what we've seen of MOST Enchanted Items, or other similar effects, is that the intended use of this Ointment, was not to give a +6 to the intended roll, but replace all potential rolls to break through faerie illusions at a roll of Fantastic.  IE, whenever you are faced with a Fae illusion, you automatically test to attempt to break at 4dF+6, the advantage of the Ointment.  You don't even need a reason to test for it, like you normally would.

Now, if everyone already "knew" this, and I'm just ranting on, then I feel really silly >.<

8
DFRPG / Refinement, Specialization vs Focus Items
« on: February 07, 2011, 10:36:21 PM »
My main arguement is it seems for the most part, you can get a decent amount more out of Specialization than you can out of Focus Items... But I'll try to go in as much depth as I can to see what I'm talking about first...

First, a notable fact!
The writers/stat block wizards of Our World Complete, almost always put plenty of points in specialization, and normally only the initial Focus Items on nearly all the caster write ups in the entire book!

Specialization + Focus Items
disadvantages
1. restricted by refresh
2. capped by lore


Specialization

advantages
1. point for point, usually a more potent usage of your refresh, by x2! IE, it takes two Focus Item slots (ex, Staff, +1 Spirit Offensive Control, +1 Spirit Defensive Control) to equal a single point in specialization (ex, +1 Spirit Control = the above example)
2. the advantages given by specialization cannot be taken away by any means, bar the inability to cast magic in the first place

disadvantages
1. must follow the stair steping model, ie, overtime, in order to gain a more powerful bonus in your prefered casting method, you must first round yourself out in others, making later purchases a more expensive
2. per rules, once you choose a specialization, it cannot be changed. EXCEPTION, as with all rules in the game, would be ST approval


Focus Items

advantages
1. does NOT follow the stair step model, so you could have a focus item completly devoted to a single form of magic, unlike a specialization
2. a rather large amount of flexibility, both in how you may have weak and powerful items, or trade in a focus item for an enchanted item slot, but also
3. how at the end of a significant milestone, you can move around bonuses, realign enchanted items, or flat out change them to however you feel you want them

disadvantages
1. again, point for point, usually a LESS potent usage of your refresh, by half! IE, it takes two Focus Item slots (ex, Staff, +1 Spirit Offensive Control, +1 Spirit Defensive Control) to equal a single point of specialization (ex, +1 Spirit Control = the above example)
2. if your item is taken away from you, lost, forgotten at home, or Destoryed! then you miss out on the entirety of its advantage, despite the refresh you have devouted into it. Also, if the item is detroyed then
3. Destroyed! you must wait until a Significant Milestone in order to realigne, IE remake your Focus Item before you may use its bonus again.  That could mean that a great expenditure of Refresh is unusable for an entire story arc!

Now, while none of these advantages or disadvantages offer a trully perfect way of attempting to balance them out, and thus making any attempts to do so affected by ones own values and weights, I know full well these examples could get shot down, or flat out flamed to hell and back.  I understand this, and present that I do not offer the following as stated truth, but merely as an opinion while welcoming all others.  Also, if you can provide any other advantages vs disadvantages, I would be welcome to hear them
First, I'm going to attempt to equal things out as best I can.

Specializations
In reality, this "powerful" advantage of being unable to be removed is only strong when compared to the dissadvantage of the possible loss that a Focus Item can suffer.  It falls along the lines of the fact, that most powers or stunts really can't ever be taken away. But along those same lines, the disadvantage of being unable to change your chosen specializations is the same as any other power.
Overal, I think we've pretty much taken away all advantage 1, and disadvantage 1, by apparent process of self elimination.

Focus Items
The only attempting balance I can see here, is taking into account the massive amount of flexibility that a Focus Item or Enchanted Item can give.  But you also have to take into account, that all though there may be a good amount of flexibility, you can only take advantage of that at certain intervales, at least once every 3 or so game sessions, maybe?  Not only that, but flexibility also dosn't nessicarily lead to overal strength.. Taken that into account, the ability to actually LOSE access to your refresh, due to lose, forgeting it at home, having to leave it at the door, or flat out having it Destoryed! doesn't really seem to balance anything out.. Focus items in my mind at least, still come out a little behind, but this particular match may be decided differently according to another judge..
Overal, I think we've compared the closest balancing factors, but still come out with an uneven match..  But for arguments sake, I'll say that the overal flexibility manages to compare and eliminate the possibility of a great loss in power if your not careful.  This leave advantage 1, and dissadvantage 1 still in the running.

Specializations vs Focus Items
In all honesty, I believe that the Focus Items not following the Stair Stepping method was an attempt to keep them in the same power level as Specializations.
By that same token, I think the reason that Stair Stepping was inforced in Specializations, was to keep the power balanced in both the system, and closer to what a Focus Item can do.

By all the reasoning in my point of view, I still see the blaring issue of the initial reasoning of my post...  Why does it take two Focus Item slots to equal 1 Specialization?  It takes an entire refresh to equal the effort of half a refresh's work.  Why?

Maybe a possible House Rule idea would be to add 1 more Focus Item slot, totaling to 3 Focus Items?

Discussion now open

9
DFRPG / The Catch: True Love....
« on: February 03, 2011, 10:04:19 AM »
pg. 185,

The Catch [+varies]
Description: Your Toughness abilities are
limited in some way.
Skills Affected: None.
Effects:
The Catch.
You must specify something that
bypasses your Toughness abilities. This will
give you a discount on the total cost of any
and all Toughness category powers that you
take, based on how likely it is that the Catch
will be met in play. Add all the relevant
discounts from the list below:
*  If your abilities only protect you
against something specific, you get a +2
discount. If they protect you against
everything except something specific, you
get nothing.
*  If the Catch is bypassed by something
that anyone could reasonably get access
to, but usually doesn’t carry on them
(like cold iron), you get a +2. If it is
bypassed by something only a rare class
of people in the world have (like True
Magic), you get a +1. If it is bypassed by
something only one or two people in the
world have access to or could produce
(like a Sword of the Cross), you get
nothing. Even the mere presence of the
thing that satisfies your Catch will cause
you discomfort (and may be grounds for
a compel or something similar).
*  If almost anyone with an awareness of
the supernatural knows about the Catch
or could easily find out (like from the
Paranet, or Bram Stoker’s Dracula if
you’re a Black Court vampire), you get a
+2. If knowledge of the Catch requires
access to specific research material
that could be restricted (like a wizard’s
library), you get a +1. If knowledge of
the Catch requires knowing you personally
to learn about it (like the effect of
Judas’ Noose on Nicodemus), you get
nothing.


Basically, with this big list of potential discounts.. how does True Love fall under as a +0???  Was it a balancing issue?  Or am I maybe missing something?

10
DFRPG / A question about Concessions...
« on: January 31, 2011, 10:07:40 PM »
Basically, as important as the book makes them out to be, they aren't really gone over with very much detail... Basically, while I understand them I guess, I'm just not entirely sure what all comes about after... I mean, you agree to a concession with your opponent... Does that always mean you get "taken out" just not die yet?  I mean, what prevents them from accepting the concession, letting you drop down, then them coming over and just finishing the job?   Thats what I really don't get... I mean, maybe a couple of examples of how people have ran through concessions would be very helpful, but really... Everyone in the group gets taken out, some by concession, others not, there really isn't anyone there to drag you to safety or anything, so what happens next? >.<  They just .. i understand them, somewhat mechanically, I just don't understand much of the logic behind them... sorry for just rambling on.. I just wish There was more writing about them, not just half a page, and no examples >.<

11
DFRPG / How many Consequences in all do you have?
« on: January 31, 2011, 07:56:01 AM »
This is probably a very silly question, but I think I may have misunderstood something for quite a while now...

Basically, upon my first read over of the rules, I was under the assumption that you had three consequences for each of your stress tracks... So one mild, one moderate and one severe for physical, social and mental...

Please tell me that I'm not the only one who thought this at very least... Just looking at it makes me wanna shudder, as I see things being a lot more dangerous now... Its just I thought things were one way, and now that I take away a big amount of buffer that I THOUGHT was there, I just see a much more vulnerable beast... And I mean, COME ON.... Harry ALWAYS had plenty of mental and physical consequences throughout nearly all of his casefiles...  :o :o >.<  :o :o

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DFRPG / Red Court Infected question...
« on: January 31, 2011, 04:42:42 AM »
Basically, we should all know what a Red Court Infectee is, and what all their being entails... If one of them drinks someone to death.. They make the big leap into full fledged Red Court Vampire status, as well as get NPC'd...

But my question is this... If someone has been playing their character long enough... If the character has plenty of available refresh.. Could that person, technically play a full fledged Red Court Vampire, or would you still have to NPC them and take control of their character away?

Now, I understand from a rules point of view, why this would be done, either way.. Technically, the character is no longer a human, and turned into a full fledged monster.. But couldn't enough of a refresh be considered that the monster has retained enough of its humanity that while it may have the body, and the instincts of a true monster, it still can make the choices of a human...  Thats my only real argument, as well as the idea it could hold some potentially interesting RP... But, thats why I came here to talk to all you...

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