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Messages - Belial666

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31
DFRPG / Re: Fixing Recovery powers.
« on: June 26, 2014, 10:44:14 PM »
@Large numbers of attacks:
The first combat is against a group of thugs. 6 thugs which can be taken out with 1 attack each, more or less. About 20 attacks is pretty much how it ends up.
The second combat is against a duo of mid-power guys that could be taken out in about 3 attacks each. 9-10 attacks by the time you win is pretty much how it ends up.
The fourth combat with the wizard is how many offensive spells the NPC wizard would have available for offense.
Several fights in the books are way bigger and uglier than that as far as opponent numbers go.

@maneuvers;
The guy with the speed is assumed to succeed in the maneuvers he needs because he rolls athletics at Legendary. The other guys will not be successful all of the time. And if you spend an exchange for 1 maneuver you might not succeed in, more numerous opponents can do the same - and they get more chances to succeed.

@alpha strike;
You can't alpha-strike a speedster. He goes first. He can take as many turns as he wants moving 3 zones and around a corner and then doing an athletics-related maneuver at his Legendary athletics. He'll be committing to the attack only when he has you "Outflanked", "Outmaneuvered", and when he's "In Perfect Balance", has a "Running Start" and he's "Attacking From Behind", so either his first defense is a whopping +18 and you'll miss or his first attack will be sufficiently boosted to hit you with a couple consequences.

@no armor:
If you want an armor that would work vs all attack types and doesn't get destroyed after stopping a few blows, you need either Toughness or an Item of Power that happens to be armor. Normal armor won't work in all cases and it can easily be broken.
That said, normal armor only skews the results in comparison to toughness.

32
DFRPG / Re: i just dont see it
« on: June 26, 2014, 05:48:57 PM »
Kemmlerian necromancy draws power from the same dark well vampires do for their magic - it's not the same as a wizard's. But to become a Kemmlerite necromancer in the first place, you have to have mortal magic - which would mean lawbreaking if you actually used it.

33
DFRPG / Re: Fixing Recovery powers.
« on: June 26, 2014, 05:46:46 PM »
Yep. And if you lose a conflict to the typical dark powers in the Dresdenverse...

34
DFRPG / Re: Fixing Recovery powers.
« on: June 26, 2014, 05:40:08 PM »
Eh? Toughness powers and Speed Powers could absorb way more stress per fight than Recovery powers. Here's a rather extreme example of three combatants;

Combatant A has Mythic Recovery, superb athletics and OOOO stress.
Combatant B has Mythic Speed, superb athletics and OOOO stress.
Combatant C has Mythic Toughness, superb athletics and OOOO(OOOOOO) armor 3 stress.

Over the course of an average campaign against multiple enemies they are attacked by, in separate fights;
a) 20x weapon 2 attack +3 thugs using pistols.
b) 10x weapon 5 attack +5 inhumanly strong warrior using a sword.
c) 4x weapon 8 attack +8 wizard with a spell.

Combatant A takes 4 hits in fight a, enters fight b fully recovered and takes 5 hits he has to use all his consequences on to survive, enters fight c fully recovered and dies at the third or fourth wizard spell unless he takes an extreme.
Combatant B is never hit in fight a, is never hit in fight B if he uses a maneuver or two, and has 50% chance to survive in fight c.
Combatant C ignores all hits from fight a, tanks the hits from fight b easily, and tanks the hits from fight c easily.



As you can see, the ability of Recovery powers to enter each fight fully healed is pretty much shared between the three defensive abilities in the game. Given a fight where a guy with recovery won't die, another guy with the same level of speed won't be hit enough to take consequences and a guy with toughness will tank the hits without taking consequences better than either speed or recovery.

So, how exactly is Recovery better for multiple subsequent fights?

35
DFRPG / Re: i just dont see it
« on: June 26, 2014, 05:17:12 PM »
Quote
There isn't any real advantage to using sponsored magic if you can already do normal magic.
1) You can use Thaumaturgy at the speed of evocation. For example, an evocation block will last 1 exchange unless extended and will break if beaten by an attack. An evothaumaturgy ward will last until sunrise, could be extended to last practically forever, will not break unless specifically dispelled or repeatedly attacked, and will reflect attacks and spells that fail to penetrate it back at the caster. Other spell effects are similarly boosted.

2) You can take sponsored debt instead of using mental stress. I.e. you can power spells even if you'd otherwise run out of power with mortal magic.

3) Not being mortal magic, Sponsored magic ignores the Laws of Magic.

36
DFRPG / Fixing Recovery powers.
« on: June 26, 2014, 03:14:15 AM »
I've always seen Recovery as really weak compared to the other physical powers. For example, Inhuman Recovery allows you to get rid of 2 stress worth of consequence, once per scene, for a supplemental action. Inhuman Toughness effectively reduces stress by 1 from every attack and gives you 2 extra stress boxes that could hold a 5 and 6 stress hit AND it takes no action to use. Inhuman Speed increases your chance to dodge attacks by 30% at least, and gives you an equally better chance to do Athletics maneuvers, and makes you faster, and gives you combat mobility without penalties, and gives you a stealth bonus. The differences become more pronounced at higher levels of ability. Thus, I decided to make a rewrite of the Recovery powers;

[-2] Inhuman Recovery
Musts: relevant high concept
Skills Affected: none
Effects:
Fast Recovery: once per exchange you may heal 1 physical stress, emptying your first stress box or moving a higher-level filled stress mark one step to the left. Alternatively, once per 2 exchanges you may heal a mild physical consequence.
Improved Endurance: you recover faster than normal. You may miss a few days of sleep without negative effects, and higher-level consequences recover as if they were one step less severe.

[-4] Supernatural Recovery
Musts: relevant high concept
Skills Affected: none
Effects:
Rapid Recovery: once per exchange you may heal 2 physical stress, emptying your first or second stress box or moving a higher-level filled stress mark two steps to the left. Alternatively, once per exchange you may heal a mild physical consequence.
Supernatural Endurance: you recover much faster than normal. You may miss a couple weeks of sleep without negative effects, and higher-level consequences recover as if they were two steps less severe.

[-6] Mythic Recovery
Musts: relevant high concept
Skills Affected: none
Effects:
Extreme Recovery: once per exchange you may heal 3 physical stress, emptying your first, second or third stress box or moving a higher-level filled stress mark three steps to the left. Alternatively, once per exchange you may heal two mild physical consequences.
Extreme Endurance: you recover at fantastic speeds. You never get tired or exhausted, and all consequences except extreme recover by the beginning of the next scene.

[-8] Legendary Recovery
Musts: relevant high concept
Skills Affected: none
Effects:
Instantaneous Recovery: you recover from any physical stress immediately after each blow. Unless a blow deals consequences or takes you out, don't bother noting it down.
Boundless Endurance: you never get tired or exhausted, not even from hostile or magical effects that would force you to be so. At the end of each exchange, you may recover from a physical consequence other than extreme. At the end of each scene, you may recover from an extreme physical consequence, including death. The only way you can be stopped is total bodily destruction (merely tearing you to pieces won't cut it) or exposure to lasting damage or force (such as being impaled or crushed by falling boulders and the source of harm not removed for a prolonged time)

37
DFRPG / Re: An idea to allow more spell casting
« on: June 26, 2014, 02:43:56 AM »
Quote
The wizards are going to be hamstrung by their inability to kill the mortals with magic
Uhuh.

1) Gather many wizards in Edinburg.
2) Put a couple hundred wizards into putting their reserves into a ritual for a few months. (i.e. offering consequences/declarations every so often)
3) Have the Merlin cast the 100.000 shift ritual into a generational "curse" on Humanity; a permanent ward against being fed upon by the White Court.
4) White Court starves out.


Magic has no upper limit in what it can do. With the increase in world population, there are thousands of Council-level talents out there. If the Council ever truly focused and used their full power... Of course, they are hamstrung by a largely decrepit, hidebound, largely incompetent leadership.

38
DFRPG / Re: Custom True Faith powers for review
« on: June 25, 2014, 10:33:06 AM »
Quote
Hope Springs Eternal
Strengthened by the idea of a brighter tomorrow, the howling darkness of the beyond find you a much greater foe. When opposing a supernatural force, spend a fate point to reduce their rolls by 2 shifts for the rest of the scene, so long as that roll was in some way backed by a supernatural power. More than one fate points may be spent on this, but the amount reduced is only -1 per Fate Point after the first.
There is no way this is anywhere even close to balanced. "All Creatures Are Equal" costs -3, only negates toughness powers, needs a FP per target affected and doesn't actually affect rolls of any kind. This one affects every single power, ever. It effectively functions as a +2 for you or more that lasts for the scene and affects pretty much every roll most enemies will make. Combine it with access to anything that offers free uses of Faith powers and you can turn an enemy's skill of +6 into a +0. For the whole scene. For all skills used with supernatural abilities. Not going to happen. A more acceptable version would be something like this;

Sanctum of Faith [varies]
Description: Your faith is an unshakable bastion against supernatural powers.
Musts: Bless this House
Skills affected: none
Effect: The zone you're currently in has a minimum threshold equal to the points spent in this ability; unless invited, supernatural beings have to leave some of their power behind upon entry. Beings with too little power may not enter at all or might dissolve upon entry, depending on creature type. Bless this House applies to this ability.

39
DFRPG / Re: Mortal Vigalante who uses enchanted items.
« on: June 25, 2014, 01:07:37 AM »
Nope. A focused practitioner can take as many refinements as he wants - they are just limited to items. The "only two refinements" thing is a specific limitation on the sorcerer template.

40
DFRPG / Re: Mortal Vigalante who uses enchanted items.
« on: June 24, 2014, 04:19:36 PM »
They need to have a buddy that can craft and power said items in the first place if they're pure mortals. It's like Harry giving his duster and some potions to Murphy. Well, maybe a shortened version of his duster - otherwise Murphy would be tripping all over it.

As for a minor talent that crafts stuff himself, I don't think there's an upper limit beyond their Refresh. For example;
[-2] Ritual Crafting
[-7] Refinement
This guy is a submerged character with superb Lore, a +5 crafting power focus, a +5 crafting frequency focus and 12 enchanted item or potion slots. Each of his items or potions has a Power of 10 and can be used 6 times/session minimum.

That gives him 72 spells/day at Power 10 minimum and he's technically a minor talent.

41
DFRPG / Re: Custom True Faith powers for review
« on: June 24, 2014, 04:12:10 PM »
Quote
I'd allow it, assuming the free uses of Faith Manages are per-session.
"Faith Manages" replaces another skill, except not for attacks or maneuvers. Say your Conviction is +6 while another skill is +2. The difference is what, 2 declarations? IF you got no limit on Declarations for your game and since they don't take any time, I don't see how it's any different than my version of Providence.

Quote
Have you seen Incite Effect? It's a generalization of Incite Emotion that was created while you were away.
Yes, but my motto is "A custom power is a custom power". Same as with stunts, don't give your PCs a list of standardized new powers - have them make them specifically for a character. Chances are they'll turn out better flavor-wise and have less balance problems.

42
DFRPG / Re: Custom True Faith powers for review
« on: June 24, 2014, 11:33:33 AM »
As is, the mechanical bonuses of these abilities are unwieldy and imbalanced. Base them off existing powers/stunts for ease of use and mechanical balance. For example;

Providence [-1]
Description: Faith provides, granting you favor above and beyond simple chance.
Musts: The character must have taken Guide My Hand.
Skills affected: Varies
Effect: As long as you can justify it through belief, you may employ Conviction to do Declarations as if it were a Knowledge and Perception skill. This doesn't so much reflect actual knowledge or perception as your belief that things will go as they should, and the favorable outcomes Providence arranges.
[-1] Faith Moves Mountains: Your faith is especially strong. You roll Conviction at +2 for faith-based Declarations.
[-1] Hope Springs Eternal: Your faith is especially lasting. You may perform one additional faith-based Declaration per scene than you reasonably could. You can take this ability more than once; the effects stack.


Grace Against the Dark [-1]
Description: Mortals who leave the safety of their homes may find themselves buoyed by the knowledge that a strong spirit can make all the difference when facing the unknown terrors of the world.
Musts: You must have taken Holy Touch.
Skills affected: conviction
Effects: You may directly channel your faith to oppose the forces of darkness such as call holy light, weaken demons, suppress supernatural power and so forth. You can perform Maneuvers and Blocks at your Conviction+2.
[-1] Censure the Dark: You may directly harm supernatural foes with your Faith. You can also use Grace Against the Dark to perform attacks at weapon 2. Damage from such attacks comes from Holy power and is spiritual in nature.
[-1] Smite Adversary: Your opposition to the Dark Powers is especially potent. Faith-based attacks are weapon 4.
[-1] Aura of Faith: Your faith radiates outwards in a palpable aura. Maneuvers, attacks and blocks with Grace Against the Dark are zone-wide.
[-1] Shield of Faith: Who needs armor when defended by faith? You may roll a Grace Against the Dark block instead of your normal defense.





See? The first is an extra Trapping for Conviction, with bonuses to it as upgrades. The second is based on Incite Emotion.

43
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: June 23, 2014, 10:42:27 PM »
My version of Hellfire does make Power (marginally) better than control, assuming you got enough control to hit in the first place. Take a submerged guy with Evocation + Hellfire plus superb casting skills.

1) This guy hits with Power 5, Control 6 evocations before any bonuses. Enough to hit in most cases.

2) He had a +2 power focus to offensive fire via Evo, which he upgrades to +4. He can now cast Power 9, Control 6 evocations before bonuses, if he accepts fallout. The zone the spell is aimed at is going to take a 3-shift environmental hazard in addition to his aimed spells. As long as he isn't in that zone personally, that's yet another danger for his enemies.

3) He factors in the Hellfire bonus to Power for harmful spells. He can now cast at Power 11, Control 6, and the environmental hazards from Fallout come at 5 shifts.

4) Through continued use of Hellfire he's practiced enough to get a Refinement for +2 specialization to fire Power, and he's gotten the second stage of Lawbreaker 1st and the "All Kittens Must Die" aspect. He now casts at Power 13, Control 8 for harmful spells, still with Fallout hazards of 5 shifts.


Not too shabby. As long as he's careful not to burn himself with his Evocations, he should be fine.

44
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: June 22, 2014, 10:56:01 AM »
How about changing the benefit like this;

Uncontrolled Power: Hellfire can offer power at the cost of control. When wielding Hellfire for any magic, taking fallout functions as if you had taken backlash, not reducing your spells' power but still damaging the environment. In addition, if you're casting a spell that deals stress or is otherwise destructive, you may get up to +2 bonus in power; if that bonus would exceed your control you must cast with fallout, not backlash.

45
DFRPG / Re: Walking Conjunctions...
« on: June 21, 2014, 11:17:13 PM »
No, Harry specifically stabbed Aurora before she could reach the stone table and held her pinned to prevent her from reaching it while she died. IF she had died on it, there would be some Ice Age - sized problems to solve.


It's just that Harry is a) a Starborn, b) used Cold Iron and c) many of his cases happen around Halloween anyway.

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