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Messages - Watson

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136
DFRPG / Re: Enchanted items - overpowered?
« on: February 08, 2011, 11:31:26 AM »
Thanks for the replies. I will consider createing a house rule for Enchanted items - either removing the "add one activation for one mental stress" or increase the cost of such an activation to something higher than 1.

BumblingBear - the sorcerer selling these "weapons" to criminals is indeed a great story idea, thanks!

137
DFRPG / Enchanted items - overpowered?
« on: February 08, 2011, 09:21:31 AM »
In my current preparation for starting up the DFRPG I have looked a bit into a few aspects (!) of the game that I think that can be abused by the players. My recent finding is the enchanted items, when maximizing the rules. What about this one?

The player creates a Wizard, and sets Lore to +5 and chooses Crafting (Strength) as the specialization for Thaumaturgy (meaning that all items will have a default power level of 6, and that the maximum power level is 10 (or is it 12?)). He then chooses to have all four focus items to be replaced by eight enchanted item slots, and creates two items; one wand (offensive fire evocation, strength of 6) and one duster (defensive spirit block, strength of 6).

He then sacrifices two enchanted item slots to increase the strength of the wand to 8. Finally, he sacrificed the last four enchanted item slots to increase the strength of the duster to 10. Both items can only be used once (but he can take one mental stress to increase the number of uses by one for each point of stress).

This means that, for one point of mental stress, he can make an attack of strength 8 – without risking any backlash/fallout (if this were considered a Rote spell, just as a comparison, it would be equivalent of having an effective Conviction and Discipline of 8 ). In regards to the duster, he can for each attack choose to activate the defensive spells equal to a block of strength 10 – without risking any backlash/fallout (if this were considered a Rote spell, just as a comparison, it would be equivalent of having an effective Conviction and Discipline of 10!). A defensive block of 10 would avoid most attacks, and if they went through, he could use it as Armor 5 instead – for just 1 point of mental stress, without any roll!. In combat, why should he ever bother using “normal” magic?

Please let me know in case I have used the rules in an incorrect way, or if you don’t think this is overpowered.

138
DFRPG / Re: Reactive Evocation block
« on: February 07, 2011, 02:22:38 PM »
OK, two slightly different views on the "reactive evocation block". Thanks, I'll think about it a bit more...

139
DFRPG / Reactive Evocation block
« on: February 07, 2011, 11:44:47 AM »
In the rule book (YS253) there is an optional rule where, if the GM allows it, a practitioner can replace his regular Athletics roll to avoid being hit with a defensive block evocation (like raising a quick shield). I think this is an interesting rule and want to get some comments on my thoughts about it. The rules say that this replaces the PC’s standard Athletics roll, which raises some questions.

1) Would it be allowed to use this “reactive evocation block” in an exchange that you have already acted? (I would say no)

2) In case the block is overcome, the rules say that there is no other defense roll allowed (“no defense aside from that”). Would that mean that the difficulty to attack a target (whos block has been bypassed) will be Mediocre (+0)? (I would say yes)

3) Would it be possible to do a reactive evocation block by using an enchanted item (designed to create a defensive evocation block)? (I would say yes)

4) The same question as 1) above, but done by activating the enchanted item from 3) - Would activating the enchanted item reactively (once you are attacked) use up your action in the current exchange (i.e. you can't do this in case you have already acted this exchange)?

Note that the enchanted item in 3) and 4) is designed to do a block (not act as armor).

140
DFRPG / Re: Historical settings in DFRPG?
« on: February 05, 2011, 10:51:08 AM »
I hope that, when we start our DFRPG in a year or so, we'll play in modern day Stockholm, Sweden. It's not the city we live in, but it's in the country we live in. As a someone wrote earlier, I think that it is difficult to play in the same city as you live in.

141
DFRPG / Re: Additional mild consquences...?
« on: February 04, 2011, 11:40:57 AM »
Now if you really want to burn your brain, try this one: You get a Fate point for every consequence taken in a conflict, right? Does this include the additional mild consequences from skills and powers? What about those consequences that are downgraded after the fight so that some of them disappear entirely. Do you cash out and get Fate points from consequences you've actually taken during the fight, or just the ones that actually remain after the fight?

Yes, you get Fate points for all the consequences you have taken in the fight, as I see it (according to YS206), even thought some of them might have been removed as a result of some Supernatural Powers. But remember that you can only "cash out" in case you have lost the fight (i.e. not if you win).

142
DFRPG / Re: Evocation Grab
« on: February 04, 2011, 11:25:34 AM »
If one takes a step back to look at the disarming separately, I thought that the example in the rule book (YS208, where a maneuver is made to place an Aspect, DISARMED, on an opponent) was a bit strange and seemed too powerful at first. But after thinking about it, the following two things made me both understand and accept it (without the need to spend Fate Points to actually disarm the opponent).

First, see the Aspects as “hard facts” – this is some kind of “truth” about the game world (not just words or phrases that might be true). This is true for all Aspects, not just the ones created through maneuvers (i.e. being DISARMED is as true as having the High Concept Aspect WHITE COURT VAMPIRE ASSASSIN). This means that if the opponent has the Aspect DISARMED placed on him, he is disarmed (in addition to the fact that the Aspect can be tagged as usual). For him to remove the Aspect, he has to make a maneuver and get rid of the Aspect (i.e. take up his weapon).

The second thing is that the maneuver is done instead of an attack. The roll is opposed by the same (or at least similar) skill (not a fixed difficulty), meaning that the “attacker” is placing an Aspect on the target instead of causing stress on the target. At the end, the attacker gets a disarmed target and an Aspect that he can tag instead of a number of stress that could take him out of combat. In case the attacker would like to try to disarm an opponent using his bare hands, the difficulty would be increased even further.

143
DFRPG / Re: At The Table: Music While Gaming
« on: February 02, 2011, 11:55:44 AM »
I have been using custom soundtracks for close to 20 years, including sound effects. It has come to the point were I can hardly think running a session without it. Every campaign gets its own "intro song" and "end song" (played at the beginning - and end of the session, respectively).

The tracks are taken from various films, edited for personal use only and looped so that they can be played for at least five minutes without audible gaps. The tracks are then named after the mood that I feel when listening to it (like "Breaking in", "Early morning" etc) which makes it easy to find a suitable track during play.

Finding the right music for the DFRPG is what I am working with right now (after 20+ years of running Call of Cthulhu).

144
DFRPG / Re: Killing in the Game
« on: January 16, 2011, 08:00:52 PM »
What I think is quite interesting, compared to other RPG's, is the fact that PC can't say that they just "happened to kill a NPC" as a result of the dice (i.e. just happened to roll a very high damage roll). To kill an NPC in the DFRPG, most of the times, the player have to choose to do so after getting a "taken out" result in combat. I like that! No more hiding behind the dice...

145
Another way of limiting the extreme complexities possible through Thaumaturgy (without risking to fail if the Wizard have Discipline 5 or more) is by saying that every time you pour power into the spell, it takes one step on the “Time Increment” table (instead of one Exchange).

If you have Discipline 5, you can pour one shift of power into the ritual safely (without risk of failing). This means that one day is equivalent of 11 steps, which is the same as to say that a Wizard with Discipline 5, in case he wants to be 100% sure not to fail the ritual, it takes one day. Complexity 13 thus takes one week, and complexity 15 takes one month. Now were talking! If you want to add more than one shift of power every time, you can aim for higher complexities (or faster results), but you risk of failing the ritual.

If you have Discipline 6, you can pour two shifts of power into the ritual safely (without risk of failing), meaning that this Wizard can pour 22 shifts in to a Ritual in one day (i.e. 11 times, using the “Time Increment” table) without having to roll the dice. If he is aiming for a higher complexity or faster results, he will have to pour more than 2 shifts of power in to the ritual (and thus risk of failing the roll).

What do you think about that?

146
DFRPG / Re: Physical appearence of a Changeling
« on: December 22, 2010, 11:40:59 AM »
Thanks for the replies. I would say that Human Guise does the trick, especially as it goes away the moment the character uses his or her powers.

Glamours might work as well.

147
DFRPG / Physical appearence of a Changeling
« on: December 21, 2010, 11:40:57 AM »
In the Template for the Changeling (YS74), the rules say:

"In play, this means that any time a changeling purchases new powers, it comes with a clear alteration of the changeling’s body, moving him towards a more fae appearance in line with that of his faerie parent (like suddenly growing horns or hooves and so on)."

Does this mean that most of the Powers taken by the Changeling affects the physical appearence of the character (when applicable, of course)?

I would assume that the character ought to choose "Glamours" as one of the abilities in case he or she would like to be able to move around among "normal people".

148
Note that this not only applies for general Wards, but also for Summoning rituals (more specifically the strength of the containment circle).

You don't have to go to really extreme complexities like 50, without too much trouble, a Wizard could (given enough time) easily create a complexity 20+ containment circle, that should hold all creatures summoned.

What bothers me is that, if the Wizard have enough time (and Discipline 5+), the player could simply say "I create a complexity 20 [or 30, or 40 or whatever] containment circle for my summoning, and as I can't fail the roll, so I suppose it is successful, right?". Given enough time and creativity, the player should be able to come up with enough Declarations to make it work.

I am thinking about some kind of restriction, saying that a Wizard can only create a Ward that has a Complexity equal to 2x his Lore skill (modified by any bonuses he might have).

149
Just remember, the more shifts you have to control, the more dangerous it gets. one failed control check can kill you. Easily.  Picture this: you got a 50 shift spell, you've got 4 shifts left, and roll so poorly that you fail the control check.  Either way, your taking 46 shifts of damage, from fallout or backlash.   Say bye bye to your wizard.  That's the danger of bigger spells. So the pratical limit is the number of shifts of damage you can take.  Stress track + 20 (2 mild, 4 moderate, 6 serious, 8 extreme).

Note the actual casting of the ritual is not really a problem (once you reach +5 in Discipline, you can easily add one shift of power without risking failing the roll). Though if you had a risk of failing the ritual, I would not raise the complexity to 50 and risk a 50-shift fallout...

As suggested, Endurance could restrict Discilpline for very long rituals.

150
As I interpret the rules in regards to Wards and complexity, a PC could without too much effort (from a rules perspective) create a Ward with a complexity of 50 (or more!), given that he gets enough time. There are no limits in terms of the number of Declarations a Wizard can make (as long as he can explain them from a narrative perspective), so making 25 Declarations (to get 50 shifts!) should be OK (as long as his GM is agreeing to it). It would also be perfectly safe to cast the ritual once the Wizard gets a Discipline of 5+ (as at this level, he can feed 1 Shift of power to the ritual per exchange, without risk failing the spell).

The fact that a Wizard can succeed with any ritual as long as he is given enough time (and can explain all the Declarations) is fine by me in general, but when it comes to Wards it seems a bit strange (as the Ward is stronger the higher the complexity, and there are no real rules to prevent a player from (using the example above) that it is possible to create a way over-powered Ward.

It’s a bit off topic (but in a way related to super-strong Wards), but why would a Wizard, given enough time, ever use Fate Points or Consequences when casting rituals (when one, technically, can make an unlimited number of Declaration “for free”)?

I am thinking about putting a limit on the number of Declarations one can make when casting a ritual, but at the same time, it doesn’t feel good to do that. One the other hand, I would very much like the players to use Fate Points or Consequences when casting rituals, but when they have “free” Declarations, I can’t see any player ever using Fate Points or Consequences (given the Wizard have enough time to cast the ritual in question).

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