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Messages - Taer

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16
DFRPG / Is anyone else annoyed by Physical Immunity?
« on: June 13, 2011, 07:32:21 PM »
Does anyone other than me find this power largely inappropriate in the game?

For example, let's say I'm designing some kind of a BBEG. I want for him to be extremely badass, tougher than even Mythic Toughness. Because of God-mode, there just isn't any place for designing any other super-Toughness powers. Why even bother? God-mode is available. I can't ever have a Toughness power cost more than -7 Refresh because -8 is invulnerable.

It's also placed in some highly unsatisfying places in the book. For example, Ogres have Physical Immunity to magic. I mean, does that seriously mean that an Ogre could basically walk into a meeting of the entire White Council and the thousand or so wizards could unload enough magic to level a city and he'd just shrug it off? GM Fiat here is not really a satisfying solution.

Sure - I can get that Ogres are very tough against magic. But they're also nowhere near heavyweights, they shouldn't get to laugh in the face of the entire Council if they unleash their full power.

Similarly, some other creatures I don't think deserve Physical Immunity. Sure, the Loup-Garou is badass. Sure, it could rip apart an entire police department. So, can it survive a nuke? Ten? Fifty? The full might of Queen Mab if she doesn't use some sort of a Catch-satisfying ability?

Again, GM Fiat is not a good solution. As a GM, I can already do anything. The rules in the book are there to tell me what I should and should not do.

So, opinions on this? If you share my opinion, did anyone come up with some sort of a custom power for other high-end Toughness abilities?

17
Thank you for the lengthy explanation crusher_bob, but I believe I'm at fault here for not making my post clearer. I'm sorry for that, I should've made it more obvious that I was speaking of the Crafting Specialization in Focuses, rather than just focuses/specializations in general. I thought that Crafting(Focus) decreased the Focus Item Slots taken by them, which I now realize made my post sound all kinds of confusing. Thanks for your help anyway. :-)

Llayne thanks for clarification that the focus specialization only decreases the size of the focus items. This is somewhat disappointing. ;)

18
So, I need for someone to answer two questions for me.

1. How do focus specializations work?

The way I understand this, let's say I take a +5 Spirit Offensive Control Item. This normally takes 5 Focus Item Slots and is as big as a basketball or a staff. Now, with a Focus Specialization of +1, the same item takes 4 Focus Item slots and is thus fist/rod sized, correct?

Similarly, let's say I have a Focus Specialization of +3. I have two items for +4 Spirit Offensive Control and +5 Spirit Defensive Control. Thus, the first item takes 1 Focus Item Slot while the second item takes 2 Focus Item Slots, is that correct?

But, let's just say I want the biggest stick of them all. I craft a +3 Offensive and Defensive, Power and Control to Spirit(let's say I'm a demigod of vast power and I have a shockingly overpowered Lore to pull this off). This normally takes 12 Focus Item Slots(one element times 12). Now, with a Focus Specialization of +2, does this item take 10 Focus Item Slots(reducing the total) or 4 Focus Item Slots(reducing by each category)? I'm almost confident of the former, but I'd rather confirm this.

And last but not least, applying the above reasoning to elements. Let's say +2 Offensive Power to Earth and Spirit. That's 4 Focus Item Slots. With a +1 Focus Specialization, do I get 3 Focus Item Slots or 2? Likewise, I'm leaning towards the former.

2. I've heard a few people say something about a "700-shift Wizard" and I must admit I'm morbidly curious as to how it works. Could someone explain that to me?

19
That was the attitude as I perceived it.

Just Say No. :-)

Cite a few examples. By the same token, someone with a Wizardly concept should be able to sling heart exploding curses, since if Victor Sells could do it, he, as a full-blown Wizard, most certainly can. Someone with a Marcone-esque concept clearly doesn't have to check his Resources to see if he can acquire Microsoft, it's obvious he's filthy rich - so he can, right? A RCI/WVC with a High Concept of "Friendly Neighborhood Vampire" clearly doesn't need to check if he can resist Hunger, of course he can! He's friendly!

No, you don't get to do that without the rules or a roll(unless it's uninteresting background that doesn't need to be rolled). This is precisely why rules for an RPG exist in the first place. So that you can have an objective standard of what each character is capable of and so that you can have meaningful interactions with the 'virtual environment' created by the GM. If this is gone, then games devolve into something similar to a child's game "I shot you!" "Nuh uh" "Yes I did, you're dead!" "No, you didn't!".

Or, in other words, there's a reason there's a "G" in "RPG". That's the Game part. Game means there are rules. Of course, there are situations in which you can't easily apply those rules, in which you have to apply GM Fiat(or make up a rule) to resolve a situation, but this is clearly not one of them.

20
Eh? This argument just... seems weird. I mean, is he arguing that he should get to skip rolls or ignore their results because it's appropriate for his supernatural type?

I mean, what. That's like arguing that because your High Concept is "Badass Assassin", you get to skip attack rolls and always hit whatever you want. After all, shooting accurately should be easy as [insert gun wielding concept here].

What his character is capable of is outlined on his sheet. If he doesn't have a particular ability, he doesn't get to handwave it away.

This is just not how it works. If he wants, he can invoke any of his Aspects for bonuses as per the usual - or use anything else that is on his sheet.

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DFRPG / Re: Thaumaturgical Blocks ... err, help?
« on: June 09, 2011, 07:28:08 AM »
I'd say no, movable Thumaturgy blocks are a bad idea. It's not just about this particular spell itself. Rather, it sets a bad precedent.

If he can use them for blocking sound, why not for blocking physical damage? It's not that difficult to get a huge amount of shifts on Thaumaturgy. This is fine for Wards - they're immobile. However, actual long-lasting physical wards could lead to incredibly overpowered results.

At my most generous, I'd say you might allow it, but use the Time Increments table and start from "instant"(so, if he wants an hour-long shield, that's 7 shifts right there) - the duration of an Evocation block. Even so, it's a bad idea. It allows for any competent spellcaster with a cult(or other manpower willing to contribute consequences to the spell) to have a nigh-impenetrable shield for a very long time(after all, Time Increments go into years and lifetimes).

So, really, this situation would be better handled by the Temporary Power rules. Let him use a Thaumaturgy spell to say he stored the energy of the spell. At the actual scene where he wants to use it, allow for him to pick up Refinement as a temporary power. That's 4 four Enchanted Item slots right there, this gives him plenty of uses of the "item".

So, anyhow, I'd play it like this: base complexity of the spell is equal to Lore(the enchanted item's Strength) +0-7(for a scene long duration, depends on what the "base" time is) +2(1 Refresh being roughly equal to 2 shifts). After the spell is cast, he can spend one Fate Point(Temporary Power rules) in order to gain access to an "Enchanted Item" worth 4 Enchanted Item Slots(ie. -1 Refresh worth of Refinement) for one scene. He can only do this once, afterwards the spell is "spent" and he'd need to cast it again to gain any benefits.

Anyhow, even this feels fairly generous but I guess it's in keeping with the theme that a prepared wizard can be an nightmare.

22
DFRPG / Re: The First Law of Magic In-Play: Semi-Official Advice
« on: June 09, 2011, 02:09:26 AM »
Though, theoretically, the GM could also propose it as a compel if you have "Anger Management Problems" or whatever as an aspect.

This feels like a mean thing to do.

Yes, Aspects should lead to interesting and fun drama. Compels should lead to dramatic things, things that could be very, very bad to characters.

But this is different from most compels.

Wizardly characters tend to skirt the edge of NPC-dom as far as Refresh in a lot of cases. In the face of a compel like that, a player cannot do anything but resist, if he wishes to continue playing his character.

Or in other words, compels should lead to bad things happening to the character, not to the player. To me, this kind of compel would feel more or less like 'rocks fall and you die unless you spend a FP to resist'. You certainly can have(and should) have anger influencing a character's magic, but not to the point where you compel him to use black magic.

It's sort of like the difference between compelling a RCI to feed vs. compelling him to kill. The first is valid and can lead to all sorts of interesting drama. The second is forces you to either surrender FPs or, well, lose the character.

Anyhow, just my 2 cents, I simply don't think this should be in semi-official gameplay advice.

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