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Messages - sdfds68

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DFRPG / Re: Stunt idea: Redirect Attack
« on: April 28, 2015, 04:55:41 AM »
Well, social attacks don't have a weapon value, so it'd kind of be useless
I could see some kind of mental defense power that lets you redirect an attack at someone else - like some kind of jedi mind trick....does that make you a Lawbreaker?  :)  j/k.  Let's not have that discussion.
After looking up Incite Emotion and the social skills, I'd have to agree with you on that.

But if redirecting magic nastiness is lawbreaking, then I'm gonna have to go look at Proven Guilty again. I thought it was standard WC practice to bat back incoming bad stuff.

Quote
He's not suggesting you re-direct it back at the person who attacked you.  That would be riposte.  He's suggesting that you redirect it at a 3rd party.  If that 3rd party had the same stunt, he could re-direct it to someone else, but it wouldn't affect the weapon value at all.  It always uses the same weapon value of the original attack.  And, if everyone is giving up their turn to do this, it can't go on infinitely.

But if you beat their roll in order to redirect, are you using the original roll or new roll in the final stress count?  Also, why couldn't redirect be the same mechanic as riposte? Is there a difference between them besides target? If there isn't, why differentiate?

And if everyone is giving up their turn, then of course it can go on infinitely. The PCs smack back an attack, the BBEG + flunkies turns it around on them, and the two sides just spend each round doing nothing but sending the attack back where it came from until somebody rolls a -4 and everybody on their team is out of tags. That's a potentially indefinite series of redirects.

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DFRPG / Re: Stunt idea: Redirect Attack
« on: April 28, 2015, 03:37:38 AM »
Not to mention social and mental attacks. I think before working on redirection I should probably go familiarize myself with all the ways to cause stress in the game.

I do kinda feel like redirection should be limited somehow besides rolls. It sounds cool, but 4 or 5 rolls into a tennis match with one increasingly powerful attack I think the other players will be getting bored with declaring and maneuvering to help one person not get blown into tiny pieces.

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DFRPG / Re: Stunt idea: Redirect Attack
« on: April 28, 2015, 03:09:23 AM »
Also, wrinkle. If there's a precedent for redirecting attacks of some kind, does that mean its ok to redirect attacks of all kinds?

See: wizard rocket tennis.

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DFRPG / Re: Stunt idea: Redirect Attack
« on: April 28, 2015, 02:56:04 AM »
That could actually work pretty well. But does it let you redirect their equipment only or equipment and power bonuses?

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DFRPG / Re: Stunt idea: Redirect Attack
« on: April 28, 2015, 02:41:31 AM »
That depends. There are some characters where this might be central to their fighting style. Think of Jackie Chan's movies. He spends 99% of his "attacks" as redirects, sending on of his opponents' attacks at another. This stunt is trying to do exactly that. It requires input from the attacker (their roll), defense and a redirection from the original defender (defense roll and stunt to convert into attack roll) and defense from the new defender (a second opponent rolling defense).

I honestly think the ordinary rules cover that behavior much better than attack redirection, because those guys almost certainly have worse stats than Jackie, so it would take a ridiculously long time for that combat to end if all of those individual punches and kicks counted as redirected attacks. Much better to just describe Jackie redirecting those attacks and actually have him be making Fists attacks against the nameless goons.

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DFRPG / Re: Stunt idea: Redirect Attack
« on: April 28, 2015, 01:43:42 AM »
Maybe instead of rolling against your opponent, sacrifice a fate point to redirect to a new target. Redirecting attacks sounds like a 'only once in a while, when it's important' kind of thing anyways.

I mean, when are you going to want to do it? Every day, all day or when it's most dramatic?

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DFRPG / Re: Stunt idea: Redirect Attack
« on: April 27, 2015, 10:24:54 PM »
Wouldn't making a "I stole ur knife!" maneuver be an easier, non-refresh way of using your opponents weapon scores?

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DFRPG / Re: Story seed (and input needed) - The Manchurian Werewolf
« on: April 22, 2015, 12:10:24 AM »
The doll is an experiment by a member of a supernatural faction. The grandma (who gets killed by the wolf in the story) face is the self destruct option for the handler to use in an emergency. When used, the cursed girl is possessed by the spirit, who then forces her to tear herself to bits.

Furthermore, if this test is successful, the doll is going to be mass produced.

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DFRPG / Re: Magic Circles and Breaking Them
« on: April 22, 2015, 12:02:03 AM »
That's an interesting way to look at it. The concept is a little hard for me to wrap my head around. Perhaps I should stop looking at these creatures as intelligent entities and more like manifestations of some natural process that merely appears intelligent.

Or intelligent entities with little control over their own actions. The scorpion knows it's gonna die because of its' own behavior. It can't do anything about that, because the rational part of it doesn't do the decision making.

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DFRPG / Re: Fuzzy on how to run Scene or Situation Aspects
« on: April 15, 2015, 10:56:54 PM »
As far as I know all fate point expenditures on roll bonuses are a one time thing. You spend one fate point on an invoke for a +2 bonus on a single roll.

Compels are fate point generators. Somebody accepts a compel from the GM on an aspect, and gets a fate point for something bad happening for them. Players can also volunteer to compel themselves on some aspect for a fate point. What exactly happens as a result of a compel in the game is up the people playing it. It could be kinda bad, it could be really, really bad or even not very bad at all. It just shouldn't be a good thing for the character(s) affected by the compel.

In play, it's important to remember that aspects, with tags, can be introduced by the players. If a player doesn't want to spend a fate point on something, either they or another player should try and roll to get them a tag.

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DFRPG / Re: Medical Treatment
« on: April 15, 2015, 10:33:19 PM »
Don't put up the variants if they're terrible, but I'm curious; what other games are the other variants for?

The second one would better with Atomic Robo or other fate core stuff, since it simplifies healing and works best with a tightly bound system of skills and stunts. DFRPG would probably work poorly with it because of detailed variation in both stunts and powers, and the level of flexibility those refresh costers give in character building in comparison to what I've seen in the other fate core rule books.

The third could, with some work, be worked into the gadget and stunt system of Spirit of the Century. I'd need to do some rewriting, but it'd be fine with SOTCs easygoing setting and stress tracks.

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DFRPG / Re: Medical Treatment
« on: April 15, 2015, 02:44:59 AM »
After creating three variations on the original consequence system, rereading this thread, reading a lot of other threads and reading YS, I think I managed to wind up back where I started in this thread.

Allow characters with the Doctor stunt to take time off of consequences. It's simple, doesn't affect anything but consequence recovery, gives Doctor a reason to exist and can be regulated in game through roll difficulty. Come up with some time reductions, playtest 'em and adjust as necessary.

If asked I'll put up the variations I wrote, but honestly they're crap. Most of what I said in the first one boils down to 'get rid of Wizard's Constitution' and the others are for fate games with an entirely different tone and assumptions about what player characters are capable of.

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DFRPG / Re: Medical Treatment
« on: April 13, 2015, 10:39:53 PM »
The idea with the medical aspects and the tags paying off compels good. Like, it could fit right into almost anyones' game without being noticed as a house rule.

Everything else seems to be about getting characters from one fight to next more quickly. But it just feels like to me that there's no real point to that. Instead focusing on player action to increase the number of fight scenes, it would be easier to cut on the amount of time needed to heal anything, and maybe skip the 'reason to heal' bit.

So instead of me suggesting whatever comes off the top of my head, I'm going to try and remake the entire system of consequences and healing. And I think I'm going to do it multiple times, for different types of games at different narrative paces. Be back in a bit.

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DFRPG / Re: Medical Treatment
« on: April 11, 2015, 05:46:01 AM »
But it still doesn't make the doctor in the party any more useful for having that stunt.
It is that what this is about? I thought this thread was the problems Consequences inherently cause in slowing down the action.

Buffing the Doctor stunt is easy. Just let them dose everybody to gills with meth and morphine for free bonuses, and call it a trapping.

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DFRPG / Re: Medical Treatment
« on: April 10, 2015, 05:08:50 AM »
I don't think that has anything to do with medical treatment. Are you trying to solve some other issue?

For what it's worth, I think the way consequences work in play is fine. But some deeper healing rules would be nice.

Changing the Consequences can result in different healing mechanics entirely. So instead of treating consequences as almost purely stress affecting things, maybe players and GMs should be treating each consequence as a sort of mini-story, starting with how they acquired and ending with how they get dropped. The best part of this is that could fit in fine with the original rules for Consequences getting healed, as the table could decide whether to actively pursue healing for a character, or to just wait it out.

So instead of PC Bob taking a mild and moderate during a chase scene and just waiting for them to go away, or even just heading to some specific location to get treatment (followed by more waiting or more stress), it could work a little more like this.

If a consequence on one particular character is a problem for the party (main combatant can't fight, main talker can't be seen in public, main caster is talking gibberish all the time instead of casting), the party can choose to single out that consequence and work it off more quickly.

So instead of waiting like normal, Bob buys some in game time to heal up with skills/tags/Party help/A fate point, and uses [whatever time period the GM declares realistic] in game to work with somebody with the Doctor stunt to try and un-mess up his arm.

While any number of mechanics could be used during that time to represent healing, what could work best here is to establish some timeframe for the number of rolls allowed and a number of shifts necessary to overcome the consequence. But some of the other suggestions made so far could also work, such as the each consequence providing a point of armor until it's really gone or providing extra boxes to take stress, as could a GM just deciding that nothing needs to be done here; it's up to the other characters to buy in game time to make up for the real life wait for a Consequence to go away.

The point isn't the specifics of how a Consequence is dealt with, it's how the idea of healing is treated as gameplay element. I think in FATE systems, dropping a Consequence requires not some special point by point 'how we get rid of this thing' treatment, but rather an acknowledgement and concerted effort by the players through established rules or possibly simple rules variations to overcome that particular part of the plot. Or, in books, movies and TV shows injuries work as the plot and themes demand, and FATE should emulate that rather than simulation of real injury.

During that time the Bad Guys are still doing things, so there's an ongoing contest (like, say the Cat and Mouse contest from YS pg 195)for the other PCs to deal with in keeping the Bad Guys resources tied up while Bob is trying to get back to functionality. That way, although Bob is gonna get back to main plot with a clear track more quickly than normal, there's a trade off for getting Bob healed as alternative to playing on with an injured Bob. Namely, the party becomes a sort of shield against further harm for Bob and the things that would compel Bob to get back out there so that Bob and his doctor can get rid of that really annoying aspect. Individual PCs could also skip out on helping out with the contest and go help Bob instead, if that's necessary.

Also, Tarans' idea for tags that could be used to pay off Consequence compels could fit in perfectly as an lower effort narrative mechanism for medical treatment. This way, should a Consequence become a problem for the players, they can slap a band aid on it, or focus on treating it like any other in game problem and just work together on fixing it.

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