Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - sdfds68

Pages: 1 [2] 3 4
16
DFRPG / Re: Medical Treatment
« on: April 09, 2015, 05:04:46 PM »
Doesn't having a series of consequences that never heal defeat the purpose of consequences in the first place? You're supposed to get them, and then get rid of them, not use them as armor.

I'm really not on board with making consequences able to soak up stress. I think that instead of altering consequences themselves, it would be more effective to start treating them differently in game.

If consequences need to matter, it might be a good idea to suggest a rate of compels per session on consequences, which changes based on how serious or how over the top the game is. The rate wouldn't be a hard rule, but rather a guideline to making the game play more in tune with the damage that racks up on characters.

17
DFRPG / Re: Medical Treatment
« on: April 09, 2015, 02:04:23 AM »
The downside to this, I think, is that it takes away the freedom to decide how important you want a consequence to be. The nice thing about the current system is that while you can decide to Compel that broken leg if you think it would be interesting, you can also ignore it if it would just be a distraction.

Then maybe the solution isn't mechanical. Maybe it's behavioral. Maybe just creating examples of consequences in play for games with different themes would be a better solution than changing the rules.

18
DFRPG / Re: Medical Treatment
« on: April 08, 2015, 05:30:05 PM »
And the other is to let consequences be tagged repeatedly, like once per fight. That'd make them a lot worse to have, but maybe that's a good thing?

It could be, since they don't seem to matter as much as they should, but it would also result in a push towards always having a medical expert in the party or everybody getting relevant powers to compensate. It'd be kind of DnD-ish. "No cleric? We're doomed!"

Also, would that change be to physical consequences, or to all consequences?

19
DFRPG / Re: Medical Treatment
« on: April 07, 2015, 08:27:40 PM »
Medical treatment creates a maneuver aspect that sticks with the character.  They can tag the aspect to pay off a compel on an invoke of a consequence.  The quality of the maneuver must = the consequence.  Extra shifts(like every three shifts) could go towards extra tags

That does seem like a solution in keeping the theme of DFRPG, but I feel like if a good alternative to wizards con and recovery powers isn't put into effect beyond maneuver aspects, we'll just wind up seeing more people putting those into their builds.

How about first aid specifically, just a Scholarship roll with no stunt required, provides maneuvers like the ones discussed, but a character with a stunt related healing is capable of doing something outright better, as long as they have some kind of operating theater and tools? That would make the Stunt worthwhile, and could actually fit in with the stunt rules as is by providing a new trapping for Scholarship.

20
DFRPG / Re: The Take-Out Chain Game
« on: April 07, 2015, 08:17:53 PM »
Your armor -- and clothes -- disintegrate completely, and you slink away from the battlefield in embarrassment.

Entropy curse dropping a piano on your head.

World's smallest piano


A dragon makes a flyby overhead and tries to TPK you and your buddies with its fiery breath.

21
DFRPG / Re: Medical Treatment
« on: April 07, 2015, 12:42:40 AM »
How about, instead of a full downgrade, a successful Scholarship roll + Doctor stunt reduces the time of recovery somewhat, but not as much as it would by reducing the severity of the consequence?

For example, a moderate would be reduced from lasting until the end of the next session to three or four scenes. Still significantly longer than a mild consequence, but much better than going without medical attention.

22
DFRPG / Re: The Take-Out Chain Game
« on: April 06, 2015, 08:35:48 PM »
The blow connects and takes a massive chunk out of your face. You slump to ground, apparently destroyed, but will rise again in time for the exciting sequel.

A PC has been socially outmaneuvered by the bad guys and must threaten a police station with a suicide vest and hostage to prevent a city block full of people from being burnt to the ground. The vest, naturally, goes off. Weapon 4 area attack.

23
DFRPG / Re: Wizard power level without the Laws of Magic
« on: April 04, 2015, 11:59:15 PM »
Actually, the 6th Law doesn't forbid anyone from looking into the past.  It just forbids anyone from travelling there to do something about it.  Postcognition is totally fine, as is precgnition.

Precog is sometimes treated as not quite OK in the books. However, that's probably because seeing the future kills mysteries faster than Sherlock Holmes with a time machine.

24
DFRPG / Re: The Take-Out Chain Game
« on: March 14, 2015, 11:38:44 PM »
At the last second the red beams swerve and 'only' take off the person's legs.... and the MOON.

A monstrous creature beats a PC into a bloody pulp with a washing machine for a bludgeon, then stops, puts on some sunglasses and makes a joke about how the opposition is 'washed up.'

Weapon 12 pun attack.

25
DFRPG / Re: DF-RPG Statting for our Scooby-Gang?
« on: March 14, 2015, 11:33:44 PM »
Is that a fur diaper?

26
DFRPG / Re: The Take-Out Chain Game
« on: March 13, 2015, 07:00:09 PM »
Looks like you picked the wrong day to visit Alderaan.  Death Star Laser: Weapon 100, area effect.

The laser tears open a hole in space and time in addition to blowing up the planet, sending a few lucky people through to another world. The offworld tourist happens to be one of those people.

A foul thing from beyond our dimensions ages someone by a thousand years. Weapon 30, accuracy 18.

27
DFRPG / Re: Fighting While Hidden
« on: March 09, 2015, 12:52:41 AM »
I'm sorry, I've been arguing while under some misconceptions about the rules. I assumed that ambushes were 'free' whenever someone successfully managed not to be noticed by other characters, rather than being a trapping of a specific skill. I also assumed that evocation allowed skill replacement on the fly, which is definitely not in YS.

28
DFRPG / Re: Fighting While Hidden
« on: March 08, 2015, 11:49:20 PM »
Spells create blocks maneuvers.  So it's almost irrelevant whether the veil comes from a spell or not. 

A veil is specifically a block on Perception - regardless whether or not it's created by a glamour, spell or stealth.

The difference between a spell and a glamour/stealth is that, regardless of duration, once you overcome a spell block, it goes away.  This is not necessarily so with a glamour.

A spell made block has a built in time limit, due to persistence. A block made 'with' glamour isn't made by the power, it's made a skill roll. After it's been overcome, the block is gone, but the narrative power of the glamour is still present.

Someone using glamour would still need to make skill rolls to make a new block versus perception, but they wouldn't need a narrative reason to explain why this is possible, unlike someone with just a stealth skill, because they can rely on their spent refresh to cover that.

Quote
This is a matter of interpretation.  They say a veil replaces your stealth....but a veil does not necessarily give you the "AMBUSH" trapping of stealth.

Your GM may still adjudicate that you have to make a Stealth skill check for an ambush, even if your veil is of epic calibre....

Some people just let the veil determine the quality of an ambush.

I don't understand. A trapping is part of the skill. How you can replace the skill without also replacing all of the trappings?

Also, how is a veil not a skill roll or spell?

29
DFRPG / Re: Fighting While Hidden
« on: March 08, 2015, 11:03:40 PM »
Veils are sometimes spells and sometimes not spells. And Stealth rolls are pretty much never spells.

If it's not a spell, then it's just an ordinary block or maneuver, not matter how many weird powers or declarations or whatever are involved. If it is a spell, it runs out at some point.

Quote
Regardless of the reason people don't know where you are...attacking them is going to give them some clues. And that's a good thing, because being hidden is really powerful.

Perhaps I don't understand what you mean by 'being hidden.' What mechanics are you referring to that allow characters to 'hide' besides spellcasting and the stealth skill?

Quote
That's also why I don't want to give automatic ambushes to hidden folks. It's too strong. And anyway, if there's a fight on their guard is probably up even if they can't see you.

Hidden folks do not have automatic ambushes. You have to roll to set up an ambush with the stealth skill, and that is going to be opposed by whomever you're trying to hide from. But some people could repeatedly ambush during a fight if they have a way to hide themselves even during combat, such as spending enough fate points or have an appropriate stunt/power.

A GM doesn't have to allow this, and can certainly houserule that this type of behavior isn't allowed, but as far as I know it's just part of the system.

30
DFRPG / Re: The Take-Out Chain Game
« on: March 08, 2015, 08:05:49 PM »
The locusts eat all your flesh. Fortunately, you're undead, so that's painful and inconvenient rather than unlife ending.

Hammered by machine fire from all sides like in that scene from the first Godfather movie.

Pages: 1 [2] 3 4