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Messages - cgodfrey7

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DFRPG / Re: Initiative Question
« on: February 22, 2011, 03:41:48 AM »
Perhaps I am viewing this at a strange angle, but let's try the following setup: R# is the beginning of a round.  We have 3 people's original initiative order is A goes before B goes before C.  If everyone stays with their original initiative, combat order would be:

R1 A B C R2 A B C R3 A B C ...

Suppose that C wants to delay his action in round 2, he effectively would lose his turn in round 2, but get to go first in round 3, still maintaining the order

R1 A B C R2 A B    R3 C A B R4 C A B

Suppose in round 5 C wants to interrupt B, then we would have

R5 A C B R6 A C B

I am sure I am missing something basic, but each person gets to go in each round, except when C lost a round holding initiative in round 2 to possibly prevent A from doing something in round 3. 

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DFRPG / Re: Initiative Question
« on: February 20, 2011, 01:39:35 PM »
I am still learning this system, thanks for your responses.  What does Invoke for Effect mean?  Is there a page I can read that explains it?

I think sinker got the gist of my question: "If one delays one's action (and doesn't interrupt anyone) then where does one's initiative start next turn? Because if one did so and the initiative order changed, then one would be at the bottom, and unable to delay one's action effectively a second time."


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DFRPG / Initiative Question
« on: February 20, 2011, 02:57:42 AM »
I have come across a problem in my game, looking for insights, maybe something that I am missing.

Combat is occurring several zones away and has been going on for 3 combat rounds.  A bodyguard is protecting her charge, Queen Melody.  One of the combatants runs towards QM, and the bodyguard steps between the combatant and her charge.  According to the rules of initiative on YS199, "You may opt to delay your actions until a future point in the exchange, allowing you to interrupt someone else's action later in the initiative order.  Once this happens, your initiative is set at that point for the rest of the conflict, unless you delay again."

I am having problems with this statement.  Because the bodyguard has been waiting, should the bodyguard automatically get to go before the combatant, or do you go strictly off the Alertness skills and in case of ties, Athletics second?

Thanks.

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DFRPG / Re: Newbie Players And Basic Tactics
« on: January 30, 2011, 05:18:07 PM »
Investigation comes to mind quickly, but maybe supported by Scholarship (military background info) or Survival or even Weapons stretching things a little.  You might also pose it to your players, get them to analyze their skills and make suggestions, which will get them more involved in reviewing what other things their skills can do as well :) 

I think this was mentioned already, but to make Physical person have his shining moment, get some things up in the faces of the group, that somehow interfere with concentration a little, like attacking with pointy knuckle things to inflict pain, causing wizards to make a concentration check to keep focus, or throw running water into the scene somehow.

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DFRPG / Re: Newbie Players And Basic Tactics
« on: January 30, 2011, 03:04:45 PM »
Given their backgrounds, I would ask them to make a check, then depending on how well they make their check, present a few options as things to consider.  Tell them in the future they need to ask to make that check, as none of us have the same knowledge as the character we created.

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DFRPG / Sponsored Magic Question
« on: January 26, 2011, 07:13:17 PM »
I notice in both Seelie and Unseelie Sponsored magic they mention wildness.  Can anyone provide some examples, mention pages in either RPG book, or point me to posts about this?  Thanks.

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DFRPG / Location Aspects
« on: January 19, 2011, 05:19:15 PM »
Looking for ideas and suggestions, my brain is refusing to cooperate on creating some quality aspects.  Here are a couple of locations, all help appreciated.  Thanks.

Location: The Blarney Stone Pub
Aspect: Amateurs waiting to be discovered
Tuesday nights aspiring singers and musicians flock to the open mic night at this pub located on Balboa Ave. less than 2 miles from Pacific Beach.

Location: San Diego Zoo
Aspect: Exotic animals from around the world
Animals from every continent can be seen in this unbelievable collection.  2 days are required to fully see all of the exhibits.  Major events occur each month.  The latest event features Koalas from Australia.

Location: Viejas Casino
Aspect: Everything you desire, for a price
Just east of San Diego, slots, bingo, tables, off-track betting, a variety of restaurants, the new V-Long, 700-seat Dreamcatcher showroom for live entertainment .  Expanded poker are, extra plasma screen for football, boxing, and other events.  Located in the middle of Viejas Outlet center has 255,000 square feet of shopping, even more restaurants, an ice skating rink open during the winter, Concerts in the Park (April through September), an interactive water fountain for kids, and coming this fall, the brand-new Viejas Bowl, a must-hit entertainment venue for families.   Owned by the Kumeyaay Indians, they seek to regain their rightful place through subtle means, magical and monetarily. Debts earned can be paid off through favors and other ways.

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DFRPG / Re: How to get players to take control?
« on: January 13, 2011, 10:32:28 PM »
Another possibility is to find a couple of play by post games that show what you are looking for, and ask your players to read them over, then ask what you can do Together to achieve more fun and creativity.  Alternatively, give them a challenge to provide you with plot twists that you didn't think about.

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DFRPG / Hydromancer
« on: January 09, 2011, 08:37:57 PM »
I had some thoughts I would like input on regarding hydromancers.  Normally running water is supposed to ground out magic and make it hard for a wizard to cast any magic.  Will running water have the same effect on a hydromancer?  What effect does rain have on a normal wizard?  Will it have the same effect on a hydromancer?  From a game balance point of view it would make sense that they should have the same effects, but if they have a natural affinity towards water, I guess they could just use a fate point and invoke their main aspect.  Anyway, thoughts/comments/ideas/suggestions?

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DFRPG / Re: Nevernever Locale: The Library
« on: December 23, 2010, 02:14:15 AM »
Quote
CDs, DVDs and VHS?  Sorry, although some Librarians are deeply intrigued.  A general rule of thumb is that, if there is only one or a handful of copies, and those are kept by a single person, at most two or three, you won’t find it here.

Perhaps the CDs, DvDs, and VHS fall under the exception, but I would think there were enough copies out there to make them available in The Library.  Awesome idea by the way.

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DFRPG / Re: Help with a couple of character aspects?
« on: December 16, 2010, 03:27:47 AM »
Possible aspect that may describe his struggle to believe in himself: Two Steps Forward, One Step Back

Modification of Striving for Redemption could be
The Road To Redemption Is Paved With Good Intentions

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DFRPG / Re: CF on a Grand Scale
« on: December 10, 2010, 04:24:32 AM »
A suggestion that may help is to determine either a primary leader of each group or a random rotation of people in the group.  For the primary leader, have the rest of the people in that group following his orders, such as "Attack that ogre" or "Launch a fireball at player x" where that entire group sort of adds to what the leader does somehow, whether it be running interference, forming barriers, gathering assessments to be tagged, etc.  For the random rotation of people in the group, just focus on what the current person would do and the rest are helping somehow or milling about, then next round it is the next person in the rotation's turn to do something.  This gives the background some variety while not being overwhelming. Assuming the random group idea, if they work together, maybe add +2 to the current person's roll to signify that the rest of the group is somehow helping that person.

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DFRPG / Re: help with aspects
« on: December 10, 2010, 12:13:58 AM »
You break it, you buy it.
Bull in a china shop.
Don't put all your eggs in one basket.
What lemon law?
Fakes/Knockoffs 'R Us
Caveat Emptor
Pay through the nose.

14
DFRPG / GM help requested for running DFRPG online
« on: December 09, 2010, 07:22:57 PM »
I have been a table-top GM for AD&D years ago, and would like to start a DFRPG game in January set in Tampa, FL, when I return from vacation.  I was wondering if there were some guidelines/suggestions as to how to go about this as many of you have already experienced this.  The two main approaches I see are play by post, or play by chat.  Pros?  Cons?  Suggestions?  My initial thought is to create three threads in the Play By Post area; City Creation, Character Creation, and IC posts for the actual game.  For those that run the Play By Post, do you have the chat up also for public/private messages?  How do you save the chat info?  Thanks and have a great holiday.

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DFRPG / Re: Need Help with an Unanswerable 8-Ball Question
« on: December 08, 2010, 09:28:50 PM »
I think it would be fun if the magic 8-ball had to be dumped into the River Styx to make it forget its purpose and be forgotten.

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