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 - DFJunkie

Pages: 1 ... 19 20 [21] 22 23 24
301
DFRPG / Re: (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 10, 2010, 07:03:31 PM »
Quote
That said, making negative Fate Points free compels seems a perfectly valid house rule, at least to me.

No doubt.  I mean, sure the PCs start with fate points, er, fate point.  As in one, because they're not morons and spent all their refresh.  It does seem somewhat unfair that someone who is fifteen points in the hole only acts a little more in tune with their nature than a free-willed PC.

I'd say that viable houserules could be:
1) Negative refresh NPCs gain fate points as normal, but cannot refuse compels until they have accumulated a number of fate points equal to their net negative refresh (this will require assigning refresh totals to the NPCs statted out in OW, since it only tells you how much they spent, not how much they overspent).
2) Negative refresh NPCs do not gain fate points at all until they've paid off their debt.  
3) Negative refresh NPCs must pay more than one fate point to buy out of compels.

I'm leaning towards using 3) in my games to see how it goes.  I'll assume everyone starts out as Submerged (so subtract 10 from their spent refresh).  If they are between 0 and -5 they buy out of compels as normal. From between -6 and -10 it will cost them 2 fate points to buy out of a compel.  From -11 to -15 it will cost 3, and creatures who are more than sixteen points in the hole can't buy out at all.

It is also possible that I will restrict the higher costs to compels against an NPCs high concept.  

302
DFRPG / Re: Laws of Magic vs Accords
« on: July 10, 2010, 05:59:14 PM »
See, I don't think we can really answer the question "does a mortal using a sponsor's magic to break the Laws assign the Lawbreaker power to that mortal?" because we don't know exactly what Lawbreaker represents, and how it comes into being. 

If it is purely a stain on one's soul, 100% internal to the person using magic, then any mortal who breaks a Law purely with sponsored magic should get Lawbreaker.  The reason I don't think this is the case is precisely because subduing someone with magic and then shooting them in the head is not a gray area at all, the Wardens do it regularly. You've still used magic to kill, it just wasn't the actual instrument you used to deliver the coup de grace.

If Harry is right, and magic really is the essential force of life and happiness and puppies, then breaking the Laws is perverting the nature of magic, and Lawbreaker is the backlash of that act.  It's an outside force damaging the soul of the user.  In this case I do not think that a mortal using purely sponsored magic would become a Lawbreaker, because the power in question is not the power of life, but the power of some other entity, generally one of the Faerie courts (since most other types of sponsored magic require the user to have magical power of their own). 

The gun analogy doesn't apply since it isn't the act of killing that is problematic, but the act of killing with magic (or breaking one of the other Laws).  Unlike the "guns don't kill people" argument in this case the instrument is absolutely the issue.

303
DFRPG / Re: (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 10, 2010, 03:08:45 AM »
It would be nice if we had an example of someone like Mavra gaining refresh through compels, or if they clarified the issue. 

Another reason I don't think the NPCs need to make up some sort of debt is that Our World only gives the NPCs total refresh costs which are relevant for balancing opposition to the PCs and not net refresh which is only mechanically relevant if you need to figure out when they pay off their negatives and start gaining points.

304
DFRPG / Re: (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 09, 2010, 10:21:21 PM »
Quote
Yeah, until the NPC buys off his negative, he has no FATE points. If Niccodemus is compel, sure he gets a FATE point. Now he's only 17 in the hole, rather than 18 or whatever.

That really isn't supported in the text.  NPCs with 0 or lower refresh don't start the session with fate points, but the section on NPCs and fate points goes into several examples of such NPCs earning them through play.  If you want to houserule that negative refresh NPCs start with negative fate points they need to buy off before usable ones will accumulate that's fine, but it's still a houserule. 

305
DFRPG / Re: Laws of Magic vs Accords
« on: July 09, 2010, 10:16:47 PM »
The strongest case against the Wardens beheading a Winter Knight who kills with magic is that they wouldn't want to incur Mab's wrath, especially Winter's cooperation is so vital to keeping the ways to and from Edinburgh open. 
Second, it's possible that doing so would be considered an act of war under the Accords.  We don't have a copy to peruse, but unless the Knight in question was also at one time a WC wizard I'd say it's very unlikely they could legitimately claim to have jurisdiction over his actions.
Finally, and this is just my interpretation based on some things that come to light in Changes, I don't even think that a person who uses solely sponsored magic would be eligible for Lawbreaker.  It seems that the corruption inherent in Lawbreaker is from an external source, and my interpretation is that using magic to certain ends allows that source to taint the user.  However, in the case of a person using borrowed power there is no link to that person's soul, so no taint can be conferred.  That is just my personal interpretation though, and neither the RPG nor the books have provided a conclusive example one way or the other.

306
DFRPG / Re: Erlking Magic
« on: July 07, 2010, 07:56:04 PM »
Good point.  He could always be a Freeholding Lord, or for all we know he might have signed on as head of the Goblin Nation (or something).

The real question is: how would his inclusion help Mab?  Can you think of a way?  Then he's probably in.

307
DFRPG / Re: Erlking Magic
« on: July 07, 2010, 07:32:48 PM »
Quote
It's a bit unclear really.  We don't have any sponsored magic users in the books that break laws.  Not any mortals, at least.  We don't know how the White Council would react.

Normally I'd say that as representatives of other Accorded powers the WC would look away if one of the Knights broke the laws, but in the case of a mortal using sponsored magic granted by a non-signatory I think it is a lot more likely that the Wardens would take his head.

308
DFRPG / Re: Conflict with Campaign Style
« on: July 07, 2010, 07:03:24 PM »
Quote
The real problem with telepathy is that it violates the laws of magic, so if you use it the wardens will try to kill you.

Not necessarily.  Consentual mind-to-mind communication is perfectly kosher,
(click to show/hide)
.  

A couple options for making this sort of psychic playable:
1) It could be possible to pick up a person's surface thoughts without invading their minds, maybe they somehow affect the aether/mana-sphere/whatever in a way the player can read.
2) Include a certain amount of precognition.  Sure it might butt up against the Sixth law, but as long as the PC sticks to the gray area it should be points well spent.
3) Be sure to throw plenty of inhuman foes at the players.  Your psychic can go ahead and mindrape vampires, faeries, and other non-human sentients at will.

Your co-GM needs to learn to say yes to the players more.  So long as no one is being immature and attempting to break the game there's really no reason to turn down a player's concept.  If I was worried about anything when I picked up Dresden it's that the characters would have too much weight, and no one would want to play anything/anyone original (ie. we'd have a Harry clone, a Murphy clone, a Thomas clone, etc.).  You and your co-GM got lucky in having a player who wants to break some new ground.


309
DFRPG / Re: Rules question: Living dead and Inhuman Recovery
« on: July 07, 2010, 02:17:48 PM »
Personally as a GM if you're going to invest points in Inhuman Recovery I'd let it heal your corpse body every bit as well as it would a fleshy mortal body.  Instead of simply being an animated corpse you have some dark power at work helping you recover from damage.

310
DFRPG / Re: Crunching the numbers - a sample "combat"
« on: July 07, 2010, 12:39:10 PM »
No, a tag is a one-time only cookie for discovering or creating an aspect, further bonuses or rerolls require a fate point.  On the other hand, there's no reason not to compel the crap out of "blinded" or a similar aspect any time an affected character wants to do practically anything.

311
DFRPG / Re: Can you use magic to remove an aspect from a scene?
« on: July 06, 2010, 05:25:46 PM »
(YS 252) "...this places a temporary aspect on a target or the scene, or removes a temporary aspect from a target of from the scene."

Same page says that "by default, pulling off most maneuvers requires 3 shifts of power" and goes on to discuss how it is frequently harder to affect characters.  Since those same 3 shifts would be enough to light someone up with a Weapon:3 attack, I'd say a caster is already pumping a substantial amount of mojo into it.  That's the same amount of energy as a Desert Eagle or other absurdly large hand gun, more than enough to light up a scene.

As for putting out a fire, I'd personally require the caster to use shifts equal to the fire's intensity.  If the fire is simply an aspect then it's a three shift maneuver.  If it's counting as a hazard and doing damage, then I'd make them pay 1 shift for each 1 point of damage the fire does, plus 2 per zone affected.

312
DFRPG / Re: n00b with some questions
« on: July 02, 2010, 11:11:26 PM »
Or you could take Giant Meat Paws (or Fist Like A Canned Ham, etc.) as a derivation of the Claws power.  It's damaging natural weapons, they don't have to be sharp.

313
DFRPG / Re: Magical shutdown?
« on: July 02, 2010, 11:07:23 PM »
Yeah, just allocate shifts to power and duration, brew 'em up, and you're ready to roll.  I'd think it would work just like a normal block: every shift of power increases it by one point, every shift of persistence adds another exchange, so it would cost you 10 shifts to set up a Fantastic (+6) block lasting four exchanges. 

Of course, to target a specific caster you'd need your symbolic link.  IIRC, Harry had something belonging to Kravos when he shut his magic down.  I think the reason Eb could do without when locking down Mavra is that undead magic is substantially different than mortal magic, and he was able to shut down Blampire spellcasting without affecting Harry, though that's just my theory.

314
DFRPG / Re: (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 02, 2010, 11:01:46 PM »
Yes, but I think that Janus is now thinking about a house rule now.

Personally I'd consider charging ubernegative NPCs extra fate points to buy out of compels. 

One thing I want to make clear, when I talk about an NPC with negative refresh, I mean an NPC that has spent more points on powers and stunts than it can afford with its base refresh.  It isn't so much a balancing mechanism (total points spent on powers/stunts determines actual power) as it is a measure of how much control the NPC has over its nature.

Think of a character who picks up a Denarius while at a +1 total refresh.  At first he resists the Fallen and maintains his positive refresh.  Eventually our tragic anti-hero gives in and buys Hellfire at the angel's urging, bringing him to -1.  Sure, he's an NPC, but he isn't going to go around slaughtering his friends and family for no good reason.  He might even help out his former comrades from time to time.  As time goes buy the Fallen helps him master his magic, and he buys four more points of refinements, for a total of -5.  At this point he's pretty far gone, but still recognizably the same person he was.  Twisted and evil, yes, but still the same person.  Then he goes hog wild and takes all the shapeshifting powers, bringing him to a total of -15.  Ouch.  At that point I'd say the person he was is gone, entirely under the thrall of his Fallen.

Come to think of it, I'd say that the Denarians who keep their human names probably don't have substantially negative refresh totals.

315
DFRPG / Re: (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 02, 2010, 03:18:10 PM »
The section on NPCs and Fate Points (YS 351-352) suggests that NPCs acquire fate points based on their status in the game.  Main NPCs gain fate points like PCs, through compels, negative invocation of their aspects by other parties, etc.  Supporting NPCs get fate points in all the usual ways, and additionally one extra per scene they participate in, since they have fewer aspects to compel.  Finally, nameless NPCs don't usually get any since they have no aspects of their own, but optionally you can give them access to their master's fate points, and give any fate points the minions earn from consequences and cashing out back to the master.  

Aside from starting with no fate points, I don't think that having a negative refresh has any mechanical impacts.  In terms of roleplaying, I would say that the degree of negativity reflects the degree that the NPC is ruled by its nature.  A -1 refresh NPC has a harder time overcoming its drives than a -30 NPC.  As a GM, I would almost never refuse a compel to a -30 NPCs aspects, even when accepting it is wildly stupid.  

Pages: 1 ... 19 20 [21] 22 23 24