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Messages - DFJunkie

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331
DFRPG / Re: Transportation magic?
« on: June 24, 2010, 02:06:30 AM »
Harry also uses his mother's silver pentacle to
(click to show/hide)
using the fact that it is inherited silver to bypass the beast's physical immunity so I'd probably allow the use of the spike to take advantage of Faerie catches.  The point of the catch is to reward knowledge and preparation in combat. 

I think the spirit of the rules is very much preserved provided that the spell doesn't give the character an "avoid all catches free" card.  A stake substantial enough to actually transfer the energy of a six shift attack evocation would be fairly large, not the kind of thing you carry with you on a daily basis, so the character would either have to bring one in preparation for dealing with creatures of a certain type or pay a fate point to have one on hand at the right moment. 

As for throwing explosives, I see no real problem with a spellcaster being able to target thrown weapons by expending a point of stress and using Discipline to aim.  On the other hand, I wouldn't want to be throwing a ton of magic around something both explodey and designed and built after World War II.

332
DFRPG / Re: Question regarding Sidhe and Fae
« on: June 23, 2010, 01:05:55 PM »
So all one of the Sidhe needs to do in order to toast a mortal is to lob said mortal something valuable first, then incinerate them while they're still wondering what the hell is happening?  Nice.

For extra fun, use a fire-proof trinket, that way it's reusable.

333
Quote
Might use some Snookie, since a couple of my players are fans, since in one of her short stories she gives a shout out to Harry.

I think the story in question was Bacon, in the Strange Brew anthology, featuring Dhalia (an incredibly old vampire) and was hilarious.

Poor Sookie wouldn't last ten minutes in the Dresdenverse.  "Wait, so you've been breaking the Third Law every waking moment since puberty?  Ah.  Okay.  Put on this... special hat and kneel down, I have a cure for that bothersome telepathy right here..."

334
DFRPG / Re: Magic Circles for fun and profit
« on: June 22, 2010, 04:40:46 PM »
See, I think that a vampire, a creature that is part spirit and part material, could cross or at least disrupt a magic circle.  The Loup-Garou required three circles to contain, one for spiritual entities, one for physical entities, and a third for beings that are both simultaneously.  Vampires are humans whose souls have been inhabited by a demon.  If anything, they would fall into the "physical" category.  Also, in TC Harry informs Murph that Binder's grey men cannot break his circle because they lack a will of their own.  Whether or not a vamp's demon has a will (rather than just a nature) the human host of the demon does, and could therefore break the circle.

As to why Harry didn't just circle up when the Shadowman was looking to make his heart 'asplode in SF, I'd assume that Harry wanted to stop the warlock once and for all rather than simply defend against this attack.  After all, there would be another storm eventually, and at least in the case of Stormfront's climax the Shadowman could have relocated once he realized that Harry was onto his location.


I like the concept of treating a magical circle as an instant threshold with a massive value that can be undone easily.

 

335
DFRPG / Re: Magic Circles for fun and profit
« on: June 22, 2010, 03:01:11 PM »
Another thing to keep in mind is that it seems like anyone can create a magic circle, they just need to be shown how to do it.  See Butters several times in Dead Beat, including one instance where he uses it to stop an outright attacker, rather than just to filter out magical energy.


336
DFRPG / Re: Considering some Evocation house rules
« on: June 21, 2010, 05:44:02 PM »
Personally I'm in Camp B, but only insofar as the winner cannot over state the terms of their victory.  If the winner decides that the loser does not die, the loser is alive, full stop.  If you, as the GM, want some control over the way your NPCs shuffle out of the scene (or off the mortal coil) you need to offer concessions, otherwise the outcome is up to the PC to dictate.  I realize that it's odd to think of death as a concession rather than a result of taken out, but that's really how the system works. 

337
DFRPG / Re: Using DFRPG for True Blood
« on: June 21, 2010, 05:13:43 PM »
A TB style shifter is quite doable at higher refresh levels.  Take True Shapeshifting [-4], Modular Abilities [-2] and a 3 point pool of form points would allow you to mimic most normal animals.  Also, since Sam can’t duplicate other human forms or inanimate objects it seems like his version of shapeshifting would probably be -3 instead of -4, so you might be able to allocate an extra point to your form pool. 

338
I'm personally tempted to bring in more powerful shapeshifters ala WoD, just so the werewolves can exist in the same weight class as wizards.

Also, given that the Nevernever is infinite, it isn't like it's hard to bring anything you want into the setting.  As the GM my bigger problem is keeping the supernatural elements in their proper place.  One of the things I love about the Dresdenverse is that, at least in the mortal world, humans are the dominant species, not background noise like in the WoD games. 

339
DFRPG / Re: Catch Value
« on: June 14, 2010, 06:08:47 PM »
Okay, cool, that's what I thought too, I just wanted to make sure that the cost of 2 total powers could be -1.

Of course, now I'm thinking of changing it, but that's a topic for another post.

340
DFRPG / Catch Value
« on: June 14, 2010, 05:24:44 PM »
When, on YS185 the rules state
Quote
Catches cannot reduce the cost of your Toughness powers below -1.
does that mean that the total cost of your Toughness powers must be at least -1, or that each individual power must cost at least -1?  The reason I'm asking is that I have a -3 catch (Fire, uncommon knowledge) and don't really think my high concept justifies Supernatural Toughness/Recovery.  Since the total cost of my Toughness powers will still be -1 that seems to fly, but I can't help thinking that it doesn't, since it would mean that the cost of one of the powers was -0, and the other is -1.  Help?

341
DFRPG / Re: Question
« on: June 11, 2010, 04:02:16 PM »
Eh, Jim does it to poor Harry all the time.  

There are other ways to deal with a spirit.  The great thing about lower-powered games is that it's easier to provide a non-Apocalyptic threat that the PCs cannot beat through main force.  If the PCs need to deal with a ghost they might have to find an exorcist and protect him/her until the ritual is complete,  they may need to resolve the specter's issues before it corners them and rips them to shreds, it could be that a simple ring of salt will keep the spook at bay until dawn, etc.  

342
DFRPG / Re: Sample Stunts
« on: June 11, 2010, 03:58:01 PM »
I'd say that Saloon Brawler should provide a +1 to Weapons skill when using improvised weapons, with damage appropriate to the weapon in question.  A +1 to an attack skill is huge, roughly equivalent to a +2 to damage, and IMO shouldn't be combined with setting a damage floor, or a damage cap when it comes to it (some improvised weapons should probably do Weapon:2, but they'd be rather few and far between).

Oh, and once the weapon stops being improvised the player stops getting the bonus.  It's one thing when Charles McGee picks up a miner's pick axe and uses it in a fight, there's an element of surprise.  This element is lost when opponents are fighting Pickaxe McGee.

343
DFRPG / Re: Constructs (Gargoyles,Golems etc)
« on: June 11, 2010, 03:28:33 PM »
Yeah, allow me to third the suggestion that you don't worry about the mechanics of construct creation if the constructs in question are agents of an enemy.  Just build as any other NPC with the powers and aspects you're looking for.

344
DFRPG / Re: Parsing the Laws of Magic (specifically the fourth)
« on: June 11, 2010, 12:42:39 PM »
Yeah.  Nelson wasn't so much "clued in" but he did hang out with people who thought they were practicing magic (see Molly's discussion with Harry towards the end of PG), if she'd told him what she was doing, he'd probably have believed.

345
DFRPG / Re: How would you do this?
« on: June 11, 2010, 01:53:43 AM »
IIRC when the effects of the buckle wore off Harry was out like a light.  Possibly the belt suppresses (no compels) all consequences for (Lore) scenes, but then inflicts the consequence "Totally Exhausted."  I'm not sure what type of consequence it should be, given that it should last about eight hours, and silly DFRPG consequences are strictly based on scenes and sessions.

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