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Topics - Save_vs_DM

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DFRPG / Help with Holy Touch
« on: January 06, 2013, 10:40:06 AM »
Long story short, I'm playing a Champion of God and I'm looking to get some use out of my Holy Touch power. The problem is, I have two things working against me. The first is that my character is really liberal Unitarian - about the only things he finds offensive to his faith are Vampires and Demons. The second problem is that so far we have not run into either of these creatures (and it doesn't appear that we'll be doing so any time in the near future).

So, how do I actually get some use out of my power I spent my precious refresh on? What tricks can I pull with it?

And if this power really is useless in this game, does anyone have a suggestion for a power swap?

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DFRPG / Item of Power Balance Feedback
« on: January 05, 2013, 01:01:59 PM »
I'd like to get a few more eyes and opinions on this item of power. It's for a character of mine (Champion of God, if that matters). I think it's pretty balanced but I wanted to get a few more opinions. Is it too powerful? Not powerful enough? Just right?

[-3] Solomon's Guard
Description
When the old wise king Solomon passed from the land of the living, the guardian angel that protected him set aside its sword, its duty complete. The sword did not join its master in retirement but instead appeared to those who shared its purpose, to protect and serve.

Solomon's Guard, also known as the Shining Blade, is a short sword of angelic make. Its blade is slightly longer than a man's forearm and made of a silvery material flecked with gold that is as strong, if not stronger, than steel. Three words are inscribed in Latin on both sides of the blade: 'Duty, Honor, Sacrifice'.

Musts: You must have a calling or destiny to inherit Solomon's Guard, one that coincides with its purpose, usually is represented by a High Concept.
Skills Affected: Alertness, Conviction, Empathy, Lore, Weapons
Effects:
Angelic Origin. This blade was wielder by an angel and shared in the angel's nature, making this weapon a powerful holy symbol in its own right. Its very touch is like holy water or that of a cross or other symbol of faith backed by the belief of the possessor.

Divine Light. Solomon's Guard is lit from within by a soft white light. It provides a diffused glow that is sufficient in strength to illuminate one zone of mundane darkness.

Divine Purpose.  Solomon's Guard may only be swung with true selfless purpose in mind and heart; if this is not the case, the bond between the Knight and the Sword is broken and may only be restored by undergoing some sort of trial of faith. When swung without such purpose in mind and heart, the blow does not land (any attack roll automatically fails), the bond is immediately broken, and the sword falls from the wielder's hand.

Basically, the GM and player should look at the description above as a guideline for how to compel the high concept attached to the sword - your character might be tempted to use the sword for selfish reasons, and could either receive a fate point to stay his hand or succumb to the temptation and lose the sword temporarily. If another takes up the sword and swings it selfishly, your Knight is still responsible for how the sword is used, with similar repercussions.

Duty. While wielding this weapon, you cannot be turned from your duty. When swung in keeping with its purpose, Solomon's Guard grants a +1 to the wielder's Weapons skill.

Honor. The honor of this blade illuminates the wielder's path. In the presence of acts this blade finds to be dishonorable, it glows fiercely, alerting the wielder to danger. It provides you with a +1 bonus to Empathy when detecting lies, +1 to Alertness while Avoiding Surprise, and +1 to the Mystic Perception trapping of the Lore skill.

Sacrifice. While wielding Solomon's Guard in defense of others, the blade hardens your Convictions into a brilliant aegis.  You gain Armor:2 against all physical stress). When facing an opponent offensive to your faith, you may spend a fate point to increase it to Armor:4 for the duration of the scene.

It's a Sword. Solomon's Guard always takes the form of a sword, though the precise type of sword may change through the ages. As a sword, it possesses the damage and other attributes of any sword (page 202).

Unbreakable. As an Item of Power, it cannot be broken, save through dedicated magical ritual predicated upon perverting its purpose.

Discount Already Applied. As an Item of Power, Solomon's Guard already includes the one-time discount (page 167). This means that if the character possesses more than one Item of Power, the one-time discount will not apply on that second item. If Solomon's Guard is the second or subsequent artifact the character gains, the refresh cost is –5.

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DFRPG / Reworking the True Faith Powers
« on: June 07, 2012, 09:24:27 AM »
After some extensive playing and GMing I've come to the conclusion that the True Faith powers have a few balance issues when compared to other powers available to players. I have some ideas myself, but I really want to get some more feedback here and try to discuss the problems as I see them and see if I can get some feedback. My sample size is pretty small and I'd appreciate a few more eyes on the issue.

First of all, a short analysis of the powers after running for 3 Believers/Champions of God and playing a CoG myself.

Bless This House
Quite frankly I think this power is nothing more than a speed bump along the way to the interesting powers. I appreciate the fact that Thresholds are powerful things, but quite frankly I can count the number of times this power has been used on one hand. The biggest problem I've run into over multiple groups is that PCs, by nature, often bring the fight to their enemies. You will rarely be on the defensive, and even when you are on the defensive the chances of having an existing threshold to work with is very low.

Basically this power puts most of the onus of usefulness on the GM. At some point you're going to have to send enemies at your players when they're at home to even make this power useful. Which I think isn't very fun and severely limiting.

Guide My Hand
This power is great and functions just as intended. Needing a Fate Point to use it hurts, but the ability is more than useful. Of all the powers, this one gets the most use.

Righteousness
The real gem of the powers, provided the player has the sense to use it early in the adventure. Again it takes a fate point to activate, but the benefits are great. Desperate Hour tends to lose usefulness the higher the refresh climbs, but those are the breaks.

Holy Touch
This is another power that's highly situational and relies on the GM to really make it useful. It's great if you happen to be a Fists guy, but otherwise the only real use comes when you want to talk someone down instead of fighting them. But even then it really only seems to work on Vampires and little else. It just really seems overpriced.


Solutions
Now that I've highlighted my problems, I have a few solutions I want to discuss.

Bless This House
Honestly, I think this should be a -0 refresh power in most games. I think the number of times it's going to come into play approach the "once in a blue moon or when the GM is feeling generous" situations. It's a great flavor power, but that's really all it is - flavor. In ever game I've played in this has been the power that's received the most complaints.

Holy Touch
Honestly, I think allowing this power to extend to weapons you wield would make it a lot more useful. I'm not sure if that would make it too powerful, though.

Finally, I have two new powers I'd like some feedback on.

Armor of Faith [-1]
Description: Your faith is a tangible and potent shield against the attacks of the supernatural, enabling you to blunt or even negate the attacks of your foes.
Musts: You must have taken Righteousness (below) in order to take this ability.
Skills Affected: Conviction.
Effects:
Armor of Faith. Your faith is a tangible force that protects you from harm. You can use Conviction to defend against physical attacks (page 200) and to perform Blocks (page 210) in physical combat.

Saintly Bearing [-2]
Description: Your faith is so strong that you can work minor miracles in the name of your Deity.
Musts: You must have taken Righteousness (below) in order to take this ability.
Skills Affected: Conviction.
Effects:
Blessing of Faith. Your are imbued with the power of faith and can be used to hearten your companions. You can use Conviction to perform maneuvers that grant minor blessings (as temporary aspects) upon your allies. All aspects granted with this power must be tied to your faith and may never be invoked to aid actions that are anathema to your faith.
Faith Healing. Your very touch can ease the wounds of your companions. You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

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DFRPG / Bless This House - Underpowered?
« on: July 27, 2011, 10:09:50 AM »
Long story short, I have a player who feels like he was unfairly punished for needing to take Bless This House with his Champion of God. And I admit that I think he has a point. While it has come in handy once in a blue moon, when stacked up against The Sight, Beast Change, Echoes of the Beast, or just about any other -1 power it does seem rather lackluster. Is there something that I'm missing here? Maybe I'm not giving him enough chances to use it?

My personal feeling is to either make it a [-0] value power or to give it another little boost. Maybe letting him treat buildings without a Threshold as having a Threshold of 2? Anyone have any other suggestions?

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DFRPG / Two Power Questions
« on: April 14, 2011, 10:22:22 AM »
So, I'm working a PC (sadly for the fun of it, since I think I'm only ever going to be the GM for DF) and I've been thinking about two powers and wondering if they're balanced or not. Was hoping to get some feedback and consensus here.

The first is Supernatural Sense (Analytical Taste). Basically this guy can taste something and immediately tell you what it is, what ingredients went into it, and maybe even where said ingredients were produced or grown. But that's it. So this is a guy who could totally get the secret formula of Coke by tasting it. Or he could tell you where the grapes in a wine were grown. But he couldn't taste blood at a murder scene and tell you who's it is or what their blood type was.

Question is, do you think that's a valid use of Supernatural Sense, or is it too overpowered? I'm kind of on the fence about it. I'd totally allow it if one of my players asked me, but I wanted to get some feedback. It almost feels too powerful for a single point of refresh.

The second power was Physical Immunity with the Catch that it only works against ingested poisons. Now, I have this priced at a +5 rebate (+2 for only protecting against one thing, +2 because not ingested poisons is INCREDIBLY easy to find, and +1 because a wizard would know about it) but I have a hard time thinking that Immunity to Ingested Poisons is worth as much as Evocation. But that's what the rules get me.

Do you think a +7 catch (reducing the power to -1) would be too much for that immunity? Or should I go with the rules and just accept that my concept is going to require -4 refresh in powers?

And FYI, I don't really have a GM to appeal to. In our group I'm the GM. That and this guy is an alchemist and I just thought that it would be neat if he was a super taster and immune to ingested poisons.

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DFRPG / Using DFRPG to model Alera
« on: March 22, 2011, 11:46:59 PM »
So, I'm making my way through the Codex Alera (almost done with Book 5, so please avoid book 6 spoilers!) and I really have a hankering to run a game in that setting. It seems to me that the DF RPG would work pretty well. But I wanted to get some feedback and suggestions as well.

Races
  • Humans: Are the only ones who get access to Furycrafting. (I'm ignoring the Icemen for now, as they seem too insular to really use in a game.)
  • Marat: I'm gonna give them Echoes of the Beast as a default. Depending on totem they might get extra abilities as well. Will require a high concept. They might also need a few custom powers for the beast bonding.
  • Canes: Are gonna be a bit spendier, I think. Default warriors seem to get Inhuman Strength and Hulking Size, with Wizard's Constitution to represent the long lifespan. I'm on the fence in regards to Inhuman Speed. They should also likely get Pack Instincts and probably Echoes of the Beast (Wolf) as well.
  • Actually, come to think of it, I think I'm gonna have to come up with a generic "Enhanced Senses" power to represent the keener senses of the Marat and Canim. Probably 1 refresh and a blanket +1 to Alertness rolls.

Furycrafting
  • Fortunately the rules are more or less already created for me. Crafters of a Citizens power use Evocation and most folks just have Channeling. Elements are obvious (Air, Earth, Fire, Metal, Wood, Water). I'll likely need a lot of rotes for most of the common stuff.
  • I'm uncertain if certain crafters should have access to the Inhuman line of modifiers. It seems to me that Earthcrafters might be able to snag both Inhuman Toughness and Inhuman Strength, and metalcrafters could claim the same.
  • I think I might need to mod the spellcasting rules for generic fury use. Most of the internal stuff should probably not cost you a minimum of 1 stress.
  • Modeling the furies themselves is gonna be tougher. I think I might be able to snag the Minion stunts from Spirit of the Century as a basis. Then again, I wonder if they could just be modeled on a creative application of basic furycrafting.

Other Thoughts
  • The skill list is almost perfect as is. About the only change needs to be swapping Archery for Guns. Driving should probably also be swapped for Riding. Mostly it's just cosmetic changes.
  • I'm thinking about completely dropping the Catch requirement, that or expanding it into a general "weakness" style power. After all, most kinds of crafting can be disrupted by an opposite element, such as salt disrupting a windcrafter. Seems to me that you should be getting some refresh back for that.

So, any other thoughts? Any of you guys want to help me develop this further?

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