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Messages - Taran

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46
DFRPG / Re: [DFRPG] Magic Shields as a Block
« on: January 16, 2020, 04:55:56 PM »
Thank you, Taran!

Assuming you are right, in which Situations would you choose for Harry's Duster to act as Armor? The block seems to be the by far better choice.

A single-attack Exchange block is great for protecting against big hits but is a waste against many small attacks since, even if it successfully blocks an attack, it goes away in the next exchange unless you reduce its effect to put in extra shifts of duration.  Of course, if you choose to make your (Block 6) shield into a (Block 5; 2 exchange) shield, an attack of 6 will get reduced by 5 but the attack still overcomes the block and will immediately destroy it, regardless of duration.  So, the longer the duration you want, the less powerful your protection and the more likely it will be overcome.  The higher your protection, the more careful you'll be to use it because you don't want to waste it.  (Enchanted items don't recover daily, they are recovered per session)

On the other hand, an armour 2 enchanted item that lasts for 3 rounds (4 shifts halved for armour 2 +2 more shifts for duration), will last for all three exchanges and will reduce damage from all attacks and is, obviously, much more useful against many attacks from multiple enemies.  Ideally, you'd want both!  :)  It's also very useful if you have some kind of secondary dodging skill and you often find yourself only taking small bits of damage.

Made some edits.

IMO, most wizards go with a high-value block and save it for a big hit or for being surprised.  If I feel I'm going to get hit a lot, I'll spend an exchange to cast some kind of defensive spell rather than have an armour enchanted item.  That said, if you are playing solo, and expect to get attacked alot, having armour is of value.  But, usually, its more efficient to buy mundane armour than to waste valuable spellcasting/ Enchanted Item resources on it.

47
DFRPG / Re: [DFRPG] Magic Shields as a Block
« on: January 16, 2020, 02:27:45 PM »
An attack of 6 hits and the block is considered a 6 shift dodge.  So, in this case, the attack would only do weapon damage.  If it were a 7 shift attack, the damage would be reduced by 6.  So it’d do: (weapon damage)+1. 

The person can still dodge when using a shield, just take the better value.

So a 3 shift block and a 4 shift dodge vs a 6 shift attack would net the attacker 2+weapon damage.

When they say resolve normally, they mean resolve as if the attack overcame a regular block or dodge. 

 But, essentially, in all cases, once the block is overcome, it subtracts damage and then goes away. 

For summoning, wards work slightly differently than regular blocks.  They don’t go away but are, instead, reduced based on how much damage gets through.  Once they are reduced below 0, they are destroyed. 

48
DFRPG / Re: Monster mash
« on: November 20, 2019, 09:09:49 PM »
I can help you with crafting stuff.  You aim enchanted items with whatever skill is most appropriate.  So, guns with a gun or discipline if you need to focus on the item to trigger it or cast it.

You can have high powered blocking items and weapons but your aiming won’t increase the same way a dedicated caster will.  Which makes them a bit broken at this level of refresh. 
.

7th sons of 7th sons are super lucky so I’d make sure you had lots of FPs to spend on stuff. 

One way to boost accuracy is to make skill replacement items which could let you replace your dice roll with a straight 16 accuracy gun skill.  Ask your Dm if you can combine that with a weapon item.  So a gun that lets you do a 16 shift skill replacement that’s loaded with a weapon 16 bullet. 

It’s powerful but you’re using two charges each attack and enchanted items only refresh at the end of a scenario.

Alternatively, you could give yourself an item of power with True Aim and that will give you a +1 to hit for a total of +9.  Maybe a stunt or two to boost it to +10 or 11 depending on the stunt

49
DFRPG / Re: Dresden Files Accelerated: Magical Rituals Tweak
« on: November 05, 2019, 06:37:02 PM »
It’s just a change in narrative.  It makes sense to pay costs up front and then pay consequences after the fact. 

50
DFRPG / Re: Question about the Red Court Catch
« on: October 09, 2019, 02:44:05 AM »
Use a maneuver to expose the belly then tag it for effect when you attack

51
DFRPG / Re: Rewriting Lawbreaker Powers
« on: September 20, 2019, 02:13:10 AM »
I kind of get what they wanted to do with the power.  It includes aspect changes which can then get compelled.  The extra bonuses gives you incentive to break the laws more often and have more aspects change. 

Another way of going about it would be giving a penalty to spell casting when dealing with a problem other than law-breaking.  And then let the power give you a rebate which lets you take more law-breaking powers...

But, I agree.  An aspect change could work just fine. 

52
DFRPG / Re: Undertown: the Game [OOC]
« on: September 09, 2019, 01:15:10 PM »
Congratulations!

53
DFRPG / Re: More Items of Power
« on: August 14, 2019, 03:54:05 PM »
Making it the equivalent of a stunt to use Guns skill in melee has its uses.  Like, when you want to take someone out quietly.

54
DFRPG / Re: Scion or Emissary of a Dragon
« on: August 12, 2019, 11:25:47 AM »
I have a ‘feet in the Water’ dragon that I played a long time ago.  He was a 15 year old kid that could shape shift in to a dragon.   Actually, vice versa.  He was a young dragon that could shift into a 15 year old kid.

In kid form, he had high resources and lots of social skills. 
In dragon form, he had spellcasting abilities and speed powers and claws.  He was a storm dragon so he did lots of lightning/weather  related spells and maneuvers.

He was being raised in a mansion by his butler.

Edit: found him.  I just copy/pasted the whole lot
(click to show/hide)

55
DFRPG / Re: Social Combat Armor and Weapons
« on: July 17, 2019, 12:34:23 PM »
How will it deal with these situations:

1. A social conflict designed to ruin or bolster a reputation.  Ie: it has nothing to do with a deal.

2. The deception skill whose use is designed to make ‘disadvantageous’ requests seem advantageous.  It seems the whole point of deception is to circumvent high armour ratings and make high weapon values seem innocuous.

3.  Intimidation seems to have the opposite problem.

56
DFRPG / Re: The effects of Age [rules addition for Gold Coast]
« on: July 04, 2019, 02:54:41 PM »
Use an aspect.  The effects of age should only come up when dramatically appropriate.

57
DFRPG / Re: Assorted questions
« on: June 24, 2019, 03:05:41 AM »
Would that cover things like being able to do things like read a book and solve a riddle simultaneously,
If you read the page I quoted, you see what it covers.  It only covers attacks.   Stunts let you do tasks 1 or 2 shifts quicker. 

cast multiple different spells at once,

it lets you target multiple people with the same spell.  Doing multiple spells - like a block + aspect or block + damage is the realm of Thaumaturgy.  Enchanted items can already do that.  But if you'd want to do two separate types of damage, it would be fine probably.

As a GM, I already let maneuvers do damage.  I've actually let powerful maneuvers Take Out mooks.

I'd even let you do a block and damage or a block and a maneuver by splitting the shifts.  Maybe a -1 power.  It would be finicky with focus items and specializations, though.  It's kind of stretching the bounds of the game since you are supposed to choose: attack, block or maneuver.  But grappling lets you block and do damage.

or hide information from yourself in the event of interrogation or mental invasion?
That's just a conviction or discipline block.  Maybe An aspect as a justification.

If you want to do all that stuff together, I might just charge a few refresh 2 or 3.

For that refresh, it would let you do all the things I just mentioned. 

58
DFRPG / Re: Assorted questions
« on: June 23, 2019, 11:48:24 PM »
I’d use the rules for multiple attacks.  Role to hit, take the result of shifts and divide them among as many people as you are trying to hit.   Normally you need justification for this: spellcasting, automatic weapons etc...

I wouldn’t require any investment in refresh.  If you have an appropriate aspect, I’d just let you do it. 

This has a name in the book but I forget what it is.

Edit:  Spray attacks: pg 326

59
DFRPG / Re: Assorted questions
« on: June 18, 2019, 10:40:36 PM »
I don't think a Power for Oathbreaking is necessary.  It's story a element.

If I were running a game where a player made an Oath, it might be a result of:

A social Take Out or Consequence where the victor of the conflict dictated the result of their victory.  "If you break your Oath, you will suffer a 3 shift threshold against all spellcasting.  It will last until the Consequence is healed (probably finding a way to rectify what you did to break the Oath, which would justify allowing time to heal the consequence). 

Or a deal that was just hand-waived:  You agreed to do xyz.   If you don't do it, you will be considered to have broken an Oath and suffer penalties of xyz until the debt is repaid.  I might still use an aspect to keep track of the Oath/debt and use it for compels but I wouldn't have to.

I don't think Killing the subject should erase the broken Oath.  In fact, the Oath could have been "On my Power I will not injure or kill the person with whom I make this Oath."   In this case, killing them triggers the loss of power.  In fact, I think killing a person you owe a debt to should probably exacerbate the problem.

60
DFRPG / Re: Assorted questions
« on: June 18, 2019, 01:55:52 PM »
Since you don’t seem to like the idea of a block, I think it would work better to make oathbreaker act as a threshold.  This would require you to add more power to spells.  Even a 2 or 3 shift threshold would be a huge inconvenience.  And a threshold makes sense thematically as a broken promise creates a barrier to trust and a barrier to your power that must be rebuilt. 

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