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Messages - JediDresden

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31
DFRPG / Re: Cleaning Up The Stunt List
« on: March 06, 2012, 07:28:15 PM »
I lurk a lot, but don't like making comments myself, because I still feel unsure about the mechanics.  I rely on you all who know more than I do.  Thanks again.

32
DFRPG / Re: Have a question about intential Hexing
« on: March 06, 2012, 06:12:21 PM »
Makes sense, thanks Devonapple!

33
DFRPG / Re: Have a question about intential Hexing
« on: March 06, 2012, 05:16:24 PM »
I think whoever wrote the spell up meant that that was the initial exchange when it was cast - not adding any extra durations.  The other spells I found have extra shifts for duration figured in. 

So I guess I need to change this 'attack' into a 'maneuver'.  But will this add 4 to my initial hex of 5 for my conviction for a total of 9 - letting me hex anything on the Hex Chart?  And does the 'defense' or difficulty of the item get subtracted from my Discipline targeting roll for extra hexing ability/ damage. 

Sorry if I still seem to be thinking of this as an attack, I just need to wrap my head around it.

34
DFRPG / Have a question about intential Hexing
« on: March 06, 2012, 04:53:50 PM »
When a wizard hexes something on purpose, does it follow the same rules as regular evocation minus the stress.  It sounds really easy to hex stuff on purpose, so I am assuming yes. 

The rules also make it sound like that, but the hexing table in YS does not go very high if it works like a evocation spell causing damage.  If a wizard has a Conviction of 5 can call up 5 shifts of hexing power then rolls a good discipline to target, how does the computer/equipment/gun get to defend?  Does machinery get a defense?

Or is it rather that a powerful wizard with a Conviction of 5 can hex everything up 5 on the table in YS, with a kind of maximum damage limit.  This makes a little more sense to me, because a less powerful wizard of minor practitioner would not be so dangerous to machinery/electronics.

This is in preparation for a question about a spell I found somewhere on the boards that is an evocation to boost intentional hexing.  I used this a lot in our last game night we had and the comment was made that it was a little to powerful.  So I just want to know if I am do it right.

Here is the spell I found:

Electro-Magnetic Magical Pulse
Type: Earth Evocation, Attack (Deliberate Hexing, Stress-free)
Shifts: 6
Duration:  1 Exchange
Control:  Discipline
Target: Zone
Opposed By:
Effect: +4 Tech Damage disables electronics, cars and modern guns.

That is the only description / information I found on it.  Would something like this be possible?  If not what could be tweaked? 

Thanks to all for being such a good sounding board for ideas on the forum.

35
DFRPG / Re: Cleaning Up The Stunt List
« on: March 06, 2012, 04:05:16 PM »
Sorry I must have missed it, but are you changing the original stunt list with these changes, or is there a new master list somewhere.  These changes are good, I like them.

36
DFRPG / Re: My New Spell. Please evaluate.
« on: March 02, 2012, 10:09:18 PM »
Thanks for the links, has anyone used the alt. rules and if so how do they work?  I really want something that will move an individual, I do not care if it is a grapple or not, how would you all do it?

37
DFRPG / Re: My New Spell. Please evaluate.
« on: March 02, 2012, 06:21:58 PM »
Ok, so it is not a waste to have a 6 shift in power for the maneuver then.  Got it!  Thanks.

38
DFRPG / Re: My New Spell. Please evaluate.
« on: March 02, 2012, 05:54:04 PM »
Good Point.  So an maneuver powered at 6 shifts instead of a normal 3 shift one just makes it harder to overcome it, right?  Or I could put some into making it sticky, or multiple free tags?  But wait if it is just for evoke for effect then none of that matters - I just get to say what happens, correct?  Would they still have to roll to not have it effect them if it is Evoked for effect?  I am not clear on the Evoke For Effect Thing.

39
DFRPG / My New Spell. Please evaluate.
« on: March 02, 2012, 05:25:29 PM »
I want to make a 'come here' air evocation rote spell.  I think I borrowed most of this spell and format from the forum here somewhere, so if it looks familiar I apologize. 

My wizard has a Conviction ans Lore of 5 and Discipline of 4, and no specializations or focus items using air yet.

Here is what I have so far:

'Come Here' or 'Oh no you are not running away from me!
Type: Air Evocation, Attack (Air)
Shifts: 6, 6 power
Duration:  1 Exchange
Control:  Discipline
Target: 1 or more people/objects, Enemy or Friendly
Opposed by: Target’s Athletics, Magical Blocks or Determined in play
Effect: Waves of Air apply force to move the target in the direction of the casters choosing.

I guess they would have to beat evocation or move in the direction I choose, right?  I'm not sure I am doing it right.

40
DFRPG / Re: How to make this an IoP?
« on: February 27, 2012, 03:36:45 AM »
I know.  Thats why I like the gate closer power in one example.  That fits really close to the story when he started out.  But it also gave me a bonus to defend against their magic.

41
DFRPG / Re: How to make this an IoP?
« on: February 26, 2012, 08:48:03 PM »
Well I only knew it had that power when it acted on its own in the presence of outsider magic, so I don't know if it would be re searchable or not.

Thanks for the tip - I'll remember that next time :).

42
DFRPG / Re: How to make this an IoP?
« on: February 26, 2012, 08:27:01 PM »
Thanks!  That is exactly the help I needed.  I appreciate the ideas and variants, something to think about.

43
DFRPG / Re: How to make this an IoP?
« on: February 26, 2012, 07:27:11 PM »
Sorry. Something happened in the formatting.

It is what it is - was suppose to be a
  • cost, not a bullet point.

44
DFRPG / Re: How to make this an IoP?
« on: February 26, 2012, 07:14:29 PM »
So this is off the top of my head, but what about something like this:

IoP [-1]
[+1] One Time Discount: An amulet is easy to hide.
  • It is what it is - an amulet that is a family heirloom.
  • [0] Unbreakable - except by perverting its purpose.
    [-4] Supernatural Toughness
[+3] Catch - Toughness only applies to Outsider Magic.
[-1] Supernatural Senses - to see Outsider 'auras'

Does that look right?

45
DFRPG / Re: How to make this an IoP?
« on: February 26, 2012, 06:51:16 PM »
I can't really remember, we kind of did it on the fly in the middle of an session,  I think it was just a +2 (aspect tag) to defense vs. Outsider magic (a physical attack if memory serves).  At least that's what I remember. 

Since it is a new game it does not have to be exact - but some type of protection vs outsider magic.  I might have to look in OW - in White Night on of the guys Harry and Carlos fight has an item that protects him from magic, right?  That might be a place to start.

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