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Messages - Llayne

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1
DFRPG / Re: Magic Systems
« on: July 24, 2014, 10:08:17 PM »
I like systems that are broad and flexible, but have built in belief systems as limitations at the same time. Dark Age Mage is probably my favorite. The original Mage and even Dresden magic are too open ended, they can becomes flavorless too easily. Dresden is supposed to be modified by the belief of the caster via aspects or compels, but I haven't seen it used that well.

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DFRPG / Re: Skill Replacements?
« on: July 16, 2014, 04:20:32 AM »
Quote
I think as long as the player is following the rules, he cast the spell, uses extra shifts for duration, it is fine. If he is using it in a fluid situation, even if it is social "combat", he needs to use Evocation or Evothaum to do it and take stress for it.

Except at that point it's no longer a simple action, its an Attack, Maneuver, etc... which don't have a duration. I can see adding duration to allow you to prepare it in advance and save it for later in the scene/day, but not allow you to use X number of shifts repeatedly until the duration ends. (barring a far more expensive ritual along the lines of what Haru suggested)

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DFRPG / Re: Skill Replacements?
« on: July 15, 2014, 07:10:26 PM »
That's what I was thinking. Yeah, my goal was probably too broadly worded, I was simply thinking of applying an aspect in my example.

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DFRPG / Re: Skill Replacements?
« on: July 15, 2014, 06:45:05 PM »
Solve Improbable or Impossible problems... first you need to address what the problem is. I don't see this as "I'm socially incapable, so I want to boost my social skills" I see it as "I want to manipulate this guy into agreeing with me." The goal isn't to raise you skill so you can do what you want with it, the goal is to accomplish X by temporarily increasing/replacing your effective skill.

The Duration and Enhanced Evocation section on 265/266 says that thaumaturgic spells that inflict consequences or temporary aspects on living targets don't have a base duration of "until sunrise." They don't have an intrinsic duration, they happen and they are done. The effect they caused might last just like a normal consequence or temporary aspect.

5
DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 26, 2013, 04:18:32 PM »
Why wouldn't a skill moving the attack trapping of Fists to Athletics benefit from Inhuman Speed? I thought it read something like: "+1 to athletics (including the dodge trapping). +2 when spritining." I don't have the books in front of me.

I personally dislike the fact that Speed's +1 to dodge won't apply to my character if I have Footwork or a similiar stunt. If I move faster I should be harder to hit regardless of what skill I'm using, unless the narrative of my dodging is pretty damn weird. IDK, maybe it's just the tables I've been playing on.

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DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 24, 2013, 07:26:58 PM »
True this power would only shine in certain builds, but the same could be said for just about any power. That alone doesn't mean it's balanced.

I can't think of any off the top of my head, but are there any powers in the YS that manipulate the skill point economy like this? (replacing or moving trappings to another skill?) Or is that limited to stunts? I'm not saying that you CAN'T do it with a power, I'm just curious to see if anybody knows.

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DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 24, 2013, 01:33:13 PM »
It's not really free. They take up enchanted item slots and they are limited use.

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DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 24, 2013, 12:50:45 AM »
Quote
Defense trappings are nice, but there are already so many skills with them that for most characters, this power amounts to a ~+2 to two trappings without breaking the skill cap.

That depends on the character really. The OP appears to both be a melee combatant and a caster so his skill pyramid is probably pretty cramped. I'd wager it's probably a fair bit better than +2 to two trappings for his character.

That being said, shouldn't a power be balanced on it's potential for imbalance rather than it's balance in a single instance? A +2 makes a mediocre person halfway decent, and a very superb person freaking awesome. This power could potentially take a mediocre person and make him superb in two different areas, with no limitations.

On a marginally related note, what is your take on a stunt that allows you to move the attack trapping from Fists to Athletics? On the surface it's the reverse of Footwork, but would also completely negate the need for the Fists skill.

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DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 23, 2013, 08:56:43 PM »
I'd have to agree with Sancta about it being more powerful than two stunts. The Guns dodge stunt discussed in YS has the limitation of "as long as you have a gun in hand" or some such. Footwork doesn't have that limitiation, but as he mentioned Fists already has half that benefit already.

So the ability to use Lore as your physical defense skill in ALL situations with no limits would be outside the bounds of a stunt IMO. Similiarly for a stunt that defends against all social social defense skill with  no limitations.

Tables vary though, so really it only matters what your GM and players can agree on as a group.

If it was my group I'd allow it with the limit of only when dealing with one person, since trying to maintain situational awareness on a dozen people's futures would be a bit much. The ability to see a couple seconds into the future and the ability of the human mind to fully absorb and process all that information are two different things.

Or, if the player wanted to take a "Prescient" aspect I'd allow the power without the above limitation, and then compel the hell out of it whenever a situation get's really hectic. Kind of like Telepath's we see on TV and comics, getting 'overloaded' by all the violent emtions around them and being completely useless.

There are multiple ways to skin this cat I suppose.

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DFRPG / Re: What are your favorite aspects?
« on: April 13, 2013, 07:59:10 PM »
It was a pulp WW2 game, but I was rolling in FP's thanks to my aspect of "I Didn't Think That Far Ahead".

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DFRPG / Re: Moments of Badass
« on: April 12, 2013, 03:29:53 AM »
That's horrible.

-1 fate point.

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DFRPG / Re: Moments of Badass
« on: April 12, 2013, 01:09:55 AM »
Just to clarify, it wasn't consequences, the group's WCV placed two separate "Fear" aspects on him during his previous 2 turns. And I believe it was Inhuman Strength that got you that last +2, not the stunt. (you weren't using your sap gloves)

But yes, I was a little shocked when my supposedly bad-ass Gang Lieutenant flew across the room, smashed into the far wall and was knocked unconscious before he could do anything cool.

The Jacks are still going down though.  8)

13
DFRPG / Re: Defending attacks with various skills
« on: January 16, 2013, 10:12:16 PM »
The table has already decided that evocation can be used to target other skills/force the defender to use a skill other than athletics. (or other skill as feats dictate) I know there is debate about that, but for the sake of this discussion it's a given.

My take was that evocation simply refers back to the basic Attack section, so if Evocation can target other skills than 'mundane' attacks should be able to as well.

Mechanically they are the same, an attack is an attack. It felt like Evocation was being given a 'free, unstated, and unrolled' declaration, which they then tag for effect to change how it will be defended against.

The "Gravity Field" is all around my target, so I tag it for effect to make him defend with might instead of athletics.

I'm not throwing a fireball, I'm "Filling His Lungs With Water" which I'll tag for effect to make him use endurance to defend.

This is just my interpretation of mechanically what is happening with evocation attacks that target other skills. It seems like evocation is getting a 2-for-1 deal.

And if it works this way for evocation, why shouldn't "Blind Spot" "Restrained"  or "Broken Sword" be able to be tagged for effect in a similar way? Maybe not in a 2-for-1 manner, but building off of a previous declaration or maneuver?

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DFRPG / Re: Plot help
« on: December 29, 2012, 08:26:23 PM »
Helping take down the bad guys is not the same thing as being redeemed. I'm assuming he's not a full on Wizard level talent otherwise he'd be in the White Council already. The Wardens keep an eye on Sorcerers in general to make sure they don't turn Warlock... those that have already had a taste of the dark side are watched even more.

You may want to decide why he wasn't executed right off the bat. Anybody with Morgan's school of thought would have probably done it.

Have the laws been explained to the aeromancer, btw? In Character I mean?

The way I see it you can have the White Council get involved with him as mentioned above. (I'd also have the Warden call him 'Pup' or some other mildy derogatory nickname until he supplies a real name for his character)

You could also have his dark past return as well.  Minor practioners hear rumors that he was in a cult and put the leader down... now all these magical n00bs think he's the best thing since sliced bread and want to be in his cult.

Even if he says no they can form a cult anyway and do things in his name. If they catch a rumor that he thinks somebody should ward the library, they go and do it for him. If they think this aeromancer would take out badguy X, they try and go do it for him. Then other badguys can get pissed at him because 'his' cult tried to rough them up.

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DFRPG / Re: Help with a Player's Item
« on: December 21, 2012, 06:10:04 PM »
I think this discussion just serves to show that it's a decision best left with the table.

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