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Topics - dragoonbuster

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DFRPG / An Option For Failed Counterspell Assessments
« on: August 15, 2016, 05:07:59 AM »
Sometimes you fail at the counterspell assessment, but you pretty much always know OOC how much Power is in the spell you're gonna counter. So then you're stuck with "well, he isn't sure, so he does something else." Which has never quite felt right to me. So, I came up with something on the fly during a scene tonight...use or don't as you like...

If your player wants to commit to the counterspell with a "guess" after the assessment failure, roll the dice. Add the result to the power of the spell in question, and that's how much Power they 'guess' and will put into the spell. So if the spell you're going to counter has 6 power remaining in it to negate it, and you roll -2 on the dice, you only guess 4 Power and your Counterspell fails--but you've committed; you HAVE to cast that spell at 4 power for your action. If you roll a +4, you'd put in a whopping 10 shifts of power...Whatever happens, you then cast the spell normally.

It's risky, but you do have a statistical advantage in getting a 0 or better means the spell vanishes...though you as a GM may have some excess Fallout to play with :) And compel opportunities, of course. Best roll you want is a 0, which you have ~1/4 chance of getting. Too little, and the counterspell fails (or possibly the spell gets supercharged). Too much and you might supercharge the spell or make it explode and send the excess energy outward.

You could invoke Aspects for boosts or rerolls on this "guess" roll as usual. The main disadvantage to this method is that after the assessment, there's another roll, for a total of 3 rolls to do one action. But, *shrug*, it's rare enough of a thing to not bother me there.

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DFRPG / "F=m*a" Custom Stunt/Power
« on: August 10, 2016, 07:00:33 AM »
A common complaint in the DFRPG is that some feel that Speed powers should help you hit you opponent with Attacks. Some GMs allow that stunts that move Brawling from Fists to Athletics let you include your Speed bonuses in your attacks. I don't; Speed is good enough as it is and, like Strength, becomes overpowered when you allow it to add to to-strike rolls. To mimic the increased ability to strike with Athletic you maneuver over and over with Athletics, then tag your built-up advantage for a big single Attack. Anyhoo:

A good compromise (IMO) between these two extremes came about from a player of mine; I don't believe he frequents this forum or I'd mention him by username. The -1 Refresh cost custom stunt/power (depending on your PoV) is as follows:

Quote
F=m*a: Can add speed bonus to the weapon damage physical attacks, including incite effect. Does not stack with Strength powers.

We're capitalizing here on the fact that super-speed means super-acceleration of your punches as well--anyone who is a fan of the Flash knows this :D The non-stacking with Strength powers was a balance choice for our game, but you can drop that if you please.

So far, it seems to be working out pretty well. If you like it, take it for your own use. If you don't, thanks for your time.

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DFRPG / Killing the Summer Lady
« on: January 19, 2016, 08:04:36 PM »
In Summer Knight, Harry uses Toot and a horde of pixies to kill the Summer Lady. I got to thinking, how would one accomplish this in the RPG?

I'd model this as:
- Harry invokes an Aspect (his High Concept, if there isn't a more appropriate one here) for effect to call in Toot and The Gang and creates the aspect [Valise Full of Pixies].
- Billy goes to Wal-Mart and uses Resources to maneuver [Armed with Box Knives] on the pixies.
- ...in-between stuff happens, then Harry reaches Aurora at the Stone Table.
- Harry maneuvers with Rapport or Intimidation to place [Distracted with Monologuing] onto Aurora
- Harry releases the pixies to attack Aurora, using Contacts as an Attack, tagging [Distracted with Monologuing], [Valise Full of Pixies], and [Armed With Box Knives] for a +6 on it (alternatively, Distracted might be tagged for effect for Aurora to defend at Mediocre). The Box Knives count as Weapon: 1 and automatically act as a Catch vs Aurora's Toughness/Recovery powers, and Harry maybe invokes a few more aspects
- Presumably, Aurora has already taken some Mental and/or Social consequences in the lead-up to this fight, between arranging her plan properly and being driven insane via Nemesis, and therefore the attack is enough to take her out.


How would you model this instead, if you disagree with the above?

Secondly, if you were playing Billy-the-Werewolf or Elaine-the-Traitor, how would you feel about watching the Scenario end this way?

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DFRPG / Breaking Bad Statblock Session
« on: August 16, 2015, 06:53:16 AM »
So I was watching Breaking Bad again and the mood struck to stat out some of the main characters.

I set the PL to Feet in the Water and ignored the Pure Mortal bonus because there isn't a supernatural side to their world. Then I gave Walter a bump to Waist-Deep because I think he's been through quite a lot and deserves a bump. I gave Mike a bump to Waist-Deep because he's been around the block too. Gus is set to Submerged because he spent twenty years building his empire, and that's not including his time as a Chilean general. These stats corresponds roughly to the end of Season 4/beginning of Season 5.


Thoughts?

Walter White
HC: Meth-Chef for the Entire Southwest
Trouble: Pride Goeth Before the Fall
OA: A Man Provides For His Family, Stage Four Lung Cancer (In Remission), Call Me...Heisenberg, I AM The Danger, You're Four Steps Ahead...I'm Twelve Steps Ahead
(click to show/hide)

Jesse Pinkman
HC: I'm A Criminal, Yo
Trouble: Everything Around Me Turns to Shit
OA: Captain Cook turned This Old Dude's Assistant; Science, Bitch!; Recovering Addict; Loyal to the End; My Cook Is As Good As Heisenberg's
(click to show/hide)

Gustavo Fring
HC: The Meth-King Of The American Southwest
Trouble: The Mexican Cartel
OA: The Former Grand Generalissimo, Owner of Los Pollos Hermanos (and more), Twenty Year Plan In The Making, Low-Key Philanthropist Alter-Ego, Always Four Steps Ahead
(click to show/hide)

Mike Ehrmantraut
HC: I'm In "Private Security"
Trouble: I'm Surrounded By Amateurs
OA: I've Seen Just About Everything You Can See In This Business, Dead-Eyed Bastard, Ex-Cop With My Own Rules, I've Got Guys, My Grand-daughter Kaylee Is My World
(click to show/hide)

Saul Goodman
HC: Albuquerque's Premier Scumbag Ambulance-Chaser
Trouble: All My Clients Are Criminals
OA: If A Lie Doesn't Work...Make It A Bigger Lie; I Always Get My Cut; Listen....Let's Talk This Out; If The Going Get's Tough, I'm Outta Here; ...There's This Guy I Helped Out Of A Pinch...
(click to show/hide)

Hank Shrader
HC: ASAC of the Albuquerque Office of the DEA
Trouble: Post-Traumatic Stress Disorder
OA: Real Men Don't Cry; I Survived A Hit From The Mexican Cartel; They're Minerals, Marie; A Big Mouth and a Bit of a Temper
(click to show/hide)

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DFRPG / Reactive Counterspells
« on: May 02, 2015, 02:58:13 AM »
A thought: unlike reactive blocks, reactive counterspells don't really change the power of a spellcaster compared to other PCs, because any 'caster with channeling/evocation would have the ability. This leads to, in my view, more interesting dynamics when you have several opposing spellcasters in play. Wizard ends up countering wizard, and then the physical characters go at it. It's possible this method reduces, to a degree, the common issue of shorter conflicts favoring spellcasters over physical types. Instead of (or in addition to) the Paranet Papers' introduction of reactive blocks as a standard aspect of evocation, why not add reactive counterspells?

I probably wouldn't allow a Warden's sword or other enchanted items to be used reactively this way, only actually-cast spells.


Thoughts?

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