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Topics - Mr. Death

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46
DFRPG / Planning vs. Winging It
« on: May 15, 2012, 10:03:57 PM »
A question for the GMs in the audience: How thoroughly do you plan out your games? Do you have set-pieces in mind when you start a scenario, signposts, if you will, for big events? Or do you just lay out the state-of-the-world and count on the players to make it interesting? Or some combination of both?

Me, I tend to have some kind of framework in mind for a given scenario--the badguy, his/her goals, what they're going to do to try and accomplish them, what NPCs are going to be involved, some cool set-piece parts I expect to happen, and a final confrontation. I try my best to tailor the scenarios so I can anticipate what the characters will do (and, occasionally, nudge them in a given direction with a fate point), though if they come up with something I wasn't expecting, I also do my best to roll with it.

What are some of your thought processes when you plot out a game?

47
DFRPG / Outside Sources of Power for Evocation
« on: May 03, 2012, 05:53:26 PM »
So, the gamebook says that it's unlikely to use an outside source of power for Evocation, but it might be possible (and we have a canon example in Harry using lightning to zap frogman in Storm Front). So I'm curious as to what ways this might be implemented.

The obvious way, of course, is to Invoke the scene aspect representing the source of power for a +2 to the power of the spell.

One idea I had, though, is to let the player invoke for effect, and give them a set power rating that they don't have to spend a mental stress for--but they don't get to choose how much of that power they want to use. So if you invoke the power of a Thunderstorm, you might get a free Weapon:8 spell, but you have to roll Discipline to control all 8 shifts, and deal with either the fallout or backlash as it comes.

Any other interesting ways to deal with this that you guys have found?

48
DFRPG / FEEEEEEEEEED ME SEYMOUR!
« on: April 30, 2012, 04:56:50 PM »
So I was looking over the feeding dependency write up in the books, and have a question I'd like clarified.

It says that if you make the discipline roll, you get to wipe the hunger track clean, then it says if you fail the roll, you take stress to the track equal to the difference in roll.

Maybe I'm just being dense here, but on the first bit, does that include stress that's already on the track? For example, if a vampire fails a roll in one scene and takes 2 hunger stress, then makes the roll in the next, does it just not take the stress for that scene, or is the track totally wiped clean of the pre-existing stress?

49
DFRPG / Keeping Players in the Dark
« on: April 26, 2012, 05:47:33 PM »
So, in my game, I'm starting a scenario where I'm planning to have a badguy NPC working as a mole within the party. Now, mechanically, this is easy enough: He's got Deceit at the top of his skillset, stunts to boost that in a few ways, and several fate points to spend.

The thing is, I'm big on preserving drama and keeping the game as narratively interesting as it is mechanically interesting. I.e., when it's revealed he's a badguy, I want the players to be as surprised as the characters, or at least near enough to it.

So, any advice on letting the characters potentially figure it out via Empathy rolls, while keeping the players from figuring out, "Okay, I'm rolling Empathy to see if this guy's on the level. I guess that means he's not."?

50
DFRPG / Supernatural Senses: BS Detector
« on: April 12, 2012, 04:42:07 PM »
One NPC I'm planning to use in a couple of my games is a minor-talent reporter who has a supernatural sense for detecting bullshit. I'm looking for ideas for how to actually work it. A rolling bonus to Investigation, or some other lie-detecting skill (Empathy, Alertness maybe?)? Lowered difficulty of attempts to determine falsehood in general? Or just moving the trapping to his highest perception skill?

Any thoughts?

51
DFRPG / Loup-Garou Catch
« on: April 11, 2012, 02:57:17 PM »
The Loup Garou's catch is inherited silver, so I'm wondering if it has to be used by the person who inherited it, or does the silver have to have just been inherited at some point. If Murphy had handed her pistol off to Harry in Fool Moon, would the bullets have still had an effect?

52
DFRPG / Resolving Warden Sword counterspell vs. Magic blocks
« on: April 04, 2012, 07:54:35 PM »
Okay, so I've got a fight coming up in my game where a Warden will be up against a sorceress who I've given an enchanted item with a 6-shift block. The Warden, obviously, has a Warden Sword, which works as a 6-shift counterspell.

So my question is, when the Warden attacks, does the counterspell simply make the sword attack go through the block (meaning it's then a regular attack vs. dodge roll exchange), or does the attack have to be used against the block specifically (meaning even if successful, the sorceress doesn't take the hit, but the block is down)?

53
DFRPG / Offscreen NPC Battles
« on: April 02, 2012, 03:56:29 PM »
Sometimes NPCs get into fights offscreen--so how do you guys resolve the results? Do you actually make the rolls, compare the relative skill levels and powers, or just make it up to whatever's more dramatically appropriate?

54
DFRPG / Offhand Weapon + Strength
« on: March 22, 2012, 08:37:36 PM »
Does the Offhand Weapon Training stunt account for strength powers? If I've got a Supernatural Strength using character who takes the stunt to wield two Weapon:3 swords, do you add 2 to the Weapon value (3/2, rounded up), or 4 (7/2, rounded up)?

55
DFRPG / Item Of Power help: Phoenix resurrection?
« on: February 27, 2012, 09:25:10 PM »
So, I'm planning to put in my game an Item of Power based on the Phoenix, which will come with Mythic Recovery and the catch/condition that the healing will only apply when the wounds and body are bathed in fire.

I figure this Catch is probably worth the +5, since rather than something specific that bypasses the healing, it's something very specific that has to be done to start the healing. The Item of Power would probably reduce the catch to +4 or +3, with its own discount.

The main thing complicating this is one of the potential characters to end up with it has Inhuman Toughness powers and holy stuff (she's a demon scion) as the catch (+1 for her, +2 going by examples in the books).

So, I'm curious as to how I should model this. Do I keep the catches priced separately? Remove the +1 Catch on the Toughness power and keep the Recovery catch+IoP discount at +5, resulting in a total -2 refresh cost for taking the item? Or lump the Toughness and Recovery 'together' so that the Recovery catch's discount applies to both (making taking the IoP cost a net -1)?

56
DFRPG / Pulling In Magic For Later
« on: February 22, 2012, 05:10:23 AM »
So, back in Small Favor, when
(click to show/hide)

How might this be modeled in game?

Off the top of my head, I'm thinking that it was a series of maneuvers Harry made on himself with either Conviction or Discipline, which he later tagged to get passed the scene aspect that was limiting magic.

Of course, Harry was also apparently giving himself a headache holding on to the magic, so maybe it was a series of quick evocation maneuvers? Or drawing in the power (and marking off the mental stress) right at the start, and releasing/controlling it later? Like maybe he made four five-shift Spirit evocations just to pull in the power, giving him 20 shifts of magic that he could divvy up and throw out as spells later on?

Thoughts?

57
DFRPG / Cashing In Focus Slots
« on: February 20, 2012, 09:08:00 PM »
An idea that struck me while browsing another thread...Refinement is either 2 focus slots, 2 specializations, or some combination thereof, indicating that, cost-wise, they're equivalent. Each of the spellcraft powers offers you 2 focus slots. What's everyone's thoughts on cashing those initial 'free' focus slots for extra specializations instead?

58
DFRPG / Using Multiple Enchanted Items At Once
« on: February 14, 2012, 04:45:53 PM »
So what's the limit on using enchanted items at once? Mostly, I'm thinking of things like, in the books, Harry firing off several (or all) of the charges on his power rings at once. He's explicitly doing it to get more bang out at once, and it definitely has that effect, but how would you model it in game? Could you let someone use extra charges of an enchanted item to enhance the Weapon effect?

How do you keep this from getting ridiculous (the book describes Harry's original ring as a Weapon:4 effect, and later books have him with as many as 12 charges on it--just multiplying it would be flat out broken), while keeping it worthwhile (Harry keeps doing it, and it's shown to have a tangible benefit)?

59
DFRPG / Multiple-round Attacks
« on: February 09, 2012, 07:02:12 PM »
With Evocation, you can devote a shift of power to keep a block or maneuver going for multiple rounds. What about attacks? Could Harry, say, cast a 6-shift fire spell where it's Weapon:3, affects a whole zone, and keeps blazing for two solid rounds?

I realize for most types of attack evocations, this'll be simply impractical, since they have to be aimed and the wizard in question will almost certainly be doing things between turns that would break off his aim (dodging, for instance), but for some situations it seems like it might be useful to be able to keep the pressure on for an extra round or two--like making a zone inhospitable for a couple turns, or letting a heat drill keep pounding on a stubborn door while the wizard defends himself from the goons on his tail.

Thoughts?

60
DFRPG / Romero-Style Zombies
« on: February 07, 2012, 04:51:08 PM »
I know the game and setting already have zombies, but I've always been fond of the slow, shambling George A. Romero style zombies, so I've been thinking of ways to implement them. Story-wise, it'd probably be the result of some botched attempt at real necromancy, or an Item of Power that was misused.

As for gameplay, I was thinking of having them fairly low refresh, and low skills, with Living Dead, maybe Claws and probably Venom if I go with the Claws. No Toughness powers. Use aspects to cover the 'mindlessly wanting to devour the living' bit.

Probably Fists ratings at 3, Endurance at 2, Athletics at 1, and 2 or 3 for Alertness. As for making them tough to keep down, rather than a Toughness power, I was thinking of having it so that, unless the players make a called shot to the head, the zombies will take every level of Consequence short of Extreme (and maybe give them the one Endurance stunt to double up on Mild consequences). Taken Out by burning would also do the trick. I feel like that'd best simulate the whole, 'bits get blown off but they just keep coming' factor.

And come to think of it, giving them a solid Might score so they can grapple is probably a good idea, too.

Any other ideas you guys might have that I'm not thinking of?

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