Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Mr. Death

Pages: 1 ... 3 4 [5]
61
DFRPG / Armor Piercing
« on: February 06, 2012, 06:23:00 PM »
How would you handle magical attacks specifically geared to pierce armor and shielding? I ask because one character of mine, a Focused Practitioner with Ritual (Crafting) geared toward combat items is based on another character I have from another setting whose big power is an armor piercing shot. For this, I had imagined it as a 5-shift, one shot Enchanted item, which acts as Weapon:3, and ignores up to Armor:2, but on creatures without armor, is just a Weapon:3 attack.

I realize, of course, that he'd get more mileage out of just a solid Weapon:5 attack, since it'd do more damage to all enemies that way, but I tend to let the concept dictate rather than what's optimized sometimes.

How has anyone else handled this, if it's ever come up?

62
DFRPG / Using Shields (the physical kind, not magic kinds)
« on: February 01, 2012, 09:53:14 PM »
So, the rulebook is kind of mum on the subject of sword-and-board style shields, not mentioning how they work mechanically. In my games, I've treated them as Armor (2 or 3, depending on size) when used with the Weapons skill on defense, and allowed one to roll Weapons to defend against more things, mainly claws, Fist attacks and the like, bullets occasionally--basically anything you could realistically get a shield in front of if you had one.

How has this been handled in other games? I saw the Shield Carrier stunt in the master list, but I feel like you shouldn't need to have a stunt to benefit from having a shield, just like you wouldn't need a stunt to wear Kevlar or plate. Unless that stunt stacks on top of the shield's normal Armor rating, in which case disregard that last sentence.

63
DFRPG / Alternative Defense Rolls
« on: February 01, 2012, 04:44:47 PM »
So, two questions about possible defenses:

1. Can a Warden Sword be used, with its 6-shift counterspell ability, to parry or otherwise defend against magic spells using the Weapons skill?

2. This springs from a Mega Man X-based game I ran using an adaptation of the Dresden rulebook. One character was a slow, big, but heavily armored fighter who had a Toughness power and high Endurance. Since she didn't have much of an Athletics score (especially with the penalty from Hulking Size), I allowed her player to defend using Endurance instead, on the basis that she was "bracing for impact". But since this would involve her still actually being "hit," instead of treating successful defenses like normal, I ruled that a successful defense would still count as being "hit", with the defense shifts being stacking with her normal armor to lessen the impact, so defending with a roll of 5 (with her Armor:3) against a roll of 3 (with a Weapon:7 attack) resulted in 2 shifts of stress--much better than, say, the 6 shifts she was likely to take by trying (and failing) to dodge. To compensate, there were compels involved when the player tried this against particularly powerful attacks (she couldn't, say, hunker down and take a train to the face), or when it involved her Catch.

Another character was a gooey shapeshifter who would similarly use Endurance, with the justification that he was letting shots harmlessly pass through him--though once in a while there was a compel involved when he tried this against things that involved his Catch.

Does this sound Kosher?

Pages: 1 ... 3 4 [5]