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Messages - computerking

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376
DFRPG / Re: Odd Effects (or, "That Flavor Tastes weird")
« on: July 23, 2011, 01:30:47 AM »

You're in good company. But what on gods earth is Copromancy?

Heh. Look up coprophilia, and shudder in disgust.  ;D

Thanks for all the input, folks! Keep the debate going, I like seeing the range of ideologies going on here!  :)

377
DFRPG / Odd Effects (or, "That Flavor Tastes weird")
« on: July 22, 2011, 07:23:53 PM »
OK. I’ve tried phrasing this question 3 times, and I can’t seem to get something that is easy to understand. So I’m just going to phrase it the way it’s rolling around in my head. In general, it is a question regarding allowability and the “flavor” of a spell’s effects. Here goes:

Let's say a player adds flavor to a fire spell effect description.  For example, instead of the standard gout or ball of fire flying at its target, the player wants to describe it as miniature imp-shaped flames flying from his hands. Without any prerequisite action like a Summoning spell, would a GM have to disallow this, although the player doesn’t intend to have the fire do anything different than normal fire, just look different?

In a similar vein, a Forzare-type Spirit spell  could just pile driver a target with invisible force, but could the same effect (But visible) be done by a Nichtomancer (Shadow-based Focused Practitioner) making a column of solid shadow to smash someone? Or would solid shadow be disallowed?

I used to play a lot of Mage: The Ascension, and coming up with weird unique spells still comes easily to me, I just haven’t fully sussed out what is allowable in the Dresdenverse.

Final example: Since Earth magic is linked to Electromagnetism, can an Earth based Block against leaving a zone be created by magneto-gravitically manipulating a flock of pigeons (who navigate via an ability to sense magnetic North) into kamikaze divebombing the zone borders (Lots of dead pigeons, ew)?

Yeah, I'm an odd sort of guy. You're just lucky I erased the post attempt involving spells from a Copromancer...

378
DFRPG / Re: Amazing session and Scrying (Through pants)
« on: July 22, 2011, 06:18:56 PM »
I was going to go for "you have to gaze through the crotch of it to see what would normally be viewable from his pants"

Then if they don't specify what direction they're looking through the pants have them look the "wrong" way.

And if they look the "Wrong" way, they see what would normally be seen if the bad guy were wearing the pants and unzipped his fly?

379
DFRPG / Re: Limits on Resources/ Contacts
« on: July 22, 2011, 05:10:18 PM »
Face: Lucky I was impersonating the Generalissimo, or I would never have gotten those Ghouls to open your cell doors.

Murdock: Aw, man! I almost won that eating contest with them!! Lemme open a portal and we'll get outta here!

B.A.: Oh No! You know I can't go in the Neva-Neva, Foo'! 'Specially not through one'a your crazy portals!  Last time you dropped me in a lake, Foo'!

Hannibal: Boys! Get it together or I'll drop this veil and let you all deal with the Ghouls again! B.A., I promise Murdock won't drop you into anything this time. Right, Murdock?

Murdock: OK.
 
B.A.: "K, Hannibal.

Face: By the way, boss, I got hair from each of them for you. Thank heavens they didn't think lice checks were too abnormal. You can start casting your spell as soon as we get back.

Hannibal: I love it when a ritual comes together.

380
DFRPG / Re: Counterspell Specializations?
« on: July 21, 2011, 01:55:22 PM »
Slinging a spell is such a 'fast' thing, you would really need to ready yourself for it to even have a chance of countering it, then you'd need to guess the power that went into it. Everything Harry throws a "Fuego!" it isn't the same, sometimes it's more powerful, sometimes less (not talking about a rote spell, of course), so how would you sense the amount of energy going into it? Not mechanics-wise, but narrative-wise?

With magic mostly occurring at the speed of thought, I would think sensing an incoming spell would be as fast as being able to fling your relatively slow body out of the way of one. As for being ready for it, having held your action may provide the readiness required. I believe the rules even state that the assessment action for determining the power of a spell to be countered is a free action, which suggests that counterspelling could be done in combat instantly.

As for narrative-wise, you should be able to sense the amount of energy going into a spell the same way you would be able to sense the amount of power in a (perhaps thaumaturgy)spell that was cast long before and still is active. I mean, it's not like you can see a spell, in either case.

As far as "instantaneous" spells go, I agree - difficult if not impossible to counter.  Though I think timing is the real difficulty (not certain there's even a way to interrupt an action mechanically). 

Leaving out (most) Attack spells, Blocks and Maneuvers last one or more exchanges and should be viable candidates for countering.  Blocks in particular.  (Had my "angry ghost" locked down by a block last session.   :'( )  I see some advantages to including a sorcerer capable of counterspelling in a larger combat...

I think Mechanically you can only interrupt an action by having a higher initiative and having held an action from earlier in that specific exchange.

Another question: The counterspell rules mention redirecting spells. Even if instant(attack) spells are off the table, Is it possible to co-opt a spell and change its target? It would be nice to take the shield spell off of an enemy and use it myself, or move it to protect an ally who has no magical defenses.


381
DFRPG / Re: Counterspell Specializations?
« on: July 20, 2011, 06:33:12 PM »
Along these same concept lines:
Is it possible to counterspell an Evocation effect, and if so, under what conditions?
Do you have to be holding an action, or would you be able to use the current turn's actions if you haven't had your turn yet?
Is the counterspell roll effective if you meet the evocation spell's original shifts of power(called by the original caster before rolling), or the adjusted shifts(after the roll is made), or the final shift result (After the spell target's defense roll is made)?
Is there a surplus of shifts required if you wanted to redirect a spell rather than counter it totally? Or if you wanted to redirect it to the caster (If an attack spell)?
When countering Maneuver and Block spells, is it possible to redirect them (ie. "Thank you for your shield, Mr. Wizard"), or would that just not make narrative sense?
And finally, which kinds of monster powers are considered to be magical effects valid for the purposes of counterspelling?

Yeah, I've thought a lot about a counterspell specialist character type.

382
DFRPG / Re: Declarations - Help me understand some of them
« on: July 20, 2011, 01:54:18 PM »

What if the current location is a more or less empty hallway, where hiding stuff is nearly impossible? In this case it ought not to be a question of whether the bucket can be seen or not, but rather whether there is a bucket or not (and using Alertness for that just sounds wrong).


I think in that case, you would have already described the scene as an empty hallway, and you would be able to tell the player that the room has a "Totally Empty" aspect, and hand him/her a fate point. Now, if he were to look in rooms off of the hallway, he might be able to make an Investigations Declaration at that point.

383
DFRPG / Re: Alternative Elemetal Systems
« on: July 14, 2011, 06:56:06 PM »
Hooray for Thread Necromancy (Take that, White Council!)

I was toying with a character concept: 2 Denarians decide to make their own potential replacement. Otherwise known as 2 demons have a kid. Since many of the Nickleheads have magic, and since fallen angels are supposed to be really old, I would figure some of them would use an ancient form of magic.

So I came up with an alternate system, and found this thread to share it with you all.

Lightning - Basically fire from the sky, the ancients probably thought it more powerful than fire, since it can make fire.

Dust - Not having much of a concept of what Air is, the ancients focused on what they could see, and the lightest thing that interacted with air is dust.

Earth - Hey, some things just don't have a substitute.

Shadow -  It pools, it flows, it acts in many ways like water, and you can breathe while standing in it, so it's a little safer to work with than water would be.

Hate/Passion - This analog for Spirit was hard to come up with. I had to take cues from the Dark side of the Force, Wraith: The Oblivion, and the Poltergeist movies to justify this one. Strong emotion can excite spirits, for example.


Hopefully this isn't too bad for someone who has yet to actually play the game..

384
DFRPG / Re: Social Combat?
« on: July 05, 2011, 03:26:56 PM »
Perhaps an intermediate rule would be better, where a character cannot be taken out physically by the character inflicting Physical damage if most of the victim’s consequences are Social ones.
An example: Player A (Punchy McStabsalot) and Player B (Prettyboy Floyd) are fighting Enemy C (Phineas Mook).
First round, Prettyboy delivers a deep insult by walking over to Mook and spitting in his face, dealing 2 social stress. Punchy whips out his 2-shot Beretta and puts a round in Mook’s foot, dealing him 4 physical stress.
Next round, Prettyboy Floyd hides behind a table, starts in with a tirade of insults the likes of which are never seen outside of a Friars Club Roast, and Mook needs to take a Severe (shamed beyond belief) and Mild (Distracted) Consequence. Punchy goes next, shooting Mook in the shoulder, and Mook takes a Moderate (Ow, a Bullet Hole!) Consequence.
The final Round Prettyboy holds back mid-insult-rant and holds his action, while Punchy tags the Distracted aspect and throws his gun at Mook, Nailing him in the face for too much stress for him to handle.
The GM declares that Prettyboy can detail the Coup de Grace, which HAS to be related to the Social damage, not the Physical. So instead of dying on the spot, Phineas Mook drops his weapon and weeps like a baby, apologizing profusely.

That makes more sense to the narrative than Punchy getting to kill Mook when most of his injuries are social in nature.

Of course, this may be overly complicated...

385
I'd say not for a +20 bonus...only for a bonus for each person.  On a rules level I view them as the same aspect.

It would also be extremely bizarre to turn what is essentially a 6 or so shift spell into something that's more like a 15 or so shift spell.  In the end, one can make all the arguments one wants, but it certainly wouldn't be good for the game.  It would be really overpowered.  It's also uninteresting, since rather than have people invoke those tags one bit at a time or for effect for something dramatic, you are instead just pouring them all into one attack that ends the combat.  Lame.

Thanks. I thought that sounded too easy. 

386
Alternate usage:
What if you wanted to perform a spell that removes the fire from all of the burning minions (and maybe the scene, as well) and turns it all into a huge fireball to hit the big bad? It could be argued that because the spell is meant to make magical "contact" with all the burning minions, that all of those minions' "On Fire" aspects can be tagged. Would this be something to allow?

387
DFRPG / Re: Looking for an odd "mission" from the fae
« on: June 23, 2011, 12:15:48 AM »
Get a blues band back together and have them perform a benefit concert to save an orphanage by raising enough money to pay back taxes that are due soon.

No, the OP said a mission from the Fae. That one is a mission from god.

388
DFRPG / Re: Is anyone else annoyed by Physical Immunity?
« on: June 14, 2011, 07:48:38 PM »
"This power is not necessarily absolute; plot-device-level threats still have the potential to harm the creature even if the catch is not satisfied (e.g. a nuclear bomb, the combined magics of the entire senior council, etc.)"

That's pretty much the same type of thing I was about to bring up: Being the GM, you have to understand that all powers as written in the book have at least a little bit of "wiggle room", where the Story's needs are concerned. It's probably a good idea to imagine that every rule has a "PS: this is subject to the needs of the GM and the Story; Don't be ridiculous with it," invisibly written after it.

As for Physical Immunity, I think it can be fair, but only if the GM is mature enough not to abuse such a power. The Original Poster mentioned the possibility of a nuke, or the entirety of the White Council aiming a ritual at a character. I wonder, though, if they intend for this to happen in the course of their game? If not, then the question is moot. If you can only come up with improbable, ridiculously powerful things as examples, you're stumbling into the land of hyperbole.

As several posters have mentioned, the reason to choose Physical Immunity rather than Mythic Toughness and Recovery is because it fits the character you're making, the experience you want your players to have, and the story you're trying to tell. If you want a baddy who takes a licking, and keeps on ticking, but gets visibly worn down as the fight progresses, Take the Mythic coupling. If you want a villain that seems to be unstoppable, until you figure out his Achilles' Heel (Perhaps literally, if you have the players come up against Achilles), then he goes down quickly when hit with "the right stuff", then choose Physical Immunity. It's the story that determines whether the power is appropriate or not, not just the Letter of the Law.

And if you are allowing Physical Immunity for a Player character, I suggest you have a sit-down with them regarding how you view the power, and the restrictions you will be putting on it, if any. Perhaps requiring an extension of the Catch, so that the character can be hurt by, for example, "Left-handed Sword attacks and single attacks of more than 12 shifts of damage," would make it more palatable to both parties.

389
DFRPG / Re: Fun and Odd Character Concepts
« on: June 08, 2011, 07:32:40 PM »
I swear if I have to drop one more clue that "Virgil Meyers" is Bergelmir, I may start throwing clue-bricks at people. I mean, hello, it's not a Winter Fae would run a place with so much exposed chromel all over the place.

Bergelmir?.... What the... "To the Cloud!"
... 1 Google search Later....
Oh! Does he complain about
(click to show/hide)
a lot? Or maybe gets a little agitated on Wednesday and Thursday?

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