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The Dresden Files => DFRPG => Topic started by: jnborawski on March 22, 2012, 06:40:48 PM

Title: Help Me Stat "Runic Bullets" Item of Power!
Post by: jnborawski on March 22, 2012, 06:40:48 PM
Good afternoon everyone!

Long story short I have an item of power that I need some help stating out.

It's an item of equipment I want to borrow from Reality Blur's "Agents of Oblivion" Savage Worlds setting and make use of for a Dresden Super Spy.

The item is called "Runic Bullets".

Effectively you put these bullets into a normal gun and fire them.

They do not increase the amount of damage of the gun or change its profile in anyway save for that they can hurt Anything.

That's right, Vampires, Werewolves, Angels, Old Ones, Tomato Monster Mk. IV's...

Basically they would allow your gun attacks to satisfy* the catch of all Toughness, Recovery and Immunity powers.

Is something like this feasible? I realized it would probably be easiest to make it an item of power but im not sure how much refresh something like that would be worth?

Does anyone have any thoughts about how to approach that concept?
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Ghsdkgb on March 22, 2012, 07:44:10 PM
So like The Colt, from Supernatural.

Seems like it'd be pretty expensive, if nothing else. I'd limit its use, at least, by making it a muzzle-loading repeater or limit the ammo available or something like that. Maybe make an Aspect out of it, costing a Fate Point to use.

I just don't think statting it in terms of Refresh is the right way to go. Just my personal opinion, though.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 22, 2012, 07:49:09 PM
I think if you're talking the bullets themselves, it'd be feasible to tailor each to a given type of enemy, but nothing short of God is able to completely bypass all supernatural toughness (I mean it; it's one of the powers of the Sword of the Cross, and you need a fate point for it).
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: jnborawski on March 22, 2012, 07:54:41 PM
I can definitely see the need for limitations to this.

I believe that it would be one of those things an Agent might keep only one clip or magazine supplied by the Agency in very limited quantity due to rarity, and only for use in extreme situations...

I could definitely see the use of a fate point to make use of it.

Unfortunately I'm only so familiar with the mechanics of the game, so some of those specifics escape me.

If it wouldnt be bought via* refresh how would you buy it?

Can an Aspect cover a mechanic like that?

-------

I also tried to look at the Sword of the Cross for some ideas about how to stat an item of power but I wasent really sure how to value the individual effects?

Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 22, 2012, 08:02:42 PM
3 Refresh, 1 FP for each use.

That's my reading, anyway.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Zorthrip on March 23, 2012, 08:50:47 AM
My thoughts using the Sword of the Cross as a benchmark.

The sword costs -3 and bypasses pretty much everything for a scene for a fate point. The flip side is that the actions of the person wielding it are very limited by the belief set. My opinion is to reduce the cost by 1 and remove the actions restrictions. To offset this, limit what it can bypass. Remove the bypassing of mundane armor, and limit the Catch bypassing a bit.

Here would be my version:

Runic Bullets [-2]
When facing an opponent, the Agent may spend a fate point to treat the bullets as satisfying the Catch of the opponent for the rest of the scene. The limitation is that these bullets were crafted as broad spectrum deterrent. This causes the bullets to be unable to mimic the specialized nature of a very rare or personal Catch. Mechanically, if an opponent has a Catch that refunds zero refresh then the bullets are unable to fulfill that Catch.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Silverblaze on March 23, 2012, 03:36:10 PM
My thoughts using the Sword of the Cross as a benchmark.

The sword costs -3 and bypasses pretty much everything for a scene for a fate point. The flip side is that the actions of the person wielding it are very limited by the belief set. My opinion is to reduce the cost by 1 and remove the actions restrictions. To offset this, limit what it can bypass. Remove the bypassing of mundane armor, and limit the Catch bypassing a bit.

Here would be my version:

Runic Bullets [-2]
When facing an opponent, the Agent may spend a fate point to treat the bullets as satisfying the Catch of the opponent for the rest of the scene. The limitation is that these bullets were crafted as broad spectrum deterrent. This causes the bullets to be unable to mimic the specialized nature of a very rare or personal Catch. Mechanically, if an opponent has a Catch that refunds zero refresh then the bullets are unable to fulfill that Catch.

I kinda like that.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 23, 2012, 05:03:54 PM
Having to act perfect to make the Sword work is not a drawback. It's compel-fuel, and therefore useful to the character.

Your Runic Bullets power might still be okay, though.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Orladdin on March 23, 2012, 06:05:25 PM
Might be relevant to your interests:

http://www.jimbutcheronline.com/bb/index.php/topic,30955.msg1311224.html#msg1311224
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Zorthrip on March 23, 2012, 08:03:40 PM
Having to act perfect to make the Sword work is not a drawback. It's compel-fuel, and therefore useful to the character.

Your Runic Bullets power might still be okay, though.

Agreed. My wording was imperfect. It isn't a drawback and is useful for compels. I meant that it is a restriction in that through the behavior and the compels (as well as the fate point cost requirement), it keeps them from overusing and abusing the power by running around and unloading on everything and therefore cheapening the value of Toughness and Recovery powers in that game.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: tetrasodium on March 25, 2012, 02:22:37 AM
Good afternoon everyone!

Long story short I have an item of power that I need some help stating out.

It's an item of equipment I want to borrow from Reality Blur's "Agents of Oblivion" Savage Worlds setting and make use of for a Dresden Super Spy.

The item is called "Runic Bullets".

Effectively you put these bullets into a normal gun and fire them.

They do not increase the amount of damage of the gun or change its profile in anyway save for that they can hurt Anything.

That's right, Vampires, Werewolves, Angels, Old Ones, Tomato Monster Mk. IV's...

Basically they would allow your gun attacks to satisfy* the catch of all Toughness, Recovery and Immunity powers.

Is something like this feasible? I realized it would probably be easiest to make it an item of power but im not sure how much refresh something like that would be worth?

Does anyone have any thoughts about how to approach that concept?

I have a shadowy government organization with some tech based toys & a dragon politician in charge who has the motivation of keeping the mortals in the dark chasing their tails covering up for things like WACO, the original War of the worlds broadcast, etc.   among other nifty things (http://www.obsidianportal.com/campaigns/south-florida/characters/quadcopters), they have batons & bullets made from a mixture of steel, silver, depleted uranium, along with "traces of other elements" ... which gets better real quick when you think about the kinds of threats this military special forces group encounters when you combine  "the toys that the labcoats gave us" with "this is my rifle this is my gun" well meaning mushrooms* developing faith in these toys as they start seeing them cause burns & flames in creatures regular rounds barely (if at all) touch. 

Effectively they are like teflon rounds & sick sticks for most supernaturals with resistances with a side benefit of starting to lose  some of their strength if my players manage to snatch a few ;).  Depending on your purpose, you might be over thinking it though.

*Mushrooms are kept in the dark & fed lots of manure!
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 25, 2012, 02:58:41 AM
Personally, I think it fits thematically with a secret agent type thing better to just carry various types of ammo that'll work on the various types of creatures rather than having a one-size-fits-all bullet.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Bubba Amon Hotep on March 25, 2012, 03:14:38 AM
Would this need to be classified as a magic item?

I mean other than Size, I don't see a difference between "Runic Bullets" and real world "Custom Shotgun Ammo".  Look up Dragon Fire Rounds, Bolo Rounds, or ball and shot.  A weapon smith can customize shotgun ammo fairly easily.

Imagine a player, who before treading into a dangerous situation, makes a lore roll to discover the weakness or "Catch" of the target.  Then while locking and loading, makes a resources roll, to place an aspect of "Customized Ammo" on their character.

Would this not do the same thing?  Or, by introducing "Runic Bullets" are you simply giving the players a shortcut, by which they do not need to know the weakness of the creature, they just shoot it with the provided ammo till it goes down?
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: tetrasodium on March 25, 2012, 03:23:21 AM
I agree with the last couple posts, a satisfies all catches ammunition all the time would severely devalue toughness & recovery powers unless it also comes with strings like the sword of the cross costing fate points and warping an aspect, the alloy rounds with jarhead faith charge/power are effective against lots of stuff, not hot knife through butter effective, but enough to give pause to supernatural types.  I'd really think that doing a little research to find out some details before going in sounds more fitting of a secret agent though.  There are enough types of specialty ammunition that you could meet the catch for most things with a little refresh & simple resource rolls.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Zorthrip on March 25, 2012, 11:05:43 AM
Running it like potion slots could very well work. Each slot is a clip satisfying a different Catch. They would have the benefit over the version I posted previously since they could affect those with a +0 Catch, but would require the player to determine the Catch first. Although, with this version I wouldn't make it cost a Fate point to use.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 26, 2012, 10:11:30 PM
Not all Catches can be bypassed by a specific material, and sometimes Declarations will fail. So this does need to be a power.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 26, 2012, 10:24:16 PM
Not all Catches can be bypassed by a specific material, and sometimes Declarations will fail. So this does need to be a power.
I'd suggest crafting for bullet 'potions' then, plus a Refinement to give you more room.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Zorthrip on March 27, 2012, 08:59:36 PM
I'd suggest crafting for bullet 'potions' then, plus a Refinement to give you more room.

Honestly, I think I'm more sold on this version that the Item of Power version.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 28, 2012, 02:17:05 AM
That wouldn't work. Not all Catches can be bypassed with potions. Furthermore, you won't always have an appropriate potion.

Not sure why people are so keen to avoid the current version of this item. Could someone explain?
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: UmbraLux on March 28, 2012, 02:27:14 AM
That wouldn't work. Not all Catches can be bypassed with potions. Furthermore, you won't always have an appropriate potion.
I agree with the first statement - some catches aren't based on physical items.  However, within their capabilities, you can always have an appropriate potion.  Just leave the potion slots open and declare them as needed.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 28, 2012, 02:30:41 AM
Declarations don't always work. You need to spend FP or you need to make a roll.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 28, 2012, 04:08:07 AM
That wouldn't work. Not all Catches can be bypassed with potions. Furthermore, you won't always have an appropriate potion.

Not sure why people are so keen to avoid the current version of this item. Could someone explain?
It doesn't have to be a literal potion, just a magic item that acts like one--like the 'sunshine in a hanky' example in the book.

Not all catches can be bypassed by potions, no, but I can think of a lot that can--make the potion/bullet using what the catch is as a component, for example. Up against Black Court? Work garlic into the bullet.

My objection with the 'fate point to counter any catch' version is, in the Swords of the Cross, there's a reasonable justification for when it does work (you've spent the fate point) vs. when it doesn't (no fate points to spend): Either the Knight is 'on the clock,' and God really wants that Dragon dead, or he's not. It's literally dependent on God being on your side.

With something like a private or governmental agency, what's the explanation for the gun working against any and all catches in one scene, and not working in the next? It makes more sense to me that the agent in question might have a set of pre-prepared bullets for various occasions than that he has a gun that usually works against everything but sometimes just doesn't.

And not always having the appropriate potion I'd say is a good thing. It adds drama to the scene, allows the PCs to be challenged, and creates more potential for quests instead of just allowing the PC to spend a fate point every time they get into a fight and render the enemy's toughness powers meaningless.

I mean, what's more fun and engaging? Having to put some effort and thought into bringing down a tough baddie or grouop of baddies, or just spending a fate point to say, "Nope, I just shoot the Loup Garou in the face."
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Zorthrip on March 28, 2012, 08:18:59 AM
That wouldn't work. Not all Catches can be bypassed with potions. Furthermore, you won't always have an appropriate potion.

Not sure why people are so keen to avoid the current version of this item. Could someone explain?

I'm not saying that it would be potions carried around. Only that it would use similar mechanics to wizards using potions.

Once a specific Catch has been determined, one of the "potion" slots can be filled with a clip of bullets specifically crafted to mimic that Catch. These bullets are runic, or mystical in nature. That means that the magic of the bullet mimics the Catch, and is not limited to mimicking Catches that are bypassed by specific physical materials. Also, this version requires the Catch to be researched or discovered, since each clip must be crafted specifically. You may not always have the appropriate clip on hand if you get caught by surprise by something you didn't expect, but that is a chance you take.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 28, 2012, 09:47:21 PM
@Zorthrip: I know all that. Doesn't change anything.

@Mr. Death: Fate Points are made out of BS and handwavium. That's how they work. No point protesting it now if you've accepted it until now.

And making the bullets occasionally fail kinda defeats the purpose of the power. It satisfies all non-0-value Catches. That's what the player is spending his Refresh on. If you don't like it, buy a different power.

Oh, and even if you can satisfy its Catch a Loup-Garou is reasonably tough. It's not like the fight suddenly turns into a non-event because you have the Catch.

PS: Needing to put effort and thought into things isn't always fun and engaging. Sometimes it's just a pain. Suppose I wanted you to find the second derivatives of a multivariant function to work out the results of an attack roll. Wouldn't that be irritating? Whether it's good to need strategy depends on the situation.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 29, 2012, 12:10:56 AM
@Mr. Death: Fate Points are made out of BS and handwavium. That's how they work. No point protesting it now if you've accepted it until now.
I'm not protesting anything about how Fate Points work. My point was that the powers shouldn't be solely about mechanical benefit and mechanical cost--there should be a reason that a power works the way it does, and I don't see how a mortal agency could produce something that functions, in the fiction, because God literally said so.

If Fate Points are just "BS and handwavium," why do we even have to use them with aspects? Why not just make a fate point worth a straight +2 to any roll? They're tied into aspects for a reason--they're there to reinforce the narrative when the dice say that your acrobatic speedster trips over his own feet going down the stairs.

Quote
And making the bullets occasionally fail kinda defeats the purpose of the power. It satisfies all non-0-value Catches. That's what the player is spending his Refresh on. If you don't like it, buy a different power.
And yet having to spend a fate point is exactly what's going to make the bullets occasionally fail, because sometimes you won't have fate points to spend. It means there has to be some explanation for why the same bullets from the same gun that just put down a Loup Garou are now bouncing off a Red Court Vampire.

Again, a power should have some justification in the story for working the way it does, and not just boil down to cost of points for effect. That's the whole purpose of the templates, and requiring an aspect for some powers.

If this gun was empowered by a god, or a powerful fey, or some other entity that could reasonably be believed to just ignore the toughness powers of just about any supernatural creature, that would be one thing, but as far as I can tell that isn't the case here.

Quote
Oh, and even if you can satisfy its Catch a Loup-Garou is reasonably tough. It's not like the fight suddenly turns into a non-event because you have the Catch.
Perhaps not, but having the catch for damn near anything at your instant disposal without having to even find out what the catch might be takes the bite out of a lot of creatures in the series. It turns any fight into, "Just shoot it a bunch of times."

To borrow a phrase, if there was an unrestricted power that could bypass all catches with a power costing only 3 refresh and a fate point each use, why wouldn't everyone take it? It turns a Feet In The Water character into an opponent capable of taking on things that should be well, well out of his weight class.

The Sword of the Cross's ability doesn't just cost 3 refresh. You're typically not a Knight of the Cross unless you're also working from the Champion of God template, which has a -5 refresh cost before you even get the sword. And the sword comes with restrictions, responsibilities, and duties in and of itself.

Aspects and the narrative matter. It's not just about raw refresh cost vs. effect.

Quote
PS: Needing to put effort and thought into things isn't always fun and engaging. Sometimes it's just a pain. Suppose I wanted you to find the second derivatives of a multivariant function to work out the results of an attack roll. Wouldn't that be irritating? Whether it's good to need strategy depends on the situation.
Well, yes, if you pick the most extreme end of the 'fun/not fun' spectrum, then it's going to be a pain. Neither would it be a fair argument if I said, "Suppose I had the cover of the Sports Illustrated Swimsuit Issue* giving you a massage while you researched the badguy's weaknesses. Wouldn't that be awesome?"

*Replace with Chippendale dancer, Playboy Bunny, body builder, or the stereotypical fetish object of your choice.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Zorthrip on March 29, 2012, 08:49:54 AM
Honestly, these are all just possible alternatives. One of the many things I love about this system is its ability to mold itself into almost anything given enough creativity, and as we have seen here it can potentially do so in multiple ways. In the end it is up to the players and Storyteller to determine which version of these runic bullets best fits both their character, the intention behind purchasing them, the balance of the game being played, and the themes and moods that have been agreed upon by the ones running and playing in the game. In this, as in most cases, there is not true "right" or "wrong" answer.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 29, 2012, 12:35:30 PM
Well, yeah. Nothing's going to stop the OP from using any of the suggestions.

I'm just saying it doesn't feel right to me to take a power that, in the setting and fiction, is accessible to three people--tops--and is empowered by a major deity and the faith of millions of followers, which comes with a bunch of other recommended/requisite powers as well as a very specific role in the story and restrictions and responsibilities limiting its use, and boil it down to "-3 refresh, costs a fate point to use."
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 29, 2012, 04:28:56 PM
Well, yes, if you pick the most extreme end of the 'fun/not fun' spectrum, then it's going to be a pain. Neither would it be a fair argument if I said, "Suppose I had the cover of the Sports Illustrated Swimsuit Issue* giving you a massage while you researched the badguy's weaknesses. Wouldn't that be awesome?"

*Replace with Chippendale dancer, Playboy Bunny, body builder, or the stereotypical fetish object of your choice.

I actually like finding partial derivatives. But I don't want any of that in my gaming.

And I really wouldn't want a massage while gaming either. Talk about awkward.

"Narrative" generally means the same as "handwavey". Whether an aspect applies or not depends on the direction the GM waves his hand in.

Anyway, your last post contains the answer I was looking for. So thanks. But supposing that the Runic Bullets are for whatever reason more special and more powerful than God and all his angels, would you still have a problem with them?

Because we can make them more special and more powerful than God and all his angels, with very little effort.

PS: Powers should be balanced by their costs, not by the templates that allow them. Otherwise you introduce mechanical landmines that make it dangerous to think outside the box.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 29, 2012, 05:28:57 PM
"Narrative" generally means the same as "handwavey". Whether an aspect applies or not depends on the direction the GM waves his hand in.
Yes, but it still has to make some sense--a bookworm without any real combat skills or aspects relating to fighting ability shouldn't be able to invoke something to make him kick the ass of a ghoul, for instance.

Quote
Anyway, your last post contains the answer I was looking for. So thanks. But supposing that the Runic Bullets are for whatever reason more special and more powerful than God and all his angels, would you still have a problem with them?
Basically, no, I wouldn't have a problem with them then. In my previous post I said if the runic bullets were empowered by a similarly powerful deity or Faerie, that would make sense--and it should come with similar duties and obligations to said Deity or Faerie in return for that power as well. But I was getting the sense that this was intended for a human/mortal organization, as a regular standard issue tool, rather than an artifact specifically empowered by such a being.

Quote
PS: Powers should be balanced by their costs, not by the templates that allow them. Otherwise you introduce mechanical landmines that make it dangerous to think outside the box.
But the powers should still have a narrative justification for how and why they work the way they do, and that goes for any power--even something as basic as Claws needs some kind of justification beyond "I want my fists to do Weapon:2 damage, and I have the refresh to spend," even if it's as mundane and basic as "I'm a kung fu master."

You could certainly have a Sword of the Cross without being in the Champion of God template (Spoiler for Changes)
(click to show/hide)
But the sword comes with more baggage than just the refresh and fate point spending, even without the template associated with it, and that sort of thing should be considered when you're making similarly powered powers as much as the refresh cost does.

I just imagine this conversation between Michael Carpenter and such an agent, where Michael's going on about his sacred mission from God to defend the weak, how he's empowered by his own faith and purity, how he's one of a chosen very few who have been gifted with these abilities and the power to lay low any creature, and the agent responding, "Oh, I can do the same thing. Bob in R&D put it together a little while ago."
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 29, 2012, 07:08:28 PM
Your first point indicates that you agree with me. Making sense is all about handwavium. As a general rule, anything which has to make sense is handwavey. Because no mechanical framework can possibly encompass the complexity of "what makes sense".

It's an ordinary piece of equipment, standard issue for all agents. And its more powerful than God, because humanity has surpassed the creator of the universe. Yay us!

Seriously, though, your objection has no real connection to the power. It just has to do with this item being an IoP. Which is fine, but not what I'm talking about at all.

Incidentally, your comment about baggage is exactly what I'm arguing against. Baggage comes in the form of compels, which are good. If a power is too strong and needs something to balance it, it should cost more. It shouldn't have some kind of narrative drawback. Because narrative drawbacks do not work in this game.

In fact, that's a large part of what I like about DFRPG.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 29, 2012, 07:41:47 PM
Seriously, though, your objection has no real connection to the power. It just has to do with this item being an IoP. Which is fine, but not what I'm talking about at all.
Actually, it has to do with the power being available without the baggage, limits, and responsibilities that restrict its use as part of the Sword of the Cross's powerset.

Quote
Incidentally, your comment about baggage is exactly what I'm arguing against. Baggage comes in the form of compels, which are good. If a power is too strong and needs something to balance it, it should cost more. It shouldn't have some kind of narrative drawback. Because narrative drawbacks do not work in this game.
Yes, they do. The inability of Claws to be concealed without a shapeshifting power is a narrative drawback. The fact that a Knight of the Cross can't use his sword for selfish and petty reasons is a narrative drawback. Narrative drawbacks are the fuel for compels.

Compels aren't just be free fate points--there should be significant bite to what the character has to go through after accepting that fate point. A good compel should make the player have to really consider whether they should take it or buy it off. That bite is what I'm referring to as a drawback or restriction--the serious narrative complication that results from the aspect being compelled.

The Sword of the Cross's power is inextricably linked with its narrative role, and the kind of character you can give that power to. You wouldn't have a Han Solo type swinging around Fidelacchius. Or to be more accurate, you couldn't have one of the Swords and keep using it if you're that type of character--either Han Solo loses the sword the first time he tries to use it to get out of his debt to Jabba, or Han Solo develops into the type of character that can wield a Sword of the Cross.

The powers in the book restrict and help define what narrative role a character has. It's not just about the exchange of refresh points for effect.

That's my objection to breaking it down to "3 refresh, a fate point to use": It's taking what, in the fiction, is a rare, extremely powerful artifact that's bound to a set of values and actions, and takes a very specific kind of character to wield, and keeps almost all the power without any of the narrative restriction associated with it.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 29, 2012, 07:47:44 PM
Compels aren't meaningless, but they aren't bad either. They aren't drawbacks. So narrative drawbacks aren't drawbacks at all in this game. Which means that they aren't important to the game's balance. Which means they can be freely added and removed.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Orladdin on March 29, 2012, 08:03:32 PM
Ok, Sanc, you're wrong here.  As Mr. Death pointed out, they very strongly do apply to the setting, and should (with a half-decent GM) have bite in-game. 

As far as your last post, I'll point out your logical failure; bold is mine:

Compels aren't meaningless, but they aren't bad either.  Ok, so: Compels have meaning.  Compels are good.
They aren't drawbacks. Ok.  Compels != drawbacks.
So narrative drawbacks aren't drawbacks at all in this game. <-- here.  Thus far, you have not posited points to reach this conclusion.  All we know so far in your proof is that (Compels != drawbacks). 
Which means that they aren't important to the game's balance. Example of Petitio Principii (http://en.wikipedia.org/wiki/Begging_the_question)
Which means they can be freely added and removed. Not Q.E.D.

Maybe you weren't going for a logical argument here, but if you were, you didn't build it correctly.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 29, 2012, 08:22:13 PM
Compels aren't meaningless, but they aren't bad either. They aren't drawbacks. So narrative drawbacks aren't drawbacks at all in this game. Which means that they aren't important to the game's balance. Which means they can be freely added and removed.
Put it this way: Would you let someone have one of the Swords and use it regularly in contrast to its purpose without suffering the consequences of losing the sword and risking its destruction?

If not, then why would you let someone make an item functionally identical to the sword without even similar consequences restricting its use?

The power to ignore at will nearly any toughness power is very powerful. The inability to use that power however you want (aspects and compels) is a balancing factor on that power.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Silverblaze on March 29, 2012, 11:48:36 PM
Narrative drawbacks have no drawback? I call BS.

Just because I get a fate point do I want my character to be blamed for everything?  I bet Dresden would prefer Charity to like him and stop hating on him.

I bet he'd prefer Murphy trust him.

And so on.  I see plenty of drawback for the character.

As someone who was tricked into harming an innocent with his Sword - I can tell you compels or not it still sucked.  Good story; don't get me wrong, but my character would prefer to have a fully functional sword, the others Knights' respect and the player would like to still be a cuisinart in battle.

No drawback my rear-end :P
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 30, 2012, 03:48:51 AM
@Silverblaze: Drawback for the character yes. They should have that. But from the player's perspective, compels are good. I don't care if my character is happy, he's not me. In fact, I recently self-compelled to drink a potion of despair.

@Mr. Death: No, of course I wouldn't allow that. I'd compel 'em left and right, and they'd both benefit and suffer as a result.

If someone wanted to use ACAEBG with some other justification, though, I'd let them. And the other justification would not have to be a burdensome one. Something as simple as "I'm Death's son and I can kill anything" would be enough for me.

If this isn't balanced, the fault lies in the power and its cost.

@Orladdin: I wasn't really going for rigour, so I left some premises unstated. Add:

-Narrative drawbacks manifest only through compels.
-So long as the mechanical structure of the game remains intact, the narrative can be altered freely without worrying about the consequences.

I kinda thought that those went without saying, but I guess not.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 30, 2012, 04:05:27 AM
@Silverblaze: Drawback for the character yes. They should have that. But from the player's perspective, compels are good. I don't care if my character is happy, he's not me. In fact, I recently self-compelled to drink a potion of despair.
I think this here is the crux of the disagreement we have here. You're looking at it purely from a player's perspective, while we're (or at least, I'm) considering the narrative with most every character decision I make.

Quote
@Mr. Death: No, of course I wouldn't allow that. I'd compel 'em left and right, and they'd both benefit and suffer as a result.

If someone wanted to use ACAEBG with some other justification, though, I'd let them. And the other justification would not have to be a burdensome one. Something as simple as "I'm Death's son and I can kill anything" would be enough for me.

If this isn't balanced, the fault lies in the power and its cost.
There's the thing, though. The powers of the Sword are a package deal with the aspects of the sword, and the role associated with the sword. You don't think it's unbalanced to have one character with a -3 refresh cost (plus fate point) power that is significantly restricted in what his character can and cannot smite, and another character with almost the same -3 refresh (plus fate point) power that he can use on anything without consequence?

The aspects and narrative role of a power are as important to its balance as the fact that it lets you do X for Y amount of refresh.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Zorthrip on March 30, 2012, 07:25:41 AM
There's the thing, though. The powers of the Sword are a package deal with the aspects of the sword, and the role associated with the sword. You don't think it's unbalanced to have one character with a -3 refresh cost (plus fate point) power that is significantly restricted in what his character can and cannot smite, and another character with almost the same -3 refresh (plus fate point) power that he can use on anything without consequence?

The aspects and narrative role of a power are as important to its balance as the fact that it lets you do X for Y amount of refresh.

It could be said that the power requires a high concept that at least in part ties to his being an agent. Additionally, I imagine that if the supernatural community were to discover a organization of mortals that were not only unaffected by the "global denial" that everyone else seems to be under, that many of them would dedicate themselves to the destruction of said organization. That make the possession of the power and the high concept potentially make that person a target if they did not keep the secrecy close to their chest. This could be the type of narrative limiter you are saying should be needed.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 30, 2012, 12:41:01 PM
That would do it, yeah, but it still doesn't address my other point, explaining why the power is A. so powerful as to affect a wide range of totally unrelated monsters' weaknesses (everything from elves, to vampires, to demons) and B. finicky enough that it sometimes just doesn't work ("Didn't that gun blow right through an Ogre yesterday? Why can't it scratch this troll?" "I ran out of fate points.")

The former suggests that whatever powers the gun is extremely powerful, the latter suggests that whatever powers the gun has some kind of consciousness and agenda that the user might sometimes not align with. Both together suggest this would be an item in short supply, or even unique--remember that the White God only has three of them to hand out.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Silverblaze on March 30, 2012, 03:45:24 PM
I think this here is the crux of the disagreement we have here. You're looking at it purely from a player's perspective, while we're (or at least, I'm) considering the narrative with most every character decision I make.

No, I'm totally with ya.  It's a We're.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Orladdin on March 30, 2012, 05:46:39 PM
That would do it, yeah, but it still doesn't address my other point, explaining why the power is A. so powerful as to affect a wide range of totally unrelated monsters' weaknesses (everything from elves, to vampires, to demons) and B. finicky enough that it sometimes just doesn't work ("Didn't that gun blow right through an Ogre yesterday? Why can't it scratch this troll?" "I ran out of fate points.")

The former suggests that whatever powers the gun is extremely powerful, the latter suggests that whatever powers the gun has some kind of consciousness and agenda that the user might sometimes not align with. Both together suggest this would be an item in short supply, or even unique--remember that the White God only has three of them to hand out.

Actually, that could be handled by it being "experimental tech."  Sometimes it might falter or fail.  The fate point cost could be seen as analogous to the paying off of a compel that the tech doesn't work.

Maybe the group is tapping into an unexplained power source that they aren't sure how to properly harness (outsiders, maybe?).
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Zorthrip on March 30, 2012, 05:48:45 PM
That would do it, yeah, but it still doesn't address my other point, explaining why the power is A. so powerful as to affect a wide range of totally unrelated monsters' weaknesses (everything from elves, to vampires, to demons) and B. finicky enough that it sometimes just doesn't work ("Didn't that gun blow right through an Ogre yesterday? Why can't it scratch this troll?" "I ran out of fate points.")

The former suggests that whatever powers the gun is extremely powerful, the latter suggests that whatever powers the gun has some kind of consciousness and agenda that the user might sometimes not align with. Both together suggest this would be an item in short supply, or even unique--remember that the White God only has three of them to hand out.

Let's give this a shot.

Power Level: If you go with the version I posted initially, the power level is limited by the requirement of the Fate point expenditure and a that it only effects more common Catches (unable to effect +0 Catches).

Sometimes Works and Doesn't Others: Let's say the gun does always work. The Fate point expenditure isn't "turning on" the power. It is instead declaring that the agent had some of the runic bullets left. Otherwise, the agent is only shooting normal bullets. Something like runic bullets isn't so common and abundant a resource that they agent has an endless supply.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 30, 2012, 07:03:11 PM
While mechanically speaking that gives the catches something in common, why would one bullet work the same on a Demon whose catch is Holy Stuff and on a Frost Giant whose catch is fire? Or on an Ogre with a catch of Iron in the same scene as a Black Court vampire?

There's really no commonality for all the catches this would affect that one single item would be able to latch onto through means regularly available to mortals.

That's why something like the big bullet that Hellboy uses in the first movie ("The Works"), makes more sense to me for this kind of functionality. It's something that mortals could make (hell, even without the Ritual power) that would allow them to customize bullets for a wide range of catches.

As for having a fate point mean you still have more bullets, how does that explain situations where he doesn't have them in the first scene, takes a compel, then uses it in the next without having resupplied?

Maybe the group is tapping into an unexplained power source that they aren't sure how to properly harness (outsiders, maybe?).
Now that's an idea I can get behind. Gives some plausibility for both the bullets working and for why they sometimes fail, and provides the 'bite you in the ass' plot hook that such a powerful power ought to come with.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 30, 2012, 07:35:34 PM
I think this here is the crux of the disagreement we have here. You're looking at it purely from a player's perspective, while we're (or at least, I'm) considering the narrative with most every character decision I make.

Considering the narrative is a good idea in play. But when working on the game and trying to keep things balanced, it's a mistake.

There's the thing, though. The powers of the Sword are a package deal with the aspects of the sword, and the role associated with the sword. You don't think it's unbalanced to have one character with a -3 refresh cost (plus fate point) power that is significantly restricted in what his character can and cannot smite, and another character with almost the same -3 refresh (plus fate point) power that he can use on anything without consequence?

No.

See, those restrictions pay for themselves with Fate Points. Getting rid of them means getting rid of some of your power.

The aspects and narrative role of a power are as important to its balance as the fact that it lets you do X for Y amount of refresh.

This is absolutely incorrect.

Narrative effects have no concrete reality to them. Whether or not they matter depends on the GM and the game and the vagaries of chance.

If I never give a Knight a moral quandary, I'm not playing the game wrong. But with your conception of the rules, I'd be breaking the game.

Same goes if I throw up moral quandaries nonstop.

This is bad. The more landmines people need to avoid to keep your game functional, the worse your game is.

PS: If you want an example of why I dislike your position so much, look at D&D 3.5. D&D 3.5 is seriously messed up in large part because its designers thought the way you do.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 30, 2012, 07:49:13 PM
Considering the narrative is a good idea in play. But when working on the game and trying to keep things balanced, it's a mistake.

No.

See, those restrictions pay for themselves with Fate Points. Getting rid of them means getting rid of some of your power.
It's not all about how many fate points it generates, as I've said.

Quote
The aspects and narrative role of a power are as important to its balance as the fact that it lets you do X for Y amount of refresh.

This is absolutely incorrect.

Narrative effects have no concrete reality to them.
So, was Silverblaze mistaken when a narrative effect (the sword's power breaking when he harmed an innocent) had a concrete reality to it (he couldn't use the sword and lost a significant part of his mechanical capability in battle)? If that restriction on the sword had not been enforced--or if Silverblaze had instead taken a power that was exactly the same in every mechanical sense but lost the Sword's aspects--that would have resulted in a completely different scenario and outcome both narratively and mechanically.

Quote
If I never give a Knight a moral quandary, I'm not playing the game wrong. But with your conception of the rules, I'd be breaking the game.

Same goes if I throw up moral quandaries nonstop.
No. I'm saying if the Knight could use the sword however he wanted (for petty and selfish reasons, for example) without any restriction or consequence that would go against the purpose of the power as it's written.

Quote
This is bad. The more landmines people need to avoid to keep your game functional, the worse your game is.
I'm not talking about putting up landmines. I'm talking about keeping the mechanical powers of a power consistent with the narrative reasons for it.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on March 30, 2012, 10:26:55 PM
When the Knight finds himself unable to harm an innocent, that's a compel. And as such, it's not a bad thing.

If you treat it as a bad thing and use it as a balance element, then the balance of the power depends on the amount that the GM causes it to happen. Which means that a number of games, through no fault of the people in them, will be damaged when the wrong amount of narrative balance is applied.

It's the same problem you get with exceptionally situational powers, but worse.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 30, 2012, 11:46:53 PM
When the Knight finds himself unable to harm an innocent, that's a compel. And as such, it's not a bad thing.
It's not just not being able to harm an innocent--the Sword also has to be swung with true purpose, not for personal reasons even if the target is anything but innocent (Harry trying to use it against Lea comes to mind). Bottom line is, there's things that you might want to use the sword against, but can't, because of the narrative effects. That is a concrete limiting factor on the sword's effectiveness, because it cannot be used in every fight. Removing that makes the sword that much more powerful.

Quote
If you treat it as a bad thing and use it as a balance element, then the balance of the power depends on the amount that the GM causes it to happen. Which means that a number of games, through no fault of the people in them, will be damaged when the wrong amount of narrative balance is applied.

It's the same problem you get with exceptionally situational powers, but worse.
It's less about the GM causing it to happen, I'd argue, as it is the player making it happen. If the player's read the Sword's powerset (which he should if he's using it), then he'll limit himself accordingly in what he tries to use it against. If he hasn't, the GM certainly would have, and had darn well better enforce the consequences, because that, the consequences of a character's actions, are part of the game in whatever form they take--mechanical or narrative.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Silverblaze on March 31, 2012, 12:06:35 AM

Do not read and ignore (do not respond) to avoid thread derailing.

Will happily have this particular debate elsewhere.

(click to show/hide)

Actually I harmed the innocent just fine.  I wasn't compelled not to, I broke the Sword much like Harry did.  Can't say that isn't a downside to the Sword.  things like this are reasons "All Creatures are Equal Before God" should be handled with extreme care.  Supposedly only three weapons in the universe do that.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Zorthrip on March 31, 2012, 08:38:03 AM
While mechanically speaking that gives the catches something in common, why would one bullet work the same on a Demon whose catch is Holy Stuff and on a Frost Giant whose catch is fire? Or on an Ogre with a catch of Iron in the same scene as a Black Court vampire?

There's really no commonality for all the catches this would affect that one single item would be able to latch onto through means regularly available to mortals.

As to why it effects multiple things, that would be the "runic magic" of the bullets. As to how they are commonly available to mortal agents, I would image that an agency with agents that are typically carrying around runic bullets wouldn't be staffed solely with Pure Mortals. I'm sure someone or multiple someones with some mojo are involved in some way.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on March 31, 2012, 02:23:30 PM
Magic has to come from something. This isn't a setting where you can make something this broadly powerful and handwave it with "Well, it's magic."

It's a setting where something is either extremely powerful against a narrow number of things, or something is rather weak against a wide variety of things.

Technically, it could be done. But for each set of bullets, you'd have to work every catch into the ritual creation of the bullets. Not just put a rune on it, because if it were that simple, Harry or Gard would've done so. If mortal magic could make a, well, magic bullet that plowed through the defenses of dozens of different, disparate creatures whose weaknesses are completely unrelated, then the White Council probably would've figured it out and worked it into the Warden Swords.

So realistically, if this is being made by mortal spellcasters without a superpowerful sponsor, for each set of bullets, you'd need components for catches of every type of creature you'd want to affect. Granted, "holy stuff" does cover a bunch of them, but not all. You'd still need to work in a bunch of varied and obscure items to hit all the things this would, each of which makes it that much harder and more time consuming to make the bullets.

Knowledge is power in this setting--if you want to bypass a catch, you need to know what that catch is. This sort of item gives the power without the knowledge, which robs the toughness powers of their value.

The alternate way to do it would be to make it more like the Wardens' Swords. Instead of having it satisfy the catches, have the bullets just be extremely powerful when used against these creatures. I've got less problem buying that an organization can just cram a lot more regular boom into bullets than that they can just bypass catches that should take significant research and effort to determine and exploit normally.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Zorthrip on April 02, 2012, 06:58:13 PM
Magic has to come from something. This isn't a setting where you can make something this broadly powerful and handwave it with "Well, it's magic."

Agreed, however outlining the specifics of that magic and why it is appropriate would be the purview of the person creating the organization, which is why I haven't deemed it appropriate to do so. The validity of the magic within the story and setting are based on whatever is created by that person. Here I am simply discussing mechanics and game balance. They could be made by anything, and if they want it to be some kind of sponsor or caster capable of making whatever, then that works.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on April 03, 2012, 07:26:01 PM
Fair enough. I'm just saying that there should be a darn good in-story reason for why a power works the way it does in addition to the Refresh/fate point costs.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Zorthrip on April 04, 2012, 08:05:54 AM
Fair enough. I'm just saying that there should be a darn good in-story reason for why a power works the way it does in addition to the Refresh/fate point costs.

Agreed
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on April 06, 2012, 08:14:34 PM
Actually I harmed the innocent just fine.  I wasn't compelled not to, I broke the Sword much like Harry did.

Did you get a Fate Point? Because you earned one.

The problem with using something like Divine Purpose as a drawback is twofold. First, it makes the power not usable in some games. For instance, if I'm using DFRPG for a simple dungeon crawl then Divine Purpose will never matter. Which means I'm getting something for nothing.

(The great thing about the compel system is that it avoids that problem.)

Second, it means that anyone who adds flavour restrictions to their powers without being rewarded is a chump.

Also, you don't need to know a Catch to use it. IIRC, Harry discovered Nicodemus's Catch by using it. And if I use a steel sword or a holy warhammer I'll likely satisfy all sorts of Catches by accident.

And there's nothing in the setting or the game preventing you from just saying "it's magic". Seriously, nothing.

A large part of D&D messed-up-ness comes from the designers trying to limit powers with uncompensated narrative drawbacks. There are oodles of Prestige Classes out there which require a certain backstory, which supposedly prevents cherrypicking. In practice, it just messes up the character concepts of cherrypickers.

Plus, the classes are balanced against the assumption that you're going to fight multiple encounters every day. Which means that if you want to play a game where fights to the death are uncommon, the system fails on you.

Those problems must be avoided.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Mr. Death on April 06, 2012, 08:40:13 PM
Also, you don't need to know a Catch to use it. IIRC, Harry discovered Nicodemus's Catch by using it. And if I use a steel sword or a holy warhammer I'll likely satisfy all sorts of Catches by accident.
As I recall, Harry half figured it out, half guessed, before he made the attempt, so he didn't just completely discover it out of the blue.

And yes, wielding one type of item might let you find a handful of catches out by accident. But this isn't about accidents and serendipity. This is about deliberately, purposefully building a weapon to satisfy even those +1 rebate catches (which means it's something both rare and very difficult to find out about), and if you're going to exploit a catch on purpose, it does pretty much require you to know what that catch is.

Quote
And there's nothing in the setting or the game preventing you from just saying "it's magic". Seriously, nothing.
Explicitly, no. But this is a game system and setting where magic has rules--things it can and cannot do, and how.

I don't see any mention of a wizard being able to just magic up the weakness to something without figuring out and gathering its components--Harry needed to capture sunlight in a hanky to exploit it against the Red Court, he can't just make his magic 'Holy' outside of using Soulfire, and he needed the inherited silver in his amulet to harm the Loup-Garou.

So no, the books don't explicitly say you can't justify satisfying a bunch of catches all at once with "it's magic." What they do have is a set of rules for what satisfies what catches, and several examples in the fiction as well as the rulebooks where even strong wizards have to research, collect, and prepare specific catches for specific creatures using the components of those catches.

The rebate value of the catch is explicitly based on how difficult it is to find and use the associated weakness, remember. The Loup Garoux is a terrifying, nigh-unstoppable monster instead of just a somewhat-difficult fight because it paid those extra refresh to have its weakness be something rare. The Black Court were so powerful because their weaknesses weren't widely known, and the publishing of one book with those weaknesses basically broke them.

Knowledge is power, and the whole Toughness/Catch rebate system is based on how difficult it is to find and exploit that knowledge. Giving a power which just gives the power without some serious justification flies in the face of that. There's a reason that the only canon power to do that only exists in three objects in the whole world and is backed up by an extremely powerful sponsor.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Silverblaze on April 07, 2012, 07:14:22 PM
#1 Did you get a Fate Point? Because you earned one.

The problem with using something like Divine Purpose as a drawback is twofold. First, it makes the power not usable in some games. For instance, if I'm using DFRPG for a simple dungeon crawl then Divine Purpose will never matter. Which means I'm getting something for nothing.

(The great thing about the compel system is that it avoids that problem.)

#2 Second, it means that anyone who adds flavour restrictions to their powers without being rewarded is a chump.

Also, you don't need to know a Catch to use it. IIRC, Harry discovered Nicodemus's Catch by using it. And if I use a steel sword or a holy warhammer I'll likely satisfy all sorts of Catches by accident.

And there's nothing in the setting or the game preventing you from just saying "it's magic". Seriously, nothing.

#3 A large part of D&D messed-up-ness comes from the designers trying to limit powers with uncompensated narrative drawbacks. There are oodles of Prestige Classes out there which require a certain backstory, which supposedly prevents cherrypicking. In practice, it just messes up the character concepts of cherrypickers.

Plus, the classes are balanced against the assumption that you're going to fight multiple encounters every day. Which means that if you want to play a game where fights to the death are uncommon, the system fails on you.

Those problems must be avoided.

#1 No, I did not.

#2 Then the group should either A) reward roleplaying and character concepts better or B) perhaps find a system better suited to dungeon crawls...this is the point I have the most trouble arguing.  I will say that my group can make narrative drawbacks work in D&D also.  You know...paladin's losing their powers if they commit the wrong acts, or monks...etc.

#3 I agree with all of your points about D&D. I truly do. I still fail to see how wanting narrative darwbacks matter in that game makes me support the poorly designed system. (or how I support a game which is all mechanics and no roleplaying.  In fact from my perspective your position better supports D&D 3.X...just saying)
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on April 08, 2012, 07:54:26 AM
1) Ouch.

2) This is the best dungeon-crawling system I know. I've heard good things about D&D 4, though, so maybe that's better.

Saying that groups should reward roleplaying better misses the point. Pure hack+slash is a valid way to play. The rules should not collapse if you choose to go that direction.

3) I'm not saying that you support D&D 3.5 at all. I'm saying that the opinion you're propounding here is responsible for some of that game's issues.

The paladin's code is a perfect example of how not to do a narrative drawback. It sometimes matters, sometimes doesn't, and spawns arguments endlessly.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Silverblaze on April 08, 2012, 04:13:16 PM
1. I know right! :'(

  I'll likely point at your post and cry foul, hoping to get a juicy fate point.

2. Really?  You think DFRPG works well for dungeon crawls?  Not being rude, I honestly didn't think anyone would have that opinion is all.  It is a little shocking to me.

3. Well by the logic that my opinion supports the issues in 3.5 - narrative drawbacks - I think I can safely be blamed for supporting narrative drawbacks in most games.  I'll take that as a compliment.  I know I shouldn't but I like my opinion enough to feel that way. 

 I think many systems would benefit from a system or concrete drawback to accompany a narrative drawback; but some systems do not need it in every case.

In any case I think we derailed the crap out of this thread and I am just as guilty of it as anyone.

If I can be so bold as to take this full circle,  I think making the sword of the cross ability cost lessrefresh and carry no narrative drawback is a poor idea.  Runic Bullets one hte other hand seems to have no effect on mundane armor.  It also costs a fate point per use IIRC.  Under those rules I have only small amounts of issue with it.  Small enough to ignore for the sake of compromise/expediency.
Title: Re: Help Me Stat "Runic Bullets" Item of Power!
Post by: Sanctaphrax on April 09, 2012, 04:28:01 AM
2. Dungeon crawls just need a fun and diverse combat system. DFRPG has that. What's not to love?

I think that the narrative elements of DFRPG sometimes make people miss its crunchiness, btw.

3. I don't follow. Maybe I'm just sleep-deprived, but I don't know what you're trying to say.