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Messages - Tedronai

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106
The difference between a Compel and a high-strength block can only ever be crystal-clear.  Compels are negotiated, and as such, cannot be proposed, accepted, or otherwise implemented without being made clear to all parties that such is happening.

107
DFRPG / Re: Non-Human PC
« on: July 15, 2013, 10:01:38 AM »
Alternatively, suggest that they play a human scion of such a mythological creature, thereby gaining access to (at least some of) the storied powers of the great beasts while still being able to walk into a crowded room without causing all the poor human cattle to pass out from shock and fear.

108
Yep, as good as the DFrpg is, there are still some stupid statements in YS.
That philosophy runs directly counter to the very core foundations of the system, and is incompatible with its primary mechanic (the FP economy).

109
DFRPG / Re: Direct Worldwalking Complexity?
« on: July 14, 2013, 10:28:49 AM »
@Tedronai
Great example. The RAW does allow for short range teleportation. It was the long distance thing that I think Hick was trying to model that seems to be shaky in the current canon/RAW.

You're right.  Those eponymous minor talents from the movie Jumper would probably have been a better example.  They, too, exist in the Dresdenverse (similarly sort of).

110
DFRPG / Re: Direct Worldwalking Complexity?
« on: July 14, 2013, 03:58:53 AM »
Or, to put it another way: If Spiderman exists in the DFrpg (which, according to Bob, for all intents and purposes he sort of does), then so does Nightcrawler (for all intents and purposes, sort of).

111
DFRPG / Re: Feedback on star character?
« on: July 13, 2013, 12:38:12 AM »
I'm away from books at the moment, so forgive me for asking: what actual benefit is Searing Fists providing?

112
DFRPG / Re: Limits of Evocation?
« on: July 13, 2013, 12:33:12 AM »
If blowing things up might plausibly be (or seem to be) the 'right choice' for that situation, then they deserve the Compel.
If they're simply frustrated while trying to open a jar of jam, and want to blow THAT up, then yeah, the aspect is probably inappropriate.

113
DFRPG / Re: Law Talk
« on: July 13, 2013, 12:07:21 AM »
Making the opposite argument would be like the infamous Kobayashi Maru test of Starfleet. Or even the "lifeboat" game. You would have to construct a scenario and place a rule on me (or yourself) that the only way to resolve this scenario for the win is to use your magic to kill another human being (or otherwise be a Lawbreaker).
Well, you'd either have to kill a human with magic, or cheat (ie. use a solution sufficiently far outside the imagined options of the framer of the challenge that they did not prepare for it and so could not prevent its successful implementation).

114
DFRPG / Re: Limits of Evocation?
« on: July 13, 2013, 12:04:34 AM »
Remember, though, that those 'Blind Spots' should typically be represented with Compels, even (perhaps especially) if they're self-imposed and self-policed.

115
DFRPG / Re: Law Talk
« on: July 12, 2013, 04:58:37 AM »
It might be (it probably is), but on the other hand, the group may have explicitly asked for a game where such choices were a distinct possibility.

It could happen.

The point being, communication is key - on this issue as with any other.

116
DFRPG / Re: Limits of Evocation?
« on: July 12, 2013, 04:56:01 AM »
If you're using the standard element system, well, it really depends what you're trying to 'heal'.
Fire purifies, but won't be nearly as much help when dealing with that broken wrist.
Earth abides (again, useful when dealing with infections and the like), but once broken tends to remain so (again, less helpful with injury).
Air quickens.  Whatever the sickness or injury, it might be made to run its course faster, whatever that course might be (best hope the patient was going to pull through on their own in the first place if this is your sole recourse).
Spirit is the stuff of Will made manifest; it'll help with just about anything, but likely is not the best at any of it.

117
DFRPG / Re: Rote Actions
« on: July 11, 2013, 06:31:31 PM »
The utility and power is anything but consistent between the various options.
Attacks get a free automatic maneuver, with accompanying tag.  That's a 2 or 3 point value.
Blocks get a free armour at half of their block rating.  This effectively doubles their value, or something near to it.
The Maneuvers benefit will sometimes provide the equivalent of a +1 bonus, but often will provide nothing at all, and is less likely to be beneficial the better your roll.
Movement actions get up to a 2 point benefit.

118
DFRPG / Re: Possible benefits for Sponsored Magic: Greek?
« on: July 11, 2013, 02:02:01 PM »
If the power is provided by the Pantheon as a whole, I might go with something along the lines of:

The Greek Pantheon is powerful and diverse; those Sponsored by them may gain access to nearly any form of ritual magic for the price of one point of Debt for each ritual that would not otherwise be available.
The Greek Pantheon abides by its own laws; those Sponsored by them may take a point of Debt to avoid any deleterious effects of Lawbreaking for one spell.
The will of the Greek Pantheon is powerful indeed, even as expressed through their proxies; downgrade the Toughness abilities of any supernatural creature by one step when applying them to spells cast using this Sponsored Magic.

(the first two are basically just additional ways to spend Debt, and so are worth very little: you pay for them as you use them, or at least shortly thereafter)

119
DFRPG / Re: Sponsored Magic Debt
« on: July 09, 2013, 12:14:24 AM »
If a player refuses a Compel, you should either escalate or move on.  You should not simply present the same Compel again and again until they run out of the means (or the will) to refuse.  That's what's called by the technical term 'a dick move'.

120
I sometimes don't give a target number if time is a factor.  I'll say it's a Lore extended test.  Each roll is one day and then let them spend the time...it adds tension if they don't know they'll succeed on time

It adds tension to the game, though, by robbing it (or other factors) from the story.

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