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Messages - blackstaff67

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16
DFRPG / Re: PC change
« on: April 08, 2017, 01:47:32 PM »
As long as you are strict with the skill change limitations, it's not a huge thing.  But shapechangers tend to have a social pyramid (which most characters don't take, so it's always good to have a Face) and a combat pyramid, which everyone has anyways.

Why not just let the character turn their pure mortal into a shapechanger?  maybe they get cursed or learn a spell from someone or find a Tome of Magic etc...

Then you don't have to introduce a new character.
Way ahead of you.

17
DFRPG / Re: Funny/Epic/Legendary moments
« on: April 07, 2017, 05:19:49 AM »
All funny, but this one is pure gold!
Especially since I had described said park (with large duck-filled fountain) as sandwiched between a hospital and a grade school--rather like a real-life park where I live.

18
DFRPG / Re: PC change
« on: April 06, 2017, 04:05:14 AM »
What's so broken about werewolves?

I've never felt the need to houserule them, so I'm not quite sure what problem you're looking to solve...

If it has to do with Beast Change skill-swaps, you could change the rules for those. Saying that no skill can change by more than 2 would leave you with a significantly weaker but not worthless Power.
I think IIRC there were those that felt the radical skill swap was out of balance.

FWIW, I was thinking exactly along the same lines you were.

19
DFRPG / PC change
« on: April 06, 2017, 03:24:46 AM »
I'm running a game where everyone's read the books, I've got a W.C.Wizard, Jade Court vampire, and two vanilla mortals.  One of the vanilla players wants run a werewolf now (a la The Alphas).

Shall I have him make such a character RAW?  I've heard some people complain about how the concept is broken; assuming for the sake of argument that is true, what solutions have people come up with to fix this? 

20
DFRPG / Re: Funny/Epic/Legendary moments
« on: April 03, 2017, 01:15:15 AM »
My 16 y.o.son joined my game(his first ever RPG).  In the last two sessions, he's added his fair share of rib-ticklers:

1) "Well, the guys on bikes staqrated shooting at.  We tried to get away, but couldn't so we ran them over. By the way, that was the driver's decision, he totally was the guy that made that decision."--As told to the police.

2) Player A to him via cell phone:  "Do.Not. Engage."
Him (to driver): "Run them over.  No, wait, don't run them over!"

3) Me:So, the cops want to know why you had a shotgun AND a .357 Magnum in your vehicle while visiting a city park."
Him:"I wanted to go duck hunting!"


21
DFRPG / Re: Supernatural assassin, but he is a mortal!
« on: March 15, 2017, 05:21:21 PM »
You are right on the Athletics, I misremembered how Inhuman speed affect it, I'll have to add it to my skill. For Alertness, I'm fine with just the Initiative bonus from Inhuman Speed.

It feels a bit OP sure, but the idea is that it would only come in to play when he makes a sniper shot to kill his target. How many people do you know that can survive a head shot from a sniper projectile?

The way he is set up now he would be doing an 8 shift attack , with a epon 8 rating, and +8 on targeting. So a defending character would need to make an +8 role for defense or otherwise they have to tank 16 stress, that's sounds OP, yes, but it is the equivalent of sniper fire. I specified that it is his Rote Spell, and his RT is tied to his foci item the Sniper Scope. In normal battle he won't be able to get out the scope look through it at his opponent and line up a shot.
Considering that the PC in question can also place additional Aspects either on himself or on the target, I can easily see his targeting jump to a +10 or +12, especially since his Disc. and Con. scores are high enough to easily make any die rolls to place such Aspects on himself. 

22
DFRPG / Re: Resources, uncommon and useful
« on: March 12, 2017, 07:24:34 PM »
I'm glad you enjoyed yourself.

This is why I find the Resources skill to be frustrating, personally. It comes attached with zero of the many, many real-world issues and realities that crop up when you're laying out exorbitant amounts of cash, and trying to include those issues diverts the entire game in a way that I don't care to spend my time GMing much. I'll be honest, "I bribed the local police chief $50m" is just absurd on so many levels. Players try to buy their way out of every situation--how BORING. Heavy Resources use ends up turning a game into a Batman comic book, minus the cool parts. Maybe I've never had a high-resources PC that had a player who understands how money works, but so far I haven't had a high-Resource PC that I particularly enjoyed GMing all that much.
Last time I had such a PC, he often wound up bankrolling the rest of the party and rather resented it when I Compelled him. After that, I mandated a Resource cap of Good(+3) for all my games since.

23
DFRPG / Re: Enchanted item question
« on: March 08, 2017, 05:13:41 PM »
Ah. I'm afraid I was operating under a misinterpretation of the rules. Thanks for clarifying!

24
DFRPG / Enchanted item question
« on: March 08, 2017, 02:57:27 PM »
Under the RAW for such items,the item is good for only a single exchange (or two or three,depending on Crafting stuff) and that's it. 

How does the community feel about an enchanted item that only bestows a single trapping of a skill, but for the duration of an entire scene, especially the social skills or non-combat skills
Examples:
The Riding trapping for the Survival skill,
The Tracking skill for Survival skill.
The Detect Lies trapping for Empathy.
the various trappings of Rapport and Intimidation as well.

I bring these up since using the social skills and the others listed above is really what I'd call a 'long action' that takes more than an exchange or even a second, but several minutes or more of work.  At the same time, I don't think this necessarily displaces Stunts, as these items can be stolen, lost, or otherwise neutralized.

25
I especially like the rules for group attacks as well as resolving skills supplementing other skills. 

26
DFRPG / Re: stored spells
« on: February 09, 2017, 01:04:34 PM »
We call it 'Mission:Impossible' magic. 

Down side: Not a lot of flashy KABOOM! magic (unless you are trying to make humongous nine shift lightning rings, but we self-censor for that).  In any event, if ou wanted to do that, make a conventional mage.
Up side: Lots of applications for non-combat purposes such as an enchanted item for Rapport, Burglary, Stealth, etc. that a wizardly 'secret agent' would find handy plus you still can have a couple slots devoted to quick getaways (instants five-shift smokescreen! or still manage a quick KABOOM (instant five-shift fireball--ten shifts if you take your time and roll well).

For that matte, you could go crazy and make a really kewl Warden-type sword of your very own choosing (the Stunt: Occult Lore from the wikia resource page is a MUST for that purpose). 

I think it's a far better match to what potestas was trying to nail down without blowing up the game. 

27
DFRPG / Re: stored spells
« on: February 08, 2017, 06:01:54 PM »
This is something like the Rune Magic sponsored magic we came up with a few years ago. The gist there, though, was you had to devote each Enchanted slot to one round of ritual casting.

So if you wanted a 15-shift, one-use spell, you had to cast it like a normal thaumaturgy spell, calling up power and controlling it each round, with a slot for each round. For my Valkyrie, this typically meant an 8-shift spell took up two item slots, etc.
We actually use Rune Magic in my campaign. 

28
DFRPG / Re: stored spells
« on: February 07, 2017, 12:34:54 PM »
I don't know.  Is this option available for 'cosmic vending machine' rituals? (ie. can my Pure Mortal walk around with a Walker in his back pocket?)
I'm gonna pit my Denarian against your Skinwalker!

29
DFRPG / Re: stored spells
« on: February 06, 2017, 06:29:51 PM »
Si, it's basically instant stored Thaumaturgic spell with no limit to it strength, one-shot, ready to go at a moment's notice?  Sounds like something someone of Plot Device level would bestow on a temporary basis.  I'm fine with that, not so much with PC wizards making them without at least gobs and gobs of prep work.  I must admit, I'm kinda against it   Sounds something like a really powerful enchanted item.

30
DFRPG / Re: a couple of questions from a ST new to the game.
« on: February 04, 2017, 02:46:16 PM »
I would be wary of some of the powers from the powers list of the wikia resource page--there's a good reason it says "not play-tested for balance."  Otherwise, what everyone else said.   

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