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Messages - JustinS

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16
DFRPG / Re: Magics Limitations due to Mental Stress
« on: February 05, 2011, 02:45:50 AM »
The easy way to build a battle mage is to take the 'fire breathing' power, using Discipline as the skill, for free power 2, range +1 Zone 'magic' attacks till you get board. You could also use Toughness powers, or a bonus to defense stunt for low powered shield effects.

17
DFRPG / Re: Alternate uses of Lawbreaker?
« on: February 03, 2011, 04:46:18 AM »
That sounds more like a magic addiction mechanic (Willow in Buffy anyone)? I can see the parallel to the lawbreaker mechanic, but it is much more opt in.

18
DFRPG / Re: Stat Challenge: Lord of the Rings
« on: February 03, 2011, 04:43:06 AM »
Sauron

High concept: Dark Lord of Mordor
Trouble: My power is bound in the one ring

Aspects:
Loyal servant of Morgoth
Crafter without peer
Mighty hoard of dark forces
Lord of the Rings!
Patient schemer

Craft +8
Lore +7
Conviction +6

19

Right now she's looking at trading her power for am Unmaking, but I'm open to other suggestions.  Children are not an option, nor is anything else that would impede another's free will.  But if anyone can figure something out, it's going to be this board.  Thanks!

Well, if it is a matter of free-will and children being raised by fae, there is offering up your firstborn, such that the next child you would otherwise be the parent of is simply never born...

20
DFRPG / Re: A question about Concessions...
« on: February 02, 2011, 06:06:05 AM »
Would Jumping out of building on the second floor count as a concession or an escape as you could not get back in the fight.

That is something you can offer as a concession. The person controlling the other side might accept, and you are out of the conflict. They might make a counter offer of, 'Ok, but only if you get a sprain from the landing', they might say no. They could even suggest something else. What was the conflict about? How close are things going?


21
DFRPG / Re: The White Council and Demographics
« on: January 22, 2011, 08:24:16 PM »
Where are all of Ancient Mai's magically turbo-charged descendants that she rules with a fist of iron?  :D

I will need to do something with this as a player or GM someday (esp after the Tiger mother stories getting around the past week).

22
DFRPG / Re: Supernatural Seattle Dresden Game LFM
« on: November 13, 2010, 09:05:23 PM »
Just a note, we are ending a story soon, and switching around some characters, so now is a good time for a new person to show up.

23
DFRPG / Re: How do you make Thaumaturgy casting interesting?
« on: November 12, 2010, 04:20:37 AM »
After a number of uses of Thamatergy, I still have not rolled control to cast. The interesting bits are finding a link to the target, and the prep-work. Then seeing what I can pull off with my effect.

24
DFRPG / Re: Thematic Thaumaturgy Specializations and Crafting
« on: November 12, 2010, 04:18:28 AM »
I would say yes, but likely be a bit stricter in making sure the thematic focus applied.

In the case of Mechanomancy, where it is processed based, I'd actually suggest making it a universal bonus for items with the likewise description, but bump all items by one size category to represent the extra mass of clockwork needed.

25
The thing to note with Wards is that people with more Lore and Refinement [wards] can likely pull off things that Harry would have trouble with (though if I were stating up the merlin, I would give him a combat warding stunt too).

26
DFRPG / Re: Item Crafting resembles D&D Spellcasting
« on: October 19, 2010, 04:13:23 AM »
And loosing out on other tactical options is not a small thing.

An attack spell is good, but if you can pull it off, a zone area spell is better. Blocks and maneuvers give you more options, especially if you start tagging for effect. Not to mention that powerful enchanted items are bulky and can be removed.

An enchanter can be more powerful, and is more focused.

27
DFRPG / Re: animal mimic
« on: October 19, 2010, 03:59:39 AM »
This is to true shape-shift as nounmancery is to channeling.
I'd go for the full [-4] true shape-shift off of the high concept 'animal shifter' (and however much modular ability you want to pay for). There is no discount off the cost, but, every time you'd want to shift into a hedge or a wall hanging and can't, you get a fate point instead. For that matter, every time you want to shift into another person, or a different colored dog and can't, get a fate point.

I do agree that feeding dependency seems the right thing to build off of. It also means that shifting to an easy form (not using modular abilities) is less of a strain then harder forms (with large, small or wings).

Also, good idea with the index cards.

28
DFRPG / Re: Can you Declare an aspect on a person?
« on: October 19, 2010, 03:52:05 AM »
You can only declare unspecified details.

Given that:
You can't declare on a player (unless they are using the build as you go method of making characters), and you can only declare aspects on NPCs who don't have a full set of 7 yet. So you can make NPCs more interesting, if they are not already so. Also, the difficulty is still a function of cool. A lame or repeated aspect is hard, one that makes game more interesting is less so.

I'd call 'poor technique' a harder declaration then 'mall outlet trained martial artiest' for example.

29
DFRPG / Re: Character concept issues
« on: October 15, 2010, 02:27:04 AM »
How does one  without hurting feelings suggest to a fellow player that their character concept is pretty cool but not really Dresden Files ?
Of course they have not read the boooks and refuse to read any parts of the rulebooks.

Carefully.

"I know you have not gone through the background or read the books, so you might not realize that $concept does not really fit the genre of the game and the setting, even though it is really cool. The closest thing I can think of to what you want is $idea. What is appealing to you about $concept, I may be able to suggest something with similar features from the setting that you may not have known about."

30
DFRPG / Re: Heinrich Kemmler (mental excercise on making stats for him)
« on: October 15, 2010, 02:20:39 AM »
Given it was the wizards collectively who took him down, I'd think his catch was something else.

I could see him having the soul in a cage effect, where you need to find his soul/heart to kill him, or just having the recovery, and every morning doing a quick complexity 12 ritual for the hanging aspects of "Unkillable", "No, really, unkillable!", and "What part of unkillable do you not understand?"

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