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Messages - Doc Nova

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16
DFRPG Resource Collection / Re: Sample Combat
« on: August 17, 2010, 02:13:46 PM »
   * Barry opts to use the free tag on his Shattered Ribs to compel him to collapse on the stairs, unable to catch his breath.

Not to get all rulesy on this, but I don't think this is how it works.

A consequence enables one tag, which is a free invoke.  An invoke is either +2 to a roll or a reroll.  In order to compel the consequence, the player (Barry, in this case) would need to spend a fate point, which Voldy would get...and could also have begun an escalation on the compel, making it far more costly to the compelling player.

17
DFRPG / Re: How Do I Handle Equipment?
« on: August 14, 2010, 01:58:45 AM »
I've brought up the notion of equipment with aspects before, and, in general, here is how we intend to play it for the campaign I run:

Items bought at base value are of...well...base value.  They provide no bonuses and have no inherent penalties (carrying a gun or sword in broad daylight can still lead to some issues, no matter what).  Items can be "purchased" via Resources declarations.  Items that are cheaper than usual tend to have negative aspects (keep in mind, these can be compelled, earning the character a fate point...something to keep in mind for those cash-strapped, high refresh cost characters).  Items that are more expensive than normal can have generally positive aspects applied to them (many of these can still be compelled, but often require more specific circumstances..."Laser Sight", for example, would mostly be invoked, but could be compelled in a foggy environment).  The number of negative or positive aspects should be adjudicated for your campaign's needs...too much and you run the risk of turning Resources into an uber skill, too little and there's little point in it.  As a rule of thumb, for my game, I tend to keep it 1 aspect at +1/-1 cost on the ladder, then an additional aspect for every 2 after that (3, 5, 7, etc).  This tends to keep them somewhat limited.

So, with your bulletproof vest, the PCs might opt to go for run of the mill bulletproof vests which have no additional modifiers aside from whatever ones would be environmentally or socially appropriate.  (Keep in mind, being set in L.A. you are well within reason to slap "Sweltering" to any given outdoor scene.)  They could opt for cheaper vests that might have "Encumbering" or "Unwieldy", or they could opt for better vests and apply aspects like "Tailor-made", "Concealed", or even the aformentioned "Heavy Armor".

Obviously, this could be applied to any equipment, not just armor.  It has just as much value to vehicles, computers, firearms, clothing, rappelling gear, telephones, etc, etc, etc.

18
Q-workshop had a few...and I do mean few...sets of their runic FUDGE dice at Gen-Con (and they look COOL!)...I bought two full sets, myself...someone nabbed the other two...and then my players wanted to start a die riot.  I am sure you could order them from their site, however.

19
DFRPG / Re: Real heavy weapons/armor?
« on: August 09, 2010, 03:33:55 AM »
Wow!  That is an incredibly potent character.  Certainly fun to banter about, excellent from the standpoint of "No, no, no" for the power-level in my game...but I also wonder about the "invincibility" of the character.  So far, I have seen no one mention anything about socially embarassing the character to the point of being taken out.  Shamed, taunted, and the like.  There's a massive vulnerability...at least as I read it, on the character that could (and should) be exploited at every possible moment.  Aside from the logistics of not being able to travel most places, you have the simple and direct social attacks to slap aspects like "Egg on the Face" and the like.  Surely, I could see the character getting angry at such antics and opening fire, at which point folks would be well within reason to declare "Enraged" on the character, and then compel it to screw with aiming (and, therefore, hitting) not to mention someone like this would certainly draw the attention of the Blackstaff
(click to show/hide)
.

Very interesting exercise in "what if", in my opinion, however.  And, hey, if your group goes for that kind of game, just don't blow up the Earth...for in the immortal words of the Tick..."That's where I keep all my stuff!"

20
"By the book" a defensive block action inflicting damage is comprised of two different actions and, therefore, out.  However, I've said it before and will say it again, FATE practically begs for house rules...heck aspects are, essentially, mini-house rules in what it might mean from one group to another.

That said, I've been wrestling with the idea of multi-purpose spells as I know my player base will come up with them.  Spells that entangle and damage are easy, they can follow the Orbius example via grapple and constriction.  However, spells that inflict aspects and damage in one, without requiring two separate spells or the spell to guarantee a consequence are not possible.  A "Cloudkill" style spell, where it could inflict an aspect like "Nauseated" while still inflicting a point or two of stress per round due to acidic vapors for the duration of the aspect (yes, I know that attack evocations do not, by the book, last longer than one exchange), or something similar as an example.

I mentioned this in another thread someplace, and I still think it would work...use the basis for the Spin rule, except open it to all actions (therefore, not just practitioners gain this benefit), but allow for attacks that strike with three shifts over their target's defense, or a maneuver that hits with three additional shifts, to enjoy a variant of Spin.  In these cases, it could be (for the attack) a fragile aspect, or for maneuvers a limited amount of damage (1 stress, to keep it in line with Spin's +/-1).  This would cover the notion of a "damage shield", where a defender's block (with Spin inflicted) could inflict a tad bit of damage, or a legsweep maneuver could do a small bit of physical trauma, and the like.  It could also be used to enable two aspects on a target, like a hefty frost spell that would normally inflict a "Frostbitten" aspect could opt for (with Spin) 1 point of physical stress, or possibly even a fragile "Numbed and Slowed" aspect.

21
DFRPG / Re: Gear with aspects
« on: August 02, 2010, 11:37:44 AM »
I suppose that a Resources declaration is precisely what I am talking about, so maybe just following those guidelines will work, keep it "in-system" without getting all complicated and unwieldy.  I'll take a look at that and thank you for all of the responses!

22
DFRPG / Re: No vanillas with magic items?
« on: August 02, 2010, 01:26:55 AM »
Uh...Modular Abilities as an Item of Power is (or can be) almost exactly that.

That's actually a really neat, and elegant, idea for a James Potter...or Harry Bond...

The only issue I could see the OP having with that is owning an Item of Power invalidates the Pure Mortal thing...at least "by the book".  Granted, having that kind of power at the character's fingertips maybe should invalidate that, or at least invalidate the bonus +2 refresh.  Personally, I could live with calling myself a Pure Mortal and skipping the bonus +2, but still keeping the "title", so to speak.

23
DFRPG / Re: Holy Stuff
« on: August 02, 2010, 01:23:32 AM »
I'd have to agree with luminos on this...as well.  Getting the active effects of a power someone else shed refresh for, without even an aspect to back it up, would really take away from the value of the initial power.  And, truthfully, if the character's faith is that potent to begin with, that should definitely be highlighted, in some way, through one of their seven character aspects.  It could even come from their Trouble (Faith Binds), but it should have more presence foe the character than just (and I am not meaning you did this, only this should be avoided):  I should get this because I say my character is faithful!

That would be a dangerous precedent to set, as it could lead to all sorts of abuses in the game.  Of course, also as luminos mentioned, if that's how your game rolls, then so be it!  Have a grand time and don't let anyone tell you otherwise.  Personally, however, it would not fly in my game without some additional requirement behind it (refresh or fate point cost).

24
DFRPG / Re: Gear with aspects
« on: August 02, 2010, 01:15:33 AM »
Adding aspects to items is also a possible use of Craftsmanship.  In fact, I'd say it should be easier to make the skill check to see if the item has the aspect if you try to Craft it on than if you try to outright find a way to buy the aspected item.

Well...with that in mind...maybe it should be something like +2 acquisition cost for an aspect (barring hyper-useful ones) and +1 crafting difficulty?  I a hesitant on making it too easy to buy, as I don't want the game turning into a shopping excursion, but, as pointed out, it does reflect some of the advantages the wealthy have over folks like me, as well as give some oomph to the Resources skill.

I just don't want gear aspects overshadowing character aspects...and yeah, I realize, as the GM, ultimately that responsibility rests on my shoulders...I'd just rather not open Pandora's Box by accident.

Thanks for the thoughts so far, too!

25
DFRPG / Gear with aspects
« on: August 02, 2010, 12:38:32 AM »
I was chatting with a player of mine and we were talking about how wonderful aspects were and their applications to oh so many things.  During all of this, the idea of mundane equipment with their own aspects came up...like Laser Sight, or Muscle Car, or Tricked Out Graphics Card, or even "bad" aspects, like Inaccurate or Cheap.

Naturally, this led to the question of how this would be implemented, and this is what I came up with:

Modeling it on the cost of equipment via the Resources skill, you could acquire the item as listed, at the "price" listed, without anything additional.  You could drop a cost level and slap on an almost purely negative aspect (like the aforementioned "Cheap"), or increase the cost and slap on an appropriate and applicable (and now "universal") aspect to represent something "extra".

This would easily allow for things like Armor Piercing, Concealable, Wall of Lead, Sensitive Controls, Reinforced, High-Resolution, Image Magnification, Night Vision, etc.

So, now I have two questions (relating to this, anyway): 

1) How expensive should an aspect be when adjudicating the Resources acquisition increase?

and

2) Is this even a good idea in the first place?  It does allow wealthy characters to, effectively, "buy" some aspects.  Granted, they aren't as "free form" as player-selected aspects, they can be taken away, and "what is good for the goose" and all that, meaning the NPCs could do it, too.

Thoughts from this most excellent and insightful community would be most appreciated...

Doc.  8)

26
DFRPG Resource Collection / Re: Custom Power List
« on: August 02, 2010, 12:12:19 AM »
How would I limit it to fighting specifically with the weapon type, not just for stuff weapon rolls in general?

If I am following your querry correctly, then model it after Way of the Bow under Guns, which enables you to use Guns for bows and Craftsmanship for bows, and provides a +1 damage with bows.  My point is, outline it for a specific weapon category (Swords, Clubs, Axes, Chains, Vacuum cleaners, Hats...although we already had a thread on that one), keep the bonus to +1, and I think you'll be alright.  I don't have my books in front of me to verify this, however.  Gimme a sec to check...yeah, that's pretty much how it's meant to work.  It does say under limited circumstances (their example is their Guns stunt where you're also outnumbered, but if you limited it to a very specific weapon...long sword, instead of just swords, for example...that might cut the mustard...heh...more pun damage).  Alternatively, if you want a bigger boost (+2 with a broad category, for example), you could validate it via the expenditure of a fate point, ala Killing Blow.

27
DFRPG / Re: So What Kind of Items in Focus Items?
« on: August 01, 2010, 01:48:11 AM »
That's about where my mind was going as well, CMEast.  Thanks for the response!

28
DFRPG / Re: Base Refresh for new Characters
« on: August 01, 2010, 01:46:13 AM »
I am a big advocate for individual awards to promote better RP.  Having just come from a 2.5 year game of Hollow Earth Expedition, I had the wonderful advantage (as we do in FATE) of having a mechanic separate from XP.  Under the Ubiquity rules it's called style points which are a slightly rarer version of fate points.  It even mentions the Hollow Earth book to give style points out for things like hosting a game, providing snacks, good rp, bringing props, or doing some other extra "thing" (like keeping a game log, drawing relevant pictures of the game, ands forth).  The nice thing about this was I could reward those that went "above and beyond", they could use that reward to perform something better, in-game, but it didn't allow them to get above the other players in terms of base power level or skill.  Fortunately, we have, essentially, an identical mechanic here in FATE.  For my own sanity, especially when trying to "balance" encounters, I have learned it is best for me to keep everyone on the same "level", although I will happily dole out bonus fate points for extra additions to the game, be it cool props, hosting the game at their home, or being crowned "Game Za Lord!"

29
DFRPG / Re: Attitude Adjustment
« on: August 01, 2010, 01:38:23 AM »
I think all that I can say at this point is:

(oh lord, it hurts event type it...but here goes)

Hats off to ya!!!

Or!!!

Hats all folks!

30
DFRPG / Re: Attitude Adjustment
« on: August 01, 2010, 01:04:02 AM »
I think we just compelled an aspect of DesertCoyote's...  Internet Nitpicker... Or maybe Trivial Police!   ;)

Still...I think it's a worthy enchanted item...give it to a group of men so they can sing 80s music...

Oh wait...that was Men -Without- Hats...

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