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Messages - mostlyawake

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16
DFRPG / Re: Questions about how some things work
« on: March 18, 2011, 12:34:12 AM »
Random DU aside: It's also been used to make doors to large bank vaults.  And I mean, LARGE (not your typical stand-alone bank, but the "downtown vault").   Which is a weird, semi-magical thing in itself... who the crap needs that?

Back to the discussion:

Players should get a Fate Point when they avoid something or just say something broke because of Hexing (self-Compel on their Spellcaster High Concept).
You should offer a Fate Point when you want to Complicate something because of Hexing (GM-Compel on their Spellcaster High Concept).
They can Hex things for no Mental Stress, at range, almost like an Evocation, using the Hexing rules (which I won't repeat here).

I charge stress like a proper evocation if they are trying to force a larger hex.  Taking out someone's cell phone, or even a single car, seems to be just the result of being a wizard.  But I've thrown 14 shift spells out (8 in hex, 6 for 3 zones) to hex the entire playing field before.  Pretty much shuts down everything. 

17
DFRPG / Re: New Player, Quick Questions
« on: March 14, 2011, 11:14:56 PM »
In the case of mooks, I only give the FP to the character behind the scene (for being there by proxy) if his proxies are not replaceable ie this is a group of almost named NPCs (his elite guard or something). If the proxies come from an infinite supply, then no FP.
I would also only give an FP for losing the fight if the character behind the scene suffers an actual consequence - this can be easily done with social consequences. His men lost the fight, so he takes a Social consequence for his guys losing the fight. So he is actually handicapped if the PCs bring it up (think Dresden calling in his marker on Maeve for the Something Borrowed case).
The more the character loses by proxy, the weaker he actually becomes. He doesn't get to accumulate a store of FPs by trading on his easily replaceable goons.

Good points. Usually, I don't care if the main guy took a consequence, because he lost resources for the fight.

I do give the players an aspect for any discovered info via AN ALL CAPS PHRASE ON AN INDEX CARD.  It might literally only be "ATTACKED BY GHOULS WHO WERE BREAKING INTO OLD MARTHA'S HOUSE", which doesn't speak to the puppet-master at all, but it does give the group a free tag if they make it relevant. This usually gets used during the investigation, often by a player asking someone "Do you know anything about why I might have been ATTACKED BY GHOULS WHO WERE BREAKING INTO OLD MARTHA'S HOUSE?"

This could be seen as the consequence suffered by the enemy - they revealed part of their plan.  Alternatively, not getting the objective accomplished (not getting whatever item they were looking for) is also a consequence.  Remember, the player DID tag the consequence, against the mook, which is the discussion.  Where should that go?  So i don't feel bad cashing out a couple of fate points to the BBEG when the players probably tagged more consequences than that in a fight.   Well, maybe, as the mooks might not have fought through consequences anyways.

 

18
DFRPG / Re: Earth Magic Brainstorming
« on: March 14, 2011, 11:05:38 PM »
Have any of you fine fellows considered adding these ideas to the Custom Spell Compilation?

Once I actually stat some of them up as spells, yes :)

19
DFRPG / Re: Questions about how some things work
« on: March 14, 2011, 11:03:21 PM »
1) Difficulties:

Use the guidelines, think about how much knowledge someone with the lore skill would know about spirits.  How common - for characters in the know - is the depleted uranium thing? 

Let's say it's good (+3).  It's something anyone who has seriously studied magic has come across.  MAYBE, if they've read anything current, and know what the crap depleted uranium is.  (Think this is something your 400 year old wizard has heard of? Really?)

So let's modify it by weapons. (-1 if weapons is lower than lore, +1 if weapons is higher than lore).

Now, let's talk about access.  Is it harder to pay for the bullets, or get access to the bullets?  I'd say, cost-wise is fairly negligible. So access is the key.  Acquiring the bullets is going to take a difficulty 4 contacts roll, modified by resources. (so his resource 5 helps him). It's high because he is trying to buy something that is illegal, heavily monitored, and carries a big risk for someone down the line (like a court martial).

If something feels like an all-solution, except maybe well spell-casting, then you're probably better off looking at what other skills the character would need for the situation.  Just because you can actually buy people still, doesn't mean that doing so without any risk is going to be a simple resource roll.

Lastly, assess how much interest everyone else has in the bullets, and how important they are to the story.  Roleplay the "getting the bullets scene" out depending on how much it adds to the story, or hand-waive it with a few rolls.  This could be a great time to bring in other complications, or introduce side-plots, like the contact needing help with another issue.

20
DFRPG / Re: Earth Magic Brainstorming
« on: March 14, 2011, 12:47:18 AM »

1. What is a non-combat interesting way to use earth magic?

2. What is a single target interesting way to use earth magic?

3. What is an area of effect interesting way to use earth magic?

4. What is an interesting way to block using earth magic?

5. What would be an interesting way to impede someones movement with earth magic?

6.Can you think of anything else that would fit the Dresdenverse and be really neat in a game for earth magic?

By any means if you come up with a field I missed or you just have a great idea on some way to improve the game please post it. I'll respond to this so you guys see what I mean.

Non-Combat Earth Magic
 a) Use as a maneuver to accomplish any terrain shifting.  Earth magic can get you out of a mudslide just as quick as it can put you in one.  Ride a pile of dirt and stone up to the 10th floor of a building. Create a fault line for later use. Remove your neighbor's annoying satellite dish that blocks the sun to your rose bushes. Seal over the entrance to a ghoul cave.
 b) B&E - use earth magic to walk through a cement wall. Cover your tracks (physically) by having the dirt in an area not carry your prints. Excavate a grave for connections to dead people. Burrow into/under something.
 c) Launch a full-on campaign to drive someone crazy.  Use earth magic to roll their car into a different parking spot. make the ground under their feet move ever so slightly so that they always experience a sensation of falling, or an earthquake.  Spell out words on their bathroom floor using the available dirt; time the spell to scatter in a few hours. Pants them publicly using gravity spells. Reverse gravity on all the water in their bathtub, but not them. Then drop the water on them, splashing everywhere.
d) Find and collect rare earth metals, for improvements to your golems or wards.  Plus, rare earth metals are hard to extract and expensive, so there's your resource justification.

single target attacks
a) Magnetism: throw signs, cars, steel girders, or "all available metals" at someone (create an impossibly strong magnetic field near them; targeting roll indicates how closely you were able to place the field to the target). Think magneto.
b) gravity:
(click to show/hide)

c) Grate someone by having the earth become like sandpaper and then shake it back and forth.


aoe attacks as above, with 2 shifts put into area?

blocks
a) Vs alertness: dustcloud, pile dirt onto windows, loud rumbling sounds, remove scents, make everything smell and taste like dirt
b) impede movement this is same as block vs athletics, driving, or other movement: pretty much anything ppl have listed: turning the road into sludge, increasing gravity, ect. I like the idea of increasing the weight of the items on them.  You could use a spell that lasts for a few rounds and get a result of ppl taking off armor, weapons, clothes, backpacks, to move forwards,  but not knowing the duration ends soon they leave their stuff there to get away.
c) vs magic: disturb or tie up ley-lines as a form of magic block (you've tied up the available magic)
d) vs a physical attack: gravity, magnetism, block with  rock, cover your flesh in rock for a second
e) vs a mental attack: assume the mentality of stone.
f) vs a social attack: embody the poker face, emotionally become stone and unavailable for influence.
g) vs a maneuver to, well, out-maneuver you (flank, surround, ect): alter the ground to make surrounding you harder
h) vs a contacts check (you're trying to keep someone from getting info): take out the 4g network, man.
i) vs a stealth check: make the ground ring like a gong when someone steps.



21
DFRPG / Re: New Player, Quick Questions
« on: March 13, 2011, 11:03:46 PM »
I give the FP to the person that was compelled. However, in the case of "mooks" i often have a "behind the scenes" bad guy, who is getting a fate point or two for the fight (he's losing a fight that he sent proxies into, and he appeared in the scene, in a sense).   He then uses these to make declarations or the like to set up the next fight scene.

So, the group stumbles into a group of ghouls ransacking a house.  They lay down the heat, and the ghouls go splat.
Ghoul king gets a fate point for being in the scene (through proxies), and for the loss (because no one is taking consequences, or cashing out of the loss, i just give the ghoul king 1 FP).

Now he wants to get even, so in a few game days he uses a declaration to place some ghouls on the same subway as the group, then he uses a FP to increase the difficulty by 2 for the players to recognize that the ghouls are inhuman before they strike.

You could totally just make all of this up as a GM, without bothering with FPs, but tracking it helps me keep track of which bad guys have the most invested, already, in a game. If the group has been systematically eliminating red court hideouts, and the red court leader has like, 10 fate points, then I have a guideline of how much i should think about giving him in terms of allies, get-away options, ect for the inevitable show-down. If he's already used half of those fate points, then the final battle may be more scaled down.

Meanwhile, if the black court leader only has 1 fate point from the group, then they've either not bothered him enough to warrant a reaction (if this is the only point that he's ever gotten), or he's used up a lot of his current resources.  The players may still encounter BCVs, but the baddies won't necessarily have a situational advantage.

22
DFRPG / Re: Tag for Effect and Initiative
« on: March 13, 2011, 10:49:41 PM »
Actually it might not be unopposed. If someone wants to prevent them from getting up, they're free to do so (as long as they logically can) and then removing the aspect becomes a contest rather then a simple action with a good (+3) difficulty.

True.  If you just jump kicked the guy and applied "knocked down", then he tries to get up, nothing really keeps you from opposing it.  And as a GM, I don't really care if you invoke that tag to say that he slips and can't get up, or that you sweep his legs and he can't get up. However, this is where the initiative part of dresden gets tricky... because you'll have characters that try to oppose every action someone does to act more in one turn... so you really do need logical consistency here.

A simple action with a good difficulty?  Honestly, it's unopposed, and he's just standing up.  This is where the rules don't meet logic sometimes.  Depending on how you applied the aspect, I could see a roll to negate it.  On the other hand, a 400 lb person with no athletic training can successfully manage to stand up.

23
DFRPG / Re: Mechanics Question: How do you shut down a magic user?
« on: March 13, 2011, 03:12:27 AM »
My bad.

You can truly block either the CONTROL roll or the TARGETING roll, or both, based solely on your description of your action.  However, often the targeting roll is the same as the control roll. (Example, harry's fire spells.  One discipline roll to control and target them.)

Differences would be a spell with no targeting roll (affects caster, for example; a typical self-buff), or an enchanted item use (no control, but would have a targeting roll if affected).

Truly, MACE IN YOUR FACE as a tag could affect damn near any roll. Alertness, Guns, Weapons, Athletics... you know, anything you need to see for.

What you can't do is- if something manages to have both a control roll and a separate targeting roll - use the same invocation of the tag on both.  You're going to invoke it against one action to cause it to fail.  If the GM invokes it separately, that's cool and the GM's choice. But once you use the tag, against any roll, your free tag is up.  I mean, you could try to spend a fate point to invoke the aspect against the next roll, but most GMS won't let you use tag the same aspect twice in a row like that.


24
DFRPG / Re: Tag for Effect and Initiative
« on: March 13, 2011, 03:03:44 AM »
There's pretty much no clear cut rule, as far as I can tell, and you tagging it for effect when appropriate seems logically fine.

For instance, you shoot someone in the arm.  They get the aspect "shot in the arm" as a consequence.  They go to shoot you (same exchange, you've already gone).  Nothing keeps you from tagging the consequence right then to have them automatically miss (unless they spend a fate point).

I used a different example because, in yours, the guy with the "knocked down" tag on him shouldn't, system-wise, be able to just run off without removing the tag.  I mean, it's kind of an unopposed action to stand back up (athletics), so removing the tag is quite easy. 

So in game terms, he's removing the tag with an uncontested athletics roll (no real need to roll), and he's taking a move action as well (which would give him a -1 to the athletics roll, if it was really needed).  There's absolutely nothing that I can find preventing you from tagging that for an effect like him tripping as he tries to get up (unless he spends a fate point).

Actually, from most of the examples it seems you pretty well are fine to do this. I mean, any time you invoke your own aspect reflexively in defense, it's not your turn.

25
DFRPG / Re: Gun To The Head & Dead To Rights
« on: March 08, 2011, 02:27:19 AM »
... invoke-for-effect the resulting aspect from the above maneuver to trigger a compel against the target to forfeit their defense roll

Actually, this is a common use of many maneuvers. It's essentially what you're doing with stealth vs awareness and the target not getting a defense.  Knock someone down into the mud? Tagging it to remove defenses often benefits you more than the +2 to your roll would.  Well, except that you give them a fate point. 


26
DFRPG / Re: 1st Law Breaker Stunt
« on: March 08, 2011, 02:20:13 AM »
Honestly, our consideration had very little to do with mechanics, balance, what the person gained or lost by taking the stunt, ect.  It was based entirely on the concept that your soul is tainted and drawn towards further use of magic for killing.  It becomes the proverbial hammer.

27
DFRPG / Re: Gun To The Head & Dead To Rights
« on: March 08, 2011, 12:18:52 AM »
Keep in mind that, despite the books, in the game your defensive magic item would still go off, and/or you'd still get a dodge roll.

Regardless of how you got there, you're looking at an Aspect somehow placed on the character of "Dead to Rights".  The attacker can use this to get a bonus on the attack roll, or to compel the defender into not moving or the like. Which means the defender is getting a dodge or a chance to buy out of a compel.




28
DFRPG / Re: 1st Law Breaker Stunt
« on: March 08, 2011, 12:12:31 AM »
Our group discussed this and decided that it should apply to anything.  While the stunt is about humans, the mentality of someone focused on using magic for death is to kill anything with magic, and to solve any problem by killing with magic.  So, not only do let them use the bonus on vampires, but I compel them to do so. And, once, on a puppy.


29
DFRPG / Re: Mechanics Question: How do you shut down a magic user?
« on: March 08, 2011, 12:08:44 AM »
To interpret some of this:

Maneuvers:
Pepperspray to the face is a weapons maneuver to place a tag like "Excruciating burning sensation!"  Probably vs athletics to land, or you could argue endurance to resist.

Now with any maneuver you get that free compel on the tag.  You're not paying for it, but they are either paying a fate point to get past it or GETTING one for accepting the compel.  Still, you're going to then compel that tag, not to give them a penalty, but to invoke for effect and lose the spell or any other action. 

Cost to you: one action.
Cost to your opponent: one action in exchange for a fate point, OR, one fate point.
Guarantee of success (meaning, opponent gets no action): highly variable.  You have to land the thing, which is a contested roll, and then it can still be overcome by fate points.

Blocks
Simple enough, you make a spell to block spells.  Bwahahah!  This will block the TARGETING ROLL, normally, so if he fails to meet your block strength, the spell fails.  If he exceeds it, then his spell will go off, albeit at a lower effect level (possibly, if he's trying for damage).   However, you're probably optimized, and so is he, so it's more than likely an even match and is down to fate points and rolls to see who wins.  However, honestly, if you're in a large party, he's probably statted higher than you (to present a challenge), so he might win this way.
Cost to you: normal spell costs, one action, possible fate points
Cost to him: normal spell costs, one action, possible fate points

My point is, there really isn't any one move (grapple) that can shut down a caster (grapple) that you aren't paying nearly the same amount to pull off (grapple).   If you're just trying to protect your teammates or keep the bad guy from accomplishing something, there really is no guarantee of success, but these actions can be useful.  If you're up for a longer battle, you can do these things by having 3 people manuever/block and only one attack - you've got a much better chance of taking the opponent out without them acting at all.   But you're also probably giving them fate points in the process, leading to a concession (you don't get to kill them, but they fail at their objective) where they get even more fate points.  The next time you see them, they're gonna just dump on you.

Which is why it's always good to use a social attack to inflict a consequence like "irrational rage" and keep them from conceding by bowing out of a fight :)

"I'm your huckleberry" IS a maneuver.





30
DFRPG / Re: My Group Hates the System
« on: March 06, 2011, 04:37:03 AM »
I agree with the ideas of modeling the system through bad guys.  What did it for my players was simply me telling them rules-wise what the bad-guys were doing. 

Concessions especially.  Set it up so that the bad guys have multiple objectives, and then have them concede out to only accomplish some of the objectives.

"It sounds like you all really want to save the princess, but Bowser is also concerned about the hammer. He's gonna concede and just take the hammer, leaving you the girl"

So the players learn that conceding isn't just failing.

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