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Messages - UmbraLux

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1606
DFRPG / Re: Breath Weapons
« on: January 30, 2011, 12:33:11 AM »
Have to say I agree BW is worth more than Claws and not as much as Inhuman Strength.  I'd allow players some creative flexibility to make up for it.  Allowing area attacks, split targets, and suppressive fire as well as maneuvers and single target attacks goes a long way towards making it up.  Even sustained attacks might work.  That said, it would be up to the player to make it fit the story.

If it allowed...it should say it explicitly...
Have to say I take the opposite approach these days.  I don't have time for systems which try to create rules for every situation.


1607
DFRPG / Re: My Group Hates the System
« on: January 29, 2011, 07:15:07 PM »
@umbralux: Could you post your one sheet of the magic rules? That might be helpful.
It's a condensed version of copyrighted material, so I can't legally distribute it.  I'll give it to Evil Hat if they'd like to publish it, but that's up to them.  It's something anyone with the book and some time could duplicate though - I did it to understand the system better.

1608
DFRPG / Re: My Group Hates the System
« on: January 29, 2011, 05:24:55 PM »
1) Hard to give the PCs fate points - They use them quickly and it's hard to give them some kind of inconvenience every scene so they can get them back.
Remind them to self-compel.  Off load some of the responsibility.  :)  Also, don't forget playing their character's flaws can often be seen as a self compel.  When Bob tries to rescue a bystander, is it a random act or a self compel of some 'heroic' aspect?  

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2) Having to use fate points to gain bonuses - So one of my characters wants to take cover in a fire fight but he has no fate points to tag the aspect 'crates.' As I understand it, you can't use an aspect unless you have fate points. Seems very counter intuitive.
First, my version of the official reasoning - you're simulating a scene in constant motion.  He rolled behind cover in one exchange and kept rolling (or his opponent moves to negate it) by default (unless there's another fate point spent).  It's a system that, in my opinion, actually works better if you leave combat abstract and don't map it.  Finally, don't forget the free tag on maneuvers.

For an alternative, you might look at Strands of Fate.  It uses a sticky aspect concept which allows free tags of an aspect across multiple exchanges.  Sticky aspects are more difficult to create but it makes sense to me.

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3) Complicated magic system - anytime the wizard wanted to do something, it took a while. And I have to admit, I often got fuzzy on how if you succeed on a evocation, do you add in the power to the success of the casting? I just felt like it could have been made simpler.
This, in my opinion, is caused by the overly verbose writing style used.  I rewrote the evocation rules to fit on a one page pdf.  Thaumaturgy takes a second page.  

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4) Looking up powers - it was tough looking up stats for villains. there was sort of a little cheat box at the bottom, but I had to go to the other book to look up what powers they used. I ended up making my own monster sheets with power descriptions included.
I suspect this will go away with familiarity but it is worth a short sentence / reminder on your villain's sheet.

Edit:  There's also a two sheet powers reference downloadable from Evil Hat.  There's also a short 'reminder' version of the spellcasting rules.

1609
DFRPG / Re: Multiple Items of Power and Aspects
« on: January 29, 2011, 04:40:41 PM »
As noted, you can only get the IoP discount once.  That said, I'd argue for allowing multiple items on a common theme and representing them with one aspect.  For example:  Thor's belt, gloves, and hammer; the sword, mirror, and jewel of Imperial Japan; Beowulf's sword and armor; El Cid's sword and shield; etc.

1610
Anyhow, I don't see why Accorded Neutral Ground should be harder to get than becoming a Member of the Accords.  If anything it should be easier (though getting the signatures is probably easier).  I also don't see why there'd be a limit to the number of places in a city that could become this.  Theoretically, I think a City Itself could become Accorded Neutral Ground at least all public areas, if the Mayor was Clued In.
Having a few locations accorded neutral ground should be fairly easy - though there will probably be some politicking over which locations.  However, an entire city (or even too many locations) is unlikely. 

Remember, neutral ground is useful for places to meet and discuss differences.  It's also a potential disadvantage to predatory powers as a potential refuge.  So those powers will almost certainly sign off on one location.  A few more are possible for convenience.  At some point they'll say 'enough - these are cutting into my hunting ground'.

1611
DFRPG / Re: Grendel - Suggestions & Advice Please
« on: January 27, 2011, 01:19:58 AM »
1) What is Grendel? The Grendelkin are his Scions, but as far as I am aware there is no predetermined concept of what Grendel was. Which is awesome, leaves lots of room to deal with. From the original poem-epic I believe he was the 'Descendant of Kain' (the biblical Kain); but this is rather vague. Is he a demon? Or what? I could even concieve of Grendel being an outsider, but what are your opinions?
What if Grendel was created via some Darkhallow-like ritual?  There could have been several throughout history though the poem's Grendel is probably the most 'successful'. 

Whether born anew, created, or resurrected, the original took time to gain power - nearly a generation if I remember the story correctly.  So you could also use a combination of time and sacrifice / murder to expand his powers.  Start a bit above the grendelkin and add a point of refresh per murder perhaps.  Better yet, require the number of murders to increase exponentially.  That puts time pressure on the PCs once they figure it out.  :)

1612
DFRPG / Re: Starting In Media Res
« on: January 27, 2011, 01:03:03 AM »
The "script" index cards are going to be my method of initial exposition...
It's not scripted because you're using note cards, it's scripted because you have "...the entire route and attendant complications plotted out beforehand..."  That's what I recommend seeking player agreement on. 

As for potentially entertaining complications, language and (mis)translation potential abounds.  You could add gardeners to some of the plant scenes.  You have a couple environments they may not be dressed for and the goblin market could be selling anything or even anyone

1613
DFRPG / Re: Starting In Media Res
« on: January 26, 2011, 11:30:25 PM »
Looking at the title I wondered what could possibly be problematic about starting in media res...seeing this, I think I understand your concern. 
I'm still figuring that out.  But I do plan on having the entire route and attendant complications plotted out beforehand so I can spend my time and effort during the game on adjudicating what will undoubtedly be a chaotic batch of lunacy.  
This appears to go beyond starting in the middle of the action to scripting the action.  Not necessarily 'bad', but it does require more buy-in from the players than simply starting out with something going on.  You're asking the players to follow your script and avoid any choices which might lead away from or prevent access to any of the sites you plan the chase through.  I recommend telling them up front you'd like to script the beginning and ask them to play along with your script.  Let them know when they're off script and free to make other decisions.

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As for locations I want to subject them to, more or less in order: (Scene Aspect: A Stern Chase Is A Long Chase)
An Icelandic glacier (complete with jumping off an ice cliff into the Nevernever portal before it closes)
A place in the fields of Winter.
St. Petersburg, Russia
A Goblin Market
A Bazaar (either the Khan Market or Chandri Chowk) in Dehli, India
A Nevernever jungle in Summer, inhabited by a plant that's a cross between kudzu, poison ivy and a venus fly trap.
The Phoenix Desert Botanical Garden
The Deserts Of The Crystal Pyramids
Either the Australian Outback near Uluru (Ayers Rock) or the Egyptian Sahara near Giza.
Then the capture and the "Um.... how are we going to get home?"
It does look like an interesting set of locations!  Even better, several have the potential to add complications if they're there for long.  :)

1614
DFRPG / Re: New Characters After Campaign has Begun?
« on: January 25, 2011, 04:25:26 AM »
Several options:
  • Use 'On the Fly' character creation
  • Retroactively insert the character into others' stories
  • Promote an NPC already in the game (he's already in the stories, just need to select aspects)
  • Just create aspects for those while ignoring other characters' stories

1615
DFRPG / Re: Can There Be a Unified Magical Creation Theory?
« on: January 25, 2011, 03:16:12 AM »
The Umbralux System...
Hehe, such a lofty title for what is essentially a modified version of Fred's suggestion.  :)

As for changing it, by all means - adjust however you want.  I'm throwing out suggestions and enjoying the feedback.  I don't see it coming up in game any time soon...even if it did, every group will (and should) adjust it to fit their preferences.

1616
DFRPG / Re: Can There Be a Unified Magical Creation Theory?
« on: January 24, 2011, 11:41:36 PM »
What I *would* like to hear more about is the sticky qualities and how those are envisioned. Umbralux, could you please illustrate an example of both a Sticky Defects and a Sticky Quality, as pertains to the GM, Fate Point expenditure, etc.?
In brief, I was pulling in an idea I've heard attributed to Strands of Fate.  A "sticky defect" would be an aspect the GM can compel or invoke at any appropriate time without giving the player a fate point and a "sticky quality" would be an aspect the player could tag or invoke without paying a fate point.  Since I'm working from secondhand information it's probably not quite the same as Strands, but it seems like a cool method of utilizing aspects.

1617
DFRPG / Re: Paging Dr. Hicks, Dr. Fred Hicks please
« on: January 24, 2011, 04:19:17 AM »
You should see the conversations people have about abstract gaming theory stuff.
You'd inflict that on someone just getting into gaming?!  Brutal.

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Or maybe you shouldn't. Maybe it'd make you want to back away slowly, without making any sudden movements.
This.  Definitely.  Or just run as fast as possible.  :)

In any case, welcome Lash. Hope you enjoy gaming as much as I have!

1618
DFRPG / Re: So what IS the agenda of the Fae Courts?????
« on: January 24, 2011, 02:50:46 AM »
Here's my take on it: 
  • Summer
    • Unrestrained Growth
    • Heat / Fire
    • Light / Day / Sun
    • Purification
    • Agitation / Activity
  • Winter
    • Unchanging Stasis
    • Decay
    • Death and Rebirth
    • Cold / Ice
    • Darkness / Night
    • Stillness / Solitude
    I treat them as themes more than specific agendas.  However, any agenda in sync with the court's themes might be pushed by a given member of the court.  This way there's plenty of room for politics and infighting...  :)

1619
DFRPG / Re: Help with enchanted item
« on: January 24, 2011, 01:55:03 AM »
A swordcane with a 'don't notice me' veil usable often enough to get through occasional scanners is the easiest method.  You could presumably use thaumaturgy to create a longer lasting veil / illusion also, but you'd have to make it powerful enough to survive passing over thresholds.  It would also be a complex enough ritual I'd require it to be set up and cast in game.

1620
DFRPG / Re: Can There Be a Unified Magical Creation Theory?
« on: January 24, 2011, 01:43:55 AM »
PS: I think it should be possible to summon things without taking defects.
I agree.  That said, I don't see 30 shifts as all that difficult.  The seven aspects I threw out in an earlier post are +14 and it wouldn't be difficult to come up with more.  Particularly if it's a group effort.  Add that to the four or so you have from Lore, the potential of accepting or inflicting up to 20 or so consequences (potentially a lot more for NPCs willing to kill), and one per scene skipped for PCs.  Thaumaturgy is powerful!  No reason to make it more so. 

On a side note, I've been going through the Thaumaturgy rules to make a cheat sheet...and noticed something I hadn't paid much attention to in the past.  One of the sidebars on YS:273 alludes to summoning corporeal entities.  I'd definitely require that to 'take out' the summonee - and without defects.  I'm somewhat curious also, could you summon a human without breaking the fourth law?

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