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Messages - sinker

Pages: 1 ... 133 134 [135] 136
2011
DFRPG / Re: Offensive Armor?
« on: October 14, 2010, 05:33:27 PM »
It's not an aspect that's why. Here is the whole concept. Blocks can be used offensively to stop others from doing something (I.E. Holding someone in place with a spell or covering a door with a gun so that no one can get through). One of the things evocation can do is block, or the caster can instead choose to create armor for half the value. So the original question is can that armor be used offensively like a block? If so a wizard could, with a 6-shift spell, give an enemy a constant -3 penalty to every action for as long as the wizard wanted to maintain the spell without spending a single fate point.

2012
DFRPG / Re: Offensive Armor?
« on: October 14, 2010, 04:18:30 AM »
Just realizing why the concept of offensive armor is too powerful. An offensive armor spell (the second example above) would be like a maneuver with constant free tags.

2013
DFRPG / Re: Is compelling an Aspect a -2 or an auto-fail?
« on: October 13, 2010, 05:50:36 PM »
Yeah, I saw that after I posted.

2014
DFRPG / Re: Is compelling an Aspect a -2 or an auto-fail?
« on: October 12, 2010, 11:32:43 PM »
I don't know if the rules back me up here but this is how I see it. The GM is the only one who compels. A compel is directed at a player asking them to complicate the situation (usually by failing or making some mistake) for the enjoyment of all. Everyone else invokes. Invoking is giving yourself a +2 on whatever your doing based on an aspect. Whether it's your aspect or someone else's you're still invoking it for your benefit.

2015
DFRPG / Re: Necromancy Spells
« on: October 12, 2010, 11:23:11 PM »
As far as attacks there are a lot of possibilities. He could throw around blasts of decay/death, shards of bone or clouds of angry spirits. For blocks I'd go for walls of conjured bones or bone armor, or you could go ramirez style and have a shield of decay/death. Maneuvers could be hands reaching up from the ground to grasp others, or fatiguing people directly with decay/death, aging people supernaturally, or causing them despair by showing them their own death. There are a ton of fun things you can do with necromancy!

2016
DFRPG / Re: A Question About Power Foci
« on: October 12, 2010, 06:35:52 PM »
I started playing free-form oral games with no dice and no rules, but I'm also a member of a very large and very competitive Italian family so I have an eye for detail and a burning desire to be "Right". I'd love to continue arguing but my question has been answered so I'll hold my inner lawyer at bay. Thanks guys.
Of note we really ought to make a list of stuff that needs errata, cause this is not the first ambiguity I've bumped into...

2017
DFRPG / Re: Summer Knight questions...
« on: October 12, 2010, 06:18:34 PM »
What I got was that the knights are an extension of the queen's will in the mortal realm. The fae aren't supposed to be able to do anything to mortals against their will (they are however free to misinterpret deals made and freely mess with those who are indebted to them). The knight is the exception. Being mortal(ish) he/she can freely affect mortals that he/she so desires. I suppose even if the queens can't force their knight to do something they would likely choose a knight that has goals that are parallel to the courts. It would be really irksome if your only mortal champion balked at every task you gave him/her.

2018
DFRPG / Re: Offensive Armor?
« on: October 12, 2010, 05:52:55 PM »
You brought up maneuvers and now that I'm thinking about the difference I don't think that I would allow it were I the GM. A sticky aspect would give him a -2 any time someone wanted to spend a fate point for the rest of the scene. This would allow me to give a -2 to everything (-3 if I wanted to spend another stress on it) for five or six exchanges, no fate points required. It's entirely too powerful...

2019
DFRPG / Re: Psychic Null
« on: October 12, 2010, 08:41:11 AM »
You know you could always mod the hexing rules to fit your character. Don't know what that might cost (maybe Channeling:Magic Hexing -2?) but that would be the way I'd go if you wanted to have a conscious effect. Otherwise immunity to magic is a great way for a passive effect.

2020
DFRPG / Re: A Question About Power Foci
« on: October 12, 2010, 08:35:10 AM »
It's actually not covered later on in the evocation section or in the powers section. The quote you were using earlier is in reference to the specializations that full evocators receive, not focus items. Like I said originally it is only ever mentioned the once in the item crafting section, but now I'm just being argumentative. If you can't tell I'm a bit of a rules lawyer. I'm glad that everyone else has interpreted it in much the same way as I had long ago (before I looked at the specific wording).

2021
DFRPG / Offensive Armor?
« on: October 12, 2010, 08:28:43 AM »
So I was reading through the book while thinking about rote spells for a character and the part about offensive blocks caught my eye. I decided to make a spell that would hold somebody (I.E. a block that prevented someone from moving). Days later I used it and it was less than effective, I couldn't draw enough shifts of power to make greater than a 5-shift effect at the time and 5-shifts really isn't that hard to meet or beat for someone remotely skilled and then the block is gone. A couple of days later I got an idea. A wizard can make a block, or using the same power make armor that is half as effective. So can we use that armor offensively, creating a lower level, longer lasting penalty to another's actions? What do you think?

2022
DFRPG / Re: Evocation as Defense
« on: October 12, 2010, 08:17:22 AM »
Ooh, I'm diggin the house rule Papa Gruff. The wizard brings up his shield at the last second, but it flickers and dies before he can bolster it.

2023
DFRPG / Re: Pure mortals making magical circles
« on: October 12, 2010, 08:13:07 AM »
I think I'd likely give the mortal a penalty to the block. A pure mortal using only their blood for power is not going to create a very powerful threshold. Though I might not if they were willing to take some stress or consequences for it.

2024
DFRPG / Re: A Question About Power Foci
« on: October 12, 2010, 08:00:33 AM »
It just seemed odd that the item creation section was the only place power foci are mentioned, especially when in the evocation section (Pg 250) it specifically excludes them, but not other foci.
Quote
3. Decide how many shifts of power you want
to put into the spell. You take mental stress
for calling up power—the minimum is one
point of mental stress. The cost increases
if you reach for power greater than your
Conviction, inflicting additional mental
stress equal to the difference (so a spell with
power three higher than your Conviction
would inflict 4 points of mental stress).
4. Make a Discipline roll to cast the spell. The
difficulty is equal to the amount of power
you’ve called on. The roll is modified by the
presence of any focus items you may have,
and whatever aspects you want to invoke.

2025
DFRPG / Re: Declaration help
« on: October 12, 2010, 07:28:09 AM »
Agreed. Declarations are free because they are supposed to make your job easier. When they stop doing that it's time to say no.

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