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Messages - blackstaff67

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31
DFRPG / Re: DFRPG CORE
« on: January 26, 2017, 04:47:52 AM »
Thanks!

32
DFRPG / DFRPG CORE
« on: January 24, 2017, 03:28:24 PM »
Can anyone direct me to a thread that uses Fate Core for the DFRPG?  Thanks.

33
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: January 04, 2017, 10:21:02 AM »
I'll concede the argument to you.  To be honest, I was thinking of Danger Sense (or something like it) from GURPS  (another RPG) and tried to extrapolate/translate it to this setting.

34
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: December 27, 2016, 06:09:51 PM »
I could easily see Spidey-Sense being useless in certain situations that are inherently dangerous: warehouses being on fire, Radioactive areas, Hdes or Hell, and certain areas of the Mos Eisley Spaceport.

You might make an argument that it could useful in the Nevernever ("Does this Way lead to safety or the bottom of the Marianas Trench?").  I guess I could allow that.

35
DFRPG / Re: Nerfing wizards, advice wanted
« on: December 18, 2016, 09:17:34 PM »
Sounds like exactly how it's supposed to work, give or take.

How does the table feel about it?
You know, I think that's exactly the next question I'm going to pose to the group.

36
DFRPG / Re: Nerfing wizards, advice wanted
« on: December 18, 2016, 05:57:17 AM »
Last session I had the group was fighting some baddies.  Group was a shapechanging Foo-hound, a Jade Court Vampire (I liked teh guy's take on it, so I allowed it), two wizards and a vanilla mortal (ex-Marine sniper).  Despite the fact the relative inexperience of the wizard players, they did a remarkable job of making bad guys go splat faster than anyone else.

That said, they also ran out of juice and a lack of defensive items led them to be put down by other baddies in the same fight--the Foo-hound and JCV with a solid assist from the sniper, saved the day. 

Thanks for the link, I've bookmarked it to read some more!

37
DFRPG / Re: Nerfing wizards, advice wanted
« on: December 18, 2016, 02:16:10 AM »
Clarification:  When rolling to hit with Evocation spell or Enchanted items, every two full shifts of success translates into only one shift of damage.  Example:  Wizard rolls to hit with a Weapon:3 attack, opponent's defensive roll is poor and the wizard wins by +3.  This would translate into  and succeeds in striking three (3) shifts of damage plus only +1 extra shift of damage/effect for a total of four shifts of damage. 

Regarding Aspects, I was thinking of placing Aspects upon yourself with Discipline (Aspect: Icy Control) or Conviction (Aspect: Gathering in my powers), but agree such Aspects ought to be used quickly (within the next few exchanges, maybe, by however much they succeeded by?).  A Lore Aspect such as purpose-built charm bracelet or face-painted runes (Aspect: Sigils of Power) I'd allow for the whole scene and be tagged for free once, but require FP's thereafter.

38
DFRPG / Nerfing wizards, advice wanted
« on: December 17, 2016, 06:19:51 PM »
Since there's some fair argument that wizards can be instakill (and I've seen the evidence in my last session), I've decided to nerf them a wee bit:

1) Limiting foci bonuses to a wizard's Lore, with Evocation and Thaumaturgy bonuses tracked separately.
1a) Two full shifts of success translates into one extra damage shift instead on the usual 'one for one.'  I've decided this also applies to enchanted items.   This does not apply to Thaumaturgic rituals (but does apply to Evothaum).

Given how simple it is for a wizard to place even fragile Aspects upon himself to 'tag' later for an alpha strike, I do not believe these house rules are especially tough.  Your thoughts and suggestions are welcome.

For the record, my game has just reached 11 Refresh/37 skill points stage for the players, so it's still rather 'young.'  Takes place between books Four and Five (I've also allowed 'vanilla' mortals to raise skill caps above +5 before paranormals do, just for the sake of balance. 

39
DFRPG / Re: inhuman reflexes?
« on: December 09, 2016, 05:14:33 AM »
Yes.

On a related note, has anyone designed an "inhuman reflexes"-type power? Harry mentions in the books that supernatural beings like vampires don't miss when aiming guns (among other things) which seems like it should be a power rather than a skill, but I can't figure out how to create one that doesn't feel unbalanced.
Seems to me that Thomas and Lara just happen to be very good with firearms--which makes sense, given that they don't have natural weaponry of the Reds or Blacks while normally lacking all but very basic ritual magic.  That leaves our trio of physical combat (Fists, Weapons, Guns) as the final argument (though it's much better to let the cat's paws handle things).

40
DFRPG / Re: Black Court Vampire PC
« on: October 20, 2016, 12:22:09 PM »
DO you have a copy of Our World?  Many of those things are treated as Compels against as Aspect.

41
DFRPG / Re: Biomancy Medical Spells
« on: October 17, 2016, 12:45:59 PM »
My two cents worth: I'd be really tough on concessions for PCs if they have access to magical healing as it makes a mockery of the concession process.  If only for physical conflicts, I doubt I'd be handing out as many Fate Points as I would without such healing being available.  Feel free to laugh at/ignore me, though.

42
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: October 12, 2016, 01:43:44 PM »


You should be careful though because the things he can do are pretty powerful...like detecting lies by listening to people's heart-rates.  I'm not sure how I'd adjudicate that.  But it'd be one of the 12 senses.
A Trapping of the Empathy skill dependent on whether or not the target was a beating heart?

43
DFRPG / Re: Request A Character
« on: September 25, 2016, 09:12:36 PM »
Actually, I was thinking Stieg larson's Lisbeth Salander...

44
DFRPG / Re: Request A Character
« on: September 25, 2016, 01:58:23 PM »
Can you make a vanilla mortal?  I want to use her as a potential contact and ally for the PCs.

45
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: September 17, 2016, 04:23:30 PM »
My past interpretation of skill rolls is that you only get ONE reroll attempt and that's that.  Any further expenditure of FP's only results in additional adds to the 2nd roll, going by the YS example of Mouse's Stealth attempt.  Correct?

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