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Messages - WadeL

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31
So, the players decided they wanted to take a road trip to Las Vegas to get away from some heat in their hometown. The group consists of a Wizard in a Midlife Crisis (he came to magic late in life and is sort of having a second youth), a Rabble Rousing Sorcerer, a "Good ole Boy" ex-cop Alchemist, a Nixie-Blooded Changeling, and a Ghost Speaker Musician.

This happened just after I read the Las Vegas preview chapter from Paranet Papers, so I was like "Sweet, I'll just use this stuff". We're set back before the Red Court War, so not only are Red Court vamps still around, they're not even at war with the White Council. So The Dragon is definitely still large and in charge in Las Vegas.

Anyway, they mess around in the casinos and such, and then one of them ran into a human trafficking situation. The group managed to, through some subterfuge, arrange a meet with the human traffickers to try and rescue a girl... Turns out the guys they met with were Red Court Vampires, and the group opened up on them. The Alchemist killed one RCV, and the second managed to flee the scene.

These guys are chest-deep, so two RCVs was a hard fight, so they all evac'd pretty quickly - calling the cops (who, incidentally, showed up to react with shock at the corpse of the one RCV in the middle of the street), getting medical attention, etc, and then crashing back at their hotel for the day.

So, the subterfuge they used to meet up with the human traffickers did involve the wizard giving his real name (or, like, a portion of it, not the whole thing) to the traffickers. And he'd also, upon first coming to the strip, antagonize Big Cory...and told Cory his name in a "You'd better remember me" kind of way. And he used the same name to check into the hotel. So presuming there is any flow of communication amongst the various vampires underneath the Dragon, it seems by the time evening comes again, there's a good chance the Dragon will know:
a) There's a Wizard in town named Don Black.
b) This people baited two RCVs into meeting him, and one of his associates killed a RCV.
c) They called the cops before doing anything to get rid of the RCV corpse.
d) They are staying at Circus Circus.

Now, from how the Dragon is described in the Paranet Papers, it seems he isn't going to care too much about someone just mucking stuff around...but you go killing a member of the Red Court, you freak out the cops... I dunno, it seems some action has to be taken.

It would seem the logical thing would be to have the PCs woken up by a knock at their door, and have some goons from the Dragon want to escort them into a meeting with either the Dragon or one of his subordinates. And then have the Dragon demand weregild or payment of some type... Presuming the PCs don't turn it into an "Escape from Las Vegas" scenario, which is fine, too.

But I have no clue what types of demands the Dragon might make, etc.

Anyway, so if you've got any ideas - on what the Dragon might demand or some other way the scenario could play out - I'd love to hear them. Brainstorm with me! :)

32
DFRPG / Re: The wizard's block
« on: December 11, 2014, 03:08:36 PM »
Ah, okay then.  So, I throw my rote spell.  It goes off automatically, no need to control it, it calls up "x" number of shifts as the rote calls for.  No need for a Discipline check at all.

So long as the Power of the spell is equal to or less than your Control, the only reason you'll ever need to roll Control for a spell is if it is an attack.

Control is still important, of course, both for rolling to control non-Rote spells and to set the limit of what you can control with a Rote (and, of course, you have a limited number of Rotes).

33
DFRPG / Re: Paranet Papers Preview
« on: December 02, 2014, 04:24:54 PM »
As I understand it, the 1-Refinement limit was only for Sorcerers. Focused Practitioners can have as many Refinements as they want.

Rereading it, it looks like Focused Practicioners are only allowed to take Refinement for Item Slots, not for enhancing their own specializations. Although now that I look at, I think only Orpheus breaks that particular rule, and Orpheus obviously has a different set of permissions than just Focused Practitioner.

34
DFRPG / Re: Paranet Papers Preview
« on: December 02, 2014, 02:30:26 AM »
We're now getting lots of non-Wizards with more than one point of Refinement, aren't we?

35
DFRPG / Re: Are there any advantages to Power over Control?
« on: October 26, 2014, 06:32:36 AM »
I think that you are very focused on attacks, and that isn't all one can do with magic.  Maneuvers, Blocks, and Counterspells are extremely useful things and are determined more by power than by control.  If you're going to make an analysis of the benefits of power over control and vice versa, then you need to include these as well.

I guess with non-attack stuff, it seems it is almost always the best option to go with balanced Control and Power. Where with attack, Control is way better. But there don't seem to be any applications where Power is the better choice.

36
DFRPG / Re: Are there any advantages to Power over Control?
« on: October 25, 2014, 08:45:35 PM »
So, I've got some thoughts on how one might beef up Power...without, hopefully, making evokers more powerful, because that we don't need! Which combination of these do you think might be ideal?

1. Modifiers for zones get subtracted from Power instead of adding to the Power cost

This essentially means that it is easier to control zone attacks, but still have the same power requirements. For instance, say a Wizard wants to hit two zones (-4)...
Power 5, Control 5 - Power drops to 1 because he's going after two zones. Can easily control it, doing 6 shifts of effect to each zone.
Power 3, Control 7 - Power drops to -1 from affecting two zones. Can't even do it unless he's willing to go up to taking 3 stress to get a Power 1 attack, though if he does that he does end up with 8 shifts of effect.
Power 7, Control 3 - Power drops to 3, can now control the Power just fine. Does 6 shifts of effect to each zone.

You might also decide to do a similar thing for extra zones for block...or even for duration on things like shields, which would give a really nice bonus to Power.

2. Limit damage on spell attacks based on your Power (maximum damage of 2x Power).

Basically, this would mean you can only do so much with accuracy - in the end, you also need the juice. So if you do a Power 3 attack, your maximum damage is going to be 6, even if your opponent rolls Mediocre for his dodge and you roll Fantastic on your Discipline.

I actually kind of like this - it seems to make sense - the only thing I don't like is how different it makes evocation from other weapon attacks then. But considering the weapon rating of an evocation attack can go way, way over what a mundane weapon can be, I don't think that's an issue so much.

3. No targeting bonus to damage on zone effects.

If you target a whole zone, you just do your weapon damage, no accuracy bonus, though it still is what the targets have to roll to dodge. This is another one of those things that makes sense, but does change things more than it seems - it makes Zone attacks all or nothing damage wise, for instance (though that may make sense too?).

4. Give some number of free casting for spells way below your Power.

People do sometimes complain about Wizards not being able to get off quite enough spells, anyways (though obviously it is far more than enough most of the time). So say that, once per scene, you can cast a spell at Power -4 for free. And maybe also once per scene at Power -8, Power -12, Power -16, etc, so long as your Power doesn't go into the negatives. This way, someone with a lot of juice has more staying power, but it doesn't make casters too much more lethal because the extra spells they can throw into the mix are at lower power.

Anyways, anyone like any of these tweaks? Or see horrible downsides to any of them?

37
DFRPG / Re: Are there any advantages to Power over Control?
« on: October 24, 2014, 08:58:49 PM »
Not quite. Spells have a base cost of 1 stress, so 4 stress only gets you up to power + 3.

Ahh, yeah, forgot that.
You should take aspect invocations and roll variance into account. Aspect invocations make high-power a bit better, since it makes it possible to control spells that are way above your maximum control.

I don't see it?  Like, comparing our power and control goons again, saying both of them are invoking +4 worth of Aspects.

5 Power, 5 Control - My base effect, invoking those aspects, is going to be 14. If I'm going out and take extra stress to get my Power to 8, that puts me at 17 instead.
3 Power, 7 Control - Base effect is going to be 14. If I push myself, I'll get to Power 6, for a 17 again.
7 Power, 3 Control - Base going in, with no extra stress, is going to be 14. Or I can take 4 stress for increased power, and a 3 stress to absorb backlash, and do a Power 10 attack...which gets me up to 17, for exactly the same effect as the other guys get, only I have to take more stress to do it.

38
DFRPG / Re: Are there any advantages to Power over Control?
« on: October 24, 2014, 07:56:25 AM »
If you're planning to cast with backlash, power > control might be a good idea. If your power is 1 greater than your control, you can use your fourth physical and mental stress boxes to cast a spell at your control +4 with an average roll.

That's a bit of a niche case, but it's something.

That's not the worst, I guess.  Let's take the scenarios from my first post, and run them from the point of view of "going for maximum effect, willing to take stress but no consequences, and have 4 mental and physical stress boxes, rolling even on the dice".

5 Power, 5 Control - I can go up to a Power 9 attack for 4 mental stress, and then can take 4 physical stress to control the backlash - 14 damage.
3 Power, 7 Control - I can go up to a Power 7 attack for 4 mental stress, I've still got no backlash - 14 damage.
7 Power, 3 Control - Hrm, it actually doesn't work out so well. For a 1 stress hit and a 4 stress hit (for backlash) I can still get up to 14 damage. No better.

The Power over Control person has an advantage in stress taken compared to having them even (which I didn't expect), but still no reason not to favour Control fairly heavily unless I'm missing something.

I do see how for non-attack stuff it is fine to have them be around the same, but again, no advantages to favouring Power.

I'm mostly trying to confirm this is the case and I haven't missed anything subtle, before going off and deciding if I want to tweak it at all.

39
DFRPG / Re: Are there any advantages to Power over Control?
« on: October 23, 2014, 09:49:57 PM »
Having more Power available is what'll be restricting the effective strength you can throw out Blocks and Maneuvers. If you see yourself using a lot of those, then you'll need to make sure your Power is up to snuff or you'll burn a lot of Mental to get them higher in combat.

Again though, it really is about making sure your Power is close to your Control...no real motive to go over your Control, is there?

40
DFRPG / Are there any advantages to Power over Control?
« on: October 23, 2014, 08:16:31 PM »
I've heard folks talk several times about how Power is weaker than Control, but I was wondering if there are any advantages to going Power-heavy?

(Not talking about Conviction-heavy - which has its own advantages - but Power heavy).

If you've got 5 Power, 5 Control, on an even die roll you can generate 10 shifts of damage while only taking one stress.

If you've got 3 Power, 7 Control, on an even die roll you can also generate 10 shifts of damage for one stress.

But if you've got 7 Power, 3 Control, on an even die roll you can only generate 6 shifts of damage for one stress. You can get up to 10 by also taking a 4 stress hit for backlash, but that only brings you up to parity, it doesn't actually give you any advantages.

Are there any advantages to going Power heavy?

41
DFRPG / Re: Using thaumaturgy to cure possession
« on: October 07, 2014, 10:00:18 PM »
Of course, other than an exorcism, affecting the ghost is going to be hard without also affecting the possessed body.

It seems that an exorcism would be relatively trivial with Thaumaturgy? Just summon the ghost on out of the body? Even if the ghost has 5 Conviction, that's like a 9 Complexity Thaumaturgy ritual.

42
DFRPG / Re: Using thaumaturgy to cure possession
« on: October 07, 2014, 08:15:37 PM »
If they're manifesting a form out of ectoplasm (i.e., they're "insane ghosts", often called Specters) in order to interact with the real world, then they can be affected physically--even with bullets and knives.

If they're not manifesting a form, that's when they're in "ghost mode." Invisible or mostly invisible and hard to even detect without Ghost Speaker or being an ectomancer. This is when it's nearly impossible to affect them in any way. You have to get them to "acknowledge" you like in the beginning of Ghost Story when Harry had to call Agatha Hagglethorn's Name before he could smack her with his ghost dust...IIRC he specifically said even if he'd dumped it all over her, if she hadn't acknowledged him first it wouldn't have much effect.Once she'd taken notice of him and (from her perspective) he became "real" to her, he could then work magicks against her or use his ghost dust.

Before he used her Name, Agatha was smothering babies and thus interacting with the physical world, but she could get away with this without manifesting a physical form because that kind of action had to do with why she was dead. In a way, the babies had already been "acknowledged" by Agatha because of the reason behind her being a ghost in the first place.

Alright, that makes sense.  So essentially, if a ghost is already affecting you, it has already acknowledged you and is fair game. Same with a ghost manifesting.

I'll assume a ghost possessing someone is pretty similar to manifesting in this way, eh?  The "you have to be acknowledged" thing only protects ghosts who are ignoring you and being all ghostly.

43
DFRPG / Using thaumaturgy to cure possession
« on: October 07, 2014, 07:39:26 PM »
Can you just whip up some Thaumaturgy to cure possession? Either by Demons or by Ghosts?  Just summon the entity out of the body it is in?

I'd also love some clarification on the "ghosts need to acknowledge you to affect them" thing. Does it make them immune to everything, or just to you affecting their manifested forms? Again, mostly curious about how that affects possessed people.

44
DFRPG / Re: DFRPG events at Gen Con 2010 sold out so fast...
« on: August 03, 2010, 08:24:23 AM »
I figured it'd actually make most sense to necro this instead of starting a new thread - now that we're on the eve of the con, anyone planning on running anything either any time on Wednesday, Friday any time before 5p or perhaps on Sunday night?  Should I be private messaging people about such things, or is my best bet just to show up at Games on Demand on Friday?  We didn't do the Games on Demand thing last year - kept on meaning to stop by, but just never had time.  This year we've got a few more breaks in our schedule, and are actually going to be around on Wednesday.  Craziness will ensue no doubt. ;)

45
DFRPG / Re: DFRPG events at Gen Con 2010 sold out so fast...
« on: April 11, 2010, 09:33:14 PM »
I had figured the bulk of any of the 'official' types running would be at Origins.  I am sad I won't be able to make it to that con for the launch - I am sure though the one year we choose to go to Origins instead of Gen Con will probably be the one year you decide to hit Gen Con instead of Origins, too.  Heh.  Of the many things Gen Con is, relaxing is not one of them though, so the decision to do Origins instead for you guys is pretty understandable.

I shall keep ears peeled for Scott Acker(or anyone else) who mentions intent to run something at Gen Con though.

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