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Messages - gojj

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31
DFRPG / Re: Skill Replacements?
« on: July 15, 2014, 04:42:08 PM »
If your player continues to try being a power gaming weasel, feel free to mention that you are the GM and therefore he is subject to your whims. If he doesn't like it, he can GTFO.
Whoah, what's with the name calling?

He's not trying to permanently replace it, but I get the impression he expects the +6 rapport to last for multiple exchanges.


The main reason I am hesitant for this kind of skill replacement (or even social social items) is that it allows the already ridiculously versatile magic users to step into the limelight even more. There is no way a Pure Mortal completely devoted to social combat can compete with a wizard with even just a few focus items if this kind of skill replacement is allowed.

32
DFRPG / Re: Skill Replacements?
« on: July 15, 2014, 04:21:11 PM »
My player would like me to point out that he does have evothaum, but I still don't think you can simply cast a spell to make Skill = X. This would seem to defeat the purpose for taking any skills other than Conviction, Discipline, and Lore. Anyone disagree?

33
DFRPG / Re: Skill Replacements?
« on: July 15, 2014, 12:00:43 AM »
Ok, thanks. I thought a maneuver seemed more appropriate too, just wanted to see if there was some common house rule that I did not know about.

34
DFRPG / Re: Skill Replacements?
« on: July 14, 2014, 11:05:32 PM »
I should have been more clear.

One of my players wants to cast a spell that would effectively make his Rapport 6, and then use the increased rapport skill for a social attack, not sure if I should allow it or not.

35
DFRPG / Skill Replacements?
« on: July 14, 2014, 10:36:28 PM »
I don't see any mention of them in YS but a quick search shows a lot of players using them.

36
DFRPG / Re: New GM Questions
« on: July 13, 2014, 09:09:34 PM »
I would rule that as a grapple, the Mage has to focus on the action and couldn't take others.
I don't think you can grapple with magic.

My general rule of thumb is if it's affecting an enemy directly, it's offensive. If it's affecting an ally directly, it's defensive.
What about neutral actions? Like raising a zone border or covering the entire area in fog.

37
DFRPG / Re: sponsored magic
« on: July 10, 2014, 06:58:41 PM »
Ah yes, sorry if this wasn't clear, I am mainly focused on focus items. Specializations require Evocation and/or Thaumaturgy, I think they should still follow the general of Evocations use evocation bonuses and Thaumaturgy uses thaumaturgy bonuses, regardless of the flavor behind them.

38
DFRPG / Re: sponsored magic
« on: July 10, 2014, 05:44:03 PM »
Hope you don't mind if I piggybag and ask my own question.

I feel very strongly that complexity and control bonuses meant for Ritual/Thaumaturgy spells should not be applied to evothaum spells. While the book's blurb on evothaum is far from comprehensive, this bit from YS 288
(click to show/hide)
seems to heavily imply that evothaum is not meant to impart any meaningful mechanical benefits, rather it just allows the caster greater freedom in how he or she describes the spells they cast. Allowing complexity and control bonuses meant for Ritual/Thaumaturgy spells count for your typical Evocation spells essentially triples their worth.

Example: +1 complexity (Ritual), +1 Control (Ritual), +1 Offensive Power (Channeling), +1 Offensive Control (Channeling), +1 Defensive Power (Channeling), and +1 Defensive Control (Channeling) (a total of 3 refresh worth of refinements) can all be substituted for +1 complexity (Ritual) and +1 Control (Ritual) (one refresh worth of refinements).

This adds way to much power to Sponsored Magic, which already benefits from the "Extra Benefit" and ability to take on sponsor debt. Agree or disagree?

39
DFRPG / Re: What happens when a shapeshifter crosses a threshold?
« on: July 10, 2014, 03:51:02 PM »
Can you invite someone in who you don't even know is there though? Sounds like yet another "It's up to the GM" scenarios, but to me invitations are explicit, not implicit.

40
DFRPG / Re: How do you handle social actions during physical combat?
« on: July 10, 2014, 03:48:47 PM »
I agree. Maneuvers would be easier to justify than an attack or block, but if the players and GM think it is acceptable then I see no reason to but a blanket ban on it.

41
DFRPG / Question on Supernatural Sense
« on: July 05, 2014, 08:44:42 PM »
So I've never used Supernatural Sense before, here are a few ideas.

1. I can "smell lies". This would let me a.) Use Investigation instead of Empathy to defend vs. Deceit (would I get the bonuses from Echoes as well or is that too much stacking?) and b.) Allow me to use Alertness when I first meet someone to see how much they "stink". Not sure how this would play out mechanically, maybe once per person I can make an Alertness assessment to see if they have any aspects about being dishonest or mischievous?

2. I can smell a person's general morality. I mean, really general. It's not so much "I can smell you have committed two counts of robbery, three counts of murder, and arson", but instead "I can smell your souls has been tainted with murder". Again, I'm not sure how specific Supernatural Sense lets me get. Similar to the first one, I could make an Alertness role when I first meet someone to make an assessment.

3. I can smell the "predatory nature" of individuals. If a person is a supernatural predator, I can use Alertness as a kind of "sixth sense" when they are near. Not sure if I would be able to pinpoint where the feeling is coming from. This might intrude a bit too much into the domain of Lore. Because I don't have any Lore, he wouldn't be able to know what kind of predator he is smelling, just that it has malicious intent and is not human.


Do any of these sound plausible or am I way off the mark? My character is a Were-Coyote with bonuses to smell and tracking via Echoes.

42
I would just like to add something. Even though being knocked unconscious for a couple of days seems like a perfectly reasonable result of being taken out, I feel very strongly that the player should not miss any game time as a result of being taken out. In other words, the story should pick up 2 days later when the player character wakes up, or at least there should not be a full scene where the player is unable to do anything. This may have been taken for granted, or someone may have already mentioned this, but I think it's important.

Also, I think it is important to stress to players (especially new ones) that loosing a combat (by concession or being taken-out) in a FATE game is not a bad thing, it just changes the direction of the story. I think we are all so trained from other games (board, video, card, etc.) that loosing is bad, that we sometimes forget that this is a game based around story, not around rolling a bigger number than the opponent. Speaking from personal experience, I used to hate taking consequences and would never concede, because I had it ingrained in my mind that loosing was an undesirable outcome. But heck, look at Luke at the end of Empire; the guy lost his hand, his lightsaber, found out his father was one of the the most evil people in the galaxy, and his best friend was frozen in carbonite, but the story goes on. So if you have a player who is squeamish about concession and consequences, I would point them to movies and/or books. Heroes loose conflicts all the time, bit its all part of a larger story.

It got a bit long-winded towards the end there but hopefully this was helpful in some way.

43
DFRPG / Re: Fixing Recovery powers.
« on: July 03, 2014, 10:26:01 PM »
Hey guys, this has strayed pretty far from what the topic of the discussion was supposed to be about, just saying.

44
DFRPG / Re: Echoes of the Beast question.
« on: July 03, 2014, 07:41:50 PM »
The game takes place in the old west, and currently our most "urban" environment is a boom town in decline and my character is a were-coyote tracker.

While I understand that I cannot track excursively by scent without the Beast Trapping can it be assumed that, because I now have the anatomy of a coyote, my sense of smell is at least slightly better, allowing me to use it in conjunction with traditional, human tracking methods? Basically, if it is plausible that I can track my target by human means, I can get the +1 if I can narrate some way that my good sense of smell would help me.

Does this help clarify what I'm asking or did it make it worse? I know that "Ask the GM" is the ultimate answer, but I wanted to get a general consensus from more experienced players before I brought it up to him/her.

45
DFRPG / Echoes of the Beast question.
« on: July 02, 2014, 11:22:27 PM »
Say I choose to have a keen sense of smell for Beast Senses. One of the examples in Beast Trappings is the ability to track by scent, does this mean that I can't use my Beast Senses bonus for Tracking (survival) unless I also pick up the ability to track by scent with Beast Trappings?

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