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Messages - PirateJack

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316
DFRPG / Re: Statting Up Worm Characters
« on: August 11, 2013, 04:05:54 PM »
It's more than that though. It's a connection with other parahumans that has multiple effects. It gives him a bonus to dodging, empathy, rapport, weapons and probably deceit too. Might be best to just adjust an aspect a little so that he can invoke it easily. It'd actually make sense with what happened in the last chapter.

(click to show/hide)

317
DFRPG / Re: Statting Up Worm Characters
« on: August 11, 2013, 02:34:38 AM »
In light of the revelations about Jack's power, fancy re-statting him to take his secondary powers into account?

318
DFRPG / Re: Characters from Fandom?
« on: August 06, 2013, 06:06:15 PM »
Oh LOL. I was just reading through the Alien/Predator sheets and noticed that the Alien is Chest Deep.

319
DFRPG / Re: Line of Sight and Beginning the Battle
« on: July 26, 2013, 11:01:03 PM »
Yeah, I think I'll go with telling the players about the enemies they can see, rather than relying on them not metagaming (which is a problem for my group).

320
DFRPG / Re: Line of Sight and Beginning the Battle
« on: July 26, 2013, 04:22:35 PM »
Okay, for example.

A few sessions ago my group went up against a scourge of Black Court Vampires. They'd managed to pinpoint the building they were using and decided to attack. So, before the battle started I did all the stuff the rulebook says to (lay out the zones, tell my players what they're facing). Now, here's where I have the problem.

By all rights the entire BCV scourge is within hearing range. It's not a big building and my PCs aren't really going for the stealth approach. So, do I tell the PCs about all of the Black Court inside the building or should I wait until they actually join the fight? Would an Alertness/Investigation roll allow them to get around that?

321
DFRPG / Line of Sight and Beginning the Battle
« on: July 26, 2013, 01:32:14 AM »
Something I've noticed over the course of my campaign is that there's very little way to spring surprises on my players. This is mostly because you have to establish the groups prior to battle, in order to establish initiative. So unless I dedicate a couple of creatures to being stealth heavy (which limits their uses in other areas) or giving them Glamours/Veils (which gets a bit boring after a while), it becomes all but impossible to spring surprises on my players. It's also giving them free metagaming opportunities because they know exactly how many enemies they're going to be facing before the fight even starts.

I've tried experimenting with introducing the NPCs to the battle in tiers, so that minions will go in first to wear the PCs down a bit, then some heavy hitters and support mages. Then the boss battle. It's left a sour taste in my mouth though, since by all rights the PCs should be able to detect the ones out of the battle in some way (one of my PCs is a bulky speedster, so he plays scout fairly often).

I've also contemplated starting every battle with each (non-Hulking Size) NPC with a +1/+2 default stealth roll to their name, with exceptions for situations where it wouldn't make sense. That or I'd limit Alertness checks to the zone the characters are in at the time (again with exceptions for things open areas and the likes).

So how do you guys do it? I'd appreciate any advice you're willing to give because this is one of the bigger problems I've found since starting this campaign.

322
DFRPG / Re: Old/New Versions
« on: July 17, 2013, 08:45:23 AM »
I've noticed a couple of them since they came up in my game.

1) Resilient Self-Image no longer exists. That was the stunt that gave you two extra mild mental consequences. Unbalanced the Wizards to a huge degree.

2) Enchanted Items cannot be permanently enchanted, so they have to have a set number of uses per session.

323
DFRPG / Re: HomebrewAt2046
« on: July 03, 2013, 01:56:06 PM »
Spell Resistance should have a mandatory Catch, since it can be stacked with Toughness powers to make you virtually immune to magic, which would make it theoretically more powerful than Physical Immunity.

324
I'd go with an outright compel rather than going through the mental attack. Even if it turns out to be a good thing for her character, I doubt she'd thank you for taking up one of her very valuable consequence slots.

325
DFRPG / Re: Concessions
« on: July 01, 2013, 06:38:22 AM »
We're pretty open with character goals in my group, at least as far as combat is concerned. I'm trying to wean my players off the "we have to win" mindset.

Any tips? :P

326
DFRPG / Re: Thoughts on new vs old wardens
« on: July 01, 2013, 05:52:43 AM »
So maybe they are really bigoted, against non-Wizards.

That would actually make sense, since Wizards are in many ways a distinct subspecies of humanity. They breed true, mostly, and powerful ones tend to have powerful children.

That could lead to some nasty blood purity stuff.

Not really. The only canon examples we have are the McCoy line. Martha Liberty has multitudes of great-great-grandchildren, but I can't recall if any of them are magical. Luccio looks over her family but she doesn't mention any that have shown talent.

327
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: June 28, 2013, 08:48:20 AM »
Sure, that works. I'd intended it to satisfy sunlight Catches anyway, just forgot to put it in.

328
DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: June 28, 2013, 05:44:42 AM »
Okay, I've gone with High Noon and edited it into the description.

329
DFRPG / Re: Question...
« on: June 28, 2013, 05:41:14 AM »
The novels aren't actually a game, guys. They're not going to correspond perfectly to the rules.

No longer exists. You only get 1 mild consequence per stunt unless you place a limitation on how you can use your extra consequence.

IIRC this was changed between the prerelease PDF's release and the final book's release.

The physical rulebook is the latest release though, right? I'm just out of date on the pdf?

330
DFRPG / Re: Demonic Co-Pilot Rewrite
« on: June 28, 2013, 05:39:07 AM »
I have, in the past, simply represented this by taking Sponsor Debt to boost the relevant rolls.
It seemed to work just fine.
If the character in question relies more on such advise, or if the spirit exerts more of their influence in this manner, such that you feel it deserves a greater spotlight than would be possible through this method, then I would suggest representing it as its own power (or stunt), purchased with Refresh as normal.  If the spirit later denies access to that advise, I would represent that event through Compels.

That works well enough. This is simply my attempt to codify the relationship between a spiritual parasite (whether Shadow, Fallen or otherwise) and its host. I took the Denarians as a base for it, but this could easily be used as a template for other such relationships, or hell, as a basis for a Mantle power in line with Cold Days.

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