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Messages - The Mighty Buzzard

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391
DFRPG / Re: Solutions to nerf Fly
« on: August 26, 2011, 05:49:23 AM »
And if you have to nerf something in play, then it's undercosted.

I prefer to think of it as not nerfing the enemies tactical abilities.  Even a really, really stupid person could figure out "get where they can't shoot you from way up there until you can find a way to even the odds"

It's possible that Spider Walk just sucks, but it seems to me more likely that Wings is a touch too good.

Nah, one's just better indoors and one's better outdoors.  Truthfully, they're both pretty useless.

I mean, it's not gamebreaking or anything. Just a little too inexpensive.

It's only inexpensive if everyone you fight is too dense to come in out of the rain.  If that's the case, it's not the power's fault but the GM's.

392
DFRPG / Re: 7th law violations and non-spellcasters
« on: August 26, 2011, 05:36:17 AM »
Hmm... true, but I don't know if she would want to talk to the Wardens either.  What would Shiro do, since he was her mentor?  I'm asking because she's probably going to ask me, as the player hasn't read any of the novels.

Toss it in the fire, break out the marshmallows, and have faith.  He probably wouldn't have told the Council but he wouldn't have held it back from them if they asked.  Little old guy had wicked strong faith and the serenity what comes with it.

393
DFRPG / Re: Perfect Fate Point tokens
« on: August 26, 2011, 05:29:56 AM »
"Not a Crown Royal sock?  Odd but I guess it works too."

Wow that takes me back - I wonder where that went? It was my best dice bag ever....

I swear you could use one of those as a focus item and kill off 70% of gamers worldwide at once.

394
DFRPG / Re: Perfect Fate Point tokens
« on: August 25, 2011, 10:22:04 PM »
I also bought a nice bag to store the coins from a tarot-type shop here in Sweden (I also bought a nice note book with a pentagram on the cover).

Not a Crown Royal sock?  Odd but I guess it works too.

395
DFRPG / Re: 7th law violations and non-spellcasters
« on: August 25, 2011, 10:17:36 PM »
Well, the Knight wasn't at the last session where they aquired the book.  I'm not sure what response she'll give, but it probably won't be the "let's get as far away from this as we can and just worry about covering things up so the Wardens don't kill us" tactic that the rest of the PCs are leaning towards.  I see her caring about things like "where did this woman get the evil book, and who else has it?" (As in I think I'll be compelling her to that) Which requires digging, and that digging could draw the attention of the Wardens.

Smooth, that's even more paranoid than necessary.  Toss the book to the Wardens and give them the complete rundown would be the best solution.  Might even get them a freaking medal or a Dennys gift certificate or something, depending on if their social skills are good enough to get the Wardens to believe them completely.

As for the Knight, if that's how he goes then all he has to do to remain clear is inform the Wardens and Senior council that he's going to continue looking into where the book came from and if there are any copies or similar works still floating around.  Knights carry significant political weight and their motives are usually above reproach, or at least as near as is possible when dealing with political figures.  They're also generally considered not to be under the Council's authority, even if they aren't signed on to the Accords.

396
DFRPG / Re: 7th law violations and non-spellcasters
« on: August 25, 2011, 10:02:36 PM »
You'd have to houserule it to be applicable to non-spellcasting rolls, as I suggested earlier.

Or treat it as sponsored magic rituals that any chucklehead with a recipe can do.

397
I think you're barking up the wrong tree.  Sorry, couldn't resist.

398
DFRPG / Re: Outsiders and Lovecraft
« on: August 25, 2011, 01:26:09 PM »
Looking at an Outsider like He Who Walks Behind and comparing him to Lovecraft's Yog-Sothothery, they don't seem to compare very well.
Lovecraft's alien-gods are keen to invade our world, but they don't Hate the way the Walker does. And they generally don't give a Tinker's cuss about humans.

Eh, HWWB is kind of pansy compared to Yog-Sothoth and company anyway.  Walkers are only the lieutennants of the Outer Gods/Old Ones.  You can tell by how nobody goes mad, blind, or just flat dies by just looking at HWWB.

399
DFRPG / Re: 7th law violations and non-spellcasters
« on: August 25, 2011, 01:07:24 PM »
Wait, I must have glossed over the Knight bit.  That is absolutely begging for a compel on his High Concept;  likely one every time it's discussed.  If he's in any way willing to risk all of creation over acquiring power and continue down this path, he needs to lose Righteousness at the very least and likely most/all of the rest of his template abilities and his IoP.  Anything else would effectively be saying TWG in your campaign is fine with one of his servants trashing the universe.

400
DFRPG / Re: Fourth Law of Magic Help
« on: August 25, 2011, 05:26:15 AM »
Six of one, half a dozen of the other.  You could easily put them out of the effective area of the gas by having them fall to the floor when the gas was chest level and above.  I'd just require a plausible explanation and call it good as a GM.  As a player I'd probably get all anal about it and spend half the week thinking about how best to do it in my spare moments.

401
DFRPG / Re: Entropy Curses? How about...
« on: August 25, 2011, 04:46:35 AM »
I think you're drawing an unnecessary parallel between the way an enchanted item works (like Harry's rings), and a thamaturgical spell.

The Enchanted Item is powered by keeping back just a little bit of motion every time Harry so much as twitches.  This energy is stored, and then released all at once.

Thameturgy takes a while to cast, and the effect draws all the power from the act of casting itself.

So in this case, there's no need to generate a pile of bad luck to match your good luck.  All the generating happens during the casting of the spell... the spell energy is converted to Good Luck (or whatever).

You're right of course.  I was thinking from the wizard I play's perspective and he's far too paranoid to chance it adding entropy to him or his surroundings accidentally.  He doesn't believe it, so he can't do it that way.

402
DFRPG / Re: Fourth Law of Magic Help
« on: August 25, 2011, 04:37:20 AM »
Every time the fourth law is brought up, the sleep spell is mentioned.

It is possible to put someone to sleep physically - call it a physical takeout with the right spell.  It doesn't have to be done mentally.

Anesthesiologists do it every day, I don't see why an air evocator couldn't by creating the gas.  Or a water evocator couldn't by hitting them with ether.  Fire, earth, and spirit you're on your own with.

403
DFRPG / Re: 7th law violations and non-spellcasters
« on: August 25, 2011, 04:30:59 AM »
The PCs took out someone with Sponsored Magic (Old Ones).  There was some residual backlash from her death curse which basically left a scene aspect of "Warped by Old Ones magic".  They also have her book, which is both an instruction manual on how to get her Sponsored Magic, and acts as a focus.  They are really, really paranoid about what to do with the book, and I'm curious to see how they'll clean up the mess.

Oh man, if they're anything like me and mine, they're about to get killed to death.  You might want to consider preemptive Warden intervention or let them start catching a glimpse now and then of a gray cloaked figure watching them from a distance.

404
DFRPG / Re: Solutions to nerf Fly
« on: August 24, 2011, 09:38:16 PM »
Too many good ways have been presented to deal with flying characters to warrant a nerf unless your entire campaign is going to be played in empty fields.  Even then, any magic using type isn't going to be at a noteworthy disadvantage.  Remind them about gravity and let them have fly at -1.

405
DFRPG / Re: Solutions to nerf Fly
« on: August 24, 2011, 07:33:18 PM »
Flying implies considering 3d zones and falling damage calculations. If the player risks the GM keeping score of all that, he should expect to die :) Seriously, warning a player sounds like "I am limiting how much fun you have due to ambiguous rules".

More like warning them ahead of time not to get cocky and think it makes them invulnerable so they don't piss and moan if gravity kicks their ass.  I'd feel a bit of a dick doing it without warning but I have no problem burying someone's character because they did something astoundingly stupid after I've given them a heads up on possible consequences.   YMMV

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