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Messages - Papa Gruff

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46
DFRPG / Re: Homebrew Stunts
« on: March 21, 2011, 05:24:55 PM »
Parrying a bullet is no more overpowered than dodging it. That's just fluff. If you don't like the image, change it.

I believe that's pretty much what I just said, isn't it? ;o)

47
DFRPG / Re: Homebrew Stunts
« on: March 21, 2011, 05:14:56 PM »
Technically any trapping is fair game to move to any other skill, as long as you can justify it.  However just because it is technically allowable doesn't mean it's balanced or sensible. These are all home brews, so it isn't like there's going to be an authoritative answer.  If you want to allow vanilla mortals to parry bullets and blasts of fire that's fine, but I would find that both overpowered and out of genre (barring some sort of supernatural Kensai type character, which would be out of the realm of Stunts altogether).  My example is what I would allow in my game, your mileage may vary.

Sure ... thats anyones prerogative.

You are probably even right on "Shot on the run" also being a homebrew. Yet it is in the book. As an example for stunts transferring trappings. I'm not even disagreeing about this being one of the more extreme stunts where balancing is concerned.

Sometimes it seems to me that the hole idea of transferring trappings is highly problematic and can lead to some fairly heavy shit. But it's one thing stunts are there for. And the price of one refresh isn't a bargain.

48
DFRPG / Re: Homebrew Stunts
« on: March 21, 2011, 05:07:23 PM »
Interesting point. But I honestly don't think that the mental image changes much when you restrict it to a certain weapon, so I don't see the point of changing that if your problem is with the image.

My reasoning for Parry Everything was this: there is a Fists stunt that lets you defend against ranged attacks with Fists. Weapons defence is better than Fists defence, and weapons stunts are supposed to be slightly stronger than Fists stunts. So a Weapons stunt that lets you defend against ranged attacks with Weapons is reasonable.

Pretty good reasoning in my opinion.

I give in on the restriction on one kind of weapon but not on the general idea that you can only dodge those attacks while wielding a weapon of some sorts.

Both writeups are similar really. It's probably a question on the character concept/idea and flavor.

49
DFRPG / Re: Homebrew Stunts
« on: March 21, 2011, 04:54:59 PM »
Personally I wouldn't allow any skill other than Athletics to be used as an all-purpose physical defense as that is an incredibly useful trapping, and by far the most useful one that Athletics has.

I would recommend something like this:

Elusive Fencer: Years of intense training and more than a few close calls have gifted you with nearly superhuman reflexes.  Your Weapons skill always compliments your Athletics skill when defending against physical attacks.

I would agree, if the rulebook wouldn't explicitly show the transfer of dodging into a fighting skill as an example for transferring trappings.

50
DFRPG / Re: Homebrew Stunts
« on: March 21, 2011, 04:53:57 PM »
Yeah @Sanctaphrax, I've seen that one. It just doesn't fit into my understanding of the rules. Transferring a trapping - especially such a potent one - should make it necessary to tie it into the target skill some more.

I guess my mental image of "Parry Everything" is a little to over the top for me. And it doesn't include magical attacks as it explicitly speaks of "deflecting bullets". But thats just nitpicking.

51
DFRPG / Re: Homebrew Stunts
« on: March 21, 2011, 04:38:26 PM »
The fluff for "Shot on the run" is that you're using your own gunshots to "discourage" the attacker (which lets you dodge anything so long as you've got a loaded gun) or using your knowledge of sight lines to put up a better defense (which lets you dodge Guns against ranged attacks, but not close combat).  

How does having an in-depth knowledge of how to wield  particular weapon help you defend against a bullet or mystical strike?  I'm not saying "don't do it," I'm just saying "explain how it works."

Ok. That is a possible interpretation of "Shot on the run" but not a conclusive argument for disputing "Débrayer". When you can "discourage" your attacker by using guns then you can do it while using weapons too. That counts for attacks with guns as well. Knowledge of sight lines doesn't give you squad on dodging bullets in our reality. I really don't see the difference because in both cases is comes down to flavor.

In both cases it comes down to knowledge concerning the fight. They are basically the same stunt for god sake only for different skills.

52
DFRPG / Re: Homebrew Stunts
« on: March 21, 2011, 04:22:02 PM »
I'd honestly just drop this bit.  Say that your extensive training in acrobatic armed arts allows you to dodge any attack with Weapons.  Unless you're a Jedi there's really no sensible reason that you could avoid bullets while holding a weapon but not while unarmed.

I thought about that too.

The reason for tying it to the clause of carrying/wielding the weapon is that the rules ask for it (at least in my opinion). If you transfer a trapping it has to tie into the skill it is transfered to somehow. Seen from a realistic standpoint dodging ranged attacks with weapons is questionable at best. In order to make the transfer work you have to adapt it to the new skill-set (as in the before mentioned example YW147 where something similar is done to the guns skill).

Basically the reason is my understanding of the rules on the transfer of trappings. Simply taking one unaltered trapping and put it with an other skill is not in the spirit of the rules in my opinion. Yet I have allowed it when I'm GMing because it isn't a huge deal.

53
DFRPG / Re: Homebrew Stunts
« on: March 21, 2011, 02:50:16 PM »
What is the fluffy justification behind the transfer of dodge into the guns skill that is in YW147? Just because you know guns doesn't make you better in dodging their bullets or other physical attacks in the slightest, does it?

You are simply that good and swift at fencing and its movements are so deeply embedded into your muscle memory that you have developed a "sixth sense" of where to be. Is that enough fluff? Uw ... that rimed.

Besides it's not blocking. Its dodging.

54
DFRPG / Re: Homebrew Stunts
« on: March 21, 2011, 02:36:08 PM »
Checked the list but didn't find the following. If it's redundant then please don't mind.

Débrayer (Weapons): Your profound skills with the sword (or one other kind of weapon) allow you to avoid all kinds of attacks for as long as you are carrying said weapon. Effectively transfer of the doge trapping into the weapons skill.

55
DFRPG / Re: Convention Games: How Much Control Do Players Want?
« on: March 08, 2011, 09:56:23 PM »
Aspects: I am still determining their Aspects, but I wonder if I should leave 1-3 of these "empty" so players can figure out their own? If so, should I provide the "Guest Star" stories which they can use as inspiration?

There probably isn't an answer to these questions. Unless you bring your own players to the convention game you'll never know what kind of people you are going to have at the table. My suggestion is to bring both and let your group decide. It's not that difficult or much work to make a set of character sheets and leave the story slots open and an other one with pregenerated aspects. Having fun seems most appropriate for convention gaming. Decide on the spot with your players what to do.

Skills: I've determined all of the characters' skills already - but should I go back and make a few empty skill slots so players can customize their skills?

My advice: suggest a set of skills but explain how the mechanic works in the system. Before you start the actual gaming allow them to swap a little bit. If you do it like this you avoid that someone ends up with skills he doesn't like and at the same time you give a little insight into the basic mechanics of the system.

56
DFRPG / Re: Convention Games: How Much Control Do Players Want?
« on: March 08, 2011, 01:55:18 PM »
I have only run one single convention game so far (hope to change that soonish) and that was back last year when the game was pretty much brand new. In the game I had set up I had the Alphas duke it out with some red court vamps who thought it would be a good Idea to crash a frat-party on campus (approximately 3-4 hours of gaming with six players). It was a very simple scenario, but it was great.

Stating the Alphas wasn't too difficult, since three of them are already in OW (I ended up only using Kerby and set the time frame during Billy and Gorgias honeymoon). Most of the players did know about the novels, so it was easy for them to get behind the idea of rolling with the Alphas. All in all it was a pretty awesome afternoon. Try to look into that. Maybe your convention players can easily get behind playing characters from the novels. Perhaps a little side story for the Changelings or Marcone...

That said I strongly advice using pre-generated characters for convention games. There is simply not enough time to do city and character creation, witch usually takes a hole gaming night (at least for me and my players). If the convention players are dead set on creating their own characters go with the on the fly character creation in YW or offer to let them change the pre-made chars to their liking.

If you are lucky and get mainly PR-veterans for players they'll probably roll with the generated stuff, including the relationships. As a matter of fact I had a guy in my convention party that was OK with playing Andy and delivered her crush on Kerby admirably.

Provided the convention you are going to attend is a two day affair and you are set on delivering the full DFRPG experience you could try to split things up. First day city and character creation, second day gaming. But generally I guess you'll have more fun if you create as much as you can in advance.

57
DFRPG / Re: Starting In Media Res
« on: January 25, 2011, 10:44:26 PM »
The situation (spoilered in case any of my PCs stop by) Batman Cold Open;
(click to show/hide)

I'd pretty much start it up as you have just described. You obviously have a pretty cool scene in mind witch doesn't seem to need much more flesh. My advice: look at the aspects of your characters. Do as the book says and draw some reasonable conjectures between fitting aspects and I guarantee you that you'll be able to come up with a nice reason why your PC are in a spectacular car chase with the evil warlock speed racer (*hums cartoon theme*).

The entry is totally Dresden Files so your players will probably dig it if they are fans. Explain as little as you have to about the reasons behind it and see how your players react. Or even better: have a short talk with them about the reasons behind the chase. The DFRPG is all about collective storytelling anyways.

58
DFRPG / Re: Aspects placed by GM?
« on: January 25, 2011, 05:38:23 PM »
Haven't often placed/forced aspects as a GM so far. IMO it can be a little bit tricky and you have to be cautious not to come across as a mean GM that want's to force the party into a certain plot by introducing aspects and compelling accordingly.

As far as I can remember I only did it once. The wizard of our party had been up for about 24 hours strait. I simply stated the obvious and told him to note a temporary aspect of "DEAD TIRED" to his list. I probably should have asked for an endurance roll against good/great or some such instead of just forcing the aspect. That said, I'm actually not sure if I even compelled the aspect later, witch means that the aspect didn't accomplish anything really and was redundant. However it brought the point along that the PC was tired, but I guess I could simply have mentioned that during a narration.

Ask yourself if the aspect you introduce as a GM has the potential to lead to something interesting/cool/worthwhile. If it does you definitely should introduce it. The players will probably like it. If not, why bother? It just adds to the things you have to keep track of. In other words: go with the flow.

59
DFRPG / Re: Starting In Media Res
« on: January 25, 2011, 05:25:56 PM »
"Hey guys, I'm going to start you right in the middle of trouble. So consider this a sort of blanket Compel that starts you in the scenario 1 FP higher than normal."

Reward complications and manage expectations.

Yeah... that's the way to go.

I'd be extra cautious though. You should have a reasonable explanation ready why the PC are currently in the "OH SHIT" situation. Some players tend to get a little skittish when the GM puts their PC in a situation they think he/she shouldn't/wouldn't end up in. Be fair, explain, give FP and try to get the awesomeness of the imagined scene across to them.

60
DFRPG / Re: Spell Damage
« on: January 04, 2011, 07:59:37 PM »
Agreed. So I will give my opinion to the OP.

Don't change the magic system. Use multiple opponents in multiple zones to prevent the one huge smackdown spell that can take out all the opponents. Spell casting takes mental stress, a wizard can't keep casting spells for long.

Also after a bit of exposure to a wizard a named NPC will start looking for magical protection.

JesterOC

I concur with this, yet I can't say that I don't have problems scaling against my two submerged PC sometimes.

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