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Messages - wyvern

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46
DFRPG / Re: Where I Read: The Paranet Papers
« on: March 17, 2015, 08:47:50 PM »
On Baba Yaga: I think she's Mother Winter in the same way that Vadderung is Kringle: same person, different aspect or mantle.  And the thought that she's looking for a mortal champion of her own meshes fairly well with (Cold Days spoiler)
(click to show/hide)

47
Some interesting points.  I'll add another one: it's quite possible for the players to be proactive when their characters are reactive; I have had quite a bit of fun playing a wizard who really just wanted to be left alone to study... and was loaded up with aspects that ensured that wasn't going to happen.  I was fairly proactive about finding ways to get those aspects compelled, but the character was essentially reactive - and, given a few weeks (or months or years) of downtime, he'd happily spend it working on magical research.

48
DFRPG / Re: Paranet Papers
« on: March 14, 2015, 01:43:03 AM »
p195, there's a sidebar that says "But what happens if you (or someone you know) tries to carve out a little space of the Nevernever for themselves? We included some rules for that on page 243."  Except that p243 has nothing of the sort... nor does anywhere else that I can find in the books.  Having had a PC try to carve out their own demesne before, I was really looking forward to some advice on the topic...

49
DFRPG / Re: Reactive Shield Spells
« on: March 12, 2015, 06:42:32 PM »
Sounds about right. In practice it just means that if a Wizard wants to shield he can do so early in the exchange, rather than wait for his turn. Not sure how I feel about that; other characters don't get to rework Initiative like that, but it is limited.
Actually, they do - there are several mortal stunts that allow you to do something now in exchange for losing your next turn; that's why I proposed being able to do that as requiring a reactive shield stunt (or a relevant aspect and a fate point to invoke for effect).

The question to ask now is whether ambushes would lower your skill to 0 and how that effects rote spells.
If you're truly unaware of the attack, you can't put up a reactive shield.  Period.  Well, unless you've got something like, say, an aspect relating to precognition and a fate point to burn.  This is where stuff like Harry's duster shines - in IC terms, it's an always-on defense, which justifies using one of its OOC-limited charges against an unanticipated attack.

50
DFRPG / Re: Reactive Shield Spells
« on: March 11, 2015, 10:30:59 PM »
My interpretations would be:

1 & 2: It's just for the single attack in question; further attacks that turn would need their own spell.
3: I'd probably go with "No", unless the rote was explicitly designed as a reactive shield.  This one's debatable either way, though.
4: Yes.

However, I would also allow a stunt to improve reactive shielding - sacrifice your next turn, and you can just cast your shield spell as normal, increased duration and all.  And in this case, keep in mind, the base duration of "until next turn" would skip over the turn you sacrificed.

The other thing I've used is enchanted items as "reactive shields" - if you've got a shield bracelet, there's no reason it can't be both a +1 focus and an enchanted item capable of bringing up a block 4 force field at a moment's notice.  Mechanically, this tends to work out a lot better for the wizard than PP's reactive shield rules... but of course, it also depends on having your tools with you.

51
DFRPG / Re: The Catch.
« on: January 16, 2015, 05:54:47 PM »
Uhm... Yes it is?  The "same catch" in this case being, for the above example, "ice/cold effects of weapon rating 3 or more".  There's certainly no rule against adding extra limitations that you don't get a rebate for (and in fact that's often a good thing that gives you more chances to net fate points from compels on your aspects), so I really don't see why you'd argue against this based on "rules-as-written".

52
DFRPG / Re: The Catch.
« on: January 15, 2015, 07:44:44 PM »
Just as a note: you can, technically, have different catches for toughness / recovery.  But the rebate you get is only for things that would apply to both catches.

For example, if your toughness power can only be pierced by, say, high powered weaponry (defined as anything with weapon rating 3 or more), and your recovery power will heal you from all wounds save those caused by ice/cold, then the catch rebate is probably a +1*: to bypass your defensive powers basically requires ice magic, as nothing else ice/cold based is going to meet the required weapon rating.

_____
* Possibly plus another one for researchability.  Maybe +2 if it's totally obvious - a lava monster with a thick rocky skin might justify a +2 for researchability for the example catch.

53
DFRPG / Paranet Papers Preview
« on: November 04, 2014, 06:08:37 PM »
I haven't had a chance to look at it yet, but it seemed the sort of thing people on this forum might want their attention called to: http://www.evilhat.com/home/the-fifth-day-of-halloween-week-and-treats/

54
DFRPG / Re: Are there any advantages to Power over Control?
« on: October 24, 2014, 04:53:31 PM »
When setting up specializations and focus items, no, there's no particular advantage to power over control (assuming you have "enough" power, anyway, which is mostly an issue for maneuvers.  But can also matter for some of the interesting things you can do with sponsored magic evothaum...)

However, when setting up skills, there's a very good reason to go for power over control: power is tied to the same stat that gives you your casting stress track.  So if you're looking at will 5 / discipline 4, versus will 4 / discipline 5, the former gives you an extra minor mental consequence slot, which means one more spell you can get off when you really need to.

55
DFRPG / Re: Killing renfields with magic
« on: September 09, 2014, 06:45:09 PM »
There's actually one more possibly-important question here: When this battle came up, did you, as the GM, hold up a pile of fate points and say "By the way, since you're Under Investigation by the Wardens, it'd be a really bad plan to kill using magic here..."

If so, and if they took those fate points and then went gung-ho anyway, then go right ahead and complicate their lives.  If they bought off the compel, then maybe the Warden investigating knows about the local vampires and Renfields, or maybe there's some other power in the area that decides to claim responsibility for destruction of tools of the vampires...

56
DFRPG / Re: Killing renfields with magic
« on: September 09, 2014, 04:36:12 PM »
I'm inclined to rule that renfields aren't human anymore - for the simple reason that I don't think you can soulgaze them, because there's nothing left there.  They don't have even a scrap of mind or free will left to them.  As such, I'd rule that killing, transforming, etc., a renfield is never a law of magic violation (though using necromancy on one could be, for the same reasons that a corpse isn't human anymore, but necromancy on human remains is still prohibited.)
(By contrast, I would rule that killing a human in self defense nets you a lawbreaker power - even if the Council decides not to punish you for it.  I'd also be strongly inclined to make such an event count as a major milestone, with +1 refresh all around.)

Of course, that's a separate thing from how the Council views it.  If the PCs can prove that those were renfields that attacked them - and that they knew at the time that's what was up - they should be on solid ground to avoid more than a warning.  If the PCs are relying on the "self defense is okay" argument, well, that seems to be a leniency that the Council only offers to its own - remember that Harry was almost executed for self-defense, and the only reason he skated out is that someone was willing to take up the Doom and take him on as an apprentice.

And in a case where the PCs already have a black mark against them... I can't see the Council reacting with anything other than kill first, ask questions never.  Unless, as someone suggested, somebody (either within the Council or a sufficiently powerful outside force like a Freeholding Lord) decides to stick their neck out and intercede on the PCs behalf.

57
DFRPG / Re: Blocks versus Shapeshifters
« on: August 05, 2014, 04:58:27 PM »
Hm.  Some interesting thoughts in this thread.  Here's how I'd generally address some of these:

There is no "roll" in moving between zones that lack terrain features between them that your character sheet can't automatically overcome (things with legs can walk across a parking lot, things with wings can fly over fences, aquatic creatures can cross a river).
This one's false.  You get one free shift of movement as a supplemental action; if that's not enough to change zones, then you need to make an athletics action to move.*  And for this, it doesn't matter if the zone border is a 'natural' one (say, from an inconveniently placed shrubbery) or resulting from a block (say, from an earth wizard raising up a wall in the middle of the parking lot) - either of these will prevent movement.

* Footnote: some exception may be made for creatures with extremely high strengths; there are rules for what you can break (I think it's something like might -8 or somesuch?) without requiring an action.  Of course, this requires the block be one that can be just punched through with raw strength; a black court vampire might not slow down for a locked interior door (just breaking through it), but a threshold or act of Faith would not be so vulnerable.

Now, say that wizard brought up a wall - and it's a +6 block, versus your athletics skill of one.  You can't directly overcome the block; even with a +4 on the dice, you're out of luck.  What you *can* do here is spend an action to try to remove the block, breaking it down with might or magic or maybe just scrounging up a fire hose to short out the wizard's abilities.  That's a basic opposed roll - and if you take the -1 penalty for a supplemental action, then (assuming your roll succeeds), you'd be able to break the block and move one zone after.

For blocking things that aren't measured in shifts - such as most shapeshifting - you'll want a compel.  Succeed at a maneuver, use your free tag for effect to trigger a compel.  In some cases, this'll be a freebie; put up a circle around a wizard who casts shapeshifting spells, and (unless he saw what you were doing and prepared a counter-maneuver to draw in power or something), that's that.  In other cases, it'll just fail - put up a regular circle to try and lock down a loup-garou, and you're just out of luck.  But hey, that's compels for you.

Now, there are some cases where you can clearly block shapeshifting with an actual block action.  For example, the Human Guise power mentions discipline checks to maintain a human appearance; you could use intimidate skill to incite such anger that your opponent can't shift back, for just one example.

58
DFRPG / Re: True Shape shifting without modular abilities
« on: July 29, 2014, 06:13:09 PM »
There are three solutions I can think of offhand.
  • Use skills to represent abilities.  For example, a small creature might have high athletics (for the ability to get past obstacles, much as something with small size could run under a fence) and high stealth.  A bear might have strong fists, might, and endurance skills - get those high enough and you can match something with powers and lower skills.  Just because you have sharp pointy teeth doesn't necessarily mean you get a weapon rating from them.
  • Houserule a power that lets you change modular powers as a supplemental instead of a full action.  I'd probably limit this to changing to one or two specific power sets that you've pre-arranged; maybe you can quickly change to a tiger, because you've practiced that form a lot, but need the full action if you have to turn into a shark.
  • Or you can skip modular powers entirely, and just outright buy the abilities you can shapeshift into, maybe with a +1 human form limitation.  Want to be able to take on forms of both hulking bear and tiny pigeon?  Buy supernatural toughness, and inhuman strength, and hulking size, and diminutive size, and wings.  Sure, you can't use them all at once... but it makes shifting much faster.
Of course, the other thing I'd suggest if you're looking at true shapeshifting, is to limit yourself to specific pre-defined forms anyway.  Trying to keep track of a completely malleable skill stack is obnoxious, and I really can't recommend doing that in actual play.

59
DFRPG / Re: Conjuring Concept/Questions
« on: July 29, 2014, 01:48:29 AM »
I'd definitely look into Greater Glamours & Breath Weapon.

Also note that a Sponsored Magic doesn't necessarily have to have a 'real' sponsor; examples to the contrary being Kemmlerian Necromancy, as well as Ley-Line sponsored magic.  Of course, if you're going to actually take any sponsor debt, you need to work out with your GM how that's going to come back to haunt you...

60
It's definitely not a concession.  You don't 'concede' a fistfight by pulling a gun and trying to shoot your opponent with it.  It's an escalation.
That's a bad example.  Here's a better one: You're in a fistfight against a local gang leader for control of the gang.  You're losing... is pulling a gun a concession, here?  Well, actually, yes: you've conceded that you're not getting control of the gang, and are trying to start a different conflict where you and your buddies just wipe them out instead.  And the table might decide that, y'know, given it's a concession, it's reasonable to declare that the other guy's buddies intervene before you can get the shot off, and there's a bit of gang-vs-gang fighting while the leaders can stand back and get their breath back.

Edit: Removed a bunch of arguments because, in the time it took me to post this, other people have said them already and there's no point beating a zombie horse.

* * * * *
That all aside, I'd second the suggestion of stunts or powers to cover no-stress-cost spellcasting.  Consider powers like Breath Weapon, Claws (being able to throw out a four foot jet of fire is basically melee range, for just one example), Glamours, the various incite emotion powers (though a wizard may want to avoid those for fear of law-of-magic issues), and balance around those.

Of course, if you do that, you will also need to figure out how to deal with any munchkins you might have, who will quickly realize that they are far more effective adding an extra +2 power to their five-ish big spells than they are by adding a whole bunch of power two spells they can use for free.  Maybe start giving out refresh that must be spent on stuff that's not your main focus?  (Kinda like D&D EL6 rules, where you stop gaining raw power and start adding gestalt levels...)

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