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Messages - Victim

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61
DFRPG / Re: Why Martial Arts?
« on: April 24, 2010, 08:55:11 PM »
I always thought of fist as a more lower power level skill, but i think of you have claws you use fist, and then it can be pretty deadly!

Claws are 1 damage for 1 refresh, and aren't concealable by default (granted Human Guise is -0).

Strength powers provide 2 damage for 2 refresh, adds other benefits relating to Might and grapples, is not an obvious weapon.  Moreover, you can also stack strength with muscle driven weapons - like most melee weapons - to further boost damage.  So you can combine a free weapon 2 with Strength to hit for 4 damage, whereas Claws doesn't stack with weapons.

In terms of damage adding powers, Strength powers have the same overall damage efficiency as claws, have higher peak damage since they stack with weapons, and provide other benefits.  So Claws aren't exactly going to be a part of too many ideal combos.

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Right before the building exploded, Temper tells the Warden: "I told you so."

Her failed investigation was also sidetracked by her "discovery" that the secret ingredient of Coca Cola was derived from vampire venom.  :)

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DFRPG / Re: Favorite Power Level
« on: April 23, 2010, 10:36:16 PM »
Exactly


Yeah, I'd much rather a workable projected set of stats for a lot of the heavy weight guys even if it means they'll be contradicted later than have cop out "well, they'll have this at a minimum, but actually have tons more that aren't listed" stats.

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DFRPG / Re: The First Law Question.
« on: April 23, 2010, 10:23:07 PM »

neither dose the gatekeeper have lawbreaker seventh when he obviously should. the game writers obviously did not want to give lawbreaker to the "good guys" regardless of weather or not it makes sense.


Or the alternative is that some people are more strict with the laws than intended.

I mean, we haven't seen Gatekeeper use any powers obviously derived from Outsiders.  There's probably some distinction between seeking knowledge about how to defend/preserve the Outer Gate and stuff from beyond it that he can use.  It may be a fine line, but it's there.  Kind of like how you can modify your own mind or body legally.

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DFRPG / Re: Why Martial Arts?
« on: April 23, 2010, 10:01:40 PM »


If there's something else, or you don't feel Fred's answer is insufficient, we need to know what and why.


'Martial Arts' isn't necessarily just mean eastern Asian fighting styles; that's just a generalization like so much in the system.

I don't recall saying that it did mean only Asian styles, or that there was a problem with the name of the stunt.

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The advantage that the MA tree has over the Weapons tree, is that your fists can't be taken away from you. You can't be disarmed without being dis-armed (pun for effect). This inherently makes it a more generalized set of stunts. Just think for a moment about the Dresden books, and how often Harry has something taken away from him mid-fight. Someone with more unarmed potential doesn't need to stop and get their gear back; in their portion of the narrative, they are always ready to go.

Yeah, Fists can't be disarmed.  It pays for this advantage with lower damage - even Weapon 2 is pretty easy to get for Weapons skill, and weapon 1 is pretty trivial.  Moreover, someone actually worried about getting disarmed can carry multiple weapons. 

Also, Deceit can be used to conceal items (like weapons), so you can attempt to minimize the time spent without weapons).

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Personally, I'm inclined to agree from my vague recollections that Killer Blow is possibly too weak for the total costs and the raw situational nature of it. What else in the MA tree suffers from this, or is this the only real egregious example, and everything else is kind of on the line?

Martial Arts allows the character to make declarations and assessments.  Other perception and knowledge skills can do the same thing.  So if the character already has those abilities (because you wanted initiative, you're playing Batman or a tiny police detective, etc), then the Martial Arts stunt is redundant with the character's other traits.  But, by RAW, it's still necessary to take Martial Arts to open up some of the other Fists stunts.   Even if the exact aspects you can find/invent with Martial Arts will differ from what other skills can provide, you could still come up with something.

While the other MA requiring Fist stunts can be good (Footwork looks great, but doesn't require MA), they seem equivalent to stunts from other skills.  There doesn't seem to be any additional advantage that justifies those 3 stunts being the only stunts in the game with a requirement.

Lethal Weapon's damage bonus is less controllable than some other damage boosting stunts, and automatically worthless against a wide range of opponents.  Especially if a lot of mortals wear some kind of armor too.

Killer Blow looks more interesting since you know you've hit before you spend the FP.  Invoking aspects is going to be generally better since they boost accuracy too, but you may end up with nothing if your opponent decides to match your investment (or is just good at defense).  By the time Killer Blow can take effect, it's too late for them to do anything about it.

66
DFRPG / Re: Favorite Power Level
« on: April 23, 2010, 08:00:13 PM »
Submerged.  The name of the game is the Dresden Files, not the X Files.  :)

I'm actually surprised that -10 (ie, starting Harry) is the highest starting level.  Storm Front and Fool Moon aren't exactly my favorite stories.  And Fool Moon (the last time Harry was a 10 refresh character according to the advancement plan) was NINE years ago.  The more recent stories feature a much more powerful Harry, with much more effective allies (making his situation more like a PC in a group).  It seems weird that the game is emphasizing starting levels below Harry's starting level and doesn't seem designed to cover the action in the newer, more popular books.

Of course, then they'd have to make real stats for some of the powerful monsters and wizards, instead of just saying Plot Device.

67
DFRPG / Re: Evocation: Control is better than Power
« on: April 22, 2010, 08:06:20 PM »
When targeted multiple specific targets with a spell you have to split both your targeting shifts as well as your power shifts.  So splitting your attacks with magic doesn't give you an advantage for having more raw power.

That being said, you do need to have enough shifts of power to buy the area size or number of targets desired.  I think that most wizards would be able to that though even if they prioritize offensive control more - especially for selective multitarget attacks, which seem like they'd quickly become completely useless if stretched too far, unless used in an ambush.

For Thaumaturgy, the consequences of a failed discipline can be catastrophic since you lose control over ALL the shifts of power generated so far, not just the ones in that exchange.  However, Conviction governs your flow rate, allowing you get more done in time critical situations - which seems like it'd also need Lore to work without prep time.

68
DFRPG / Re: The First Law Question.
« on: April 22, 2010, 05:48:15 AM »

As to the bomb question, I'm going to side with the dissenters and say that a bomb serves one function, and one function only. To kill. Even young people know that bombs kill people. It would be VERY hard to say that even a very young practitioner could reasonably believe that his/her bomb could never be misused or kill unintended targets. Even if it didn't bring down the Lawbreaker stunt (depending on how intrinsically corrupting the Laws are in your world), I would probably say he becomes Target 1 should the Wardens find out about it.

I hear swords are pretty sweet at killing folks too.  How many Lawbreakers does Luccio have for making those magic weapons that get used on humans (intentionally even :) )?

The one thing I don't get is why make magic bombs?  Normal bombs aren't good enough?  Maybe the character deserves the stunt/penalty just to learn the lesson that not everything should be magic. 

69
DFRPG / Re: Why Martial Arts?
« on: April 21, 2010, 06:49:37 AM »
Generally giving a stunt a prerequisite is about allowing that stunt to be just a tidge more potent (possibly instead more broad). We figured martial arts would be a way to chart that sort of thing out, though really, you can ignore the prereq element if you like. (But I think it feels more real if people have to *understand* fighting styles before they can gain their benefits.)

Well, it doesn't seem like the ability to make analyze fighting styles is unique to martial arts, since other skill types can do the same thing without an inherent limitation.  How someone buys that capability didn't seem to be of great importance.

Second, it seems weird that the default assumption seems to be that someone with Superb Fists wouldn't understand what they're doing.  I mean, that character is essentially operating at a free tag above a Fists 3, MA character (which seems pretty good for someone not planning on punching monsters in the face).  Effectively, the advantage that character with MA can gain with study is applied reflexively by the other character.

Finally, what MA based stunts are more potent than usual?  Guns has something like Armed Arts, letting the character use Guns for certain weapons.  Weapons has Riposte, which is a lot like Redirected Force (except probably better).  There's Lethal Weapon, which is +2 damage with a limit that comes up a lot.  Weapon 2 can be quite good though.  However, it seems less like a bonus for a prerequisite stunt and more like something to make up for the inherent lack of damage to Fists attacks.  Other skills can get something like +1 damage for a stunt (target rich environment/way of the bow for Guns, Off hand weapon training for melee) and start with more damage.

70
DFRPG / Why Martial Arts?
« on: April 21, 2010, 02:23:47 AM »
The Martial Arts stunt allows you to use Fists as a perception/knowledge skill for making assessments and declarations, but only for fighting style.  It's a pretty standard example of adding a new trapping to a skill.

But why would a skill swap stunt be the requirement for half of the Fist stunts?  If you already have other knowledge/perception skills to make assessments - which shouldn't be too unusual - then you're essentially spending a refresh just to access the other stunts (and get a more limited version of something you already have).  It's not like those stunts are amazing either - Redirected Force basically equivalent to Riposte; Armed Arts isn't too far from Hand Eye Coordination.

Sure, you can use Fists whenever, as opposed to needing a weapon out, so they can apply more often.  However, it seems like you're already paying for that in lower damage.

Martial Arts was the only stunt in the book that served as a requirement to other stunts - as opposed to SotC, where all skills had stunt trees.  Why restrict Fists, of all skills, in this way?  It seems a little like too much focusing on the name of the Stunt as opposed to what it does.

71
DFRPG / Re: Evocation: Control is better than Power
« on: April 20, 2010, 10:25:26 PM »
Additionally, Control in excess of your Power is worthless on all non-Attack spells, since they require Power for every shift of effect (a 6 shift block requires 6 power...no matter what you roll on Discipline).

Yes.  Excellent point.

Fortunately, the game offers a way to vary your power vs control settings differently for attacks versus defenses: Focus items.  A caster can still favor control on attack spells by taking a Blasting Rod (or equivalent) loaded with control bonuses (instead of power or an even split), and then bolster his shield with a defensive power focus item.  So you can get the benefits of both approaches.

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But, this discussion is one of the reasons my Warden Pup character, who is an evocator, keeps his Discipline and Conviction even at +5. Best of both worlds.

Yeah, that does get you the most juice in your spells.  But it's also 2 top level skills, which is big chunk of your resources - not all evokers will put that much into it, but they still might want the most bang for the buck.  And you can still shift adjust your tradeoff via specializations and focus items even if both skills are at cap.

72
DFRPG / Re: Evocation: Control is better than Power
« on: April 20, 2010, 06:21:21 AM »
I was/am under the impression, that in Spellcasting you choose the power of the spell and the damage is determined by how much power you use in the spell.
So no bonus damage for an high to hit roll.



Under evocation attacks, it says that shifts of power increase the weapon rating of the attack without contradicting the normal rules for attacks.  And the example has Harry doing 12 stress with an 8 weapon spell because of his to hit roll.

73
DFRPG / Evocation: Control is better than Power
« on: April 20, 2010, 03:55:53 AM »
Control (Discipline) bonuses are more useful than power (Conviction bonuses) when using evocation.

First of all, the normal combat mechanics favor accuracy.  To use an extreme example, let's compare a Weapon 2 with 8 to attack versus a weapon 5 attack with 5 accuracy (a more extreme 8/2 split would involve taking backlash).  Each extra success on attacking adds to damage.  When the weapon heavy attack barely hits against a defense 5 target, it does 5 damage.  Against that target, the 8 accuracy attack has 3 successes, so it hits for weapon 2 plus 3, also 5.  If the target's defense is 0, then both attacks hit for 10 damage.  And if the defense is more than 5, then the accurate attack is the only one doing damage.  So accuracy, and thus Control/Discipline, have a clear advantage because they'll do at least as much damage as a more power shifted attack.

Next, spellcasters have an easy way to get additional power beyond their Conviction.  Each evocation with some power to it costs at least 1 stress.  And you can overchannel to get additional shifts beyond your Conviction by taking additional mental stress.  After you have 1 point of mental stress, both a 1 point hit and a 2 point hit will fill in the #2 mental stress box.  So you can essentially overload your spells for free: a caster with 4 mental stress boxes can cast 4 evocations at power; or 1 at power, 1 at power +1, one at power +2, and one at power +3.  Gee, which one sounds better?  :)  Of course, you need to have enough control rating to handle that boosted power without taking backlash or wasting it in fallout.  Having control somewhat over power helps with using the extra juice safely.

Of course, someone planning on attacking with magic a lot probably wants Conviction 3 as a minimum to get 4 mental stress boxes.  And both skills are obviously important!

However, with a Superb skill cap, Conviction is worth another look because it can grant another mental consequence.  OTOH, you might need it, since it would be harder to control your spells (without a control heavy focus item).

Note that I'm only really looking at how the skills affect spellcasting.  Maybe you like conviction for some other use, as well as casting.  However, it seemed like Discipline could be used as a defense against many mental and social attacks, whereas Conviction comes up mostly for the stress track and the Holy powers, as far as I remember.

Unless I'm missing something.

74
So is Temperance's Denarian letting her use it's powers to corrupt her enough to take her over completely?

Probably.  

However, Denarians supposedly thrive on suffering and fear.  A campaign to explode or otherwise kill monsters - especially monsters that tend to attach themselves to high places in mortal society, like Red and White vamps - might further its aims as a byproduct.  It might not have to do anything besides nudge a bit more towards paranoia and violence.

------------------

The end of the fight was prolonged for more reasons than just consequences dragging it out though.  First of all, Whitfield wasn't carrying a gun, and didn't have fists or weapons.  He took some backlash as mental stress (and took a minor physical consequence early), so his evocation juice ran out swiftly.  He wasn't packing heat and had neither weapons or fists, so he had no attacks at the end.  I had some bad defense rolls, so I was burning the free tags from John's maneuvers and the vampire's consequences to boost dodges instead of improving a hit by 2 more damage.

Also, Temper didn't turn into a horrible scorpion-person-thing that had +4 Weapon 3 attacks and Armor 2.  That would have done damage faster, and let me save free tags for offense since Supernatural Toughness would have meant less need to dodge.  Maybe not using her powers to avoid corruption and dependency would have been worth a Compel?

Finally, I'm kind of glad the fight went like that.  I was pretty worried about taking any consequence besides mild.  It was enlightening to see exactly how tough someone could be when going all out.  I wouldn't want every enemy to fight like that, but it was good to learn how of a difference it could make.  You can get a lot of variation in enemy threat from the same stat block just from increasing their willingness to concede or take consequences.  It'd kind of suck to be used to fighting 'wimpy' vampires who get taken out easily and then caught off guard by how damage they can potentially take later.

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Thats a tf2 quote right? lol

I think it was in Homestar Runner first.

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Then I'd compel Temperance's They're out to get me aspect to give her a fate point if she jumped into the fight because she falsely believed the vamps were gunning for her.

We generally play very team focused games, and our characters had worked together in a few background stories, so I had her jump in without any prompting.  Besides, I'd figure that a Compel of that aspect might involve her taking cover from the wizard AND the vampires, since he 'obviously' set her up...  A compel for a fairly combative character to help an ally in a fight seems pretty weak.

75
DFRPG / Re: Mortal Stunts: Is this a typo?
« on: April 16, 2010, 05:36:23 PM »
Do you think it would be unbalanced to have a variation of "Resilient Self-Image" that would apply only to mild mental consequenced caused by spellcasting?



Well, extra consequences that you can choose to use to support your main ability seems a less limited than bonuses that only apply to torture.

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