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Messages - Wolfwood2

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91
DFRPG / Re: Wanting to invoke fate points before the roll.
« on: December 20, 2010, 07:52:19 PM »
Really spending a fate point before is all about those dramatic situations when you really want to lay down the wrath on somebody.

In those situations I find it's usually not so much a question of whether you spend a fate point, but rather of how many fate points you spend.  Very possibly you may get into a bidding match with the referee.  (You have been saving up your fate points for laying down the wrath, haven't you?)

92
DFRPG / Re: Wanting to invoke fate points before the roll.
« on: December 20, 2010, 04:57:58 PM »
I have no guidelines. They can invoke any time. Mostly they invoke before, though.

Really?  That seems massively disadvantageous.  If you invoke before, you might have just wasted a Fate point because you would have made it on the roll alone.

93
DFRPG / Re: Focused Practitioner vs Wizard
« on: December 13, 2010, 11:07:10 PM »
I'm still not sure the arguement against Refinements applies.

There's nothing prohibiting a Focused Practicioner from knowing a tremendous amount about every field of magic.  True, they can only USE one, but they could know the theory about all of them.  (Note that Bob doesn't cast a single spell, and yet seems to be a vast repository of magickal theory and knowledge.)

As you note, Bob doesn't cast a single spell.  So while he knows a lot in the "high Lore" sense, does he know a lot in the "make a bigger boom" sense?

I dunno.  There's nothing wrong with changing it so Focused Practioners can use Refinements differently/take more of them, if you want.  I was just trying to point out that it's not nonsensical from a logic standpoint.  Earlier a ballerina dancer was used as an example.  Suppose you had one dancer who never practiced anything but Swan Lake her entire life, dancing it every day and night.  Then there's a ballerina dancer who has a broad range of routines and switches between them regularly.

Is the first dancer going to be better at performing Swan Lake?  Not necessarily.  The second dancer has learned things that the first dancer never could, never will, and he'll bring them into his performance.

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DFRPG / Re: Focused Practitioner vs Wizard
« on: December 13, 2010, 06:14:30 PM »
Besides the cool thematic reasons, are there any mechanical benefits for choosing an FP over a Wizard?

The extra refresh you don't have to spend.

That said, I do want to address why it's that way thematically in-universe.  The idea is that magic isn't discrete blocks but rather a broad field of knowledge whose various facets blend into each other.  Knowing how to use Water can make you better at using Fire, because you understand how the fluid aspects of fire act.  Knowing how to set Veils can make you better at Wards, because now you understand the parts of Wards that act like Veils a little better.

A "specialist" isn't someone who knows only about his little area of specialization and no other.  That's like saying that, for example, a specialist in Middle Ages history is someone who knows nothing about other historical periods.  That's not how it works.  First you get a broad education on all historical fields, then you go learn more about the specific field that interests you.  Ignorance doesn't make you superior.  A true Specialist is someone who understands the broad area of knowledge and then goes on to focus intently on the particular area that interests him.

So for example, the true specialist Ectomancer would be someone who has Thaumaturgy (so he's learned how Wards and Summoning work in general) and has taken three Refinements in being better at Ectomancy.  He is going to be much more awesome than some guy who never got a proper education to begin with and is just sort of winging it on Ectomancy and nothing else.

95
DFRPG / Re: Evocation Maneuver duration
« on: December 13, 2010, 06:01:27 PM »
   Second, mundane maneuver aspects, even if they are sticky, can be removed by anyone willing to take an action to do it. Most Evocation Maneuvers can only be ended early by someone who can dispell them (anyone can try to lift the bookcase you dropped on somebody, but only a wizard can get rid of the wind you used to pin someone down).
   For the most part I think it evens out.

I think it should be judged on a case-by-case basis.  If the maneuver requires magic to remove, then follow the shift-per-exchange rule.  If it can be overcome by mundane skill, then allow it to linger for the scene as per normal (the mental stress 'paying' for allowing Discipline to be used).

As a for instance, I recently took a rote for my spellslinger that allows him to summon up a cloud of cold fog in a zone, imposing a "Impenetrable Mist" aspect on the scene.  As this is a scene aspect (and hence can be used by both friends and enemies) and as it can be overcome by an Alertness roll, I make the case for allowing it to linger the scene.

96
DFRPG / Re: Need Help with an Unanswerable 8-Ball Question
« on: December 08, 2010, 08:23:23 PM »
Anyways, it's a nasty item with what I hope is a tempting power.  I have decided that to destroy the 8-Ball, you have to ask it the one question it cannot answer.  The problem is, I have no idea what would be a good question.

The plot where there is one right answer to a situation and the players have to guess what it is seems counterintuitive to FATE.  I mean, it doesn't often work well in any system, but especially it seems wrong in a system where players are often encoruaged to make up aspects of the narrative themselves.

97
DFRPG / Re: Social Conflicts Like Pulling Teeth
« on: December 07, 2010, 04:34:27 PM »
Also, my PCs are commonly going around all together to interview people.

In the case of dealing with a reticent, intimidating but socially inclined opponent (such as, say, a Sphinx), should their "targets" be rolling their Social attacks against all the players at once (for example, rolling an Intimidation check against everyone at the beginning and dealing Social stress if the players fail their Defense rolls) or does any attack against a group need to be split like a Spray attack in a gunfight?

I would let them hit the whole group at once, even though that's probably not technically correct by the rules.

That said, I don't think that "interviewing" people should be a constant flood of full-scale social conflicts.  If the other party doesn't want something from your PCs as well, it's not much of a conflict and better settled with a single roll.

Whenever you go into a social conflict, you need to have a goal for the opposing part if the PCs lose.  Preferably a more exciting goal then, "I want them to go away."  If they don't have a goal of their own, it's probably better a single roll than a conflict.

Quote
Just thought of this: should the opponent instead be using the Intimidation check as a social maneuver to set an environmental aspect Intimidating which can then be tagged for free in an appropriate later social exchange with whichever player it likes?

By thwe way, you're aware that Intimidation can also be prvocation and mouthing off, right?  It doesn't have to be threats.

98
DFRPG / Re: Fortune Telling and Seeing the Future
« on: December 07, 2010, 03:29:26 PM »
It's strictly plot device territory in my game; I have a blind ghoul seeress who is trained in divination... and sometimes finds herself compelled to speak/write down cryptic prophecies.  For example,
(click to show/hide)
 

So what would happen if a PC with Thaumaturgy said, "I want to do a ritual where I lay out tarot cards and get some idea of what sort of horrors lurk in my immediate future."?

99
DFRPG / Re: Social Conflicts Like Pulling Teeth
« on: December 07, 2010, 03:27:58 PM »
I'm having a hard time running Social Conflicts. It may simply be that the players haven't prioritized Social skills, but whenever I have an NPC who needs to be won over with social graces, the game just bogs down: the players roll poorly, and end up having to squander Fate Points. Any good threads, resources, or words of advice?

Make failure more interesting.  The really nice thing about social conflicts is that it isn't so much game over if you're taken out or concede.  Rather it means you get forced into a social obligation or position you didn't want to be in.

Your players are "squandering" Fate points because they're convinced that they have to win for the plot to progress.  If they elected to lost, they'd _gain_ Fate points.  You might want to tell them, "By the way guys, I'm designing some of these social conflicts on the assumption that you'll lose.  I mean, if you decide you want to pull it out and win that's your call and I'll deal, but if you want to let yourselves get talked into a sticky situation, that's just fine with me."

Your NPC doesn't "need" to be won over.  It's okay if he's not!

100
DFRPG / Fortune Telling and Seeing the Future
« on: December 06, 2010, 04:46:06 PM »
Fortune telling is pretty classic magic.  Reading tea leaves, dealing out the tarot cards, poking through entrails....  I don't think it's supposed to be a 6th Law violation, as that seems to talk exclusively about actual time travel.  Though then the reference to the Gatekeeper also seems to imply that seeing the future is very difficult.

How should fortune telling be handled in game?  I'm talking beyond Cassandra's Tears, let's assume thaumaturgic ritual type magic to see the future.  The easy answer would be to say it can't be done in the Dresdenverse, but I don't think the books ever come out and say that.  And frankly, like I say above, that sort of divination is one of the cornerstones of magic in stories and mythology.  I'd hate to toss it out or say it's only the province of warlocks.

On the other hand, obviously any type of future prediction is tough in an RPG.  Has anyone handled it in their games?  If so, how?

101
DFRPG / Re: How do you create a familiar?
« on: December 06, 2010, 04:14:04 PM »
I actually just did this with my PC, and I did it by taking the familiar as an Aspect.  I expect that it will be pretty good Compel bait, since the familiar is a physical animal one the one side (and can be put in danger) and can always be yanking my character off to attend to something on the spiritual side.  The key point is that this makes the Familiar "not a character".  It doesn't get its own actions, unless my PC uses his action to command it to do something using his own skill.  (So like, Survival to make it harry an opponent as a Maneuver.)  It doesn't have skills or stress boxes or any of that.  If it gets hurt, that's a Compel.  If it hurts someone, that's me invoking the Aspect to add to my attack roll.

I didn't have the Refresh left to pay for any power anyway.

102
DFRPG / Re: Kumori, Necromancy, and Saving Lives
« on: November 16, 2010, 09:11:03 PM »
I'd also bet that this is essentially the difference between the Senior Council and the younger wizards. The SC has so much practice and skill that they can snap their fingers and throw up a spell that would take Harry all day to perform, if he could manage it at all. And as their skill with those kinds of spells increased, new forms of thaumaturgy came into their reach-- things they probably couldn't even imagine when they were younger, much less have any hope of casting.

So mechanically, we might consider giving them "Sponsored Magic: White Council" to represent that they can cast familiar, well-honed, traditional wizard magic with the speed of Evocation?

103
DFRPG / Re: Empathy, social defence
« on: November 16, 2010, 09:09:07 PM »
On the other hand, Intimidation is one way to apply mental stress that everyone can use. It has so many possible defences because it is so dangerous.

I became much fonder of Intimidation when I realized it doesn't just cover threats, but also sass, backtalk, and provocation.  There are so many situations where issuing a threat doesn't make sense, but who doesn't love mouthing off to authority figures?

"Give it up, old man.  You haven't been on the streets for twenty years, and you don't know a thing about what's going on.  That green rookie over there knows more than you... and he has better breath!"

Intimidation, folks.

104
DFRPG / Re: Tagging a Scene Aspect
« on: November 16, 2010, 09:03:58 PM »
One thing that I've seen in another FATE game is to limit using Aspects to only one of each "type" per roll or per exchange.  So a player can only use one of their PC's Aspects on a particular roll, and if they want to spend more FATE points they have to look outside for a useful Scene Aspect or one of their opponent's Aspects.

That might encourage hitting scene aspects more often.

105
DFRPG / Re: Wizard casting stress question
« on: November 10, 2010, 09:04:10 PM »
Lets say a wizard is casting a power 5 evocation with a conviction of 4.  He takes 2 mental stress.
Now lets say that he fails his discipline roll and chooses to take 2 points of backlash.

Does that mean that he takes one 4 stress hit or two 2 stress hits?

Two 2 stress hits (pne physical, one mental), because they're different tracks.

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