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Messages - KlausGerken

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DFRPG / Re: Assorted questions
« on: February 05, 2020, 09:07:07 AM »
We have a very long running campaign with a very high (16) Refresh with 2 WCVs. One went the "fighter" way, boosting Strength, Recovery and Speed. The other went the "Mind-Whammy"-way and that kind of fizzled out after a while. At first we added some extra steps for bonus damage on the Lust-Attack (basically going towards the Kiss of Death that the King of the WCVs has in the books, as her character is the WCV-Queen of Prussia), but you can never keep up with the bonus damage a wizard will dish out. And then there is always the question on which monsters the attack will work: Humans, sure. WCV - yes. BCV? No, yuck! Fey? Dunno, roll lore to declare.

The player then dropped her last points into a white panther shapeshift, because her WCV became a one-tick-pony. Either it can be mind-whammied, then she wins. Or not, then she's pretty helpless. As a shapeshifter she can fight a little better and has some more options.

DFRPG / Re: Bargaining with demons
« on: January 28, 2020, 09:12:59 AM »
How about the Demon asking for knowledge. Easy stuff at first, common knowledge about some restrictions in say shields cast with fire magic. Those questions are pretty tame. But later, if the wizard depends on him to gain infos, he asks for for more personal stuff in return. Personal information not of the wizard himself, but of an important person, either to your campaign, or a member of the Senior Council.

That could be a birthday, the middle name, stuff like that. In the end it becomes obvious that this demon is trying to compile data on that important person.

DFRPG / Re: [DFRPG] Magic Shields as a Block
« on: January 16, 2020, 04:30:32 PM »
Thank you, Taran!

Assuming you are right, in which Situations would you choose for Harry's Duster to act as Armor? The block seems to be the by far better choice.

DFRPG / [DFRPG] Magic Shields as a Block
« on: January 05, 2020, 12:34:56 PM »
So, I'm again at the point that I might have misunderstood a rule for a long long time. This time: Blocks in Fate 3 :D

Situation: Alex the mage is being attacked and - as a defensive action - calls up her rotespell sprit shield. It has a power of 6 shifts as she is a very experienced wizard.

I was thinking that a block works like this: If the attacker rolls 5 or less, the shield blocks all damage. If the attacker rolls 6 or better, the shield fails to block all damage - its as if it wasn't there.

Alex player thinks that a block works different: Roll of 5 or less: All damage is blocked. 6 or higher: The shield reduces the damage by the block strength, 6 in this case.

Arguments (for my interpretation):
YS210: "If he meets or exeeds the block strength, the action resolves normally". The example later is weird as Harry seems to roll a shield without any shifts put into the effort.
YS293: Carlos Shield can be either a 6 shift block or a Armor:3 - that only makes sense if the shield doesn't work if overmatched - otherwise the block would always reduce the damage by six, the armor only by 3.

Same goes for
Y303: Harry's Duster has also both block and armor values. But the duster might be different from the shield as it can be useful to have armor there: You can also roll a normal defense and then apply the armor. (But that is also true for the shield if you prepared it in advance and give it duration) 

Also, if you use a ritual to summon somebody (like Harry does with the Erlkönig), the circle is a block (stated somewhere in the Paranet Papers). The summoned entity overcomes the block to break free (my interpretation).

Arguments for her interpretation:
YS210: The example implies that the damage passing the block by Harry is reduced by the blocks strength.

Summoning: The block might reduce the Erlkönigs power by its strength to allow Harry to mentally duel the Erlkönig.

So, how do you guys use blocks?

EDIT: Removed some spelling mistakes.

DFRPG / Re: hellfire/holy water interaction?
« on: February 14, 2019, 02:36:48 PM »
To me it sounds like an opposed roll on conviction of the wielders.

DFRPG / Alchemy
« on: November 24, 2018, 06:17:21 PM »
I have a player who wants to become an alchemist.

What do we know about her character?

She's running a rather successful blog on supernatural occurrences. She is a minor talent (psychometric and cassandras tears). She is of gypsy blood. Gypsies seem to have something to do with BCVs - either minons, or in case of her grandmother, mortal enemies. She inherited a piece of jewelery that protects her from their domination.

As a player she's the kind of person who will press on the red button that is labeled "no not touch" just to see what happens. She is NOT good at creating aspects (but her character would be - she has all the awareness and knowledge skills).

She told me as the GM that she would like to learn some alchemy in the near future. I know its part of thaumaturgy, but seems overkill for what she wants to do.

Any ideas on how to give her some kind of alchemy that is both rules light (she's very much a casual gamer) and does not require her to come up with aspects?

DFRPG / Re: Backlash
« on: October 23, 2018, 08:28:54 PM »
Define "easily." What's the skill cap? And are they doing the proper things with the pyramid set-up of the specializations? Because that's another limiting factor.
Skill cap is +6, and yes, the pyramid (I assume you mean regarding focus items?) is being observed. But they do have a LOT of refresh and skill points by now, since we're playing for a very long time. That means that refinements has been taken very often.

DFRPG / Re: Backlash
« on: October 23, 2018, 04:46:32 PM »
Actually, they are (without mental fortitude, but one of them is has taken it last session) easily putting out 15shifts of energy...

DFRPG / Re: Backlash
« on: October 23, 2018, 12:28:42 PM »
First, if her base Conviction for that element is 6, then pulling up 10 power would go past her stress track (the boxes being, in this case, 6,7,8,9).

You are right, of course.

But that said, yes, it's two separate stress hits, not one added up.

Wizards and spellcasters are always a question of resources -- yes, they can throw out huge attacks, but they have, at most, four shots in them before they start doing serious damage to themselves, whereas Johnny McSwordsalot can keep swinging forever.

 There's lots of ways to balance casters in a party with non casters, but after 5 years? It might be time to finish the campaign and start fresh, especially if your other players effectively have no more advancement options. Better to start anew than to stagnate.

4 Shots? Thats no longer true, since Paranet Papers there is Mental Toughness to be had, for a longer mental stress track. Which also means that you can put more shifts into your spells - and with your interpretation of the rules, backlash isn't that much of a problem - so Wizards don't even need fate points to control MASSIVE amounts of power.

DFRPG / Re: Urban Magic
« on: October 22, 2018, 10:07:00 AM »
Exploiting the customs of the city sounds like a taggable Declaration to me. Invoke TICKET TO RIDE, get +2 to complexity/a casting roll. Thaumaturgy territory, for the most part, since most customs are too complicated for Evocation.

Those elements sound a bit narrow and esoteric for Evocation. I'm not sure how I'd zap a monster with a blast of Anonymity.

Electricity seems like a good element, though. I'd be inclined to include light and sound in its bailiwick, maybe even rename it to Energy. Asphalt/Building and Life are basically just Earth and Wood, so those work. But I'm not sure what you'd do with the other two. Maybe Spirit could stick around?

Accidental hexing being compel-based, it's not really a weakness for a player. It's like having no legs; sucks for the character, but the player's getting paid. Wouldn't break anything to just ditch it.

Still, thematically it's better to have a weakness. How about pollution? Cities put out a lot of smog and a lot of garbage. Maybe urban mages are just preternaturally filthy, like living smokestacks.

Anonymity is mostly veils, but also hacking, thinking about the rest. I want this guy to be a lot different from a normal wizard, not necessarily more powerful.

And the smokestack... AWESOME idea!

DFRPG / Re: Backlash
« on: October 21, 2018, 07:17:29 PM »
That is a campaign running for 5 years now. They have masive amouts of refresh and a high skillcap... it makes GMing then quite hard. And after a while the wizards (just like in D&D) just outpace the other characters. The WCV for example has no more options left for her and took shapeshifting just to have something to do...

DFRPG / Re: Backlash
« on: October 21, 2018, 06:29:26 PM »
That makes it a lot cheaper to cast spells you can't really control. I don't like it...

DFRPG / Re: Sponsored Magic and Focus Items
« on: October 21, 2018, 04:43:33 PM »
Thank you very much for your answers!

DFRPG / Backlash
« on: October 21, 2018, 04:41:13 PM »
So the player of the wizard read the rules... :)

EDIT Correction edited in, because math was wrong - thanks to Mr. Death

A spell with 10-shifts of power is being cast.
Her conviction is 6, she gets +1 bonus on power. So she crosses out the 4shift stress box
She rolls a +1 on a discipine of 5, get +2 bonus from focus items. Thats just 8, so she takes the 2 shifts as backlash, crossing the 2shift stress box (but not on the mental stress track.... she is a powergamer after all!)

The way I read the rules, she would have to absorb 6 points of stress in one go.

Who is right?

DFRPG / Urban Magic
« on: October 21, 2018, 04:34:19 PM »
I want to create a wizard based on Matthew Swift (A Madness of Angels by Kate Griffin)

He has a very very citybased magic. I'm especially impressed by a situation where he flees a monster. When he reaches a subway-station, he uses the "custom of the city" that you can only enter if you are in possession of a valid ticket, using his magic to enhance this custom, while reading the term of use aloud. That is awesome! He does not (IIRC) create an element like Harry does when using a fireball, but is able to direct the elements allready in the city: Water in the earth, Electrity in the powerline, etc. He talks to the animals of the city, etc.

I found the "urban magic" in the sponsored magic list an I like it very much, maybe it can be used if modified, esp. if it is added to a full wizard template.

But what I want to dissus here is a modified approach to a full wizard.

Your Story,  p. 253 tells us that the platonic view on elements (fire, earth, etc) isn't the only one working - asian casters would use the daoist approach. So lets start with different "elements"

Version 1:


Version 2:

Also, since I want to interact with tech, I need to change the "Wizards can't use tech"-caveat. YS, p. 229 says its not really defined.Somewhere else (maybe in the books) its said that before tech was a thing, Wizards made milk sour... so they only have an area of incompetence. That could be something totally different.

I'm not sure what that could be. In the age of the internet a young wizard might "believe" in tech (like my version does), so tech works for him - even better then for mortals. But what is it, he does not believe in? Inter-personal relations springs to mind, seeing all the people talking over the internet, but in my group that would be impossible - we play mostly drama and inter-personal relation take up a lot more time then killing monsters.

Not being able to interact with "Nature" would work too, but that has never been a theme for both the books and our table, so that would be "too cheap"

Any ideas or input?

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