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Messages - babel2uk

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1
DFRPG / Re: A problem with the rules, and a simple fix
« on: August 16, 2011, 05:16:11 PM »
Hmm, I can't say that I'd have that situation as a direct contested roll anyway, it doesn't make sense from a mechanical or narrative point of view :-\. Surely the difficulties of the rolls are pretty much unrelated. The athletics guy's action is based on area boundaries and the difference between the time it would normally take and the how long they want it to take (within common sense depending on whether they have any sort of speed ability). The craft guy's roll is based around the complexity of what he's trying to assemble, how much he's rushing and any other minor environmental factors.

The result is entirely dependant on the time reduction part of the equation though which is a judgement call by both parties as to how fast they think they need to be. If the Athletics guy pushes to make it there in 'half a minute', but the Crafter has reduced their crafting time to 'a few moments' it doesn't matter if athletics guy rolls higher, he'll still be too late.

If they've both elected to reduce their times to the same timeframe then it depends on a bunch of other stuff, not least of which are just how fast athletics guy can move and how fast the the tech activates when the last piece is in place, and what it actually does.

2
DFRPG / Re: A problem with the rules, and a simple fix
« on: August 15, 2011, 08:37:13 PM »
To be fair, I wonder whether the Hiding rules are just badly worded in the rulebook.

I've checked out a couple of other Fate games and neither seems to impose an initial difficulty on the roll as such. It's just treated as a straight comparison of the hider's stealth roll vs the searcher's perception. In Spirit of the Century modifiers are applied directly to the hiding roll:

+4 for Pitch Black, no visibility
+2 for Darkness, Smoke, Thick Fog
0 for Dim Lighting
-2 for Good Lighting
-4 for Bright Lighting

These bonuses can be modified further by small things that may be taken into account (-1 or +1 depending on what the small thing is). SOTC actually goes as far as to say that you don't begin to make any sort of stealth roll unless there is someone looking.

That said, having the difficulty as presented in the rulebook does have echoes of the Evocation rules, where your roll not only tells you whether you draw the power successfully, but also how well you target it, so maybe it's intentional.

3
DFRPG / Re: Summer Knight
« on: December 02, 2010, 08:27:14 AM »
So I guess if the GM wants her NPC to initiate a compel the GM can have a discussion with herself and pay herself a fate point if she decides its compel-worthy and then she can run the compel as if she herself initiated it and offer that fate point to the PC.

Life is really too short.

*sigh* sometimes I really wonder why I bother responding to some of these threads. I think I shall just not bother in future.

4
DFRPG / Re: Summer Knight
« on: December 01, 2010, 04:24:26 PM »
The only exception is sponsor debt.

Which can be incurred by breaking an oath to the sponsor as well as by drawing extra power. So yes, under normal circumstances fate points do have to be spent to compel a character. However, once they break the wrong sort of oath (and I'm inclined to think that the mantle of a Knight of the Faerie Courts probably qualifies as one of these) the sponsor gets to compel them a certain number of times without spending fate to do so.

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DFRPG / Re: Summer Knight
« on: December 01, 2010, 02:57:51 PM »
Compels come from the GM not NPCs.

Compels can come from NPCs. Exactly the same way that they can be done by PCs.

However, the description of the Knights of the Faerie Courts in their template does seem to indicate that they are effectively Oathbound - they are compelled to follow the orders of the lady, queen and mother and to represent their court well. Yes they have an amount of free will, but it's seriously restricted in many ways. If you take the harsher (and probably most accurate) version of an Oath from the Oaths, Bonds and Bargains section it means that the knight's patrons have a pool of compels that are already paid for and so cost no fate points to inflict and give none.

6
DFRPG / Re: Held at gun point
« on: November 30, 2010, 03:44:02 PM »
To be fair the system just doesn't cover the sort of random death possibility inherent in that situation. In the book Harry lists numerous possibilities as to why he wouldn't be killed by Trixie's shot, and only mentions the possibility that it might kill him as a tiny possibility of a lucky shot. He's mostly concerned with talking her down so he can get information out of her and get to Emma in time.

If you want to model that random possibility of instant kill mechanically then you're probably looking at the wrong system. From a narrative persepective there's never really any doubt that Harry would survive the shot, only whether or not he'll be hampered by a bullet wound later on. As far as PCs performing one shot kills with a pistol goes, it's simply down to who they're shooting. A minor NPC will probably be killed outright with a single shot if the PC decides that's what they want to happen. A major NPC, not so likely to be killed by a single shot, even if you've got them cold. It just depends on how many consequences they're willing to take to do so.

For shooting if you've got the drop on someone the ambush rules seem appropriate.

7
DFRPG / Re: Fun with quick wards... or... blocks, really?
« on: November 29, 2010, 01:40:17 PM »
The rules define an exchange as being as little as 30 seconds, or as much as a few minutes. Thaumaturgy's big limitation is that the simplest spells take minutes to cast. My own POV on this is that Thaumaturgy exchanges always fall into the 'a few minutes' length, while combat defaults to 30 seconds. So while characters may have 'a couple of exchanges to react' that may only amount to a minute, while casting that ward may take 3 or 4 minutes - or you can rush through it in 2 (but that would obviously put the aspect of 'rushing it' on the spellcasting attempt  ;)). Obviously if the time the PCs have to prepare is 4 or 5 minutes then there's no real problem with them throwing up a simple ward, but the question then becomes why are they being given so much time and why would they spend it casting a ward when they could simply leave the area by other means?

The rulebook also states under the Optional rule that allows you to reduce complexity by sacrificing effect time:

The GM should also make it clear how short is too short—if the effect is shorter than a scene, why isn’t the wizard doing it with evocation?

Being able to perform a ritual with no prep isn't the same thing as being able to do it quickly. It just means that you have the materials with you to perform the ritual. Given the shortage of time you've really only got aspects to rely on if you need to boost the power. And there's always the chance that you'll need those fate points to re-roll the casting rolls.

Personally I never allow a Thaumaturgy spell (even a minor one) to be performed in under 4 exchanges in combat (so nothing less than about 2 minutes). It's not just the actual channelling of power you're dealing with, you need to take the time to create the circle and set up any ritual elements. Once you're performing the ritual you can't really take any other actions without breaking the ritual, and I'd be inclined to say that any dodges that require a great deal of movement will break the ritual as well.

Plus, Wards aren't portable. So no running away. And you've just shortened your ward's duration too... If you'd simply done an Evocation block you could either have the block against damage from the enemy while you run away (giving you shield or armour), or you could block their movement to give you a headstart. By comparison the ward comes in a shoddy second unless you absolutely have to remain where you are, and if you have to remain where you are then shortening the Ward duration isn't really an option because you'd want it to be in effect as long as possible, and you'll need to make it strong too because otherwise the enemy will simply break it down. Bear in mind they don't have to break it down, with a good enough roll, or a creative enough approach they could attack through it.

8
DFRPG / Re: Item of Power Ideas/Help
« on: November 24, 2010, 04:32:14 PM »
I'd guess that the Pen and Mouth of the Revolution would effectively perform Incite Emotion style effects. Maybe they and the sword should place and aspect on anyone following the wielder that makes them more unified in their efforts - kind of a Rallying point. The sword could also confer some sort of bonus that means that the wielder always picks "The Right Man For The Right Job". I'm tempted to regard the sword more in the light of a boost to the leadership abilities of the wielder rather than an actual combat boost - though I guess some level of Inhuman Toughness might be possible. Maybe have it provide an armour bonus in Social combat.

9
DFRPG / Re: How To Stat Sleeping Powder
« on: November 17, 2010, 09:53:12 AM »
The skill you'd use to deliver the powder would depend on the way you were delivering it. I'd not allow stealth as an attack skill itself, but you could consider it as a modifier to the skill you are using.

As far as effects go, I think Belial666 has covered why it should deal stress rather than simply be a maneuver or a block. I'd agree also that you could attack either the mental or the physical track depending on how you view the powder working. If it's designed to simply put the mind into sleep mode then use the mental track, or you could have it drawing energy out of the body - basically targetting the opponent's endurance - until it is forced to sleep.

10
DFRPG / Re: An unusual veil
« on: November 16, 2010, 05:41:37 PM »
Yeah, but would the GM compel said aspect? An aspect does not have to be compelled.

Well, I'd kinda expect the GM to have a very good reason not to compel that aspect against any NPC with eyes that was attempting to do anything that required looking at the object. If they're blind firing at it then they're acting as though they're compelled, if they're ignoring the aspect they'd better have bought the compel off. It's like having the aspect of 'pitch black' on a scene and having NPCs ignore it with no valid reasoning. If an aspect like this isn't being compelled then the GM isn't doing their job.

On the other hand, instead of a veil, I could make it a block against perception.

From YS page 252
Quote
an evocation based veil, for example, is often done as a block, but what it blocks isn’t damage, it’s perception

But I think I see what you mean - rather than using a maneuver to place Blinding Light as an aspect on the item, you'd just do a standard block with the flavour that it's a bright light. The difference being of course that once someone beats the block the light vanishes, where as placing an aspect on it potentially has a much longer duration.

11
DFRPG / Re: 5 Elements = At least 5 Different Ways to make veils?
« on: November 16, 2010, 05:20:49 PM »
I'm not disputing the fact that you can create effects with the other elements that perform a similar function to a veil - obscuring a person or item from view - or that distracts the observer at a key moment so they are looking away from you as you pass. However the book defines a Veil (in the sense of proper light bending invisibility) as the special province of spirit magic, so I'd be wary of allowing any of the other elements to simply duplicate the effect of a veil.

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DFRPG / Re: An unusual veil
« on: November 16, 2010, 05:07:05 PM »
In the section on Spirit in the rule book it flat out says that you can use spirit to create blinding light. I'd say that what you're talking about is more along the lines of a Spirit maneuver on the object than a veil. After all, as you said, you're not actually making invisible, you're just making it painful or impossible to look at - which would seem to be accomplishable by simply placing 'Blinding Light' as an aspect on the object and the GM compelling everyone in the vicinity based on that aspect.

13
DFRPG / Re: A Question About The Rules For Evocation Blocks
« on: November 15, 2010, 04:52:35 PM »
The line about blocking all actions versus one target or one type of actions versus all targets is straight out of the block section for YS, but I don't have the book on me ATM to post it for you.

Page 210:

Quote
Generally speaking, if the block can affect more than one person, it can only prevent one type of action. If the block only affects one person, it can prevent several types of action—up to all of them—as context permits. You can’t use a block to prevent someone from making a defense roll.

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DFRPG / Re: Potions potions potions. My kingdom for a list of them.
« on: November 15, 2010, 03:03:06 PM »
Does anyone ever get people to specify the 8 components? As a GM i'd be tempted to make any potion maker list them

If it's being specifically created in game, yes. If they've produced it on the fly utilising the 'here's one I made earlier' rules then no because it's too disruptive.

15
DFRPG / Re: Wards and Thresholds
« on: November 15, 2010, 12:33:27 PM »
But it is attempting to affect something inside - namely, the Ward in this case. Thus its efforts take the normal penalties.

Like Papa Gruff - who posted while I was still typing - I've always understood wards as being on top of existing thresholds, not within them, kind of like a protective layer over the threshold. In the same way that a magical shield and a dodge roll layer (shield first then dodge).

As for the penalties, a threshold gives three different penalties. a) a penalty in powers equal to its strength in refresh, b) a penalty to all rolls equal to its strength and c) a barrier against certain creatures that, if they cross it, it keeps attacking them at its strength and said attacks are irresistible and indefensible. Not all creatures take said penalties from thresholds though - only the really unnatural ones.

I can only find the following effects from thresholds in that section of the rulebook:

1. Works as a Block with a strength level equal to its rating
2. Works as a target to attack - the rating becomes stress boxes for purposes of tearing it down.
3. Works as a surpressor - which reduces powers used against it based on its rating: 'all affected abilities and spell effects lose a number of shifts of effectiveness equal to the strength of the threshold'. It's specifically supernatural abilities and powers though, so won't affect mundane skills, and it does seem to be specifically when the threshold is crossed by the entity - if you're attacking the ward, you're not crossing the threshold, you're hammering away at something outside it (like a shutter on a window). In the case of attack powers: 'this most often manifests as a reduction of the damage bonus provided, acting as a penalty to the actual attack roll only after the damage bonus has been reduced to zero.'
4. As a source of harm - an attack that the creature usually cannot defend against.

I'm not seeing a penalty to all rolls in there at all. The closest is the block that sets a target number for all actions through it.

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