Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Papa Gruff

Pages: [1]
1
DFRPG / Ambush out of a veil. Do you allow it? How do you do it?
« on: June 13, 2011, 10:34:46 AM »
Hello everybody.

Today I'd like to get a little debate going about the question of ambushes out of veils. During our last gaming session the winter knight in my game decided to veil himself and do a magical attack (could have been a maneuver my memory is a little fuzzy) onto two mortals that where guarding a train. He stated that since he was veiled and sneaky the ambush rules should apply.

In that situation I wasn't sure how to react. On the one side I can see some validity in the statement of my player. The concepts of veils and ambushes are reasonably comparable, yet the idea of ambush rules out of veils can lead to some pretty nasty rule breaking / power gaming. Imagine: It's relatively easy to create a powerful veil around your self. I won't go into detail on this, because I believe that by now we all understand the magic rules good enough to acknowledge this as true. The power of the veil makes it pretty much impossible for mortals and low to mid-level supernatural baddies to break it. Not only is the wizard able to carry his ambush around with him (since veils aren't stationary as common ambushes usually are) he is also able to cast a powerful magical attack from out under it that, if ambush rules apply and the ambush/veil isn't discovered is apposed only by mediocre skill-levels. The extra shifts that can come out of this are ... well ... potentially insane.

As I didn't want to create a precedent at my table I didn't allow the combination of veils and ambush rules at that point, but neither me nor my players where really happy with it. I'm curious on what other GM think about this and if similar situations have come up elsewhere.

My only idea so far is to make the ambush rules still apply in some form. For example the stealth role could still apply to set up the ambush. Since setting an ambush has lots to do with good positioning and terrain abuse this makes some sense to me. But how to do it? You could make the stealth roll aided by the power of the veil. You could do it the other way around and modify the discipline role for the veil by the stealth skill. It all seems clumsy to me.

Input please!

2
DFRPG / The concept of conceding
« on: May 04, 2011, 01:26:04 PM »
Hello everybody...

... today I'd like to ask you about your experiences with concedes. During the year (almost) of playing FATE and DFRPG there have been multiple occasions where concedes led to somewhat awkward situations. The problem is, that players usually tend to feel cheated if you let a NPC concede at the end of a lengthy conflict, to life and fight an other day. Most of the time they don't see the benefits of just winning the conflict and reaching their goal. Usually they seem to feel the need to kill or at least capture the bad guy or the monster to gain accomplishment.

This especially seems to hold true with seasoned RPG veterans that have played other systems before, where there aren't similar concepts... While me and my usual group have reached some kind of understanding on the matter, it becomes difficult when you play with people unfamiliar to FATE. I have run a convention game where the notion of conceding led to raised eyebrows and I faltered for the sake of everbody having fun (which was a good choice after all)... But sometimes you just don't want your high roller bad guy to get killed on the outskirts of a campaign but the PC manage to corner them badly.

So? How to avoid player frustration when declaring that the bad guy concedes / runs away? ... By the way: I know that it all comes down to the narration of the concede. Yet sometimes that seems not to be enough.

I'm interested in how my fellow GM handle this.

3
DFRPG / "magical affinity" - what does it mean?
« on: March 26, 2011, 08:33:25 PM »
Hey everybody!

Right now I'm pondering over the question what construes "magical affinity". It's only mentioned once in YW169 in the first paragraph of the "Marked by Power" passage.

What does this entail? Is somebody with an average or fair lore skill affine to magic? Do you have to be a supernatural being to sense "Marked by Power"? Do you need wizard senses or is it enough to be a practitioner of some sorts? Are Knights of the Cross magical affine?

You see it can be read as dreadfully inaccurate or you can simply decide that everybody with the slightest connection to the supernatural world will be aware of it. Now: I know that it should come down to what's reasonable in the given situation, but I'm looking for opinions here.

4
DFRPG / Regarding raising difficulties
« on: September 21, 2010, 12:02:20 PM »
Hello guys. Today I'd like to ask you about your opinion regarding raising difficulty on skill tests in general and on evocations as a special focus. It is something I have been thinking about lately, because it is something that comes up in the novels on a regular basis. Raising difficulty on skill tests is pretty well described in YW. But is it transferable to discipline rolls for evocation actions?

On several occasions Harry states that some kinds of magic are more difficult and taxing then others. Tiny Changes Spoiler ahead:
(click to show/hide)
Apparently moving earth still needs the amount of energy it would if you'd be digging with a shovel.

In my opinion this does not translate to the rules very well. In game terms what Harry did is a simple maneuver on the scene. Thats just a good effort and not nearly as difficult to pull of as Harry makes it sound. You can argue that Jim did make him say this for dramatic effect and that it shouldn't translate into the game, but then again isn't dramatic effect a large part of the game?

I bet you can come up with several more occasions where Harry claims that some sort of magic is more difficult then an other. When he says it he always make it sound like a general statement and not something that is only true for him...

I'm not inclined to changing anything in the rules. All I want to know is if somebody else is bothered by this and if there are ways other GM are handling the problem.

5
DFRPG / Disrupting a ritual circle
« on: September 01, 2010, 12:42:55 PM »
Hey there fellow GMs it's me again with an other question I was confronted with during our last gaming session.

What happens when the circle of a complex ritual is prematurely broken to prevent the ritual from going through. For example: what happens if the circle of a sanctum invocation or an entropy curse is disrupted by throwing something through it while there have been a couple of dozen shifts channeled into the construct?

There are two imaginable outcomes and I'm not certain witch one would make most sense where the DF canon is concerned:

  • The spell fails, releasing it's energy as backlash or fallout upon the caster in the circle. This is potentially very very bad and I'm not aware of any example of this within the canon. Yet it has a certain appeal in a dramaturgic way. The rules say that backlash and fallout happen if the channeling of energy fails... but in this situation it technically doesn't. So: Is backlash/fallout viable when disrupting a charged ritual circle?
  • The spell fails, releasing it's energy into nothingness. The effort of the ritualist goes to waste, as the channeled energies hold by the circle disperse into the natural magical background. As for the first point there aren't a lot of examples for something like that. The only thing that comes to my mind is from Welcome to the jungle comic
    (click to show/hide)
    .

How do you handle the breaking of a ritual circle. I'm looking for opinions here. Have I overlooked something in the rules?

6
DFRPG / When can a rote spell change?
« on: July 19, 2010, 04:46:23 PM »
The above question.

There are no rules for it, only the one that the wizard has to use his spell regularly to make it qualify for a rote spell. But what if the wizard is at his maximum of rotes, effectively the level of his lore skill? More specific: what if the player of a wizard would like to change his rote? Does he has to up his lore skill to gain an other rote slot? Does it suffice for him to not use one rote spell for a given amount of time? If yes how long? Should the possibility of changing rotes simply be part of a major milestone?

I'm looking for opinions here and would be glad of some input.

7
DFRPG / Throwing people
« on: July 15, 2010, 01:15:08 PM »
I'd like to run something by you to see if I got it right. I thought about how to handle throwing people and how to do it. Here is what I figured out, let me know if you'd do it the same way.

So here is the situation: Big bad nasty Troll wants to pick up the vigilant hero and throw him a couple of zones into the next nice brick wall to make his head hurt a little ... well a lot actually.

First the Troll needs to get a grapple going. So he does an maneuver with fists to get hold of the hero and create the aspect GOTCHA. The hero rolls poorly on his defense so the aspect gets applied. On his next turn the Troll initiates the grapple but instead of doing the normal grapple attack he decides to throw the hero.

Lifting a normal person is an average difficulty. Lets say the troll has might at Fair (+2) and he gets +6 on lifting because he has supernatural strength. To use something as a throwing weapon your might has to be +6 better on the lifting table, than the difficulty of the object you'd like to throw is. As his combined lifting strength is +8, the Troll can throw the hero as a weapon no problem...

Now comes the tricky part: The hero sails through the air and hits the wall. He should at least be able to defend against the attack by the normal grapple rules. Perhaps he might even defend like against any other normal attack. But again the luck is not on his side and he crashes hard into the wall. What damage do we apply?

I'd decide on the wall being a Weapon: 4 and use normal rules on applying shifts. In the case the Troll decides to throw the hero off of his bridge then falling rules should apply, witch in most cases would be really really bad.

Have I gotten this right? I'm not sure if the damage is in paar. To spice it up we could let the wall defend against the throwing attack and distribute the damage between the hero and the wall (wall is Ledgendary +2 to break :) ). But I can't decide if that would be to much of a fuzz ...

8
DFRPG / Question on transitioning from social into physical conflict
« on: June 12, 2010, 12:28:31 PM »
In our last session a situation came up in which I wasn't sure how to handle it. I decided to just go with what the players wanted but would like to have options if a similar situation presents its self in the future. The scene was as follows:

The group consisting of Simon the wizard, Erik the scion and William the vampire slayer. They had fought their way into the den of a pretty influential RCV, laying havoc on his property on the way in. The find them selfs outnumbered 3:1 by the retainers of said Vampire. Knowing of his strong position the Vamp starts a social conflict with the goal of intimidating the PC into leaving without rescuing the guy kidnapped by the RCV. The players are pretty much outclassed in the social conflict and quickly take social stress by the intimidation attacks. Shortly before consequences are taken, the scion decides that there has been enough talk, auto compelling one of his Aspects and making the social into a physical conflict.

Now comes the problem I am unsure of. By changing the social conflict into a physical, the player avoided consequences to him and his allies. The NPC gets cheated out of his victory in the social conflict. Should such a situation be handled as a concession since they pretty much gave up in the social conflict? What would be appropriate here? I'm at a loss of ideas and can't find anything in the rules to help me. Any ideas guys?

9
DFRPG / Zone wide evocation attacks to strong?
« on: June 05, 2010, 12:54:09 AM »
Hey there. We just finished a session were the wizard of my group wanted to do a zone wide attack on four mercenaries who wanted to lay destruction onto his homestead. He gathered eight shifts of power witch would have inflicted six stress (-2 shifts to make the attack a zone attack).

Now, the rules state clearly that everybody who is in the attacked zone suffer the stress of the attack if they are not able to counter it (YW 251). And thats where the debate started. I as the GM (who arguably isn't totally solid in all the rules during the third session) was of the opinion, that potentially 24 or more points of stress (four targets in the attacked zone) are very very much for an evocation with the power of eight. I still stand by this. In my opinion the effect is far to great for the coast and the risk invested, but the rules state clearly that everybody in the zone gets attacked.

Have I read something wrong? Do the spray attack rules apply in this case and the damage gets divided?? I'm confused and a bit angry about myself, because I ruled the enormous damage down at the gaming table and the following debate got rather heated (again sorry to my guys). How do you guys handle this?

Edit: Sorry if this has come up before. It's really late here and I just wanted to drop the question before going to bed. I haven't searched as much as I could have...

10
DFRPG / Evocation Block: Block/Armor/Zone Border
« on: May 12, 2010, 10:04:34 PM »
Tsunami and I have a little debate going about a problem, that doesn't seem to be covered by the rules. It's about using Evocation Blocks as a Zone Borders:

Quote
Optionally, instead of block strength, you can opt to have the effect work as Armor or as a zone border instead. If you choose the Armor effect, the armor rating is equal to half  rounded down) the shifts put into the spell. The advantage to doing this is that the Armor effect only ends when the spell duration ends—the armor survives a bypassing attack. (YW 252)

Tsunami wants to use one of his rote spells to create a zone border that takes form as a stone wall. He has a conviction of 5 and an earth specialization, so the power he can use for the rote comes out as +6. So far so good. He is able to create a Zone Border. But what exactly are the qualities of said border? The rules on border state, that a high wall presents an obstacle of good difficulty to overcome and thats pretty much all they say (YW 212). But does this wall of stone also stop bullets? Does it work as armor? Is it still a block? We can't reach an agreement.

My standpoint is, that a border is a border is a border, so all it really should be able to do is work as an obstacle an divide what was formally one zone into two. The reasonable opinion of Tsunami is, that a wall of stone, should stop bullets in a way a block or armor does.

I suggested using the rules for breaking stuff (YW 321) or assign an appropriate stress track to the conjured wall (YW 320). But everything we try to come up with seams either entirely overpowered or laughably weak.

What are your opinions? How would you handle this?

11
DFRPG / Crafting: Guns & Weapons
« on: May 05, 2010, 12:37:39 PM »
I have an other question related to crafting.

The PC/NPC that I plan to create for the occasional tag along with my group is a master gunsmith. I want him to be able to make guns of exceptional quality for his vampire hunting and to sell in the little custom gun shop that he runs as his day job.

The rules for crafting mundane objects are easy enough. Basically, given enough time, my PC can create any item/gun of any quality he likes. But how would that reflect in the Item? There is the example of the warden swords which are crafted so well that they gain a damage bonus. Would that apply to a exceptionally good gun too?

Unfortunately the rules for crafting are a bit weak when it comes to the everyday stuff. What do you think? Can the rules for the magical item crafting be modified to apply to mundane crafting?

12
DFRPG / Template: Arkanthrope
« on: April 29, 2010, 01:42:16 PM »
While tossing around our PC-idias, Tsunami and I came up with an adaption of the Lycanthrope template. Instead of a wulf spirit I want my PC to be possessed by some kind of bear spirit. We called the template Arkanthrope as the Greek word for bear is Arktos.

The Template is a simple adaption of the Lycanthrope.

Riquirements: -5
Echo of the Beast (-1)
Human Form (Rare Change) (+1)
Inhuman Strength (-2)
Inhuman Recovery (-1) (Catch: Silver) ?
Inhuman Toughness (-1) (Catch like Recovery)

We decided that bears are hardly pack animals so we just droped the Pack Instinct Requirement. Human Form got reduced to a Rare Change with a discount of only +1. That is beacause we couldn't think of a good reason why the Arkanthrope would be effected by the moon like the Lycanthrope is. The Rare Change of the Arkanthrope is, that he can't use his powers during the winter months. The Spirit goes into hybernaion and leaves his vessel powerless.

The single bear is more powerfull then the lonely wulf, so we added Inhuman Toughness as a further Requirement. Thus the Arkanthrope Template costs -1 more Refresh then the Lycanthrope but is slightly more powerfull too.

I sugested Silver as the Catch for both the Inhuman Recovery and Inhuman Toughness. I find it rather difficult to come up with a catch for the Lycanthope/Arkanthrope templates and would be glad if anyone came up with a better idea then stupid booring silver.

Coments are quite welcome. I'm a bit unsure if the template is in line with the rules, especialy where Catches and the Involuntary Change are concerned.

13
DFRPG / Poison Immunity Question
« on: April 26, 2010, 09:03:20 AM »
I'm interested in how you guys would handle something like an immunity to poison, i.e. the addictive saliva of the Red Court. I'm not aware of anything specific in the book. There is a potion mentioned that counters the venom but I don't think that it fits very well. If we go with Physical Immunity it seems somewhat expensive for the benefit it gives, stacked catches seem to be a possibility though.

The idea is, that a PC has come in contact with the saliva so often, that he has become immune to its narcotic and addictive effects. How would you represent this on your sheet? I guess it applies to other sorts of poisons and venoms too.

Pages: [1]