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Topics - JesterOC

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DFRPG / Evocation Maneuver duration
« on: December 13, 2010, 05:04:11 PM »
In the books it states that you need one shift of power to increase the duration of a maneuver for one exchange, however I recall that elsewhere in the book it states that 1 shift will make it last the entire conflict. I can't seem to find that reference, anyone recall this? I think that 1 exchange per shift makes evocation maneuvers very weak (You get better results with a mundane maneuver, without taking a 1 mental stress for the effort.).

Thanks,

JesterOC

2
DFRPG / Dresden Files Actual Play Podcast on rpgmp3.com
« on: September 07, 2010, 03:01:03 PM »
Hey folks, for those of you interested in an Actual play podcast for the Dresden Files RPG check out http://www.rpgmp3.com/ and scroll down to the links to the "We Are All Mad Here" session listings. There are two sessions up at the moment, city building and character building.

Have a listen it was great fun to do.

JesterOC

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The notes on that spell are very confusing. It goes a little like this...

The caster casts the spell to animate a tree applying the temporary aspect Arboreal Servant to himself, which the caster immediately tags (gives +2 to discipline roll). The tree then attacks using this roll.

My confusion is how can casting a spell allow the creation of a temporary aspect on the caster (doesn't this need 3 shifts of power to place an aspect via a maneuver?).  Also why does he place Arboreal Servant on himself? Shouldn't it be on the tree?

Is this a more clear way to state this, or am I missing something.

Caster casts a 7 weapon attack on the target, invoking the nearby tree aspect to gain a +2 on the roll, the description of the spell is that the tree comes to life and attacks.

Thanks,

JesterOC


4
DFRPG / Conflict Questions
« on: August 16, 2010, 07:42:13 AM »
So I have a few questions regarding todays game.

The players noticed that they where being followed, so a PC with Super human speed, slams on the breaks, hops out of the car, races over the the follower and attempts to intimidate the driver. His description is that he bashes in the windows (also super strong) and demands to know why he is being followed.

I counted it as a straight intimidate check, but the players (who have not read the rules) felt that the actions described deserved a modifier. I suggested that a bash to maneuver an aspect onto the driver would do that, but the PC did not want to let the Driver to be able to react before he rolled the intimidate. Can you guys see a way to let the PC's get the effect they wanted in the time frame they wanted?

Also, do declarations take any time during an exchange? The book says it take no game time, does that mean that the player can keep trying different declarations until one sticks?

Lastly can social combat and physical combat exist in the same conflict, it seems to be able to work OK, but I was wondering If I was messing this rule up?

 

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DFRPG / Aspects of different "Power"
« on: July 27, 2010, 09:00:41 PM »
So I think it is fair to say that some aspects seem more powerful than others.

"Scraped Knee" vs. "Glued to the ground."
Or
"Winded" vs. "Comatose"

Is there any text that describes the limits of these types of aspects. such as using a maneuver to place the aspect "Dead" on someone.

JesterOC

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DFRPG / Anti-Gravity spell concept.. Would this be how it would work?
« on: July 15, 2010, 06:49:24 PM »
So in Storm Front, Harry used wind to vault himself up to the 2nd (or 3rd) story of the house.  I was thinking of a earth spell variant that used the idea of lowered gravity to do the same.  Would that be done by just putting an aspect "Neutral Buoyancy" on the target?   

Name: Anti-Gravity
Power: 4 (3 for maneuver + 1 for extra exchange)
Duration: 2 Exchanges
Effect: Places "Neutral Buoyancy" on target.

So lets say a conflict arises on top of a building and I am on the ground floor, I would just cast this spell and move to the roof zone? (Normally I would have to enter the building on the lower level and move across several zones either as stairs or elevators.) Could invoke in on my next turn (lets say I powered it for 2 exchanges) to say that I was shooting from a direction that they where not expecting?

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DFRPG / I'm missing something regarding refinements and focus items
« on: July 12, 2010, 04:47:27 PM »
I read the rules on refinements and I can't see why anyone would decide use refinement to gain 2 focus slots vs 2 specialization bonuses.

It seems that the specializations can be used for both offense and defense while the focus items need to break up their power into the offense and defense subsections which cuts their usefulness in half.  I assume I have something wrong here. I would assume that focuses would add flexability at the cost of the potential to loose them, but it seems just the opposite.

Can anyone give me a hand.

Thanks,

JesterOC


8
DFRPG / Question about temporary Aspects and their effects.
« on: July 03, 2010, 04:34:49 PM »
I am still having a problem wrapping my head around the concept of aspects. 

When I read the example thaumaturgy spell for the blinding of the Loup-Garou it says the spell adds the blindness aspect onto the target. When looking up the blinded description in the maneuver section, it says the victim MAY be compelled to attack the wrong target etc.. In order to be effective would would the PC need to spend a fate point to compel the target to limit his actions not be able to act against anything.

Or how about the example in resolving maneuvers where Murphy maneuvers to place the "cornered" aspect on the target. Then the victim rolls to escape that aspect. Couldn't the victim just sprint away anyway. I see nothing in the rules that say that an aspect all by itself can restrain the thug, just that if it is not removed, Murphy will get a one time free +2 or re-roll.

In short aspects by themselves seem to be making narrative changes but I only see rules that state compels are the only way to invoke these changes through aspects.

Anyone have book pages that can help me out with this?

Thanks
JesterOC

9
DFRPG / Compels on consequence generated aspects.
« on: June 23, 2010, 04:24:16 PM »
One of the worries I was having about consequences, is that they seem to have hardly any effect against NPC's with no fate points (at least ones they can not tag). Even something that might seem debilitating might not ever come into play.  I was wondering if the GM has to step up and constantly compel the PC to enforce that aspect. On the surface it seems a bit harsh, and on the other hand it seems it will constantly hand the player fate points. Here is an example of what I am thinking about.

The PC gets hit with a 6 stress point hit from an NPC swinging a baseball bat at his head. The PC decides to take a Severe consequence of broken right arm instead. In the next scene he goes up against a couple of made men, and tries to pull a gun. Would I as the GM have to hand the PC a fate point and say, no you can't because you broke your arm?

Q1) If he accepts would he be able to say well I try to shoot with his other arm? Or would accepting the fate point mean that he can't shoot with either arms? 

Q2) On the next turn can he say he will try to use his other arm, and thus bypass my ability to compel it. One would assume that using his off hand would be more difficult than his primary hand.

Any other suggestions to make consequences feel more permanent that relying on compels to keep them "in play"

JesterOC
 

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DFRPG / Question about stress system
« on: June 22, 2010, 04:53:28 PM »
I've been reading and rereading the rules and I would like some feedback on the following scenario.

A wizard wants to cast a shift 5 evocation using earth as the element (Tossing metal at the target). He has a conviction of 5 so it only costs him mental 1 stress. He then marks the 1st bubble on his sheet. He then rolls to control the spell so he takes his discipline of 4 and rolls a -2 for a total of 2 which is 3 less than he needs to control it.

He decides that he wants the full strength of the spell to come out and so he takes the failure as backlash, Since he is nearly physically beat he decides to take it as mental stress. So he marks the third bubble on his character sheet.

The spell goes off as a  Superb (+5) spell which the enemy must dodge it with athletics. He has fair (+2) athletics and rolls a 0. He has no armor so he takes 5-2=3 physical stress. Since he only can take 2 physical stress he takes a minor consequence of "cut up hands" as he used his hands to defend himself against the attack. And still takes a stress of one.

So how does all that sound? Do the mechanics work?

Follow up questions. The wizard can tag the aspect "Cut up hands" on his next attack to gain a +2. If that fails, the aspect cut up hands can't be used unless a FATE point is used right?

OK thanks in advance to all who have read all of this and commented.

JesterOC

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The file is named DFRPG - Vol 1 - Your Story Early Bird Preorder Edition.pdf

The creation date says April 1.  I read that it was updated in May. Also their is a Fake postit that says that an updated version will be out soon.  So if this is the old one, how do I get the latest?

Will the latest, match my book when it comes out?

Thanks in advance for your answers.  This is the first Fate game I have purchased, and it seems amazing.

Marc H.

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