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Topics - Shadowman17

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DFRPG / So I'm probably missing something
« on: February 06, 2012, 03:52:05 AM »
So there's a player in my group that keeps getting on me about nerfing evocation. Specifically, he wants to restrict spell targeting and blocks. We're running a 9-refresh game with a skill cap of Superb, and I have a couple of wizards in my group. Both of them have Conviction and Discipline as their top skills, and each has one point of Refinement. They can both cast powerful evocations, and they hardly miss. Granted, we've been playing under the assumption that backlash helped targeting, but we've recently changed that. Most of the physical opposition I've had has been fairly fast, with Inhuman or Supernatural speed, but again, the wizards rarely miss unless they're trying something really big. In terms of their skills, I'd rather not restrict how they build their character as long as it seems reasonable (they won't suddenly have Claws at the next Major Milestone), but is something wrong when they rarely miss? Or are they supposed to aim that well?

With blocks, he wants to cut their effectiveness in half, essentially making a standard block cost as much as an armor effect. He had a character (who died today, in fact) that had an enchanted item with a 10-shift block with a large number of uses attached to it. Most things that went against it to damage him couldn't hit it, and his skill was high enough that he could avoid most maneuvers to disarm (until today). He thought that was too powerful, mostly because things couldn't punch through it and hit him.

This is the first game that I've ever GM'd, though we have been playing for a while now. Do I just need stronger opposition for wizards or is there a valid point here? Sorry if this doesn't make any sense/I am just being dumb. This hasn't really been an issue until recently, or at least not one that was brought to my attention. My personal theory is that I need to do a better job of tagging/invoking aspects when they're to my NPCs' advantage defensively, focusing less on directly dealing damage.

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DFRPG / Evil Acts focus item question
« on: January 21, 2012, 09:38:20 PM »
Hey folks, I was wondering if someone could answer a question for me. I was looking through the Evil Acts case file recently, and one of the PCs has a couple focus items that confuse me. It's stated like this:

Focus Items
Bracelet made of hollow stones: +1 Offensive Control with Air; +1 Defensive Control with Earth
Magnifying Lens: +1 to both Complexity and Control with Divination

Now, shouldn't these items take up a total of five slots? The bracelet should be four (2 for the total bonuses x 2 for the number of elements). This character doesn't have any points in Refinement, so they should just have the four slots, correct? What am I missing? Sorry if this question has been asked and answered, but I couldn't find a thread about it. Any help would be appreciated.

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DFRPG / Quick question here
« on: August 13, 2011, 06:28:23 PM »
Is it at all possible to prevent a were-form from shifting into his beast form, like with a block of some kind? Likewise, is it possible to reverse the transformation with a counterspell?

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