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Messages - Shadowman17

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1
DFRPG / Re: FATE Core and DFRPG
« on: December 27, 2012, 03:02:58 PM »
Rob Donoghue is writing a magic systems toolkit and said that he wanted to do a version of DFRPG evocation with the "serial numbers filed off", so we might at least get a glimpse of what that looks like.

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DFRPG / Re: FATE Core and DFRPG
« on: December 07, 2012, 04:51:38 PM »
That does. Thank you for that.

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DFRPG / Re: FATE Core and DFRPG
« on: December 07, 2012, 04:20:20 PM »
Skimble, in your example, when you say that Harry succeeds on his roll, do you mean he succeeded with style, because that's the only way that you get two free invocations. Or, do the amount of shifts you put in initially get you those extra invocations? So if I put in 7 shifts, do I get a total of four free invocations (two for 3 shifts, and then one each for 5 and 7 shifts)?

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DFRPG / Re: FATE Core and DFRPG
« on: December 07, 2012, 07:00:52 AM »
Sorry if this is a dumb, but I'm still a little confused how something like a shield would work. Is it:

1) I create the shield, creating an Energy Shield scene aspect, then on a defense roll, I can tag it for a free +2 (or reroll) like any other aspect, no matter how many shifts I put in it.

Or...

2) Do the shifts matter, and every time I use the aspect, my attacker has to Overcome an n-shift obstacle.

Or is it something else entirely?

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DFRPG / Re: FATE Core and DFRPG
« on: December 05, 2012, 12:18:32 AM »
Am I wrong in thinking that you can always add custom rules on top of Fate Core? So for instance, you could have additional stress tracks, like social.

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DFRPG / Re: So I'm probably missing something
« on: February 09, 2012, 03:28:00 PM »
Illusions like that, Mr. Death, would probably be adjudicated like a veil, as a block against perception.

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DFRPG / Re: So I'm probably missing something
« on: February 08, 2012, 07:36:43 AM »
In terms of my players performing mental mojo quickly, that's pretty much out of the question, as long as I can compel them and they don't buy it off. Just because they have an element on their sheet doesn't mean they have full mastery of it. Look at Harry, for instance. He's fine when he wants to use kinetic force, but up until Changes, his veils suck. According to Your Story, that's the result of compels. My wizards are heavy hitters, no good at the delicate stuff.

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DFRPG / Re: So I'm probably missing something
« on: February 07, 2012, 04:34:18 PM »
In this case, I wasn't thinking about anything too complex, more of a psychic pressure effect.

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DFRPG / Re: So I'm probably missing something
« on: February 07, 2012, 04:08:26 PM »
@fantazero, about mental attacks: can they be performed as evocation? The mental conflict section specifically mentions Thaumaturgy, however in the evocation section under elements, it's mentioned that the Spirit element covers mental magic.

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DFRPG / Re: So I'm probably missing something
« on: February 06, 2012, 11:02:28 PM »
With the blocks, it's not about accuracy. Sorry, that was poorly explained. He wants to weaken blocks because he feels that a standard block has the potential to be too powerful, preventing anything other than magic from getting though.

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DFRPG / Re: So I'm probably missing something
« on: February 06, 2012, 04:53:20 AM »
I appreciate the feedback and hope you guys don't mind if I ask an off-topic question I'm my own thread, though it is related tangentially.

In White Night, how did Carlos get his shield up before either of the vamps moved? Both of them should have the initiative, bit Ramirez was able to raise a defense right before one of them started firing. Is there a RAW way to do that?

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DFRPG / Re: So I'm probably missing something
« on: February 06, 2012, 04:24:32 AM »
Thanks for these responses. Just a note, my player doesn't want to just halve enchanted item blocks, but all blocks. I think his issue with aiming is that when he looks at the books series, Harry misses with his spells quite a bit. What I'm not sure he understands is that, from a mechanical perspective, Harry's control, and thus targeting, isn't all that great, at least at the start. As stated in Our World, he's got Superb Conviction and only good Discipline, and any of his focus items only give +1 control at best.

As to my opposition, I've already been planning for something both fast and tough. Outside of NPC wizards, which I'm also including, in my upcoming scenario, my philosophy with spell casters so far has been to move first when I can.

13
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 / Re: Targeting and control....
« on: February 03, 2012, 08:41:55 PM »
The way I see it, since backlash is something that you can take when you fail, it makes sense that you can't completely recover from that failure. I'm actually bringing this issue up to my group this weekend. We've actually been acting on the assumption that it does help targeting, but I think that it should change. We'll see how it goes, with two of my players being wizards.

15
DFRPG / Re: Evil Acts focus item question
« on: January 22, 2012, 03:49:58 AM »
So this item is just wrong then, correct?

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