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Messages - The Mighty Buzzard

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But I'm kind of suspicious. If Mother Winter lost something, she'd have had to gain something in another area. It's technically what the Sidhe are. So if she lost the Blackstaff... what did she gain?

A hell of a grudge.  I think you're mistaking the fae intense dislike of undefined debt with them automagically always getting balanced deals.  Doesn't work like that.  Theft is by its very nature unbalanced, even for the fae.

DFRPG / Re: A new toy to play with for NPC creators
« on: November 16, 2011, 03:44:10 PM »

Work on the PC creation page is progressing about as well as can be expected after TES V: Skyrim was released.  Which is to say it's on hold until I get slightly less obsessed.  Fear not, I've suffered through too much javascript already to not finish it.

DFRPG / Re: High speed crashes
« on: November 13, 2011, 08:05:14 AM »
a head-on collision would be even worse because you have the speed f both vehicles adding to each other's speeds for purposes of the impact  force 45mph+45mph head on is the same as 90mph against a wall capable of withstanding the impact (I got spun like a top so didn't get the full force)

The Mythbusters did exactly that last season because they made the same mistake and some physics hobbyists called them on it.  Result: 45car vs 45car = 45car vs wall.

DFRPG / Re: Item of Power: Axe of Slayer
« on: November 13, 2011, 07:56:54 AM »
(So, Whaddaya think? Oh, for historical Accuracy, Check this link:

Freaking hilarious is what I think.  I would have given it a catch of Barry Manilow music though.

DFRPG Resource Collection / Re: Generic NPCs
« on: November 13, 2011, 07:32:38 AM »
I thought it was a pretty good analogy.  PDFs and conjured constructs both have the same effect but no "real" physical substance and hardcover and constructed constructs both take a real physical shell and slap the important bits inside.  Granted it's not an in-game analogy but I thought it covered the point I was trying to make.

I still prefer the three spell way of doing bindings to pseudo-animate objects but if they prefer to do it all in one go, I don't really have a problem with that.  I'm fine with using the detailed creation of a physical body as a buttload of declarations to cheapen up proper golems too.  I still think they're getting off too cheap though.  Courier Capsule only costs 14 but a rock bottom zombie costs a minimum of 16 and there's no mojo to a zombie but a summoning and a binding.  They're essentially getting a NN matter body for free.  Add 33-50% to the cost to allow for body creation then let the golem makers make declarations for all the work they put into the body and I'd be fine with it.

Why I said that about the laws?  That's more or less how Luccio explained why the laws are what they are to Harry.  It reflects well in how the mental stress track is the easiest way to take someone out and in how dead people or people turned into ladybugs hardly ever come back around trying to kill you.  The 6th and 7th laws are basically to keep the universe from getting irreparably broken.  Even Kemmler couldn't manage to break the world and he was an uber-badass at necromancy, so I'm inclined to think necromancy falls mostly in with the first four.

DFRPG Resource Collection / Re: Generic NPCs
« on: November 11, 2011, 08:31:49 PM »
Complexity should be based on effect, not on narration. A fire evocation that looks like ten thousand blazing butterflies shouldn't be harder to cast than a fire evocation that looks like a fireball. Same principle here.

PDF vs Hardcover.  Same effect, different means, different cost.  For a very broad definition of "same effect" much like summoned construct vs golem vs zombie.

I like simple but I think you may be oversimplifying after spending so much time trying to get stunts and powers balanced.  Thaumaturgy is inherently unbalanced.  It defaults to a new wizard being able to cast the same spells as the Merlin if he takes his time setting up and doesn't rush the casting.  It costs ~50% more for a zombie than it does for a ward that can keep it out.  Thaumaturgy's so unbalanced it's pretty much got to be primarily about narrative.

And I don't see why Declarations couldn't provide a benefit for using mortal remains.

Oh, they could, but I'd be hard pressed to get anywhere near as many declarations thought up for a corpse I dug up as I could for a golem I crafted. Non-vessel declarations being assumed equal.

And yet zombie raising comes off as much quicker and easier in DB.  I mean that's pretty well spelled out as to why the Laws are what they are.  They're there to limit the easiest ways to power.  Stands to reason necromancy is easier than golem construction or construct summoning.

DFRPG / Re: The Man with No Name's Revolver. Item of Power help
« on: November 11, 2011, 07:17:31 PM »
May just be me.  I like campaigns that could fit into Jim's world without altering the flavor of the books for me.

DFRPG Resource Collection / Re: Generic NPCs
« on: November 11, 2011, 06:53:46 PM »
The main issue I have at the moment is you, correct me if I'm wrong, price wholly conjured constructs the same as you would a physically created construct or something that actually used to be alive.  My head tells me that conjured constructs should cost quite a lot, crafted should cost less because you don't have to conjure the material, and mortal remains should cost even less because they don't require a conjuring and have a strong thaumaturgic tie with having been actually alive previously.  Yeah, you could do some of that with declarations on the construction of the crafted constructs but less so for mortal remains, so I don't see declarations clearing that up.

The rest I don't feel like getting into at the moment.  Two hours of sleep has my brain stuck in second gear today.

DFRPG / Re: A new toy to play with for NPC creators
« on: November 11, 2011, 12:31:43 PM »
Interactive PC creating web page is coming along nicely.  Still have some design decisions to work out for how to lay out skill selection but I think I'll skip that in favor of working on stunts and powers today.

Question for those who'll be using it: Do you want refresh levels above and below the RAW ones or will those four be enough?

DFRPG / Re: The Man with No Name's Revolver. Item of Power help
« on: November 11, 2011, 12:11:20 PM »
You know, I don't really understand the desire to keep the Swords mechanically unique. Could someone please explain?

Well, items that powerful are extremely rare in the books.  Makes them feel special.  If everyone and their dog has a Louisville Slugger with the same powers as the Swords, what's so special about a KotC?  Unique power sets giving unique flavor is the way to go on IoPs.

It's the whole "if everyone is special then nobody is" thing.

DFRPG / Re: Breath Weapon uses what Skill now?
« on: November 11, 2011, 12:00:41 PM »
Just think of it as a really loooong weapon.

DFRPG / Re: Evocation vs Mental/Social Track
« on: November 11, 2011, 11:57:35 AM »
Powergamery is nifty but so is playing what you want to play.  Mental attacks were on the table from day one with my group and nobody but NPCs and our lone WCV have touched anyone's mental track yet.

DFRPG Resource Collection / Re: Generic NPCs
« on: November 11, 2011, 11:45:56 AM »
Summoning rules.

Always did think casting three spells for one effect was kinda silly.

Eh, I've got pretty big beefs all up and down that but if it works for someone's table, more power to them.

DFRPG / Re: The Man with No Name's Revolver. Item of Power help
« on: November 10, 2011, 11:36:13 PM »
YS:202 "Oversized Pistols (Desert Eagle and company) - Weapon:3"
Considering that it's supposed to be a very special Handgun... so I think it could be weapon:3. Especially if you make it a .50 caliber.

Desert Eagle and co pack significantly more punch than the .50 cal handguns from the latter half of the 1800s.  You might be able to barely squeek into weapon 3 but you'd have to be using modern, custom made ammunition. The "very special" comes from it being an Item of Power not from the purely physical aspects, so it needs to be a Power to boost damage.

DFRPG Resource Collection / Re: Generic NPCs
« on: November 10, 2011, 11:24:34 PM »
Does that make these more acceptable to you, Buzzard?

Yeah, more or less on the same page now.

Anyway, the relevant question here is whether or not these guys are balanced against other Thaumaturgy effects of the same complexity.

Is a single-function-robot Flying Harness that lasts a lifetime roughly equivalent to a 24-shift ward that lasts a lifetime?

I'm honestly not sure. But if not, I want to make it so.

I know for a fact that problems will likely arise anyway due to the problems with the Thaumaturgy system in general. But that's no excuse for not trying.

Not sure how you're calculating shifts necessary but bear in mind you'll need enough to A) make the construct last X duration, B) summon the controlling spirit, and C) bind the spirit to the construct for the same duration.

So, a lifetime Courier Capsule should cost at the very least: summoning cost (6-10)
And in another phase base construct cost (?) + duration + binding (10-14) + duration + (add a temporary power X number of powers) + (add duration to powers X number of powers).

Honestly, I've no idea if they're balanced or not.  I go spell by spell on thaumaturgy in my games and I'm incredibly arbitrary about setting limits on it.  Some things I just will not allow for a chest deep wizard that I would allow for a 15 or 20 base refresh wizard, no matter how much time they spend on it.

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