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Messages - Cadd

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1
DFRPG / Re: Keeping the game balanced
« on: February 13, 2018, 12:25:56 PM »
I allowed it, because:

A: By the time they've figured out the monster is immune, they've already used up at least one spell and probably taken a pretty solid hit from that monster;
B: The monsters who were immune to magic (like ogres, grendelkin and one Black Court Elder who had done her homework on the PCs) also tended to have some other toughness power, so that Weapon:8 tree they get hit with is still unlikely to be a one-hit-kill.
C: It's creative property damage and if they're actually making use of their environment, that should be rewarded with success.

Not to mention:
D : It's supported in the source material. It's the flip side of "If Jim can do it to Harry, so can you" - it is after all how Harry often handles immune/resistant foes.

2
DFRPG / Re: some questions about rpf
« on: October 09, 2017, 05:09:34 PM »
There are absolutely things that changed, but this potion is used again in a much later book (the latest, actually) to essentially the same effect - no more than a city block or two.

That said - your game! If you find a cool story with teleportation, go with it!

3
DFRPG / Re: some questions about rpf
« on: October 07, 2017, 05:39:36 PM »
Yeah, teleportation is hard in the setting. We've only really seen god-tier beings do it. There's the lightning gate that is a Real-world to Real-world portal instead of RW-Nevernever. An Archangel does it a bit. That kind of stuff.

Short distance, almost instant movement is possible but still hard. It's been done via Potion twice in the books, iirc. That's actually more something to go for - you can easily flavor a Speed power like that, as Mr Death said.

4
DFRPG / Re: Playing Lawbreaking characters
« on: May 19, 2017, 09:43:41 PM »
My specific gripe with the Lawbreaker powers as they stand, is that while the Refresh/Free Will thing is thematic, I feel that in action it leads to an inversion of how the books describe warlocks trying to walk the straight and narrow, such as Harry and Molly.

Lawbreakers are usually described as more powerful than those with the same amount of training/experience, but fighting urges to resort to lawbreaking magic. Meanwhile by RAW a Lawbreaker PC will not be able to pick up as many Refinements (or anything else enhancing their magic) as a non-lawbreaker PC at the same power level. This means that in any situation besides breaking the same law, they will actually be weaker than a non-lawbreaker character.

5
DFRPG / Re: Funny/Epic/Legendary moments
« on: April 07, 2017, 04:07:51 AM »
3) Me:So, the cops want to know why you had a shotgun AND a .357 Magnum in your vehicle while visiting a city park."
Him:"I wanted to go duck hunting!"

All funny, but this one is pure gold!

6
DF Card Game / Who's in each book? (a crosspost from BGG fourm)
« on: February 23, 2017, 10:11:23 AM »
Being a perpetual re-reader of the books, I made a list of playable characters present in each book as a sort roster to choose from.
I listed them separated into "Significant Ally" and "Present", as some are definitely less helpful than others, even sometimes more of a hindrance than a help (such as Murphy prior to Summer Knight, really).

The distinction between Ally and Present is of course pretty much arbitrary, and debatable in several cases, but here goes:
(Note: I refer to the character "Billy & Georgia" as "Alphas" below)

Storm Front
Significant Ally: None, actually!
Otherwise Present: Murphy, Susan

Full Moon
Significant Ally: Susan (almost put her as Present here too)
Otherwise Present: Murphy, Alphas (the Alphas don't actually accomplish terribly much in this book, Murphy is an obstacle really)

Grave Peril*
Significant Ally: Michael
Otherwise Present: Susan, Thomas, Murphy (Murphy's out for a lot of the book, Susan & Thomas are as much complicating as helping)

Summer Knight
Significant Ally: Murphy, Alphas
Otherwise Present: In a "know your lore or you'd never know" we actually have both Ramirez and Luccio on screen for about a line each, unnamed.

Death Masks
Significant Ally: Michael, Sanya, Susan ("upgraded")
Otherwise Present: Murphy (might well fit above), Butters, Molly (technically)

Blood Rites
Significant Ally: Murphy, Thomas
Otherwise Present: Mouse (Origin Story! ;) )

Dead Beat* (So many, several are on the border between Ally and Present)
Significant Ally: Butters, Ramirez, Mouse
Otherwise Present: Thomas, Luccio, Alphas

Proven Guilty*
Significant Ally: Murphy, Thomas, Mouse
Otherwise Present: Molly

White Night*
Significant Ally: Molly, Thomas, Mouse, Ramirez
Otherwise Present: Murphy, Butters

Small Favor (as with Dead Beat, distinction is fuzzier than usual)
Significant Ally: Michael, Sanya, Thomas, Murphy
Otherwise Present: Mouse, Luccio, Molly

Turn Coat
Significant Ally: Thomas, Molly, Mouse
Otherwise Present: Murphy, Luccio, Butters, Alphas

*A Variant Card for Harry is fitting.

And to relist the sources of the characters:
Butters and Thomas is in Expansion 1
Sanya and Molly are in Expansion 2
Luccio and Ramirez are in Expansion 3
Mouse is in the Evil Hat exclusive "Mouse & Variants" mini-pack

7
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: February 13, 2017, 10:11:50 PM »
If it makes sense - yes.

Upgrading by dropping Channeling and buying Evocation is even in the rulebook, as is upgrading the various "building block" powers.

Dropping Claws to buy Inhuman Strength might fly, depending on character theme and how they are described.

Dropping Claws to buy Channeling would not fly at my table.

8
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: January 12, 2017, 11:36:27 AM »
It's a prerequisite to purchase, so 12 total (plus the actual spellcasting powers). But remember 2 things:
1) You're talking about Mythic Mental Toughness. This is supposed to be for super-powerful beings and people - I strongly doubt anyone that's not a possible candidate for the Senior Council is meant to have it.
2) You're still getting those refinements, which the Mental Toughness synergizes with. It's not like the refinements are a speedbump of stuff you don't get anything for.

9
DFRPG / Re: Muses Characters! (Preview of November Project)
« on: October 31, 2016, 08:32:51 PM »
Hey! That last aspect is her name! Always Rapidly Improvising Actions - Aria!

10
DFRPG / Re: Muses Characters! (Preview of November Project)
« on: October 31, 2016, 08:00:00 PM »
I know I found it funny that "Motion is my Concept" is a regular aspect, while the High Concept doesn't actually mention motion! :p

11
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: October 25, 2016, 01:56:55 PM »
Hello! I just have 2 simple questions.

1. During my session on Sunday, I had a player cause 12 stress on the Bridge Troll. The stress bar I think only has a stress count of 10. Since he went over, is that an automatic KO? I want to assume no and that they did that for printing sake.

Story: Wizard Brawler went to attack with Fists (+4) and roll +4 and +1 for hitting trolls. Troll defended with Fists and rolled a -3 for a total of +1. In addition to the +7, he had Weapon:5 (due to lots of strength stats) for a grand total of 13 stress hits, or 12 stress points.
I'm not quite following your math here, but if an attack deals more stress than the highest available stress box, the target has two options. Either become Taken Out, the result of which is decided by the attacker. This can be anything narratively appropriate: death, knocked out, taken prisoner, whatever that has the target no longer a part of the conflict.
The other option, if the target wants to stay in the conflict, is to take one or more Consequences to reduce the stress. If in this case the highest available stress box is the tenth, and they're suffering a 12 stress hit, the troll can take a Minor Consequence to reduce the incoming stress by 2, and take the remaining 10 by checking the last stress box. If instead the troll takes a Moderate Consequence (reducing stress by 4), they instead check the 8th stress box.

Edit: As Shaft points out, if there are 10 stress boxes, there is certainly armor involved from Toughness powers, don't forget those.

12
DFRPG / Re: An end to the debate
« on: October 24, 2016, 12:02:54 PM »
The case of rolling a 1 for a 5 power spell will still bring the question of taking Backlash, as the only alternative is accepting 4 shifts of Fallout along with the likely-dogded spell. This can cause worse problems than a 4 stress hit... ;)

13
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: October 23, 2016, 07:37:44 PM »
Great examples Dragoonbuster!

A setup like
Code: [Select]
[+2] Human Form: Involuntary Change, covering
 [-1] Cloak of Shadows
 [-2] Inhuman Strength
 [-2] Inhuman Speed
 [-2] Inhuman Toughness
 [-2] Inhuman Recovery
  [+O-3] The Catch: <insert catch here>
is exactly how I meant to suggest it in my first answer. ;)

I would in that case not allow a catch such as "Sunlight", if the Involuntary Change is "At Night" - that would be double dipping. A sun-related material, or as Taran suggests something themed around the Travel aspect of Khonsu would be great!

In general, I'm with Dragoonbuster in that Toughness/Recovery requires a catch, but I can allow another restriction to it instead. This case would actually be a perfect example: Instead of a specific item that bypasses the powers, they're only available at restricted times; Lycanthropes are an example in RAW. Human Form has the benedfit that it also interacts with other powers, something The Catch really can't do. I would however only accept this for the Inhuman levels; Supernatural, Mythic or Physical Immunity are to big to not have an actual catch.

14
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: October 23, 2016, 03:37:49 AM »
Sorry for double post, editing is a pain on my phone.

You may also consider not going with "At Night" for the powers. It can be even more interesting with "When the moon is visible in the sky" - this period is roughly 12h no matter time of year (day/night can vary a lot st higher latitudes) and is sometimes during the day.

There's also the New Moon, when the moon is up, but not really visible...

15
DFRPG / Re: Ask a simple Question, get a simple Answer!
« on: October 23, 2016, 03:20:03 AM »
Should work. In fact, Toughness and Recovery should generally have a Catch attached, though being only periodically availabe can be enough.
I think there are statblocks in OW with both Human Form and The Catch, check the Werewolf section...

The Catch can be valued at the most at +3 (since it's attached to -4 worth of abilities), and can of course be worth less. Just follow the regular guidelines for it.
Side note: Make sure to clear with the GM how you're going to handle Recovery; there's no clear RAW about how it works whem not permanent.

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