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Messages - Korwin

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16
DFRPG / Re: "Law Breaker" the mortal version
« on: August 26, 2010, 10:44:02 AM »
during a discussion of the first law several people asked why wasn't there a consequence for a mortal who kills another mortal ( refresh wise )? no matter how you get there the taking of a life is a big deal.

Was that my post?
If so, I meant it the other way around.

In my game there is no Lawbreaker power. Magic or not.
But you get the same consequences if you break one of the seven laws (with or without magic), i.e. change of an Aspect.


17
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 26, 2010, 10:40:12 AM »
and in the end, it only matters what your friendly neighbourhood the warden saw.

Disagree, thats totally another question.
Entirely separate from the Lawbreaker stunt power.
You get the Lawbreaker stunt power if a Warden is watching or not (if your group didnt delete those stunts powers).

18
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 24, 2010, 10:02:44 AM »
My proposed fix was to ditch the lawbreakers and enforce aspect changes.

I use that too. (And afterwards heavy compelling of the Aspects.)
But I use the Aspect Changes for non-Magic breaking of the Laws too.
(A Killer is a Killer IMHO.)

19
DFRPG / Re: Taking the same power twice?
« on: July 30, 2010, 05:22:46 AM »
I would give it the +2 Bonus for "only against one thing".
If I compare Immunity against Fire and Electicity against Immunity against Guns or Immunity against Magic, it doesnt seem overpowered.

20
DFRPG / Re: Thaumaturgical Shapeshifting
« on: July 29, 2010, 07:42:26 AM »
You are talking about game rules, I am talking about In-Game explanations.

Kordeth was talking about the 'In-Game' occurence of Shapeshifting. So I think my counter-example is valid.

21
DFRPG / Re: Taking the same power twice?
« on: July 29, 2010, 06:52:45 AM »
Not all elements can mimik all other elements.

Spirit can do all things the other elements can do, but the other elements cant do the special things Spirit can do.

On the whole I agree with John Galt --> just take Spirit.
With Spirit/Force you can explain/do it.



That leaves situations, like the Wizard is low on Fate-Points and uses Fire for collateral damage, compelling himself to setting the building on fire...



22
DFRPG / Re: Thaumaturgical Shapeshifting
« on: July 28, 2010, 10:13:20 AM »
I wouldn't require them to actually take consequences, but I'd probably require the power of the spell be equal to stress tracks + consequences. Shapeshifting magic is supposed to be hard in the Dresdenverse, and a 3-5 shift thaumaturgical effect (to just overcome a stress track) doesn't really fit the bill IMHO. Even adding a few shifts to bolt on powers puts shapeshifting into the "pretty easy" category.

Source?
Counter-Example: Billy and Friends.

23
DFRPG / Re: Taking the same power twice?
« on: July 28, 2010, 08:55:32 AM »
Well, I haven't had a chance to sit down and read the rules, but here's the reason why I wasn't sure if you could just take evocation and no other power because of the templates. I mean I couldn't see just the evoker template.

Look at the Focused Practioner Template, voila Evoker Template.

Ups.
If I were limited to the printed Templates and wanted to play an Evoker only. I would look at:
  • Emissary of Power or
  • Changeling

24
DFRPG / Re: Red Court Infected/Vampires and "Vegetarianism"
« on: July 27, 2010, 10:22:00 AM »
Also, consider that vampires in the dresden verse are not people! (exception of white court, of course)  They are demons that have infected a host, and when the host is fully turned, the person that used to be there is completely gone.  Its just a demon (as in a nevernever monster, not something from hell) wearing a human face.  What works in WoD won't necessarily work (or even come close to working) for the dresdenverse.  My advice, is that when playing a game, the players accept the premises that the game is based on, and that by doing so you have more fun.

You could argue that. Changes Spoiler:
(click to show/hide)

25
DFRPG / Re: two unrelated questions (Wereform and nevernever)
« on: July 22, 2010, 06:43:14 AM »
While reading this thread, a question popped into my mind.

So if someone changes size, he stores his extra mass in the Nevernever. How does that look when the Weresquirrel is in the Nevernever?


26
DFRPG / Re: Thaumaturgical Shapeshifting
« on: July 22, 2010, 06:33:53 AM »
I use the HR below (Basically an Character replacement rule):

When you (Self-)Transform into another thing you loose all your Powers and Stunts.
Unless you buy them back into the Ritual.

The basic difficulty for transforming is based on the True Shapeshift Power (-4 Refresh = 8 Shifts)
(Reason, while one Ritual can only change you into one form, you can have multiple Rituals. Thats True Shapeshift.)

Since you may want to end the spell before sunrise, we add another shift.

So the basic Self-Transforming spell is an Complexity Ritual 9.

So lets say our Wizards want to transform into an Wolf. With the Lvl. 9 Ritual he can take the form off an Wolf, but he is unfamiliar with the body.
He incorporates another Power into the Ritual: Beast Change for the Skill Shuffle (Demonic Co-Pilot would work too?).
Thats another Refresh (Total of 5) or 2 Shifts of Power. = Complexity of 11

After an Encounter with an Hellhound our Wizards want to change into one.
A Hellhound is an -7 Refresh creature with the -4 from True Shapechange that would be -11. To much for our Submerged Wizard (10 Refresh Total, max. -9 Refresh)
He researches further and cuts the Pack Instinct out and the Stunt Unflappable (Presence), that would bring the Refresh to -9, but then he realises he needs still the Beast Change Power...
He cuts the other Stunt since he overlaps a little with Echoes of the Beast.
Complexity of the Ritual (9*2)+1 = 19

Later in the Campaign after the Wizard got 7 new Refreshes he bought True ShapeChange (-4) and the Modular Abilities (-3).
So he can Shapechange into an Wolf on the fly (with all his Powers intact), but anything more complicated (like an bird) he needs still to cast an Ritual.

He could change into an Bird with allmost all his Powers intact with an Ritual.
Example:
-3 Evocation
-3 Thaumaturgy
-1 Wizards Sight
-2 Refinement
-1 Diminuitive Size
-1 Wings
-1 Beast Change
-4 True Shapechange
-----------------------
-16

He could'nt use his True Shapechange, because this is the Ritual Version. He would need to end the spell first.
The Complexity of the Ritual would be (16*2)+1 = 33

With two more Refresh spent on Modular Abilities he wouldn't need the Ritual (And it would be much faster).


IMHO with this you could play an Junior Wizards who grows into an Powerfull Shapechanger.
It's flexible, but you are at least 4 Refresh points behind the Specialist.


I like it so far... Opinions?

You could allow the Wizard to go over his refresh, with the temporary Power rule on page 92 YS.
Not shure about that...

27
DFRPG / Re: Pet House Rules
« on: July 20, 2010, 07:18:19 AM »
Just how many refresh is that guy O.o
Submerged

Quote
And I disagree, I would have something like the scarecrow be one of the Summoners Big Guns.

Not something he pulls out all that often, but more something if he needs to go war.After all, its still taxing for it.In regards to your thread I am more inclined towards Deadmans view on summoning/binding then your own in anycase.

But that doenst change the fact, that he can summon and bind the scarecrow...


I have looked at it, and looked at it, with like no rules for binding and determining the refresh level of constructs/summons its kind of hard to figure out how to do this, the rules put together by Korwin seem kind off to me.

I'd really like some good imput on this...

As far as I can see, my interpretation is Rules as Written.
(I should mention, that I use an HR to limit summoning).

Another solution would be to port in Summoning rules from other FATE games (like Legends of Anglerre), but then you would need to introduce minions-rules...

28
DFRPG / Re: Pet House Rules
« on: July 19, 2010, 11:42:31 AM »
Summoning and Binding is allready near brocken...

How to bind...
If you allow someone to Summon and Bind something like the Scarecrow at Evocation speed... it would definitly be overpowered (all IMHO).


One of my ideas for such a character is someone who made a deal with a Demonlord (An Archangel strength being) for in return for services rendered (Favors) the Demon provides the right to call on the subordinates of the Demonlord in Downbelow's hierarchy along with there Names for calling them.

I made such an Char. (without Sponsored Magic aka. Summoning at Evocation Speed). IMHO in an normal group to powerfull...


Here another try of an Summoning Character, this one with more justification for the social side of Summoning and Binding.


High Aspect: Mortal General for the War Department of the Chinese Hell as described in this books
Trouble: Stupid Orders
Other Aspects: Demons under my Command


Marked by Power -1

Item of Power: Scepter of Command (Spear) +2
Human Form +1
(when using the Item, the Gerneral shows full body (glowing) Tatoos which proclaim his allegiance to the War Department)
Ritual: Summoning and Binding -2
Refinement x 2 -2 (4 Extra Focus Item Slots = 6 Item Slots) +5 Complexity +1 Controll
-------------
Total -1 Refresh

Refinement -1 (2 Focus Item Slots converted into 4 Enchanted Item Slots)

Physical Immunity (only against Mortal Magic) -3

Supernatural Recovery -4
Catch: Wood +3
-------------
Total -1 Refresh

Lawbreaker First (multiple times) -2


Total Refresh Cost of Char. -9



Summoned Item Crafter:
-3 Thaumaturgy +1 Item Crafting Power (Focus Items +2 Wards Complexity)
-21 Refinement
  +6 Item Frequency,
  +5 Item Power,
  +5 Wards Complexity
  +4 Wards Controll, +4 Transformation Complexity
  +3 Transformation Controll, +3 Divination Complexity
  +2 Divination Controll, +2 Summoning Complexity, +2 Summoning Controll, +2 Conjuration Complexity
  +1 Conjuration Controll, +1 Transportation Complexity, +1 Transportaion Controll, +1 Veils Complexity
-2 Inhuman Strenght
-2 Inhuman Thoughness
-2 Inhuman Recovery
+3 Catch: Wood

Skills:
Superb +5: Lore, Resourcess
Great +4: Discipline, Conviction


The General orders his Magic Items by this Demon (and his Home is warded by this Demon).
Tai Chi clothes of hellish Protection (Block +10 or Armor +5 / 7 uses per session).
Silk gloves of Sudden painfull Death (to hit with Guns, Damage +8 / 9 uses per session).
Kukri of Dimensional Rending (opens door into the NeverNever +6 effect / 11 uses per session).
Facemask of Skulking (Veil +8 / 9 uses per session)


Bodyguard/Guide in the NeverNever
-4 Supernatural Speed
-2 Supernatural Strenght
-4 Supernatural Recovery
+3 Catch: Wood
-8 Physical Immunity
Catch +2: Taoistic holy relicts
-1 Claws
-1 Flesh Mask


Skills:
Superb +5: Lore, Awareness
Great +4: Fists, Endurance




29
True! But frequency of occurence isn't actually part of the cost structure, just ease of acquisition, and silver's pretty easy to get.

Yeah, Silver is easy to get. But...
one could argue, its not so easy to get Silver bullets or Silver-Swords (or Silver crowbars for that matter).
(
(click to show/hide)
Shure thats not a problem for NSC's...)


30
*mumbles*
Still, the weapon used against an Fae, could by accident be an (Cold) Iron Weapon...

Silver Swords arent as common as Steel/Iron Swords (or Crowbars for that matter)...


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