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Messages - void

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16
DFRPG / Re: The First Law Question.
« on: April 23, 2010, 01:17:16 PM »
By 'humanity' I didn't mean decency. I meant independence, ability to chart their own path. For that, refresh is a viable mechanical measure, since that's what it's meant to represent.

Remember, in the dresden files, 'free will' is considered a defining trait of the mortal. Someone might still hang onto a small sliver of it even after becoming a full White Court Vampire. We've got an example of someone managing that in our source material.

17
DFRPG / Re: Stats for a taser?
« on: April 23, 2010, 01:09:29 PM »
There's a few other things at work here. First of all, a shotgun or assault rifle is going to be at least weapon:2, so if we're still assuming 5 shifts against an unarmored target with only a stress track of 2, they're going to be taking a 7 stress hit, needing a Moderate and Mild consequence in order to bring down to something that fits in their stress track. Most civilians are going to want a concession at this point; this gets you the same effects, but it's a VASTLY more brutal way to go about business.

Against someone actually wearing armor, or having supernatural defenses, a taser is going to have trouble getting through. Against an actual spellcaster, it might not even work in the first place.

18
DFRPG / Re: advice on phasing out WoD in favour of the Dresden Files?
« on: April 23, 2010, 12:58:25 PM »
That falls under 'something very wrong' in my book. If they aren't seriously participating, then they either need to be coached heavily, or eventually set aside.

19
DFRPG / Re: Stats for a taser?
« on: April 23, 2010, 12:55:13 PM »
... how many average people -- not well built, buff, or having gone through conditioning -- do you know that don't drop to the ground in a heap when tazed?

20
DFRPG / Re: The First Law Question.
« on: April 23, 2010, 12:49:24 PM »
For full White Court vampires, I'd say that depends on how hard they're trying to maintain their humanity, and to a lesser extent whether the spellcaster considers them to have succeeded at all.

In game mechanic terms, if they're significantly negative refresh, then no. If they still have some positive refresh, they could count.

21
DFRPG / Re: Stats for a taser?
« on: April 23, 2010, 12:30:35 PM »
Exactly. Makes a great way to punctuate a scene dramatically for someone who's just dealt with some minor (or major) scuffle, too.

So, the beast was down. I still didn't really know what it was, but I was standing and it wasn't. Good enough for me. I turned to leave, and a scared cop -- some rookie, or maybe she's just one of those girls that never seems to age -- had something leveled at my chest.

Crap. A taser. Can my life get any more awesome? I raise my hand and open my mouth, but I don't even really remember what I was going to say. Y'see, that's when she jerked and pulled the trigger.

Yeah. Down I went.


22
DFRPG / Re: advice on phasing out WoD in favour of the Dresden Files?
« on: April 23, 2010, 12:14:26 PM »
Honestly, it sounds to me that a) the group didn't all come in with the same expectations, and b) nobody is making sure everyone has at least basic competence with the system.

This is a bad combination for any group.

As others have said, the best thing would be a fresh break, but make sure everyone understand what you're doing, first. If you guys do transition to Fate, the fact that character and city creation is collaborative will help a lot.

Your OMG PWNZ0R player and GM also need to understand that if one character is outshining the others in effectiveness or narrative weight consistently, something is very wrong.

Tabletop roleplay is about collaborative storytelling. Nobody at the table is more important than the others, ever.

23
DFRPG / Re: Stats for a taser?
« on: April 23, 2010, 11:56:08 AM »
Personally, I'd call it weapon:0, MAAAAYBE weapon:1, but you can't take consequences beyond Mild. If you'd need to and cannot, you're taken out instead.

This might seem severe, but anyone packing a taser isn't intending to kill, and they've only got one shot ready for most models.

24
DFRPG / Re: Why and Can
« on: April 23, 2010, 11:48:03 AM »
I think this is going to be one of those "You need to talk with your group and GM in particular" issues. There are some ways of justifying modular abilities without full shapeshifting, but that's going to put some limits on what you can do, and everyone needs to have a pretty good idea of what you're after, to avoid mid-session "Wait, you're WHAT?" record scratches.

25
DFRPG / Re: Why Martial Arts?
« on: April 23, 2010, 11:32:39 AM »
The issue of Martial Arts was raised on 20 April. In both cases, it was Iago that responded. So let's see how much longer it will take them to make changes to Martial Arts, if at all.

What you're going to need is a breakdown of how Martial Arts falls short. So far, the only issues that have been cogently raised are the core stunt (which was addressed by Fred), and Killer Blow.

If there's something else, or you don't feel Fred's answer is insufficient, we need to know what and why.

Here's my attempt at elaborating on the case of the core stunt.

'Martial Arts' isn't necessarily just mean eastern Asian fighting styles; that's just a generalization like so much in the system.

Comparing the Fists 3 + MA character to the Fists 5 character, you're looking at a combination of training and skill versus simple raw output potential. Since we don't have a complicated stat system as a basis, we don't have things like a strength stat as a backer for melee attacks. Our analog is just raising the skill higher on the column.

The advantage that the MA tree has over the Weapons tree, is that your fists can't be taken away from you. You can't be disarmed without being dis-armed (pun for effect). This inherently makes it a more generalized set of stunts. Just think for a moment about the Dresden books, and how often Harry has something taken away from him mid-fight. Someone with more unarmed potential doesn't need to stop and get their gear back; in their portion of the narrative, they are always ready to go.


Personally, I'm inclined to agree from my vague recollections that Killer Blow is possibly too weak for the total costs and the raw situational nature of it. What else in the MA tree suffers from this, or is this the only real egregious example, and everything else is kind of on the line?

26
DFRPG / Re: Why Martial Arts?
« on: April 22, 2010, 04:39:41 PM »
A couple reasons. One, the stunts are all example stunts. Sure, players can take them (and should, if they precisely fit their concept), but they're only there to give concrete instances of the rules guide they started with.

Two, everywhere that they can, they try to make sure that all the examples are representative of approximately what the RPG designers would want in their games. Not what should be in every game, but 'when we roll, this is how we roll'. They're often selected because their particular flavor is exemplar of the relative flavor our authors prefer... but not because they're what the authors expect us to run.

They've said it time and time again, it's our game once we're holding it.. My attempts at alterations have mainly been to verify "Are you sure this is the tone you want to convey?"

So if you have concerns about the Martial Arts tree, approach it analytically, make comparisons, make suggestions for the apparent tone, and ask them yourself if this is what they actually wanted.

Then you'll have your answer. Me, I'm too busy giggling over enchanted items, but that's probably the drugs talking.

("Oh, I get it, it's a MAAAAAAGICAL diorama." "Shut up, it's a precise arcane instrument." "That looks like you should populate it with lego men." "SHUT UP.")

27
DFRPG / Re: Enchanted Items Patch - Important, holy crap!
« on: April 22, 2010, 04:20:09 PM »
That sounds PERFECT. It gives room for someone to make something that massive if it makes sense for character concept... and they'll probably have an Aspect tied to it for plot hookiness.

Thanks, Fred! <3

28
DFRPG / Re: Enchanted Items Patch - Important, holy crap!
« on: April 22, 2010, 05:22:09 AM »
The more I think about the 'no more than twice the lore' rule, the more I don't like it. It's not THAT high a limit; take an enchanter with Great lore; +4 from specialization and focus items isn't that hard, and you've already eliminated the option of burning an item slot. I think focusing on the size of the item and the plot impact of "People will WANT this" are healthier than that hard cap.

Is there any chance it could be rephrased into a 'If a GM doesn't like it, they could cap it this way' instead of a default 'it's just how it is' note? I mean, I know it's always possible for the GM to say that's not how it is here, but I think that trying to head off the problem this way doesn't get at the root of the problem, and will just get people thinking in ways that are just as potentially problematic(see the post that popped up while I was composing this one) but harder to solve cleanly with simple plot tools.

Leave the low hanging fruit for this type of minmaxer. When someone reaches for it, their head is already at convenient baseball bat swinging level. :D

29
DFRPG / Re: What counts as Cold Iron?
« on: April 21, 2010, 01:06:50 PM »
... Chadu, your post is the best post on cold iron I've randomly stumbled across in forever. I'm going to be borrowing your logic for a long time to come.

30
DFRPG / Re: Enchanted Items Patch - Important, holy crap!
« on: April 21, 2010, 12:36:06 PM »
Now you guys are getting it. :D

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