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Messages - DFJunkie

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16
Harry's trouble, at least in CD, is more like "the predator within" than "the temptation of power."  He's already given into that temptation, now he has to deal with the fallout.

17
DFRPG / Re: Adjusting to Canon
« on: December 10, 2012, 08:39:57 PM »
I fall into the camp of “incorporate anything that doesn’t require a painful change.”

Our group structures the story arcs like the book does, a few days/weeks of action separated by long stretches of down time.  That has allowed us to incorporate the end of Changes without any real stress, no one had any hooks with the Reds and Harry hasn’t shown up on screen.  On the other hand, if Lara Raith manages to get offed in a future book I’ll probably elide that as long as possible since one of my PCs has an important relationship with her.

18
DFRPG / Re: Buffy or Slayer-like Character?
« on: August 01, 2012, 03:49:58 AM »
I'll second the fact that the Slayer's powers are absolutely demonic in origin.  That being said I disagree that the First Slayer was somehow taken over by the demonic essence that empowered her.  My read was that she was driven from her people and left to live life of primal violence, always apart from the society she was bound to protect.

If he wants to play a character inspired by Buffy why not roll with the same themes?  Buffy was always apart.  While her friends kept her sane, and some times kept her alive, they could never truly understand what it meant to be the slayer.  Maybe he feels the Weight of the World, or No One Knows Him (Me) or what have you. 

The templates do two things; they situate the characters in the world, and they provide a dramatic vehicle.  Skipping one of the prefab templates obviously leaves the first up to you and your player, which isn't a big deal provided you do the background work and provide him with context for his Slayer.  As for drama, drawbacks like Feeding Dependency aren't strictly necessary, just pay special attention to his Aspects and he should be good to go.

19
DFRPG / Re: A More Detailed Medieval Weapons List
« on: July 19, 2012, 07:24:09 PM »
I kind of like that it allows the sort of very close very long fights you see in movies, ones that last multiple scenes over dozens of exchanges.

Having played SotC I can testify to the fact that there's a fine, fine line between "long" and "dull." 

20
DFRPG / Re: A More Detailed Medieval Weapons List
« on: July 19, 2012, 03:55:11 PM »
True.  Somewhat unusually for an RPG his system makes shields almost too good to pass up.

21
DFRPG / Re: A More Detailed Medieval Weapons List
« on: July 19, 2012, 02:01:49 PM »
That's certainly a more granular and tactical approach to Fate combat.  If that's what floats your boat have at it, but personally I like the fact that the system is fairly abstract and the player/GM can narrate outcomes to suit their particular taste in fiction.

Now, is it true to historical fact when the guy playing a barbarian describes how his massive axe?  Of course not.  Is it fun?  Yep.  The great thing about an abstract combat system is that it allows people to focus on the character concept and interesting description rather than picking the optimal mechanical course of action and sticking to it to the bitter end.

Now, if you want to provide some balance to top tier weapons (the way that D&D 3.X had simple, marital, and exotic weapons, with each weapon being roughly equivalent within it's class) you could maybe apply a defense and/or initiative penalty to big, unwieldy, but devastating weapons while applying a bonus to one or both for smaller, less damaging weapons.  If you want to avoid "modifiers" you could say that "unwieldy" weapons take a supplemental action to ready, so if you want to attack continually with them you'll take a -1 to your actions going forward.

22
DFRPG / Re: A More Detailed Medieval Weapons List
« on: July 18, 2012, 04:32:24 PM »
Also bear in mind that each exchange is 30 seconds.  It's not a single exchange of blows, but the total outcome of half a minute of back and forth.

23
DFRPG / Re: A More Detailed Medieval Weapons List
« on: July 16, 2012, 06:15:34 PM »
Well since this is a medieval fantasy setting "speeding vehicles" probably aren't on the table.

OP said he's planning on giving out more stress boxes, and weapon rating are only meaningful in the context of how much damage it takes to get to those tasty, tasty consequences, so a Weapon:5 axe might not be that overwhelming in his hack.

[edit] Forget what I was saying about aspects instead of rules, those work just fine as stunts.

24
DFRPG / Re: Quick and Dirty Star Wars Hack
« on: July 10, 2012, 01:32:10 PM »
I just grabbed Bulldogs at a con this weekend, and I have to say it is a much better base for a Starwars game than Dresden.  The skills are already more "spacey," hi-tech weapons and ships are already statted, and it has a fairly balanced list of alien powers. 

The only real hurdle is inserting the Force.  The game already has a Psychic skill that is largely similar to baseline Force use.  On the one hand I'm tempted to remove it, and create three separate Force skills, Alter, Control, and Sense, then stack the stunts on there.  On the other hand I could just have one Force skill, and three different "trees" of stunts representing the applications of the Force.

25
"No, you cannot intimidate the gazebo," or, "No, you cannot seduce the fire truck.  Cut that shit out," are both the correct way to go.

QFT

26
What about someone trying... to socially attack a gazebo?

If they're willing to risk awakening the dread gazebo I'd give them at least a slim chance of success.

27
DFRPG / Re: Quick and Dirty Star Wars Hack
« on: June 25, 2012, 09:38:00 PM »
You want to see the Stormtroopers living up to their reputation, look at the Battle of Hoth. Yes, numbers played a part, but there's a reason that the rebels are running for their lives.

Yep, because the Rebels were minions too, just crappier.

In the Fate games that have minion rules, they're generally rated from Average (+1) to Good (+3,) and have a number of stress boxes equal to their bonus.  Instead of acting as individuals minions form groups with one action, but receive a bonus to that action based on the number in the group; 1-2 get +1, 3-5 get +2, 6-9 get +3, and 10+ get +4.  If you rate Storm Troopers at Good, that means a squad of 10 acts at Epic (+7), which is pretty terrifying.

28
DFRPG / Re: Quick and Dirty Star Wars Hack
« on: June 25, 2012, 03:21:50 PM »
Also, all Imperial facilities should probably have aspects like “Terrifying Drops and Guillotine Doors,” or maybe “Unconscionable Lack Of Railings.”

29
DFRPG / Re: Quick and Dirty Star Wars Hack
« on: June 25, 2012, 03:04:01 PM »
I'd strongly recommend adopting the minion rules from SotC.  Storm Troopers drop like flies while being fairly harmless in less than company strength.  The rules should reflect that.

30
DFRPG / Re: How would you handle powerful pets?
« on: June 20, 2012, 02:42:21 PM »
Or stat up the Temple Dog and treat the monk as an IoP that allows him to talk.

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