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Messages - KOFFEYKID

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16
DFRPG / Re: Magic Map (my players keep out...)
« on: April 03, 2013, 03:17:06 PM »
Thinking more on the ley line poisoning idea (if you choose to go that way): I could see it being an interesting focus for a campaign. While the "stop the ley line from being tainted/cleanse the ley line" might seem like a one trick pony that would get tired, I think not.

Ley lines all represent different flavors of energy. Perhaps tainting Ley Line A requires a different method than tainting Ley Line B. Ley Line A might be a pure vein of earth magic, and tainting it might involve toxic wastes of some sort, and Ley Line B might be a river of protective magic. Tainting Ley Line B might involve brutalizing something that's always been protected or that should be protected. Similarly cleansing these lines would require something "in flavor".

In this way the players might have a basic idea of what they need to do "preventative or damage control", but have to figure out how to do those things differently at each location.

17
DFRPG / Re: Magic Map (my players keep out...)
« on: April 03, 2013, 03:04:13 PM »
Perhaps the map should involve ley lines and ley line wells. Perhaps the big bad that they are chasing framed them for poisoning a well somehow, and his Evil Plan involves somehow tainting all the ley lines in the country, manipulating them somehow for his nefarious plot.

18
DFRPG / Re: Most Interesting Reasons for Powers
« on: April 03, 2013, 02:38:55 PM »
I'm thinking of making a true shapeshifter who gained its powers because it was stripped of it's "true name" (Self Identity?) by a wizard's death curse.

It builds a new form by forming a mental framework for the new "person" it is going to become. It will have limitations along the line of "if you can recognize it from a previous identity, naming it with intent (invoke of high compel) can force it into the identity you knew it by."

19
DFRPG / Re: Fate Core Dresden Ideas
« on: March 31, 2013, 09:03:32 PM »
Combining Social and Mental stress tracks is... problematic. I'd much rather see a rework of the social combat system that makes the social track more prominently important like Physical and Mental tracks are.

20
DFRPG / Re: Organizing an DF RPG Online Game
« on: March 27, 2013, 06:54:43 PM »
I think one of the bigger problems is going to be people wanting custom stuff. In most games this isn't too much of a problem, but DFRPG encourages custom stunts and powers. You should have a fairly level head on your mods, mechanics wise, so they can spot any issues that might arise from such things fairly easily.

21
DFRPG / Re: playable artificer in dfrpg
« on: March 26, 2013, 01:25:07 PM »
The power isn't so much in his attacks.

His defenses are formidable (Armor 5, 10 Shift Blocks, 10 shift veils, etc), as well as his mobility (supplemental 5 zone movement and such).

22
DFRPG / Re: playable artificer in dfrpg
« on: March 26, 2013, 12:51:21 PM »
I have to pop in here to warn you that a focused crafter is really scary powerful, more so than the average wizard. If balance is a concern in your game, you should be concerned.

23
Quote from: Backup Short Story, From Side Jobs
“You know about the Prosthanos Society?” I asked.
“Buncha lunatics in the Baltic region,” Bob replied immediately. “They lop off their bits and pieces and replace them with grafts from inhuman sources. Demons and ghouls and such. Patchwork immortality.”
I nodded. “The Stygian Sisterhood does the same thing—only with their psyches instead of with their physical bodies. They slice out the parts of their human personalities they don’t want, and replace them with pieces torn from inhuman minds.”

Anybody got any ideas on how to do this? I think playing somebody who does the Stygian Sisterhood thing would be interesting as hell.

24
DFRPG / Re: Kickstarter for Torment: Tides of Numenera
« on: March 24, 2013, 08:57:27 PM »
I'm a little leery of anything Monte Cook has had a hand in.

25
DFRPG / Re: Wizard Nobility
« on: March 24, 2013, 08:23:55 PM »
I get that your argument is that it opens the door for other powers which are less restrictive and more abusive.

Now I'm asking what you would replace the portion of the power with that fills the same thematic roll of "working with the family = stronger rituals".

26
DFRPG / Re: Wizard Nobility
« on: March 24, 2013, 08:10:20 PM »
+156?

Remember I'm intending to limit it to a single +12 bonus to the leader, not everybody. It was edited in after you pointed out that the wording was for each member not just the leader a few posts back.

27
DFRPG / Re: Wizard Nobility
« on: March 24, 2013, 08:00:37 PM »
What would you suggest to represent the idea behind that portion of the power?

28
DFRPG / Re: Wizard Nobility
« on: March 24, 2013, 07:19:02 PM »
I wasn't intending it to be a bonus for each member, but a bonus for the Ritual Leader. I suppose my Shadowrun gaming is getting in the way (there is a very clear distinction between participants and the person running the ritual in that system).

So yeah, the person "running the show" is the only one to get the bonus.

29
DFRPG / Re: Wizard Nobility
« on: March 24, 2013, 07:09:21 PM »
It seems like a lot but if you have 12 participants besides you, and they each provide only one aspect to tag then you get a +24, or just a minor consequence each (so they all get a headache). Thats without even trying, so you can see how a +12 for a ritual with 13 members is, compared to what can be levied by the group as a whole, little.

30
DFRPG / Re: Wizard Nobility
« on: March 24, 2013, 06:44:37 PM »
I dont see the +1 per family member participating in a ritual as overpowered in narrow circumstances (having a full contingent of family helpers for a ritual). Consider that the cap is 13 total, so 12 others helping (canonical, according to Dresden in Blood Rites), with 12 others helping your ritual is going to be so powerful that the +12 is going to be small potatoes in the overall picture.

Though yeah, underpowered in narrow circumstances for sure, I'll think on it some more.

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