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Messages - Khalis231

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16
We were all waiting to see what he'd do.  The player looked at the fate point, and says "I take her into my arms and kiss her, tenderly."  And then he takes the fate chip and says "Nothing happens".

I cut to Diane sitting in a mental hospital, quietly watching a blank television screen. Her eyes are blank, empty. 

Such wonderful, terrible sadness.

Moments like these are what remind me why I roleplay. Kudos to your player, and to you for running the game.

17
DFRPG / Re: How to reach Dresden level health status
« on: June 18, 2011, 07:12:09 PM »
Implications are not RAW.

If characters can take mental stress from something disturbing they see in combat (and they can), then I see no reason why social stress cannot be taken as well.

Additionally, it makes sense to socially take out a character during combat.

Like, oh, "Luke, I am your father!".  ;)

Point for Bumblingbear.

Well, I was hoping not to jump into the whole RAW thing, but here we go:

Quote from: Your Story p.215
"Social conflicts occur when the opposing agendas of two or more characters are resolved without physical violence, calling upon a different set of skills and trappings to resolve them. The damage done by these conflicts can be highly variable, ranging from simply instilling a false sense of security in the loser to ruining his public reputation and hurting his relationships."

Emphasis mine. If physical violence is involved, it's not a social conflict, and the application of social skills is best resolved via maneuver.

But, as you say, characters can take mental stress during combat, which seems to imply the same for social stress. However:

Quote from: Your Story p.217
"Being able to attack the mental stress track is no small feat. The kind of abuse necessary to inflict this kind of damage on another person usually takes a great deal of time and energy .... Between mortals, some sort of prior connection or justification must exist to inflict mental stress and consequences."

Basically, to deal mental stress in a combat situation (well, to deal mental stress period), you need some sort of justification, aka a power that lets you do so. Incite Emotion, Dominate, spirit evocation (arguably) etc. deal mental stress because their descriptions explicitly allow them to. An Outsider that deals mental stress simply due to its frightening appearance should have the specifics of that ability statted out as a power, and that capability should be reflected in its refresh cost.

There are no analogous powers for dealing social stress at a moment's notice. I would argue that the RAW supports keeping social stress out of physical conflicts, although at the end of the day I think it's mainly about personal preference. Handle it however works best for your group.


As far as the climax of ESB is concerned, Vader didn't take Luke out in that fight - Luke's player totally went for the concession after taking the extreme consequence of "Severed Hand." If Vader had taken Luke out, he would have either captured Luke or killed him.

18
DFRPG / Re: How to reach Dresden level health status
« on: June 18, 2011, 06:29:20 PM »
I don't see why social attacks could not be performed in combat.

Like... deceit roll against a powerful enemy while taking cover, "You'd better leave fast if you want to live.  I have about 20 people coming on the way right now!"

Definitely seems appropriate to me.

On the contrary, I don't see why social attacks need to be included in physical combat. It seems like an unnecessary complication.

I would treat that Deceit roll as a maneuver to place the aspect "He's Got Backup Coming?!" on the enemy. The aspect could then be tagged or invoked as normal, either for the normal +2 or as a compel to get the enemy to retreat (and getting the enemy to withdraw seems like the objective of such a tactic in the first place). That seems simpler and more elegant than dealing with the social stress track.

The book also seems to imply that social combat is an entirely different beast in a way that mental combat isn't. Social combat has its own method of determining initiative (Empathy, rather than Alertness), and there are no powers that deal social stress in the way that Incite Emotion deals mental stress. It seems like aside from those rare, exclusively mental conflicts that happen every so often, mental attacks/stress are a subset of physical combat, while social combat is a different method of conflict resolution.

Plus, if an enemy could be Taken Out of a physical combat by dealing social stress, you could create a character who wins firefights just by hurling insults, which doesn't seem to make any sense. Working an enemy into a blind, frothing rage is a time-honored way of setting them up for the killing blow, but this can be accomplished by stacking maneuvers with social skills and tagging them all for a physical attack. Dealing social stress just doesn't seem appropriate in a physical combat situation.

Edit: UmbraLux makes good points too. Social combat seems to take place at a different speed than physical combat.

19
DFRPG / Re: How to reach Dresden level health status
« on: June 18, 2011, 06:00:37 PM »
None of this makes any sense to me.

I see "floored about the past" and "broken ribs" as mutually exclusive, but under the RAW as we are arguing it, they would take up the same slot.

Plus, every game is different.  Some games have more social conflict than others.

I think it is /retarded/ that in a fight with a bad guy, a character could opt to make a really good/bad insult, and fill up a moderate consequence on a bad guy, and that bad guy would not be able to take a moderate physical consequence during the fight anymore.

That is...silly.


Hopefully Fred can clarify this for us. I can't believe this hasn't come up before now, to be honest.

With regard to your last point about a character making a really good insult to fill up a bad guy's moderate consequence, I think it would definitely seem unrealistic from a perspective that assumes everyone has three consequences for each stress track, because that seems to imply each set of consequences is a direct measure of a character's fortitude in that department, sort of like stress. I imagine it seems as absurd as somebody making an Intimidate check in D&D to deal hit point damage. However, I think consequences are better conceptualized in a more narrative sense. Sure, that moderate social consequence doesn't actually lessen the amount of physical damage the bad guy can take, but it does throw him off his game and contribute to the next big hit landing harder (having to take a severe physical instead of a moderate).

All that said, however, I would hesitate to allow social stress/consequences to be dealt in the middle of a physical fight. Social combat seems like it's supposed to be a completely different arena from physical combat. Characters could definitely use social skills in the context of a physical fight (insults, threats, distractions etc.), but I would resolve these as maneuvers, rather than straight-up social attacks.

20
DFRPG / Re: How to reach Dresden level health status
« on: June 18, 2011, 04:06:01 PM »
Hmmmm....

So if this is the case, it seems to me that inhuman recovery should affect mental, social, and physical consequences.

Otherwise, it's fairly expensively priced. No?

I wholeheartedly disagree that recovery is expensively priced as-is. It doesn't affect mental or social consequences, but physical consequences are by far the most common consequence suffered in a combat situation, so recovery fulfills its job of bouncing you back after a fight quite nicely. Also, don't forget the benefits of the Tireless stunt equivalent, plus the ability to clear a mild physical consequence once per scene (which is more valuable than it would be if everyone had nine to start).

Plus, it just plain wouldn't make sense for a creature's fast healing to affect its damaged reputation.

21
DFRPG / Re: How to reach Dresden level health status
« on: June 18, 2011, 03:57:46 PM »
That doesn't make any sense to me.  At all.

It's also not how any of the PbP games are played that I am aware of.

I won't be changing my game unless Fred himself says something about this.  It doesn't seem right to me.

If the consequence list is really that short, not only are all characters much less powerful, but it makes the stunts giving an extra consequence FAR more powerful.

Yes, all characters are much less powerful, but I think it does a lot to balance spellcasters with non-spellcasters. I read a lot about the power of evocation on these boards, and this issue might be a major part of why people perceive it as such. Evocation would be absurdly overpowered if a wizard had six consequences base (3 physical, 3 mental) to fill with backlash from supercharged spells.

22
DFRPG / Re: How to reach Dresden level health status
« on: June 18, 2011, 03:49:33 PM »
Uhhh...

This is not correct.

Each stress track /does/ have an exclusive consequence set.

It makes no sense to take "broken ribs" as a consequence to social conflict.



Believe me, this took me a little while to puzzle through, because the book isn't very explicit about it. Each character has only one set of mild, moderate and severe consequences. Each slot can be filled by a physical, mental or social consequence, as determined by whatever's dealing you stress at the time you take the consequence. This doesn't mean that you can take the consequence "broken ribs" in a social conflict, it means that if you take the moderate physical consequence of "broken ribs" in a fight and subsequently enter a social conflict, you can't take a moderate social consequence of "severely flustered" because your moderate consequence is already filled by the physical consequence you took earlier.

Quote from: YourStory,p.204
"Each character may take one [consequence] of each severity ... once the consequence slot is used, it cannot be used again until the current consequence is removed"

Doesn't say anything about types of consequence or one per stress track, just one consequence at each severity.

Also, if you take a look at the character sheet, you'll notice that it contains only one slot for each level of consequence, and that each is marked as "any" in the P/M/S column. If every character had nine consequences (three per stress track) to start, they would have included space to fill all those consequences. Instead, they have only a few blank lines in case you gain additional mild consequences through stunts or high skills.

This interpretation seems to make the most sense based on the rules, but there's always the possibility I'm dead wrong on this. Can anyone else shed some light on this?

23
DFRPG / Re: How to reach Dresden level health status
« on: June 18, 2011, 03:05:31 PM »
there's a stunt in the book (Resilient Self Image) that gives 2 extra mild consequences for mental, plus Conviction 5 is another extra so

Four Mild Mentals
One Moderate Mental
One Severe Mental

One Mild Physical
One Moderate Physical
One Severe Physical

So the character, if stats are remembered right, had 9 possible consequences she could fill before getting to extreme

She was the ONLY character in the game that never took recovery or toughness powers

Also, you don't get a separate set of mild, moderate and severe consequences for your physical and mental stress tracks. You have one mild consequence, one moderate consequence, and one severe consequence, each of which can be filled with a physical, mental, or social consequence. Thus, if you use your mild consequence slot on a mental consequence from casting, you don't have that slot available when you're hit with a physical attack, and would need to use a moderate or severe consequence to soak it. The first time I read the rules, I thought each stress track had a separate list of consequences, but this is not the case.

So with Conviction 5 and a stunt that adds a mild mental consequence (Resilient Self-Image applies only to torture, as InFerrum mentioned), your list of consequences would look like this:

Two Mild Mental Consequences
One Mild Consequence
One Moderate Consequence
One Severe Consequence

For a total of five consequences.

24
Sounds like you're feeling pretty overwhelmed. GMing for the first time is hard enough, especially with a system you don't have any experience with. However, I think you can breathe easy for the moment, because you're starting in a good place with a published adventure and enough material for one session at least, and that's all you really need. Here's my advice:

- My number one suggestion if you're starting out is to do a test run before you begin your game. Run a one-shot or a short mini-campaign to familiarize yourself and your players with the rules. It sounds like you're already committed to starting with Neutral Grounds, so this can serve as your dry run for playing the "real" campaign. Honestly, I'd suggest making the first adventure entirely separate from your main campaign, so both you and the players can fumble around with the system without feeling like you're screwing things up for down the road. It's hard enough to GM without putting the pressure of "this needs to make sense with later plot" on yourself. Even if your players use the same characters they're using for the main campaign, having that first adventure be 'off the record' or 'non-canon' gives everyone a no-risk environment to explore their characters and the system.

- My second suggestion would be to prepare just what you need for the first session (whether or not you decide to use it as a test run), and let that session guide you forward. One of the beautiful things about the DFRPG is how easily all parts of it can change to fit your campaign and PCs. Sounds like you've got some cool ideas for epic plot later on (Vampire Ninja Assassins sound quite promising), but I would definitely hold off on introducing your big plotline until you and your players have your Feet in the Water, so to speak. Try using small-scale player- and NPC-driven conflicts to start off, then introduce the main plot once your players have felt their characters out.

- With regard to aspects, don't worry too much about how they are now. Once again, if it's everyone's first time around with the DFRPG, don't expect every aspect to be pants-rendingly gorgeous. You can use the flexibility of the system to your advantage here - aspects can change quite often (at a minor milestone, usually after every session), and the book actually suggests (I think) letting people change aspects and skills mid-session during the first session, as they begin to get a feel for their characters. So if/when something comes up and somebody gets or gives a good idea for an aspect, let the player change it immediately. Be on the lookout for aspects that can be both positive and negative, those are the best kind. If somebody cracks an in-character joke or one-liner that strikes you as characterful, suggest that the one-liner become an aspect. And as GM, pay the most attention via compels to the character aspects that really sizzle for you, and don't worry too much about engaging with the ones that seem to fall flat. The positive reinforcement you give to the good aspects will help teach the players what a good aspect entails, and will motivate them to change those bland aspects to more evocative ones as they (like you) learn the ropes.

That's all my non-mechanics advice, there are plenty of more experienced posters here who can explain the nuts and bolts of blocks, maneuvers and other such things much better than I

25
DFRPG / Re: Sickle of Light (Uriel's Sickle)
« on: June 09, 2011, 08:15:32 PM »
How about:

Sickle of Light [-2]:
Counts as a Weapon:3
+2 Obvious IoP
-1 True Strike (+1 to Weapons rolls)
-1 Holy (counts as holy for the purpose of satisfying Catches)
-2 Your Time Has Come (spend a fate point to mark an enemy as wicked and deserving of death. For one scene, each time that enemy takes physical damage from any source, increase the stress dealt by 1. Damage dealt by the Sickle is instead increased by 2).
-0 Its Purpose is to Kill (when its wielder Takes Out an enemy with this weapon, the enemy dies in a gruesome fashion, even if the wielder's intent was not to kill. A blow intended as a light cut or flat-blade attack ends up severing a femoral artery, or something like that).

26
DFRPG / Re: Meta plot ideas?
« on: June 09, 2011, 06:31:11 PM »
I'm not sure if I'd put themes and threats in the category of meta-plots. They don't feel quite "big" enough to encompass a World-Shaking Prophecy of DoomTM. I think they're smaller-scale on purpose, because DFRPG seems to encourage more organic, character- and NPC-driven stories. To take some examples from the books, I think Marcone and the Raiths would be examples of threats in Harry's setting of Chicago. They show up fairly often, and feature quite prominently in a few casefiles, but they aren't truly meta-plotty in the way that the
(click to show/hide)
is (I'm new to the forums, do I need to spoiler-tag that?)

27
DFRPG / Re: Meta plot ideas?
« on: June 08, 2011, 05:48:10 PM »
Mmmmmm ... meta plot. My favorite part of GMing. I've always struggled with the small details of adventure creation, but meta plot is where my heart is at.

A good meta plot has a mixture of structure and malleability. Structure and planning are needed give the sense of events moving outside of the players' control, for consistency, and so that details can be foreshadowed and revealed slowly. Malleability is needed because the plot still needs to be able to bend and sway with the players' actions and goals, and build towards an epic, meaningful conclusion without railroading the players into a certain course of action. "An ancient organization is working towards awakening an ancient evil being that would threaten the world as we know it" is a good starting point for a meta plot because it describes what's happening in the world, without dictating the players' actions with regard to the plot.

A good meta plot is overarching but not all-encompassing. It should help tie the scenarios in your campaign together, but shouldn't be so omnipresent that every adventure revolves around the meta plot (at least not in ways that are immediately obvious). Ideally, references to the meta plot should start slowly and then build and intensify as the campaign continues. TV shows do this all the time, and actually, the Dresden Files books are a great example of this type of storytelling technique. The first few novels are small-scale, more noir-ish and self-contained, while later novels get steadily larger in scope, and begin to introduce elements that tie the books together, while still being able to stand alone as novels in themselves.

I could go on forever, but those are the two most important guidelines I try to remember when creating meta plots. If you're looking for some specific ideas I'd be more than happy to help with those as well.

28
DFRPG / Re: A catch of Decapitation
« on: June 08, 2011, 04:55:16 PM »
As a side-note, a separate "catch" that applies only to recovery or toughness is perfectly legal... as long as it's not refunding any refresh, and isn't the sole catch.

So, for example, if you have someone with, say, Supernatural Toughness & Recovery, who can be hurt or killed via necromantic magics (a +1 to +3 catch depending on how easy it is to figure out), you could also declare that they could be killed by decapitation (i.e. that functions as a catch only for recovery) - you just wouldn't receive any additional refresh for that.

That's a good point, I hadn't thought of that. There doesn't seem to be any harm in specifying an "extra" Catch for one or the other of Recovery or Toughness (power), as long as there's a single Catch for both to satisfy the power's requirement and the second one isn't giving refresh. So from my earlier silver/holy stuff example, I couldn't assign one Catch to each power, but I could set "silver" as the Catch for both, satisfying the requirement, and then tack on "holy stuff" as a Catch to Toughness only.

29
DFRPG / Re: A catch of Decapitation
« on: June 08, 2011, 04:44:27 PM »
First, the terminology issue again - "Toughness" vs "toughness" - which is which?   ;)  Second, in my opinion Physical Immunity is just the fourth level of the Toughness power. 
Agreed.  It's the obvious example.
By the text on YS:184-187, no. 

Well that clears everything up, we were saying the same thing after all  :) I guess I see Physical Immunity in a category all its own, because of how the Stacked Catch thing works. That might be why we were talking past each other.

30
DFRPG / Re: statting a lightsaber
« on: June 08, 2011, 03:50:35 PM »
Well, when you consider that they hail from a future where there are space stations that can blow up planets, I don't think it's too bad.

It's also a melee weapon - not ranged.

Plus, the fact that a weapon of that power in /this/ world would be a big deal could be a huge plot hook too.  Everyone would want to get their hands on it.


But consider, a ghoul has a weapon:6 with strength and claws.  A Jedi (depending on race) would probably not have any kind of strength powers.  That means a lightsaber would be about the same weapon rating as a ghoul without weapons.

When put that way, it actually almost seems a bit weak!
Additionally, a Jedi doesn't stop being a Jedi without a lightsaber.

This is another reason I think the Lightsaber should be equipment rather than anything that causes refresh.

Seconded on the points well made. However, I think that comparing a lightsaber to a ghoul with Strength and Claws isn't a fair comparison, because the ghoul has spent 5 refresh to get to the point where his claws are Weapon:6, while the Jedi gets a Weapon:6 lightsaber free of charge and can spend that same 5 refresh on, say, Inhuman Speed and Evocation, putting him way ahead of the ghoul in terms of power, even considering the ghoul's grappling and lifting/breaking bonuses. It may not be overpowered in a future with giant lasers, but we're talking about lightsabers in the Dresdenverse here. I agree that it shouldn't cost refresh ala an IoP, but I don't think it should be free equipment.

I think that paying for lightsabers with focus item slots is the ideal solution, because Jedi are going to have those spellcasting powers anyways to represent the Force, and the fluff doesn't really support Jedi using focus items the way Dresdenverse wizards do. So what to do with those unused focus slots? Substitute a build-your-own lightsaber system! Start it at Weapon:3 (well within the normal range for free equipment), and let the Jedi spend focus slots to improve the Weapon rating by +1 each (or some sort of scaling system, whatever's balanced). Maybe allow alternatives like +1 to weapon skill for one defense each round.

This would mean that lightsabers would be pretty firmly tied to the Jedi template, which fits the fluff that only Jedi have the mind-body awareness needed to truly utilize a lightsaber's potential without cutting an arm off. It would also tie each individual Jedi to his lightsaber, which also fits the fluff.

Now I'm tempted to actually come up with a Jedi template. Hmmmm ...

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