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Messages - MegaPuff75

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16
DFRPG / Re: Staff of Moses
« on: August 16, 2011, 01:01:44 AM »
I guess you could change out the specialization for focus item slots count the staff as a +4 to offensive control and power, or maybe a +2 offensive and defensive control and power.

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DFRPG / Re: Which book?
« on: August 15, 2011, 07:57:44 AM »
You should get Your Story first as Our World is only of any real use if you are GMing and is not worth much without Your Story.

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DFRPG / Staff of Moses
« on: August 15, 2011, 07:54:25 AM »
I had an idea for a Item of Power, The Staff of Moses is believed to be the staff used by Moses to part the Red Sea and draw forth water from a rock and now it grants its wielder with the power to control water. I was thinking that this could be treated as granting a.) Channeling (Water) and a +2 power and control water specialization to anyone without Channeling or Evocation, b.) adding Water to the elements list of anyone who has Channeling or Evocation (using one refinement power) and +3 power and control water specialization, or c.) +4 power and control water specialization for anyone with water Channeling or Evocation already. all told that would be 4 refresh of powers with a +2 discount for a final cost o -2 refresh.

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DFRPG / Re: A problem with the rules, and a simple fix
« on: August 15, 2011, 07:06:26 AM »
Alright if you find my explanation to be a stretch I do have one suggestion on how to simplify the alternative rule while staying a little truer to the spirit of the system. if you attempt to hide you make a stealth check against a set difficulty, shifts above the difficulty modify contested stealth rolls to remain hidden and if you fail the original roll you don't hide in the first place.

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DFRPG / Re: A problem with the rules, and a simple fix
« on: August 15, 2011, 03:47:52 AM »
I think the system works well as it is if you think of it like this, If it is hard to hide in a location you need to work harder to stay hidden and as a result you are being more careful and are less likely to make a stupid mistake and be found, whereas if you are hiding in a place where it is easy to hide you can put just as much effort into hiding and be just as hard to find or put in less effort and be more likely to make mistakes, so in this view your stealth roll says how much effort you are putting into trying to hide. If this view still makes the RAW seem off I see no problem with the idea of modifying rolls instead of difficulty.

22
DFRPG / Crafting Specialization
« on: August 04, 2011, 07:03:47 AM »
I don't know if this has been addressed before, but I couldn't find it so here goes. If you take a crafting specialization for uses per session does that ad one use per item or does it also add an extra one for any extra enchanted item slots you use to increase uses?

In other words is there any purpose to a uses specialization. If you had a lore 5 with a power specialization you could make a ring that fire a weapon 6 fireball once per session or a weapon 5 fireball twice per session, whereas with a uses specialization you can only make the weapon 5 2 uses version. If you throw on extra slots there could be a difference if each slot added the specialization bonus for uses, so with 2 slots the PS would be W5/U4 or W6/U3 but the US would be W5/U5. So is the uses specialization a useful investment or just a less useful version of the power specialization?

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DFRPG / Re: Destroyed items and the consequences
« on: July 30, 2011, 05:20:00 AM »
The damage to foci might be considered fallout from a failed discipline roll for spell casting.

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DFRPG / Re: Where do they hide the bodies?
« on: July 27, 2011, 06:30:49 PM »
However most Warlocks kill using thaumaturgy so they aren't exactly nearby to grab the body since the whole point of killing with magic is that you leave no evidence that ties you to the crime scene so returning for the body is rather stupid, also most warlocks are so arrogantly self-assured of their own invincibility that they wouldn't bother with dumping the bodies.

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(click to show/hide)
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Also the only reason Harry became the WK is because he broke his back falling off that ladder and landing on something, no one could have predicted that this would have happened.

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DFRPG / Re: My Wards
« on: July 14, 2011, 09:35:56 AM »
@Sanctaphrax the Hicks method seems to be the most logical, as long as you don't minmax the conjured creature (which would be easily prevented by a GM veto) also I think you are misunderstanding what I am talking about. I am not summoning these creatures (calling up existing entities from the Nevernever) but conjuring them (creating a construct from ectoplasm and in this case providing them some degree of intelligence). In the case of conjuration the method for determining complexity of the spell, because the complexity comes from determining the shape and behavior of the construct/s and then simply handling the volume of ectoplasm, since every copy of the construct will look and act exactly the same the complexity is only added once so it is only more difficult because you are using more volume.

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DFRPG / Re: My Wards
« on: July 11, 2011, 04:42:38 AM »
It would seem that all the methods seem to overcharge for extra creatures conjured, the book seems to imply that the added complexity is a factor of size and quantity combined so summoning a dog the size of a bus would cost the same as summoning a dozen dogs that add up to the size of a bus, since all the individual constructs exist under the same rules all you are really doing is using more energy to replicate the exact effect multiple times requiring only more energy not more consideration from the caster. so based on that half a dozen dogs about 4x6x2 at would add up to roughly the size of an SUV which would only be about one step up in size from a normal car would mean a +4 for more than just one, from that creating the guardians as such

High concept: Conjured guardian
Skills: +3 might, endurance
+2 fists, intimidation
+1 Alertness, Athletics
Powers: Claws, Inhuman toughness/speed/strength
1 mild and 1 moderate consequence

using the Fred Hicks method http://www.jimbutcheronline.com/bb/index.php/topic,23624.15.html the final cost would be 6 for stress+6 for consequences + 10 for powers (not paying for toughness twice) you get 22+4 for quantity with duration already worked into the ward add 2 to have a condition and it would be built in similar to how you could build in any other spell effect (like a divination as is suggested in YS) becomes 28+8 for the basic power of the ward+4 for other conditions+10 shifts to increase duration to a decade makes for a 50 shift ward total.

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DFRPG / Re: My Wards
« on: July 11, 2011, 02:58:14 AM »
So from what I'm reading, if I want a group of what are essentially guard dogs to be conjured if someone pierces my ward it would have a cost dependent on the stats for the dogs, lets say good endurance and might plus a mild and moderate consequence inhuman toughness, speed, and strength, so that would be 6 for powers 6 for consequences and like 6 for skills plus 2ish to make them combat capable, and like 15 to have six of them for a total of 35, and then simply throw that on the ward as a landmine? If I read the ward section correctly if I apply the conjuration as a part of the ward it should activate any time the requirement is met in this case a breach or maybe an attack of sufficient strength. Also if I put a limit on how far they could move away from the ward would it reduce the complexity because they are not able to act as freely?

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DFRPG / Re: My Wards
« on: July 10, 2011, 05:16:55 AM »
Actually I was looking at Constructs in OW and I was wondering if it would be possible for me to create True Golems that are activated by the wards?

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