Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Rubycon

Pages: 1 ... 7 8 [9]
121
DFRPG / ignoring or acting against a block
« on: July 22, 2011, 05:57:43 AM »
Hi,
I've just read through the "block"-rules an the question came to my mind what characters could do to act against a block or what would happen if they choose to ignore it.
Acting against a block has a number of obvious applications like pushing against a door which is held from the other side. But what happens if, in the example with a bullet curtain, a character declares "I give it a try and run. They still have to hit me."?

122
DFRPG / Re: Shaman of the Urban Wing
« on: July 21, 2011, 09:39:31 AM »
Never seen Hitchcock's "Birds"-Movie...? ;)

123
DFRPG / Re: loup garou vs Warden Sword
« on: July 20, 2011, 10:53:55 AM »
By the rules of the All Creatures Are Equal Before God it should satisfy the catch of the Loup Garou's Phyiscal Immunity, after all the Swords are meant to bypass everything.
That's exactly as I see it, too.

By the way, I like the idea of an inherited Warden's Sword. Such Swords aren't made as a mass product, that's for sure. And some wardens will have gotten theirs from another warden, probably their father / mother...

124
DFRPG / Re: so...finally...
« on: July 20, 2011, 06:18:22 AM »
I see the HDFRP much easier to play, because you don't have to worry about specific rules all the time. The most important rule is about spending and getting fate points because this rule defines how the game is played. In D&D, so much is covered in very strict rules that you have to be very familiar with them.
In our D&D campaign a couple of years ago, some players didn' have all the (relevant) rules in their mind after two years, I don't see this happen with HDFRP.

125
DFRPG / Re: replacing supernatural powers
« on: July 18, 2011, 07:16:50 PM »
Whoo, you guys in this forum are F A S T ! ! !

thanks for your replies!!! ;D

126
DFRPG / Re: Fan License
« on: July 18, 2011, 07:11:59 PM »
Hi,
as a newbie to the HDFRP I've just read through this post. Are there any news? a finished pdf maybe...? :P

127
DFRPG / replacing supernatural powers
« on: July 18, 2011, 07:07:17 PM »
Hi,
I've just read that certain supernatural powers will be "replaced" by a higher form of that power (Speed for example). Does that mean that you pay the difference between the power you get and the power you already have? (Maybe it's already stated in the rules, but I didn' find it... ::))

128
DFRPG / Re: Limits on Resources/ Contacts
« on: July 18, 2011, 01:00:35 PM »
The big question for me is: are those guys only interested in money? I would say no. So, regardless of the resources available, they will work for you only when you can give them the right things or if working for you fulfils their own agenda. So it might happen that you regret you choice of employees...

129
DFRPG / Re: temporary aspects
« on: July 18, 2011, 12:53:50 PM »
Agreed. There are plenty of times (Aiming is a great example of this) where you just want to lay down an aspect, get your +2 and be done. There is nothing wrong with using the same aspect over and over in that situation, and most of the time players will actually gravitate to that because it's simple. When you think of a decent aspect for an action you're likely to repeat it's easy to repeat the aspect as well.

However you'll often find that creativity can be very rewarding. Tailoring your aspect to the situation can lead to great suggestions for how to invoke for effect/compel, and compels are the real teeth of the fate point. Using your example, neither of those aspects suggests a great compel, however Masurao's does.

That was my view of it, thank you. Of course, pre-set aspects should not replace creativity, but I would handle such things by rewarding creativity, not hindering standard procedures. Additionally, I like a fast pace when it comes to combat. And a have the feeling (not the experience) that building aspects can slow down the pace of a scene unnecessarily. That was where I was coming from... ;)

130
DFRPG / Re: temporary aspects
« on: July 17, 2011, 11:06:27 AM »
I get your point. But most of the aspects you mentioned are aspects of places and can be developed (or discovered) by the characters. But what is about aspects developed by skllrolls of characters (or NPCs). Aiming a gun, creeping in the shadows and things like that will occur very often and will lead - depending on success or failure - to very simular results. So aspects like FREEZE OR DIE will work the same way in most scenes where they come up. At least i think so. Maybe a short playtesting will tell me otherwise... ;)

131
DFRPG / temporary aspects
« on: July 17, 2011, 06:22:17 AM »
Hi,
I'm new to the FATEsystem as well as to the DFRPG. As I'm reading through the rulebook, i was wondering if there is such a thing like "standard" temporary aspects to a scene in certain circumstances. I think that certain applications of skills lead to certain aspects over and over again, maybe with small changes, but small anyway.
A funny example came to my mind:
Imagine a scene were a group of children were playing ball in the yard. At some time, the ball smashes through a window. As sure as hell, this event will immediately lead to one of the following aspects: Either THAT WAS NONE OF US or IT WAS ME, BUT NOT INTENTIONALLY!

So, my question to all of you is, if there are such temporary aspects that are coming regularly and if so, can they be described and classified to save time at the gaming table?

Pages: 1 ... 7 8 [9]