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Messages - Rubycon

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61
DFRPG / Re: Situational Modifiers and Fate Points
« on: August 12, 2011, 11:15:50 AM »
I thought of this, too. When you go strictly by the rules, you are right, I think. Temporary aspects need fate points, too after the first tagging.
So, either you push rules aside when it makes no senso to you - you could even decide this differently from scene to scene - or you try to be creative. In your scenario, the bad guys can sprint around the furniture. Or, after the first round, they simply have adapted and shoot through it (I don't think a normal piece of furniture can withstand bullets) and a dodge roll is interpreted as leaving the cover.

62
DFRPG / Re: Refining Poisons and Acids
« on: August 09, 2011, 07:58:30 PM »
@Masurao: I see your point, indeed. So, probably I would handle it your way as a GM... :)

63
DFRPG / Re: Refining Poisons and Acids
« on: August 09, 2011, 12:46:35 PM »
Brewing a poison would be craftin IMO, but knowing which ingredients to use for certain effects should be knowledge.
basically the same for demolitions. Aüpplying demolitions to a building should be crafting, but knowing which explosive is the best for a special purpose and doing the math is knowledge, potentially with a stunt...

64
DFRPG / Re: Constructs used by characters
« on: August 08, 2011, 07:41:35 PM »
Thanks..
I'll read through all the stuff, hopefulle my questions will be answered... ;)

65
DFRPG / Re: Need a Hand? (Character advice)
« on: August 08, 2011, 07:04:41 AM »
Well, actually the Old Man sacrificed his eye to see more than mortal eyes could, so how about something simular? I would assume that his magic is that, so that it replaces his lost hand. Not in a literal way, however. He could use spells to manipulate things or use a magic hand (made of ice) on a distance. However, I would avoid "repairing" the sacrifice with the magic given by that sacrifice, so just adding an icy hand on the stumo is like cheating in my opinion...

66
DFRPG / Constructs used by characters
« on: August 08, 2011, 06:55:54 AM »
Hi,
how can a character build and/or use a construct with the rules given? Aczually, I have no clue...

67
DFRPG / Re: Folding charsheet?
« on: August 05, 2011, 07:13:04 AM »
You're right. I didn't see the aspects at the bottom of the sheet... ::)

68
DFRPG / Re: Folding charsheet?
« on: August 04, 2011, 03:27:59 PM »
The downside ist that the player himself can't take a look at this part of his character sheet easily. Maybe it's just me, but I don't have everything of my character ready without referring to my notes. So I would prefer that I have my sheet and the GM does his job (taking notes for himself or ask for a copy of my character) ;)

69
DFRPG / Re: when things don't have a catch
« on: August 04, 2011, 12:23:46 PM »
The Catch, as described in the book, requires players to take one, that doesn't mean that NPCs need to have a Catch.

Are you sure about this one? I would think that such game mechanisms should alwys apply to everyone. This certainly includes exceptions, but these should be just that.
That said, in the case of Zombies I see no problem leaving them as they are. The weaknesses described - lack of free will (and combat tactics...), the inability to recover from consequences - should be enough to compensate for the catch.

70
DFRPG / Re: Folding charsheet?
« on: August 04, 2011, 10:54:55 AM »
I would opt  for a "conventional" character sheet. As Lanir wrote, the Diaspora-sheet is designed for giving the other players easy access to your basic information like name and aspects. But why? Or: Why should tahta make anything easier?

71
DFRPG / Re: mindreading with a volunteer?
« on: August 03, 2011, 02:50:47 PM »
or, maybe an aspect like "I have seen things I didn't want to and neither shouldn't" as a reference to the program where the wizard occasionally found more in the minds of his peers than a single word...

72
DFRPG / Re: enhanced senses by a spell and how to explain them
« on: August 03, 2011, 08:14:58 AM »
My problem is that, when I remember correctly, changing even your own body is difficult and dangerous. SO, options like changing your ears to that of a bat or your eyes to that of a cat might be suboptimal. For a thaumaturgic spell, you could build in some kind of enhancer, like the tuning fork harry is using sometimes. So for  seeing in the dark you could use sunglasses which filters the light spectrum to enhance IR or earplugs to enhance and tune down ultrasonic waves. Could that work?

73
DFRPG / enhanced senses by a spell and how to explain them
« on: August 03, 2011, 07:31:54 AM »
Hi,
I tried to make a spell who can enhance or change one or more senses of a wizard. So, obviously, magic could be used to give the wizard a +2 to alertness or investigation rolls because he is much mor aware of the things around him. But what if he want's to hear in the ultrasonic spectrum or see in the dark? First, I'm not sure how to handle such spells and second. I would like to have an intime explanation what happens to the wizards senses (or perceptive organs) to be able to sense in such a way.

74
DFRPG / Re: Stronger Aspects?
« on: August 02, 2011, 10:49:00 AM »
In case of an obvious aspect the character can make a declaration by spending a fate point. As for assessments, I think you get only one aspect for a roll, more only when the roll has a lot of shifts...

75
DFRPG / Re: Stronger Aspects?
« on: August 02, 2011, 10:01:12 AM »
The scene of an active volcano would have more aspects related to fire. Maby BURSTING FLAMES and HOT LIKE HELL in addition to your aspect mentioned. So a wizard could tap several aspects at once - provided he has enough fate points.

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