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Messages - The Mighty Buzzard

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16
DFRPG Resource Collection / Re: Generic NPCs
« on: November 10, 2011, 06:55:57 PM »
Really don't have an opinion because I wouldn't allow them in a campaign I was GMing.  I have massive issues with thaumaturgy being able to create any effect so long as the player takes their sweet time in casting it.  I also wouldn't allow anyone to wear a construct like that without spending FP/debt for every temporary power granted.  I further wouldn't allow the constructs to take any action without either complete attention (not even free actions or defense rolls and an aspect of All Senses Completely Blinded) from the caster, a bound spirit to animate them, or someone wearing them.

There's likely a reason you don't see every wizard running around with temple dog constructs like the ones Ancient Mai made.

17
DFRPG Resource Collection / Re: Custom Power List
« on: November 10, 2011, 03:18:56 PM »
Vibro-Sword [-1] Your sword vibrates at an incredible frequency that allows it to cut through material cleanly but makes the blade pretty unwieldy.
 
Vibro Cut - Add +4 stress on a successful strike.
Unwieldy Blade - There is a -1 penalty to accuracy when attacking with the blade.

Adds up essentially the same as Claws for cost but I'm not sure how it would play out balance-wise.

18
DFRPG / Re: Should I track Hunger for NPCs?
« on: November 10, 2011, 03:09:37 PM »
Bear in mind, battles can last more than one scene.  If you think that's remotely likely, you should keep track.

19
DFRPG / Re: Mundain Armor and when to apply it.
« on: November 10, 2011, 03:07:07 PM »
I suppose if you don't mind being hot and uncomfortable all the time, biker leathers might be an option.

As for weapons, you can't carry any of those around "for self defense"; indeed "self defense" isn't recognised as a justification for carrying any weapon or item that could be used as a weapon. Now if you happen to have all your sporting equipment in the boot of the car, and look dressed to be engaging in that sport, you might get away with it.

Yeah, biker leathers might do armor 1 vs edged and blunt if they were padded.

In the US, walking around in a full suit of plate would get you marked as a complete nutter and likely hassled by the cops but you wouldn't spend jail time for it.  Dunno about over in GB.  Is extremely outdated armor as illegal as the modern stuff?

20
DFRPG / Re: The Man with No Name's Revolver. Item of Power help
« on: November 10, 2011, 02:36:42 PM »
Bit of a mix there between Harry and TMWNN.  All the powers are named after Harry quotes but the gun's named after TMWNN.

As for weapon 3, nope.  It is what it is means it's a handgun, granted possibly a .50 caliber handgun, and most likely deserves weapon 2 with an outside chance of weapon 1.  Adding to that with powers would be fine but if it's meant to do more damage than what it is it needs to pay for it.  Give it a ranged version of claws or some such?

21
DFRPG / Re: Another question about defensive evocation
« on: November 09, 2011, 08:21:09 AM »
I think you're right, but in a situation when you aren't expecting a fight and so most of the party isn't wearing their Kevlar and such this would be a great use of the evo block.

That and Armor 5-6 is generally considered better than Armor 2.

22
No need to quote "Romance".  A romance novel not having explicit sex scenes in it is about as uncommon as an honest politician.

23
DFRPG / Re: Cleaning Up The Stunt List
« on: November 07, 2011, 03:56:57 AM »
Sanction: Yeah, getting a +2 for any old arbitrary but limited reason is peachy keen by the raw as a stunt.  It's slightly too broad in the old wording even limited to non-Power applications.  Try swapping "acting on behalf of that being" with "acting on explicit orders of that being".  Leaves less rationalization wiggle room.

24
DFRPG / Re: Another question about defensive evocation
« on: November 07, 2011, 03:46:50 AM »
Mechanically, there's no reason thaumaturgy can't create long term blocks as long as it adheres to the two inherent limitations - casting time and symbols.  The symbol requirement probably does mean such blocks need to be tied to items. 

For game play purposes, I ask players to pay for any long term powers with refresh.  It can be justified by thaumaturgy, but they'll still need to spend refresh on that "Toughness" spell (or other result).

I go for the simpler solution.  I'm just an arbitrary and uncompromising bastard about Thaumaturgy.

25
DFRPG / Re: Tank Character
« on: November 07, 2011, 03:31:15 AM »
Is there any reason a Spirit based Evocation shield/armour can't protect against both physical and mental attacks?

Yes.  If you go into enough detail to describe a shield that could block them both, you've given the NPCs plenty to work with for declarations, compels, and maneuvers.  Plus they're different enough that your GM may just flat out not allow it.

For mental shields, it's best to not give them any physical presence.  That's just another avenue that can be exploited against you.

26
DFRPG / Re: Tank Character
« on: November 07, 2011, 03:19:33 AM »
-I think you overstate the invulnerability granted by a good shield. The other guys can always stack maneuvers, abuse the massive breaking bonuses of Strength powers, or just stall until the duration ends.

True enough but several characters who are lining up maneuvers for one to take advantage of are explicitly not beating the snot out of everyone while they do.  Waiting on a 6-10 exchange shield to run out when the wizard can just renew it is a chancy idea too.  Nothing's perfect but a good defense and a good offense almost always beat a slightly better offense.

-I think that the best way to make an MMORPG-style tank in a game with non-stupid foes is to use mechanics that punish baddies for not targeting the tank. This would require some custom powers or stunts, but it's doable.

For single targets, I'd say a character with Superb Might, a Strength power, and a grapple helping Stunt would be the way to go.  Evocation blocks for groups.  Better to keep them from ever dealing damage in the first place than to soak it.  Course that's just my opinion.
[/quote]

27
DFRPG / Re: Righteousness and Guide My Hand
« on: November 07, 2011, 03:02:54 AM »
PS: @Burpcycle: You should totally buy YS. It was one of the best purchases I ever made.

Not only is it useful and entertaining, it's bloody huge by RPG manual standards and could be used to brain someone in a pinch.

28
DFRPG / Re: Tank Character
« on: November 06, 2011, 03:36:58 PM »
Hell, defensive casters can be a lot more dangerous than any tank if paired with someone who's good at the offensive end of things.  Massive shield/armor to start with; 12-14 shifts or so all to power at Chest Deep for instance.  Extend it.  A defensive maneuver like a displacement type spell.  Save the last mental bubble for an emergency and either start performing non-magical supportive maneuvers for the combat types or start shooting things.

That bit of defensive castering just made your entire party essentially invulnerable to evenly matched baddies or made one party member invulnerable to anything two refresh higher.  Equally spec'd offensive casters and mental track attackers excepted.

29
DFRPG / Re: Cleaning Up The Stunt List
« on: November 06, 2011, 07:52:14 AM »
Sanction:  I'm actually ok with the original version.  If it bugs you that it affects Powers, add a qualification that it does not function for Powers or limit it to one particular power like in Righteous.

The rest look fine.

30
DFRPG / Re: Tank Character
« on: November 06, 2011, 05:49:37 AM »
What exactly is a tank, anyway?

From what I understand of the term 'Tank', it is a specific role found within RPGs (especially MMOs). Their job is to go in, take the pressure of their team mates by drawing the enemy to them (sometimes through an aggro system, sometimes through class abilities etc), and then sit and take damage (and the important bit:) without dying (hence high defenses).

The ability to deal out damage is usually less important, as they're often paired with high DPS (damage per second) builds. Although Tanks can, in some games, also deal out damage - if nothing else, it stops them getting bored.



They're also largely irrelevant in DFRPG.  GMs aren't AI and they've little reason to make their NPCs as stupid as MMORPG baddies.

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