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Messages - The Mighty Buzzard

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31
DFRPG / Re: Cleaning Up The Stunt List
« on: November 05, 2011, 02:55:54 PM »
People seem to have missed my last post.

I didn't miss it. I happen to agree with it but I don't do "me2" or "This" posts because they're a waste of everyone's time. 

Personally, I think that while in theory you might be able to use any skill to defend, in practice it gets pretty ridiculous for some skills.

32
DFRPG / Re: Another question about defensive evocation
« on: November 05, 2011, 02:43:31 PM »
Bit of a caveat here on reactive blocks.  They're unbelievably game-changing and I'm pretty sure crusher_bob doesn't have a large or accurate enough sample to claim they're commonly house-rule'd in.

Now, evo blocks. If you're supposed to be the heavy artillery of your group, don't use defensive magic.  If you have plenty of other heavy hitters, spec defensive and make them nearly unkillable.

33
DFRPG / Re: Cleaning Up The Stunt List
« on: November 05, 2011, 06:35:40 AM »
What do you see wrong with Weight Training?

Nothing really. It just leaves a bad taste in my mouth same as the RAW stunts it's similar to.

Anyway, about Protector: I've actually been considering tagging stunts that could work in other skills. There are a lot of Weapons stunts that'd work in Guns or Fists.

What would people think of little notes at the end of stunt writeups saying (A similar stunt could exist under the X or Y skills.)?

Couldn't hurt.  Might even start a separate category of super-stunts on the wiki for the ones that can be colored to fit multiple skills equally well.  Protection, for instance, could be taken for any skill your character has the ability to do a block with.  Possibly multiple times, once for each skill you want to be able to use it with.

I know Fred and co would prefer they all be separate stunts and have unique names but there's no reason the players can't think those up themselves after they get the mechanics from the board or wiki.

Uncanny Typist might actually be worth adding to the list...I imagine that most Scholarship-based writing rolls would benefit.

Oh sure, ruin a perfectly good bit of wiseassery.

34
DFRPG / Re: Of Gods and Demons: A question about high-refresh games
« on: November 05, 2011, 06:17:59 AM »
Oh, don't get me wrong.  I didn't say it wouldn't be fun to play.  If you think you can do the story you have floating around in your head justice, do it.  If not, work on it while you run other scenarios until you think its time has come.

Just remember two things:

1) The tougher the fight, the more epic the win.
2) Starting power level is largely irrelevant, accomplishment is as sweet to a plumber as it is to a god.

They both apply to every game ever made and life in general.

35
DFRPG / Re: Cleaning Up The Stunt List
« on: November 05, 2011, 03:37:02 AM »
You sir beat me to the punch yet again.

Uncanny Typist: Any Scholarship roll depending on typing may be accomplished two time increments (YW315) faster than usual.

36
DFRPG / Re: Of Gods and Demons: A question about high-refresh games
« on: November 05, 2011, 03:21:29 AM »
So there's no possible way to reconcile the two? No way to mix a social conflict who's results will have far-reaching effects and a physical conflict vs mythical assassins and whatnot?

By amping up PC power?  No.  It's all going to be down to you and your storytelling skills as GM.  The only thing they're going to feel godlike against just by their power level are things that offer no challenge, like mortals.

37
DFRPG / Re: Cleaning Up The Stunt List
« on: November 05, 2011, 03:13:16 AM »
Protector:  This could be skinned to work for almost any skill.  Might be worth putting a footnote in to such effect.  If they want it to work for all skills at once it needs to be one of their aspects and used that way.

Traffic Watcher: Peachy keen, jellybean.

Excellent Mount:  Yeah, it was way too broad as written.  War Mount is much better.

Weight Training: Looks too broad to me but I don't have any specific reasoning.

Five-Fingered Discount: Looks fine.


38
DFRPG / Re: Of Gods and Demons: A question about high-refresh games
« on: November 05, 2011, 02:53:00 AM »
Doesn't really work.  DFRPG has pretty much all gods and godlike entities as negative refresh characters lacking free will.  Basically meaning you could play them but you could never buy off a compel, at least to your seven core aspects.

If you don't mind ignoring that bit of RAW and canon, you could probably make a game of it.  It's going to end up one of two ways though: either a largescale chess match that would feel powerful but lacking direct action or scaled up PCs vs scaled up NPCs that wouldn't feel any more powerful but would have plenty of direct conflict.  You can't feel awesomely powerful unless you can kick the crap out of most comers but you can't stay interested unless there is real threat and challenge every session.

39
DFRPG / Re: Holding Someone Down
« on: November 05, 2011, 01:26:44 AM »
Dodging isn't blocked by a grapple, movement is blocked by a grapple in my opinion dodging should probably require you to be able to move which is why I find the fact that grapples don't effect dodging weird, the same as if someone tried to parry with their hands cuffed behind their back.

Eh, it's not too much of a stretch.  Sticking the person grappling you between yourself and harm is still a dodge.  Dodging as a pair is possible too since the guy grappling you isn't going to want to be hit by friendly fire.

40
DFRPG / Re: Tank Character
« on: November 05, 2011, 01:19:54 AM »
If you're going for a Tank character like you would in an MMORPG, what Sanctaphrax said but for slightly different reasons.

1) Strength.  Grapples are the only physical means you have of keeping a baddie attacking you rather than your more fragile friends.
2) Toughness. You take a lot more punishment.
3) Recovery. You're healed up for the next fight and can blow off consequence(s) during a fight.

That's powers.  Stunts like Infuriate (YW153) would also be appropriate to keep the target on you without having to grapple.

Just bear in mind that this is a Physical tank build you're going for.  Against vamps or finger-wagglers hitting your Mental track, you're going to be relatively soft and squishy as a target.

41
DFRPG / Re: The Accords and the Black Court
« on: November 05, 2011, 01:04:50 AM »
To erase any tune going around in your head your must play Slash's guitar break from November Rain 10 times VERY LOUDLY and if that fails play Enter Sandman by Metallica. Of course if you don't like rock music that will just F--- you up totally!!! 8)

Sorry, Metallica's right out.  Haven't been able to stomach them since they cut their hair and went from being pissed off rebels to being The Man over the whole Napster thing.  Wasn't the copyright thing, was more like your grandmother taking up a career in porn;  just wrong.

Eric Johnson doing Cliffs of Dover work instead?

42
DFRPG / Re: Cleaning Up The Stunt List
« on: November 05, 2011, 12:50:41 AM »
Conviction as a universal physical defense is actually probably possible without Powers. See the canon stunt Blessed Words. (YS page 150). It lets you block attacks with Conviction. The fluff justification is basically that your saintliness makes people not want to attack you. (Would you punch Gandhi in the face?)

If it's possible to block, it should be possible to defend.

So Conviction Footwork is probably possible. But it should probably require Blessed Words in addition to Shield Of Faith.

Why should Shield Of Faith be limited to melee range? If your faith repels certain creatures within arm's reach, it can probably repel them from 10 feet away too. Or so goes my reasoning.

PS: @ways and means: No. We've been over this. Powers and stunts are different things. See my previous arguments on this point. Also, USE MY APEX SKILL TO DEFEND is not much less lame as a power.

Yeah, not saying Conviction couldn't work as a defense but more that the particular color of SoF sounds too power-ish as written in the old form.  Needs spelled out justification to work against attacks from non-faith-averse creatures or we're looking at a slippery slope of silliness.

43
DFRPG / Re: Cleaning Up The Stunt List
« on: November 04, 2011, 12:44:13 PM »
Honestly, anything that produces the old SoF effect needs to be a Power.  I really don't care how much you believe something; if there's no mystical something happening, your faith isn't protecting you from gunshots or a pop in the nose.  If there is, it's a Power not a Stunt and you're not a Pure Mortal.

44
DFRPG / Re: Cleaning Up The Stunt List
« on: November 04, 2011, 01:12:39 AM »
If you'd like to keep it around, Master Manipulator could be done as written but adding a stackable +1 to Deceit rolls fitting the predefined condition.  I think the requirement to predefine to that degree of specificity it is enough to warrant stackability.

45
DFRPG / Re: A new toy to play with for NPC creators
« on: November 03, 2011, 10:59:54 PM »
Plain text would be fantastic...  players could use it for their character sheets.

Well, it isn't really meant for PC creation but if they want to use it that way more power to them. Plain text output is live. It's below the wiki output.

I'm seriously considering doing up a web based version of the DFRPG CharCalc Spreadsheet for player use.  Definitely looking at pulling all the custom stunts/powers in from the wiki for dropdown lists. Possibly even outputting the data onto a pdf or image for printing afterwards.  That, however, will take quite a lot more work and won't be done any time soon.

EDIT: Added large ◯ stress bubbles to plain text output as opposed to the smaller ○ ones in the wiki output.

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