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Messages - The Mighty Buzzard

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481
DFRPG / Re: Pure mortal to supernatrual character
« on: August 18, 2011, 09:01:20 AM »
When you talk about what's possible and you get too far afield from what's probable, at some point you're effectively just changing the topic.

With a long enough lever you can move the world. The challenge isn't in realizing this, it's in making the lever.

There are levers enough already made for us poor PMs.  The challenge isn't in making one, it's in seeing the huge pile of them already all around you.

As to possible and probable?  That's all on the player and GM.  With enough planning and resources possible skips right over probable and becomes almost certain.  But that's boring.  The really good fights are the ones that Vegas would give 3:1 or higher odds against you.  Which is why PMs are so much fun to play; the longer the odds, the better the victory dance.

482
DFRPG / Re: Monsters and Free Will
« on: August 17, 2011, 10:26:02 PM »
Here, I'll settle the issue as far as the DFRPG goes... It's exactly as hard for a <=0 refresh being to exercise free will as it is to convince the GM.

That said, mechanically monsters cannot act against compels against one of their aspects. Unless someone tags/invokes one of their other aspects for a different result.  Anything not covered by one of their aspects isn't so much free will as it is inconsequential to who they fundamentally are.

Free will means a character can, with enough effort towards that goal, defy or even change any aspect up to and including their High Concept.  Those without it, can't;  though outside circumstances can alter them.

483
DFRPG / Re: [Magic] How To Do A "Force Pull"
« on: August 17, 2011, 10:04:08 PM »
You mean Ventas Servitas?  Yeah, just run it as a block+grapple since grapple already has rules for moving the grappled target.

484
DFRPG / Re: Pure mortal to supernatrual character
« on: August 17, 2011, 10:00:40 PM »
Eight words.  Ambush with an M60 shooting inherited silver rounds.  What Harry points out for wizards is even more apt for PMs; being prepared ahead of time makes a world of difference.

Given proper time, planning, numbers, and resources, PMs could even take out most of the Faerie realms in the Nevernever.  Up to and including the Erlking on his home turf.

485
DFRPG / Re: Monsters and Free Will
« on: August 17, 2011, 03:39:15 AM »
Edit:  For that matter it takes a human several years to learn to delay immediate gratification.  Probably age 6 to 8 or so...

If ever...

486
DFRPG / Re: Monsters and Free Will
« on: August 17, 2011, 02:02:06 AM »
Another way of looking at is the explanation the spirit is what grows and the soul is what it grows in; bodies are just something you inhabit.  Any being missing either is fundamentally incapable of free will and growth from its exercise.  Don't ask me to explain the Fallen.  My answer to ineffable things is "eff `em".

487
DFRPG / Re: Quick question here
« on: August 16, 2011, 11:45:53 PM »
Thaumaturgy, a good focus item, and a lot of knowledge or research on the subject of weres.  Evocation it'd have to either be massively powerful or you'd have to have intimate knowledge of both weres in general and that particular were, likely their Name.

488
DFRPG / Re: Pure mortal to supernatrual character
« on: August 16, 2011, 10:14:21 PM »
Meh, I still feel that the flavour of a PM fighting a Loup Garou can be wrong. Murphy wouldn't be able to slug it out and win by herself, she still needed loads of mystical back-up. Or, as described somewhere else, a very lucky and precise shot with a .50 cal anti-vehicle sniper rifle. I mean, the thing's got Supernatural frickin' Speed, if you don't do it in one shot, you're screwed: either it guts you or it gets away. Again, this is flavour/logic versus mechanics, but I just feel the Loup Garou even being mentioned should have PCs and players alike peeing their pants :p

Oh, absolutely.  It had Harry all but peeing his pants and he usually doesn't have the good sense to be that afraid.  I think the sheer number of people who died in the precinct house was plenty of evidence that nobody should be blase about tackling one, no matter their template.  I just disagree that supernatural templates are inherently superior in combat to a well thought-out and played PM.

Take Harry and Marcone.  Yeah, Harry can call up a wall of lava but in the same scene Marcone blew the entire freaking cavern up.  It's all about being prepared and using what you have access to to the best of your ability.  PMs have quite a knack for thinking up new and creative ways to destroy the heck out of things and they have the fate points to spend to actually succeed if they're smart about it.

Flat footed in their Spiderman jammies, yeah, I'd rather have some evocation handy.  Prepared and with a good Resources/Contacts/etc... though, PMs do just fine.

489
DFRPG / Re: Pure mortal to supernatrual character
« on: August 16, 2011, 09:55:46 AM »
it seems to me that there are very few (pure mortals) within the system then; at least from a playable standpoint.

If you think so, you're playing them wrong.  PMs can spend fate points like they're going out of style as long as you didn't end up with a 1 refresh from taking so many stunts.  And if you did take that many stunts and still can't hold your own in a fight, you were obviously trying to build something other than a slayer of monsters.  Which is fine.  Harry would have been royally screwed if he didn't have Butters around to call on as well as Murphy, Marcone, and Hendricks.

However, when commnents or arguements are made that a pure mortal cannot fight a loup garou or something, people are likely only refering to people with just stunts; no IoP or powers.

A PM could fight the complete heck out of a loup garou, so long as they had more than a handfull of inherited silver.  Think Murphy with a Desert Eagle .50 cal and a clip full of inherited silver slugs.  All it takes is a good sized silver tea set or a drawer full of forks and spoons.  That's what, one fate point spent, maybe two?

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