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Messages - PatchR

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1
DFRPG / Re: Radiation and Vampires
« on: November 24, 2014, 05:19:01 AM »
Radiation is... Radiation. Heat and the like ... it would hurt anything, modified by toughness and would be recovered as normal since it's not a catch covering thing. Pretty simple.

2
DFRPG / Re: Paranet Papers Preview
« on: November 11, 2014, 02:59:51 PM »
She uses maneuvers. That's my story and I'm sticking to it.

Anyway, I'm actually okay with Submerged parties stomping all over 90% of the things that go bump in the night. So it doesn't bother me that someone like Tommy could get crushed by the PCs in a one-sided battle.

It's on the high end that I start having issues. Like...why not write up the Cowboy as a 40-Refresh monster who can challenge/defeat an entire party at once? I'm pretty sure GMs need more help making 40-Refresh characters than 10-Refresh ones. And if you want a proper boss fight, you often need that kind of power.
I agree entirely about needing more Refresh 30+ Characters for a group of PCs to face.

3
DFRPG / Re: recovery of additional consequence slots
« on: October 26, 2014, 04:15:47 AM »
I would say they'd heal concurrently, not sequentially.

4
DFRPG / Re: Magic Circle Materials (What does and doesn't work?
« on: October 03, 2014, 01:00:22 AM »
Anything that makes a circle, even an imperfect circle can be used

(click to show/hide)

5
DFRPG / Raymond "Red" Reddington
« on: September 23, 2014, 11:02:06 PM »
I was curious if fans of the Blacklist have tried to stat up Red (and the other characters) from NBC's Blacklist. I'm expecting insane levels of contacts/resources for Red, for example, or maybe only one of those high and stunts to move the other trappings over...

But he seems to be good at almost everything, and almost an inverse of the pyramid.

6
DFRPG / Re: biomancy and shapeshifting
« on: September 07, 2014, 04:33:56 PM »
If you want to use biomancy to shapeshift, it's probably a better idea to just take True Shapeshifting and Modular Abilities and flavor it as biomancy.

7
DFRPG / Re: Focused Practitioner as Telekinetic
« on: August 27, 2014, 02:22:59 PM »
We've used the above power to great effect over at RNYC.

8
DFRPG / Re: Dresden Files Fate Accelerated Play Test Application
« on: August 26, 2014, 10:31:55 PM »
I was turned down.

9
DFRPG / Re: Riposte Question
« on: August 23, 2014, 06:17:32 PM »
If you have ripost your defense roll and your attack roll are the same thing.  The number of shifts your enemy misses by is the same number of shifts that you hit them with your ripost attack.

So I'd allow it.  I'd even allow it after he knew the attack was going to miss so he could push his dodge(and therefore his attack) higher.

Most people will only use just enough tags/fps to get the miss but ripost encourages dodging by lots n lots of shifts.

You know what I mean?  Technically, they are spending their tags on their defense roll.
agreed

10
DFRPG / Re: HOW DOES EVOTHAUM WORK
« on: August 13, 2014, 02:00:43 AM »
Related: You don't need to go through getting all the ingredients (say, making a healing balm potion and needing the senses) or ritual items (circle etc.) The SPonsor takes care of all that sort of stuff, and all you're doing is pointing and clicking.

11
DFRPG / Re: Full Defense + Blocks
« on: August 05, 2014, 06:00:08 PM »
No.  Block difficulty is established by the person setting up the block.  It requires taking an action that is not full defense to set it up.

Full defense is a bonus to all defense rolls made until the next exchange.  It does not seem to be typed but the skill needs a defense trapping (athletics, fists, weapons, rapport, discipline, sometimes other skills and stunts can mix it up).  There are no defense rolls with blocks.  The defense outcome = block strength.

Magical blocks can be set up as armor instead of a block.  Armor-type blocks of course do stack with full defense (Dresden with his armor 3 duster on still removes 3 shifts from an attack that hits in spite of his full defense, as long as it is a physical attack, not social or mental)
This.

The Full Defense gives a +2 to your dodge/deflect roll. You use the higher of a block or your defense when seeing if something hits or how much stress gets through. Full Defense is a good option if you expect someone to break the Block.

12
DFRPG / Re: Blocks versus Shapeshifters
« on: August 05, 2014, 02:32:06 AM »
Could use some sort of magical cuffs, like we've seen cancel Wizard powers.

13
DFRPG / Re: Fixing Recovery powers.
« on: July 01, 2014, 12:44:27 AM »
I applaud Cadd and narphoenix for their research

14
DFRPG / Re: Fixing Recovery powers.
« on: June 27, 2014, 01:30:56 PM »
Harry actually concedes ... a lot. He runs away, everytime he runs from a fight? It's a concession. When he passes out, and wakes up a prisoner? That's a concession. When he passes out, out of combat, it's a compel on his consequences.

15
DFRPG / Re: Warden Swords and non-Wizards
« on: June 16, 2014, 01:57:09 AM »
Why not? There's no limitation on the number of wards one can put on a building. Even the Paranetters who are minor talents have learned how to build up a defense of multiple small Wards - and more powerful wizards have multiple Ward types with multiple different trigger conditions even. Harry is a good example of that. Essentially, the Landmine puts a single shift of power into an alarm Ward and the remaining shifts into the Landmine itself.
I would think so from the dresden books, but YS 276-277 (last paragraph of 276 spills over) reads:

By default, a ward lasts until the next sunrise
unless you add complexity to make it last longer,
which is explained in “Duration and Enhanced
Evocation” (page 265). In addition, any spells you
wish to include as part of the ward construct
add their complexity values directly onto the
ward. It must all be cast as one spell. If you want
a layered defense, you’ll have to spend a bit of
time setting it up.

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