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Manouvering yourself
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Topic: Manouvering yourself (Read 2235 times)
bitterpill
Conversationalist
Posts: 441
Manouvering yourself
«
on:
January 19, 2011, 06:22:44 PM »
Could a character as a conviction or discipline manouver put say the temapary aspect 'psyched' or 'enraged' on themselves and then next turn use it for a free compel for +2. I was thinking it terms of meditation or just mental preperation.
«
Last Edit: January 19, 2011, 06:33:30 PM by bitterpill
»
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"Apathetic bloody planet, I've no sympathy at all" Vogon Captain
bibliophile20
Conversationalist
Posts: 426
Mmmm.... BBQ.
Re: Manouvering yourself
«
Reply #1 on:
January 19, 2011, 06:56:01 PM »
I don't see why not. Don't forget that the baddies can Assess that that Aspect is there and tag it for free themselves, with the predictable results.
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Tips for the Evil Henchman:
#12. If the seemingly helpless person you have just cornered is confident and unafraid despite being outnumbered and surrounded, you have encountered a Hero in disguise. Run while you still can.
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sjksprocket
Conversationalist
Posts: 100
Re: Manouvering yourself
«
Reply #2 on:
January 19, 2011, 07:08:27 PM »
I think that they even mentioned that in the book somewhere, but don't know where exactly. I'd say go for it.
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"The door is ajar"
bitterpill
Conversationalist
Posts: 441
Re: Manouvering yourself
«
Reply #3 on:
January 19, 2011, 07:13:54 PM »
Thanks, i was worried that giving yourself a all positive tempary aspected like psyched might go against the grain, but yer I suppose if it involves wasting a turn then its hardly broken.
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"Apathetic bloody planet, I've no sympathy at all" Vogon Captain
sjksprocket
Conversationalist
Posts: 100
Re: Manouvering yourself
«
Reply #4 on:
January 19, 2011, 07:37:40 PM »
Plus with enough creativity no aspect is completely positive in all situations
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Tallyrand
Conversationalist
Posts: 221
Re: Manouvering yourself
«
Reply #5 on:
January 19, 2011, 08:50:38 PM »
Yeah, it's called Navel-Gazing Maneuvers, they're described on page 207.
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toturi
Conversationalist
Posts: 734
Re: Manouvering yourself
«
Reply #6 on:
January 20, 2011, 02:48:19 AM »
Quote from: sjksprocket on January 19, 2011, 07:37:40 PM
Plus with enough creativity no aspect is completely positive in all situations
But with enough creativity a temporary aspect can be completely positive within that situation and that's all that is required.
It depends on how you view the game mechanics regarding Fate Points. Are Fate Points so useful that accepting Compels on Aspects well worth them? Are Compels so detrimental that it is best not to be Compelled in the first place? For most groups, the answer mostly lies somewhere in between.
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With your laws of magic, wizards would pretty much just be helpless carebears who can only do magic tricks. - BumblingBear
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Posty McPostington
Posts: 2115
Re: Manouvering yourself
«
Reply #7 on:
January 20, 2011, 02:54:10 AM »
I'd say that in an ideal group it isn't a question as to whether a compel is "good" or "bad" but rather whether it is within the scope of the story that you want for that character.
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Manouvering yourself