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Messages - mostlyawake

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106
DFRPG / Re: An unusual veil
« on: November 16, 2010, 04:56:40 PM »
I've seen a fire shield that worked by making the caster so freaking bright he hurts to look at for targeting, and incinerates the incoming bullets.  So it seems like you could make that into a veil pretty easily.

107
DFRPG / Re: Limits on the number of manuevers?
« on: November 16, 2010, 04:46:04 PM »
yup. But it buts a +2 on the guy, instead of a +4 (for declaration + maneuver).  as a GM, I only use declaration+maneuver to describe offscreen stuff to my overly rules-lawyering gamers:

Me "It appears the guy was killed in one blow"
player "How is that even possible? That's like 30 shifts of power with a tire iron."
me "Um, a butt-ton of declarations and maneuvers. Moving on."


108
DFRPG / Re: 5 Elements = At least 5 Different Ways to make veils?
« on: November 16, 2010, 04:33:42 PM »
I'm just agreeing that any element can make veils.   Fire, air: images, earth: blend into surroundings, water: set a sheet of ice so fine that it refracts light around you perfectly.

The subtle vs powerful magic explored by molly vs harry is, in game terms, an effect of aspects, not the magic itself.

109
DFRPG / Re: Chain Compels
« on: November 15, 2010, 10:57:13 PM »
I've mechanically limited my players to receiving or spending at most 2 fate points per compel-ing circumstance, due to just this.  One of my players originally made a character that was ALL about fighting evil, and wanted 7 fate points every time the group did exactly what it was going to do: go kill the baddie. So I spouted some BS about how I thought the book only allowed me to give up to 2 fate points, and stuck with it.  We changed his 5 other aspects to reflect more interesting parts of his character, and discussed how a compel has to be sort of bad for the character.

What I've learned to watch out for is things like "protective warrior" coupled with "i get angry when innocents are threatened", as it can create a kind of free invocation:  "hey i want try protect these people, here's a fate point. now give it back because i am angry about it!"

Interestingly enough, one of my characters has the opposite: a desire to strike down evil, plus a desire to protect others.  So when these conflict, she could end up paying to ignore a compel (going for the evil dude) to get a compel (protect others).  since that's silly, i always compel her to save people first, as that's her high concept.  So she has to go against that if she wants to smite the enemy instead.

Sometimes, it works out to her benefit, and she gets two fate points for smiting the enemy to protect the innocent. Often, she gets these (despite it being exactly what the group was going to do, and thus not really a negative to her) because she does so without regard to the situation... she'll slay a demon in front of a kid without really thinking about the consequences. To her credit, she almost always dishes these points right back into smiting the thing.

110
DFRPG / Re: Limits on the number of manuevers?
« on: November 15, 2010, 10:43:31 PM »

I doubt that I'd allow something as extreme as your example at all.

Yeah, i was giving the example just to show that it can be done.   The "interesting/funny" declaration is a tough call; it needs to be useful to the players enough that they use the mechanic, but hopefully not so much that they try to do so every round/action.  When you're making a declaration (like in the books? or was it on a blog? i read way too much about this game) that the enemy is poorly equipped with sub-par weapons, that's mildly interesting but still clearly an advantage to you.  When the next round you declare "oh and their armor is cheap, too..." it begins to lose interest.  

My favorite declarations plus maneuvers are things like declaring handy chandeliers and then maneuvering to "uppercut this psycho into the chandelier, tangling her up"... which i did last night to a PC and I'm still laughing about it.


111
DFRPG / Re: Cassandra's Tears
« on: November 15, 2010, 10:31:22 PM »
I should add that until recently, I had two player characters with that power. I tried to compel one of them each session, both if i could.  But sometimes a session was too busy for it, and i just compelled whatever was appropriate.

112
DFRPG / Re: Potions potions potions. My kingdom for a list of them.
« on: November 15, 2010, 09:09:27 PM »
Obviously, he explained all of this in the contract that they failed to read.  So, maybe he's in the clear.

113
DFRPG / Re: A Question About The Rules For Evocation Blocks
« on: November 15, 2010, 09:08:04 PM »
A zone block affects everyone, friend or foe.  The only problem with maneuvers is that then you need tags, and technically that means one "free tag" perhaps and then fate points should be invoked..  of course as a GM you could compel falls (offering fate points, that then require fate points to buy out of), which could indeed be very fun.

the problem with a block is that technically, one person breaking it should break it for all, which is kinda lame when the floor is iced.  So tags might actually be better here.

(For the record, I don't consider this "arguing", just.. er... discussing?)


114
DFRPG / Re: Baddies Help
« on: November 15, 2010, 07:15:16 PM »
Note to others: this battle took forever.  The players enjoyed it, but until they really figured out a catch and exploited it, it was slllooow going.  Then again, a golem uppercutted one of them into a chandelier to apply a "tangled" aspect (maneuver, might vs athletics) to a PC, so i enjoyed it as well.

115
DFRPG / Re: Cassandra's Tears
« on: November 15, 2010, 07:12:17 PM »
I'm a little surprised it hasn't come up: it's the ultimate plot device power.  "You know this kid will die. Only you know it. Here's a fate point."

I like to give other PCs fate points to not believe my cassandra's tears players.  not really in the rules but it keeps them from just going "okay no one else does, but we'll listen to you!"

which has ended with one player screaming (as her character) "I'm not crazy!"

good times.

116
DFRPG / Re: Potions potions potions. My kingdom for a list of them.
« on: November 15, 2010, 07:08:15 PM »
Giving unwitting children transformative treats is a clear example of lawbreaking, Wonka. We'd send a warden if you weren't the emissary of power for the oompa-loompa fey court.

117
DFRPG / Re: Limits on the number of manuevers?
« on: November 15, 2010, 07:05:42 PM »
This seems like something I wouldn't allow simply because the declarations aren't really in the spirit of a declaration. Declarations are so easy because they are supposed to add flavor and color to the world, thus making the job of GM easier. These declarations don't really add flavor nor do they make my job easier.


Yeah, sorry, I was trying to give quick declarations but more examples. Technically, a declaration is any skill used in a knowledge-type way that could be done instantly (as a free action).  Each attacker could have declared "I use my fists vs his fists to size up his weaknesses, to help us set up a coordinated attack against him" and then maneuvered for "surrounded in a concerted coordinated attack".  Then the last person tags everything.  While, mechanically, this represents one person attacking, narratively it represents a bunch of guys working together (one swinging at you to tie up your hands, another kicking you so you try to block with your feet, while the guy behind you kidney shots you) to inflict major damage.

I see your point about why declarations are easy, but I see this as just as viable (and thus acceptable) of a form of play as each person attacking independently, and nickel and dime-ing the guy to death.  Roll-wise, it's about the same (they're rolling opposed rolls for all these declarations and maneuvers), but at least I'm tracking damage less often! It also represents how in a fight like that, you might take a lot of little hits, but only a few really seem to matter.

118
DFRPG / Re: A Question About The Rules For Evocation Blocks
« on: November 15, 2010, 06:56:53 PM »
I'm aware of that and that applies to all blocks but for evocation blocks specifically it states that 2 shifts of power allows you to target all allies in one zone and that's what Sanctaphrax was worried about. Players would be able to prevent all actions to all targets in one zone simply by adding two shifts of power, thus shutting combat down with ease. Except it specifically state allies only.



Some spells, by effect description, work best as an area effect offensive block.  Icing the floor is a good example: no reason this couldn't be done, but the effect works best as a zone-wide block versus movement (athletics).  The seem reasonable to allow such "extension".  Besides the rule stating that you just can't block ALL actions from multiple people, it seems unreasonable to extend the total block to everyone, for the exact reasons you give: they will be resisting different ways, and it's just too hard of a spell to pull off.


119
DFRPG / Re: A Question About The Rules For Evocation Blocks
« on: November 15, 2010, 04:09:25 PM »
The line about blocking all actions versus one target or one type of actions versus all targets is straight out of the block section for YS, but I don't have the book on me ATM to post it for you.

My point about breaking magic to block is that literally ANY skill would work... you could say "I want to shake this fog off with endurance, discipline, conviction, lore (to understand it), scholarship (to mentally comprehend how your mind is being affected), athletics (i do a fe jumping jacks to clear my head)... literally ANY skill would work. So your scholar with a stunt in forensic science could roll like a +7 base by reciting the parts of the human body to shake it off... and so on. 


120
DFRPG / Re: Tagging a Scene Aspect
« on: November 15, 2010, 04:03:18 PM »
I'm glad it helped.  Yeah, usually when I bother to write scene aspects down, I try to make sure to jot down one or two ways my NPCs can use them.  I've noticed that once I have an NPC use it, the PCs pick up on it and use it as well.   Last night, as an experiment, I had NPCs attack in a crowded night club.  I had the aspects Crowded and Lustful (due to the music of the summer fey playing), but chose to not tag them with NPCs.  None of the PCs used the aspects the whole scene (investigation, making connections, then battling to save the summer fey from a hit squad of magical terracota golems).

So it seems to me that as a GM of players new to the game, hitting a scene aspect up by an NPC is almost critical to get the players involved.

However, I made the NPCs use a ton of declarations, and the PCs began doing that. (I wanted them to learn more about declarations). So perhaps it just reflects where their focus was.


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