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Messages - wyvern

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121
DFRPG / Re: A House Rule For Social Combat
« on: May 31, 2012, 08:08:13 PM »
So your problem actually has nothing to do with +2 stress stunts and everything to do with stunts that reward specializing in a specific weapon?

That's not how I'd read that - I don't think he dislikes the notion of rewarding specialization, just that he thinks it's not on its own enough justification for a maximum-normal-power stunt.  So, for example, I think he'd probably be ok with a stunt like:

Hammer Blows: deal an extra +2 stress on a hit, when wielding a two-handed war hammer, in a situation where you have plenty of room to swing your weapon unimpeded - this last condition may require (or be countered by) appropriate declarations or maneuvers, such as "paper walls" (to get room to swing in the otherwise tight corridors of a japanese style palace), or "knife-fighting range" (as an example of a maneuver someone else could try to use to counteract this stunt.)

122
DFRPG / Re: Compelling NPC Aspects
« on: April 17, 2012, 09:46:35 PM »
Hm.  Well, let's see here.  By RAW, compelling the pixies aspect of inhuman alertness against the players isn't legal.

Yet, compelling the scene aspect, "guarded by inhumanly alert pixies" against the PCs... is.  That said, I usually wouldn't; there's a fine balance line between making aspects useful, while still letting skills be useful.  As a PC with a stealth skill of one & no relevant aspects, I'd have no problems with taking my fate point and accepting failure without rolling.  As a PC with a stealth skill of 3 to 5 and an aspect for being sneaky, though, I'd probably feel miffed about having to pay a fate point just to make my character function as I'd expect.  And I'd similarly be miffed if there was a miscommunication and I had already rolled & gotten +4 on the dice and then had to pay a fate point to "keep" that result.

123
DFRPG / Re: New GM advice on custom powers
« on: April 17, 2012, 09:24:10 PM »
Any Mortal stunt that is a straight modifier is a +2 modifier on a single trapping.
Except for attacks - which is one of the things evocation can do.  (Plus not being quite a single trapping per se, as you mention.)

She's pretty set on being a 'Lightning "focused' practitioner".  I even suggested she could go "air" or "earth" as per the books suggestions, but her response was, "Whatever, I'm only going to cast lightning spells, so it doesn't matter."  So while ball lightning sounds awesome, I don't think she'll go for having a sponsor.
Well, the thing is, Kemmlerian Necromancy, despite being listed as a sponsored magic in terms of game mechanics, isn't really attached to a sponsor; it's more of a "I can do nifty things with death magic because I'm really good at it" power - which is why I suggested it as a basis.  It's not even clear if you can take sponsor debt with it - and totally up to the GM what form a compel on a point of sponsor debt would take...

This is what I'm trying to avoid.  Other than that I'm trying to let her do what she wants, and let her put refresh in other areas.
Fair enough.  In that case, I'd suggest sticking to "these are the rules", and simply state that you're not comfortable with homebrew powers to start with.  Suggest that maybe such things could be considered later - especially if her character manages to find an in-game source of knowledge or power.  Heck, a quest for power can be a potentially pretty strong motivator for a character; that could be a great aspect to drive plot.  "Oh, someone stole something from the exhibit on ancient greek artifacts?  Yeah, we'd better look into that.  Uh, and, yes, return it to the museum, of course.  Once we're done with whatever it is.  Sure."

124
DFRPG / Re: Advice on Mental Toughness.
« on: April 17, 2012, 08:53:35 PM »
My comments on the topic come in two forms: thematic & game-balance.

Thematically, self-inflicted damage (spending a consequence to power a spell, or taking backlash) is a sacrifice.  If you can absorb that with toughness, or instantly heal it with recovery... that's not much of a sacrifice anymore, now was it?

In terms of game balance, spellcasters are already one of the strongest things out there; letting them fuel their powers off of recovery, or use toughness to absorb backlash, just makes them that much scarier - and they really don't need it.*

Also - bumping your elbow?  For someone with toughness, they wouldn't even notice.  To some extent, injuries (read: the names assigned to various consequences) need to be scaled to the target; I still remember my players' first encounter with ghouls.  "Ok; you got a solid hit in; the ghoul will take a minor consequence of 'bullet hole in the leg'"  "That's a minor consequence?!?"  "It is if you're a ghoul."

*Footnote: the exception to this is if other players are just utter cheeseweasels, and the GM decides to let them get away with it.  For example, I've seen a player decide that it's clearly fair play to try to stack literally everything that could give a bonus to melee attack rolls - vampiric powers, plus the sword of the cross' special purpose power ("re-flavored" & purchased on its own, of course, to avoid its original thematic limits), and mortal stunts, and so on and so forth.  Oh, and then paying for all that with, among other things, a meaningless feeding dependency that applies to a small enough subset of powers that its odds of having any game-mechanical effect are less than one in a thousand...
But if you've got people doing that, one custom power is really the least of your problems.

125
DFRPG / Re: New GM advice on custom powers
« on: April 17, 2012, 08:34:20 PM »
On the one hand, there is certainly some can-of-worms potential, as pointed out by UmbraLux.

On the other hand, for what you're doing, that probably doesn't matter.  See, the only time you'll run into problems is if someone starts trying to hunt high numbers to the exclusion of all else - and that's really a meta-game problem.  I'd suggest allowing such a thing, with the caveat that you may want to change it later, after seeing how it works in play.  (And, given the high power of spellcasters in general, you may very well want to change it later, even if it's "balanced" against someone with evocation.)

That said, there are a number of ways to boost lightning magic without actually buying up specializations.

I'd start by looking at Kemmlerian Necromancy; a Lightning Mastery "sponsored magic" based on that would give her the go-ahead to do all sorts of fancy things with lightning evocations (turning on lights, ball lightning, etc), above and beyond the normal evocation attack / block / maneuver options.

I'd also look into Breath Weapon (though with the note that it's probably overpriced - at a minimum, I'd switch it to running off of discipline or conviction rather than weapons), to give the character some ability to throw lightning around without mental stress.

And, third, I'd look at Evocation again.  Ok, your powers are all lightning / electric based.  That could give you some access to Air, Earth, and Spirit - lightning itself, plus some ability to manipulate weather / wind, plus magnetic effects (telekinesis vs. metals), plus some mirages & illusions (deflecting light by heating the air, creating light), etc.  And if you run into a situation where your particular focus limits you more than evocation would?  Well, that's a perfect time to suggest a self-compel to the GM...

126
DFRPG / Re: Need Help: True Shapeshifting
« on: March 06, 2012, 08:11:38 PM »
Some comments on True Shapeshifting:

Were I to actually use this in a tabletop game, I'd add a limitation: cannot shift to a form that hasn't been prepared in advance.  Dealing with the skill shuffle is really just too much otherwise; trying to keep track of which skills you have at what levels, when, would be just painful.

Alternatively, I'd go with modular powers *without* True Shapeshifting's variable skill shuffle.  Maybe make one skill set that has decent physical skills and can be used in all forms, from human to wombat to sofa.  Maybe use Beast Form and have just one set of high physical alternative skills, so you can be charming (human, housecat, etc.) or feral (eagle, shark, aluminum golem, etc.)  Especially for a fae, if you just want to *look* like a tree or a chair or whatever, I'd seriously consider using glamours instead; glamours + modular powers should cover most of the same bases as true shapeshifting + modular powers.

Also, if people are interested in seeing some examples, I have a (very) high refresh shapeshifter that I'm using in Sanctaphrax' game; you can look at the character sheets here.

127
DFRPG / Re: Changeling abilities
« on: March 02, 2012, 09:35:52 PM »
Actually, what would fill the gap for partial changes is the -0 power Human Guise (instead of the +1 Human Form).

128
DFRPG / Re: Item Of Power help: Phoenix resurrection?
« on: February 28, 2012, 07:48:04 PM »
Hm.  I'd start by looking at a comparable power: Physical Immunity, with a +4 stacked catch of "Any situation in which you can't be set on fire."

That's perfectly rules-legal, if a bit stronger than you were looking for.

The other alternative within RAW is to just re-fluff living dead - replace the "you're dead" part of it with "you're on fire" - for similar bonuses & penalties, replace needing taxidermy or necromancy to repair damage to needing fire to repair damage, and you should be good to go.  Makes the amulet much more of a "don't put it on unless you know you'll need it" thing, though.

129
DFRPG / Re: Targeting and control....
« on: February 24, 2012, 11:03:33 PM »
In other words, you need more shifts of power than the defender's skill roll.

Not how I read that.  RAW, you need shifts of power equal to or greater than the target's (unrolled) skill.  An evocation maneuver only gets dice involved for control - or no dice at all if it's a rote.

I'm somewhat inclined to houserule changes to that for my game, but haven't worked out exactly what houserules I actually want to use.

130
DFRPG / Re: Targeting and control....
« on: February 24, 2012, 06:55:54 PM »
Yeah, the fate point for a reroll does stand out a bit differently.  In the case you described, had I been GMing, I would have refunded the last fate point... but not the two spent on re-rolls.

131
DFRPG / Re: Targeting and control....
« on: February 23, 2012, 06:52:50 PM »
As a general rule, I assume that a spent fate point / tag / whatever has to do something.  If someone tries to spend a fate point but would still miss, I let them know, and give them the option of either having the point refunded, or spending more points to hit.  I'll also refund a fate point if someone would have taken out the target without it.

The exception to this is if the defender also has fate points or tags to spend.  If you miss by one, spend a fate point to hit, and then the defender spends a fate point to be able to dodge - both fate points are gone.

Magical maneuvers are a wonky thing, though, since it's a set power against some (un-rolled!) defensive skill.  In this case, I'd typically tell a player outright "You're going to need a power 7 effect to hit this guy with your maneuver-that's-defended-by-athletics" - or, at worst, allow the PC to roll an assessment as a free action to know the right power value.  In the latter case, I could see allowing someone to eat backlash to get off a spell that can't work even at its best, if they failed that assessment.

132
DFRPG / Re: Balancing Evocation Accuracy
« on: February 23, 2012, 06:16:46 PM »
So if a gunfighter gets 2 extra shifts on a target with a weapon:3 attack, they get 5 shifts of effect.
If a spellcaster gets 2 extra shifts on a target with a weapon:3 spell, they get 3 shifts of effect.
The justification being that a spellcaster can actually throw around much higher weapon:x effects than any other mortal.

Not exactly.  Only if the spellcaster's extra shifts were from refinement or focus items.

If the gunfighter rolls a 5 on guns skill, with weapon: 3, against a target with a defense roll of 3 and no armor, that's 5 shifts of effect.
If a spellcaster rolls a 5 on discipline (sans specialization & focus item bonuses), with a weapon: 3 rote, against that same target - that's still 5 shifts of effect.
If the spellcaster in that second example has another +4 discipline from specialization & focus item control bonuses... she'd still get just 5 shifts of effect.  The extra control allows more power without taking backlash or fallout, but doesn't improve accuracy.

133
DFRPG / Re: Scions, half-breeds, and Catches
« on: February 23, 2012, 12:07:36 AM »
Link, please?  I do frequent said spoiler board, and also remember no such consensus.

Edit: Not that that necessarily has much bearing on your game - if, in your game, uberghouls are outsiders, then that's what they are.  But I don't think it's really a good default assumption.

134
DFRPG / Re: Can Items of Power give a wizard Refinement slots?
« on: February 21, 2012, 12:54:18 AM »
It's technically not illegal, but the entry for item of power suggests that it's one of the sorts of things a GM should look at very carefully before allowing - and allow on a case-by-case basis rather than a broad "yes that's always ok".

Plus, what Haru said.

135
DFRPG / Re: Need some Advice on Pricing a Power
« on: February 20, 2012, 07:08:14 PM »
I'd go with Silverblaze's suggestion, cost it at +2 as a power, and add the limitation that you only get the bonus when in a situation that is clearly in keeping with the weapon's agenda.  Even the swords of the cross don't grant their +1 weapons all the time.

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