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Messages - JDK002

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121
DFRPG / Re: How would you describe the Dresdenverse?
« on: January 23, 2013, 03:07:45 PM »
In addition to everything mentioned above, it's also a good idea to mention that it has a very comic book feel to it.  That the player characters are flawed super heroes.  That it lends itself to fairly over the top situations, and isn't as dark and dreary as a lot of work in a similar setting.

For sake of compairison, I usually reference Buffy the Vampire Slayer as very similar in tone and pace.

122
DFRPG / Re: Newbie to the game: Non-Evil Necromancer
« on: January 19, 2013, 07:31:09 PM »
As far as the IoP, if you really want a scythe you could pull an "incredible vanishing weapon" ability into it. 

One of my players has a custom IoP called a Hellfire Sword.  Narrativly these swords were made by the fallen during the rebellion against The White God.  It has a stunt folded into it that allows the sword to materalize in the players hand, but not "call" it to her if she's disarmed.

You could also play with the physical nature of the item.  Say two small hand scythes, similar to kamas, that link together as sort of a double bladed staff if you really wanna play it up haha.  If you have ever played Darksiders 2 you'll know where I'm getting this from.  xD

123
DFRPG / Re: Shutting down a spell caster
« on: January 19, 2013, 06:07:50 PM »
In a case f a single aspect thaum ritual, you can't just spend one FP to buy out of the whole thing.  Which is how every post it making it sound.  The aspect being placed is not a compel, everything that happens due to the aspect is a compel. 

This is a perfect set up for players to get clever.  They either force the target to bleed himself try of FP, or accept the compel.  Clever players would try to stage a fight to force FP drain, while focusing entirely on defense.  Take off, regroup, and him the big bad knowing he has no FP left and can't fight off the aspect from the ritual.

124
DFRPG / Re: Is the fate system the best for the book series
« on: January 18, 2013, 04:56:59 PM »
In the 3 scenarios I've GM'ed, I've never once had my wizards gas themselves out unless there is some other factor in the fight that's affecting their mental stress track.  In my experiences the biggest problem wizards have is when the enemies survive the initial onslaught.  If the casters take even a mild consequence, their next spells effectvenesa can be far less effectve, or even compelled into totally screwing up the spell.

125
DFRPG / Re: Rote target clarification
« on: January 18, 2013, 04:27:27 PM »
Correct me if I'm wrong, but don't you roll for control before you decide if you want to make a spray attack?  I honestly can't remember, spray attacks have rarely come up in my game.

If that is the case then I have no idea.  You could make a good arguement either way.

I would probably allow it at my table.  Spray isn't literal in it's narrative, it could be described as doing a weaker version of the rote spell 3 times in rapid succession on 3 different targets.

126
DFRPG / Re: Defending attacks with various skills
« on: January 18, 2013, 03:58:31 PM »
Taran, to clarify I mean I don't really like the idea of saying "you can't tag/invoke that effect/mechanic with that aspect because it was created via declairation.  But you can do it with this other declairation because it was created via maneuver/consequence."

Splitting aspects into different "types" can get really muddy and convoluted fast, and I don't see it doing anything but bogging down the game.

I'm starting to see why this defense skill issue is never explicitly stated in the book haha.

127
DFRPG / Re: Defending attacks with various skills
« on: January 17, 2013, 03:42:45 PM »
Well, even with a maneuver, a group of mooks can already do this kind of thing.

If you're being attacked by 3 mooks, 1 or 2 set up the maneuver and mook 3 tags for effect.

I mean, the actual invoke is not outside the rules of the game.  A compel can involve ANYTHING that makes sense,  Maybe you hit a guy with your massive maul and inhuman str and cause a consequence, you could invoke the consequence to make the guy fly across the room and be out of the combat for one exchange.  If the GM agrees that that is a reasonable invoke, then the NPC/PC can choose to turn it down.

But you're right, at least the first mook has to use up his turn maneuvering as opposed to declaring and attacking.

In your opinion, what kind of narrative(or maybe its mechanical) power does a declaration have?  Can they drive compels the same way a maneuver can?  I honestly get the two mixed up sometimes...sometimes there's a very fine line.
Mechanically speaking there isn't much of a difference other than one requiring an action.  Once a declairation or maneuver is successful they both act just like any other aspect, which is where the "maneuver only" issue could pop up.

Yeah I agree that it's well within the rules to invoke an aspect to make it harder to defend.  Which I'm much more okay with over "wizards get it for free all the time".  Mostly due to the fact that it requires set up and rolling, and the defender has recourse in buying out the compel, or a fate point as a payout.  I actually like that, because now the defender can easily do the same thing to you and get a +2 using the FP.

128
DFRPG / Re: Defending attacks with various skills
« on: January 17, 2013, 03:02:17 PM »
This has kind of been my opinion. 

So at least one opinion that it should be a maneuver and one that it could be done with a declaration.

I suppose it's not too bad(concerning spell casters) as long as you make them roll for the declaration, instead of my original idea of having the declaration wrapped up in the spell.

I still think that you could also do this with mundane weapons, but narratively it's much more difficult to do.
I agree that if you're going to do this at all, it should be available to everyone, not just some special imaginary rule for wizards.  I'm kinda confounded that this whole idea apparantly stemmed from one spell example in OW that seemingly made it up out of nowhere.  It's well known and accepted that OW contradicts a lot of the explicit rules in YS, yet it seems a lot of disagreements on this forum are from cherry-picking OW.

I still think via declairation is dangerous.  9 times out of 10 I would tag for this effect over a +2 or a reroll.  Though I also think dictating what you can tag an aspect for, regardless of how it came to be can also go bad.

  I also think a lot of people aren't considering this would be far more deadly for the players.  Now suddenly a pack of mooks who you could easily trounce with maybe a mild consequence are dishing out moderate and severe consequences.

129
DFRPG / Re: Defending attacks with various skills
« on: January 16, 2013, 09:12:07 PM »
I don't think I would allow it via declairation.  Maneuver maybe if it's treated as a compel and the defender gets a fate point out of it.

I'm typically very againts the attacker dictate what skill must be used to defend under any circumstances, fights tend to end quick in this game as is.  It's been awhile since I've read through that section of YS, but I do recall it saying the defender gets to decide what skill to defend with, then must give justification as to why.  Taking it out of the hands of the defender and giving it to an attacker, who in the case of a wizard can make up whatever reason they want for justification, just feels like you are giving the attacker way too much power.

I say not via declairations because that's all declairations would degrade into in conflict and doesn't require an action.  With something like a maneuver, it requires someone to decide not to attack that exchange in order to set up the aspect.  So if you wanted to make use of it every single attack, you're effectivly cutting the number of attacks in two.  You're also giving the defender the ability to buy out the compel, or out-maneuver the opponent before they can tag the meneuver aspect.

130
DFRPG / Re: Twilight vamps
« on: January 16, 2013, 07:39:00 PM »
Yeah, that was brought up before. Steph Meyer's reply was "Who wants to be the King of cows?"
My brain automatically translated that to "I have no reasonable in-universe answer to that.  So I'll deflect it by answering it with a rethorical question." xD

Sounds like they would need to be adjusted a bit to fit canon.  Being that powerful, if they were organized as a court in the dresdenverse, they would rule everything this side of the Nevernever.  The Sidhe and posibly the Fomor would probably be the only ones able to keep them in check.

131
DFRPG / Re: Shutting down a spell caster
« on: January 16, 2013, 04:55:50 PM »
As a GM, I would never personally refuse a compel/invoke that required the player to use up an action.  I just comes across as cheating a player out of an action.  If I were to refuse the player, I would probably just let them know before they made the maneuver.  But that's just me.

132
DFRPG / Re: How are your campaigns?
« on: January 12, 2013, 08:49:45 PM »
Power Level:
I told my players to come up with character concepts before we decided on a refresh level.  I wanted them to be able to make the characters they were interested in playing.  So we figured out everyones minimum refresh and ended up at Chest-Deep.

City:
Phoenix Arizona.  It's where we all live, so it was the easiest to come up with locations for.  The city is big enough where you can justify pretty much anything and anyone being there sooner or later.

Requirements:
No explicit ones.  Just that the players be willing to work with me on fitting their ideas into the narrative canon and game mechanics.  We got some great characters out of it.  A pure mortal who is basically a supernatural blackmarket dealer, A fire-dancing Pyromancer who is weary of her considerable power due to accidentally killing her parents with it when she was a teen.  A wizard of the White Council who has a long family line in it, and a history of falling to black magic, whiich he is determined to break, a scion of a denarian who was planted into the mortal mafia as a spy who begins to question her loyalties, and man who became inextricably bound to an dangeriously annoying trickster demon who is trying to find a way to breaking the binding.

Continuity:
I'm vauge about when my campaign takes place.  I just say "sometime during the war with the Red Court".  I don't do a lot of fan service in my games, no characters from the books have made cameos yet.  Though a certain knight of the cross is going to play a supporting role in an upcoming scenario of mine.

133
DFRPG / Re: Help With Extreme Consequences
« on: January 12, 2013, 08:04:33 PM »
As already stated, extreme consequences are a huge deal.  They are permanent, they more or less turn one of your aspects into a second Trouble aspect. 

For example: A character I sometimes play as took an extreme consequence from being caught in an explosion.  He almost died and lost his hand in the process.

Once when I was the GM a player was going to take an extreme on a minor conflict that was basically just a way to convey how strong the enemy was.  That if they tried to take him on unprepaired and on his terms, the players could NOT win.  I flat out told the player no to taking an extreme and had to lay out my intent of the scene.

I would absolutely talk with him and possibly revise the aftermath of the fight.  Make sure he understands concessions are sometimes (pretty much always) better then filling up you stress and consequences.  Also make it clear that the players aren't always going to win every fight, it just won't happen, and if he keeps going in with an all or nothing mentality that he is not going to have fun playing, and his character is going to end up a permenantly disfigured cripple by the end of the first scenario.

One last thing, in a case where all but one player are okay with concession, go with majority rules.  Let the one player brood or pout while you handle the aftermath of everyone else.  Hopefully by the time you get to him he will see concessions don't equal the death of his character.

134
DFRPG / Re: Explaining Thaumaturgy
« on: January 12, 2013, 06:31:51 PM »
Phase 1: what do you want the spell to do so I can tell you the complexity.

Phase 2: complexity -lore = difference.  Make declairations until you meet the difference.

Phase 3: describe it like a multi-part evocation.  Decide power, roll dicipline, add to the power total, repeat until you meet the complexity.

I feel this is a decent way to express it.  You relate it to other easier to grasp mechanics like declairations and evocation magic.

135
DFRPG / Re: Newbie to the game: Non-Evil Necromancer
« on: January 12, 2013, 05:45:15 PM »
It sounds to me like the GM is getting the 'prep phase' and the 'casting phase' muddled together.  The prep phase is researching info, gathering essential items, mental preparation, ect.  This is where you're lore capped so to speak.  So if your lore is 5, a 55 shift ritual would require 50 points worth of declairations to meet (25 declairations at +2 each) or a hefty amount of role playing.

The actual casting is similar to evocation.  You decide the power level, roll, if you succeed you add that many shifts of power to the total.  Repeat until you hit 55 or flub a roll. 

A word of caution: A 55 shift ritual is really high unless you have several players involved in the casting phase.  By RAW I think Victor Sells heart-explody spell was a complexity of 30.  Narrativly speaking, if you screw up a 55 shift spell it should kill you stone dead instantly or turn you into a vegitable.  Or at the very least destroy whatever building you are in, and possibly the surrounding area.

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