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Messages - Sanctaphrax

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136
DFRPG / Re: Harry's pain-blocking stunt
« on: May 20, 2019, 09:25:58 PM »
You do if you want to invoke an aspect more than once.

Aspects are true even when they're not invoked, though. I don't think it's a problem if the pain-block only provides a mechanical bonus once per use.

What counts as a usage limitation? Does a time limit for when you can use them count?

I think just about anything can work. The actual rules are on Your Story page 148 if you'd prefer to consult them directly.

137
DFRPG / Re: Earth magic responsible for weapons skill?
« on: May 20, 2019, 09:22:57 PM »
Discipline and control, not Conviction and power.

Anyway, it's probably okay at 2 Refresh. But as Mr. Death says, those control bonuses are a big deal.

138
DFRPG / Re: Rewriting Lawbreaker Powers
« on: May 20, 2019, 08:48:05 PM »
Generally transformation is done through thaumaturgy attacks.

Letting a Second Law breaker transform someone after taking them out with evocation could be cool.

139
DFRPG / Re: Earth magic responsible for weapons skill?
« on: May 20, 2019, 11:23:19 AM »
You have to pay for Armed Arts. And it's still probably the strongest Fists stunt.

140
DFRPG / Re: Harry's pain-blocking stunt
« on: May 20, 2019, 10:25:23 AM »
I'm trying to come up with something that doesn't require you to spend a load of fate points, so aspects are out.

You don't need FP to use maneuvers.

Good idea. What kind of extra consequences (as in mild/moderate/severe, and should there be multiples)

One mild for anything you want, or two with some kind of usage limitation.

I don't think I've seen this stunt. Would you be able to either post it here or direct me to where I can find it?

Your Story page 151.

This power explicitly says you "suffer no stress from attacks based on pain." This seemed overpowered to me, since most of the damage that I understand stress to represent (bruises, minor cuts) would, in my opinion, qualify as attacks based on pain. After all, if they're not hurting, they rarely interfere with your actions. Also, what "attacks based on pain" means is fairly unclear to me. I tend to think of it as "inflicting damage that only affects you if it hurts" but I'm not confident about that.

Attacks based on pain refers to magical pain infliction, mental attacks based on torture, and the like. A punch isn't an attack based on pain even if pain is the main thing it ends up inflicting.

This would be a cool idea, but it's not what this power is narratively. This seems more like what the Winter Knight mantle allows you to do.

Not sure I see the difference.

It really specifically isn't this. Every time Harry uses it, he says that it puts him at risk, because not feeling pain is dangerous. Inhuman toughness isn't this at all.

That's mostly just narration, and maybe the occasional Compel. The Catch can cover anything else that needs covering.

141
DFRPG / Re: Earth magic responsible for weapons skill?
« on: May 20, 2019, 10:18:17 AM »
Yes, but it's +3 stress you can inflict anyway. You've already got the weapon; this just lets you use your spellcasting skills to wield it rather than your weapons skill.

Except you can't inflict that stress anyway, because you can't use that weapon with the attacks you're making.

I can up the cost to -2 if you think that would work better. I was just going off the refresh cost difference between channeling and evocation.

Evocation's biggest benefit isn't so much the extra elements as it is the specializations.

142
DFRPG / Re: Harry's pain-blocking stunt
« on: May 19, 2019, 09:07:09 PM »
Alright, here's a list of existing approaches. Off the top of my head, so probably not complete.

1. A character Aspect.
2. A temporary Aspect, created through a spell or a mundane maneuver.
3. Extra consequences from a stunt like No Pain No Gain.
4. Less harmful consequences from a stunt like Unshakable.
5. The Feel No Pain custom Power.
6. A stunt letting you use Conviction or Discipline for your physical stress track.
7. Inhuman Toughness with an appropriate Catch.

143
DFRPG / Re: Earth magic responsible for weapons skill?
« on: May 19, 2019, 07:49:23 PM »
I think being able to add the weapon rating of a sword is a big deal. +3 stress is 1.5 Refresh worth of stuff. And elements are broad enough that being limited to one usually isn't a major problem.

But hey, maybe I'm being overcautious.

144
DFRPG / Re: Earth magic responsible for weapons skill?
« on: May 19, 2019, 08:14:06 AM »
I'd allow a boot as weapon 1.

Power looks questionable to me. Evocation accuracy can very easily go to Legendary and beyond, so stressless evocation attacks are dangerous territory.

145
DFRPG / Re: Harry's pain-blocking stunt
« on: May 19, 2019, 08:11:25 AM »
That has many of the same problems.

The game already has, like, half a dozen ways to handle this kind of thing. Why not use one of them?

146
DFRPG / Re: Harry's pain-blocking stunt
« on: May 19, 2019, 12:25:31 AM »
A time limit would help, but I'm really not keen on the approach as a whole. Even if you find a way around the inherent balance problems, it's pretty weird for pain immunity to provide such enormous durability. Armour 3 is Mythic Toughness level, after all.

147
DFRPG / Re: Earth magic responsible for weapons skill?
« on: May 18, 2019, 08:12:26 PM »
Ah. Yeah, that is a bit tricky. A stunt letting him make sword attacks with a casting skill might help.

Of course, this is only a problem for characters with skill pyramids. As an NPC, he doesn't need to care about any of this optimization stuff.

148
DFRPG / Re: Harry's pain-blocking stunt
« on: May 18, 2019, 08:01:09 PM »
A block opposes actions in general. If people want to do anything that the block affects, they need to beat the block's strength. It doesn't stack with defense rolls, you have to pick one or the other.

Armour is only for attacks. It reduces the stress inflicted by successful attacks, essentially reducing the weapon rating.

If an accuracy 5, weapon 5 attack is thrown at a target with a 4-shift block, a defense roll of 3, and armour 2, the attack hits by a margin of 1 and inflicts 4 stress.

Normally blocks and armour are not damaged by attacks that exceed them, but magical shields are an exception. If the 4-shift block in the above example was from an evocation, it would collapse after the attack. Armour from evocations does not have that problem, but you only get half as much of it from a given spell.

Your Story 252 is probably the page you want here.

149
DFRPG / Re: Harry's pain-blocking stunt
« on: May 18, 2019, 12:07:37 AM »
That would actually be stronger. Armour is generally considered twice as valuable as a block. And it would be particularly strong in this case, since there'd be no way to remove it.

In general, I don't think an indefinite-duration protective roll is gonna work well.

150
DFRPG / Re: Earth magic responsible for weapons skill?
« on: May 18, 2019, 12:05:23 AM »
Why would you want to represent it mechanically?

It works fine as a small backstory detail. Could maybe include it in an Aspect or something, but I don't really see any need to.

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