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Messages - JDK002

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136
DFRPG / Re: How does equipment work?
« on: January 10, 2013, 04:58:18 PM »
Personally, I'm against any kind of equipment adding a direct bonus to a roll. Equipment could serve as replacing a roll, or as an aspect you can invoke for a boost to a roll, but in and of itself should not provide a direct bonus just for having it.

I am in favor of, however, equipment having weapon or armor ratings or the equivalent (say, boosting the margin of success in the event of a successful roll). For example, a grappling hook shouldn't add a +2 to Athletics for climbing, but should be able to justify using that Athletics roll to scale something otherwise unscaleable and, perhaps, boosting a tied roll (say, someone just barely making it up and struggling to get atop it) to a Fair success (getting to the top quickly and easily). Just like how having a sword doesn't boost your Weapons rolls, but it makes the Weapons rolls that succeed that much more effective.
I tend to agree for the most part.  My take is basically treating equipment as aspects you can only tag for effect or compel against.  I'm even okay with said effect giving temporary -1 cost'ish powers, such as enhanced senses or armor.

The only time I may give a +2 is in specific situations where the action can be done without the equipment, but said equipment makes the action easier.  Though I can this of many situations where that would apply.

137
DFRPG / Re: Help a new guy, please
« on: January 10, 2013, 04:50:34 PM »
Also, making a warden at chest-deep is most likely going to kind of force your skills into a pretty narrow column.  There's nothing wrong with that, but I bares mentioning.

Discipline and Conviction are what you would probably want at 5, Lore and Weapons at 4, Athletics and Endurance at 3.

This isn't the only way to do it of course, just don't expect a "well-rounded" warden.  Though DO expect your warden to kick some major ass when push comes to shove haha.

138
DFRPG / Re: How does equipment work?
« on: January 09, 2013, 05:41:47 PM »
I was curious where equipment might step over to the bounds of powers, as lots of equipment do things that powers do.
There is a power in the custom power thread that covers the "utility belt" idea IIRC.  Though I have no idea if that's what it's actually called.

That "refresh line" for equipment can be different for every group.  For mine, when equipment starts regularly giving players super powers for free is when they have to cough up refresh for it.  Or at the very least fate points as a temp power.

139
DFRPG / Re: Fate points from the GM NPC perspective
« on: January 09, 2013, 05:14:19 PM »
That strikes me as a deeply unfair way to do it. I don't let PCs pass around Fate Points all willy nilly (and I doubt many others do either), why should I do it for NPCs? Everybody has their own FP, dammit.
Because I find that to be a tedious pain in the ass haha, and often results in useless FP for the GM.  My players rarely incite compels so it's not a huge deal and keeps the pace of the game steady.

How I work it is I add all the players refresh levels together and that's the generic FP pool the GM can use for anything.  It refreshes when the players FP refresh.  You get FP on npc compels.  This gives the GM roughly the same number of FP to work with as the players every session.  So if the players this handing the GM 6 FP is worth the compel I say let them haha.

140
DFRPG / Re: Fate points from the GM NPC perspective
« on: January 09, 2013, 04:22:11 PM »
It's appreciated.  :)

In fairness, I basically knew all of that except for the 'they get a Fate Point' part...so I don't think it'll effect my GMing much. My NPCs rarely do that to PCs, and NPCs getting an additional FP here and there seems unlikely to shake things up too much...
That may depend on how the GM handles NPC fate points.  Compelling a warehouse full of mooks to flee due to a fire could result in their big bad ass boss (or a completly unrelated enemy) to have half a dozen extra fate points down the road.  That could potentially tip the scales when it's time to fight him.

141
DFRPG / Re: How does equipment work?
« on: January 09, 2013, 03:37:50 PM »
There are several ways to treat equipment.  If it's just one or two items that they specifically say they have, just let them have it.  You can either treat it as an aspect that can be tagged for effect indefinitly, or as a +2 when a roll would be required.

If you don't want infinite tags, you could make them roll an appropriate skill to see how many times they can free tag it per session. 1-2 = 1 tag, 3-4 = 2, 5-6 = 3, ect.  Making anything beyond that require a fate point.

If a player wants a crap ton of equipment as his thing, I would probably make them spend refresh and treat it similar to potions.  1 refresh = 2 or 3 equipment slots that they can fill at the beginning of the session, or leave blank for declairations.  The difference would be I would probably only allow unlimited tag for effect and not +2 without fate points.

142
DFRPG / Re: Two Ideas (Shapeshifting Evocations, Evothaum)
« on: January 06, 2013, 07:49:04 PM »
To be fair, sometimes they simply don't want a suboptimal build.

Can you explain what you mean by only for Ritual? As in, Evothaum must be taken again for each aspect of thaumaturgy you wish to be doable as evocation? Once for conjuration, once for warding, etcetera?
True on the suboptimal point.  I was tempted to point out giving a magic user something like inhuman strength is usually less effective than 2 points of refinement.  Though (and I'm aware this is strictly personal taste) I personally prefer interesting but flawed characters over hyper-optimized characters that can sometimes end up feeling kind of flat or "one-trick ponies".  Not to say it's impossible to have the best of both worlds, but sometimes a really cool idea runs contrary to optimization.  I'll typically take the former in that case.

143
DFRPG / Re: Fetch-Changeling Advice Please
« on: January 06, 2013, 05:09:08 PM »
As far as your "fear aura" tell: I would consider just making that you trouble aspect if you can't turn it off.  There are times when it could be used to you advantage granted, but I think it would cause you problems more often then it helps.  Even if your enemies are effected by it, they are just as likely to unload a clip into your chest as they are to run and hide.  As well as the fact that there would be quite a few big bad supernatural baddies that it probably wouldn't work on.

144
DFRPG / Re: Two Ideas (Shapeshifting Evocations, Evothaum)
« on: January 06, 2013, 04:35:15 PM »
My take is as per my writeup of him, and as per Fred's suggestion: Just buy the Powers. I generally stick to this for non-spellcasting powers in spellcasters. It can often be used for really cool additions if done properly.
Agreed.  It seems a lot of players to stick themselves in a box when it comes to wizards and other magic users (the irony is not lost on me).  They can sometimes forget that you choose the narrative flavor for ALL your powers, not just magical theme.  Such as above, taking true shapeshifting and saying it's a special magical technique you learned.  All the powers true shapeshifting gives need no further explaination unless you choose to.

I actually prefer it when my players leave some narrative holes in their character.  It gives the GM and player development options down the road.

145
DFRPG / Re: Item of Power Balance Feedback
« on: January 05, 2013, 02:54:52 PM »
Personally, I'd be more inclined to give the more normal Inhuman or Supernatural Toughness than I would a custom power ala Sacrifice. They have built in pricing structures and everything.

That said, I'd say that, roughly, Divine Light is -0, Duty is -1, Honor is another -1, and Sacrifice is worth about -2. So I'd go with it being overpriced just a little.
Tend to agree, as written I would say it's -2 refresh cost after the +2 rebate.  If you just model duty like normal inhuman toughness I would even go as far as saying it's a -1 refresh.  Due to a +1 catch of needing to keep in line with the swords agenda.

146
DFRPG / Re: Sponsored Magic Houserules
« on: January 04, 2013, 04:54:28 PM »
If you're looking to give focused prectitioners a little more "omph" but still wanna keep the specialized feel, the custom power Superior (blank)omancy fits nicely. 

IIRC it gives evothaum, the ability to take sponsor debt, and an internal specialization.  They still have to keep to the elements theme, but can do things standard wizards can't.

147
DFRPG / Re: Categorising Items as Enchanted/Focus
« on: January 03, 2013, 05:03:24 PM »
Doesn't the final release version have the warden sword as a -3 refresh IoP?  Or am I just crazy (and possibly confusing it with a sword of the cross)?

148
DFRPG / Re: Spells that cause power-like effects
« on: January 02, 2013, 09:50:07 PM »
For PC "lairs" I just let the player come up with an aspect for the location.  So when they are at the location they effectivly have an 8th aspect that will typically work in their favor.  It's a simple and effective way to represent the home court advantage.

149
DFRPG / Re: Newbie to the game: Non-Evil Necromancer
« on: January 02, 2013, 03:51:41 PM »
Yeah it was a zone deal, sorry. I had already been shot once and I was kind of in a hurry to finish it. I'm still new so I'm learning how combat goes, this was my first fight with humans.

The idea was, I spent the points on the sponsor debt instead of receiving the compels afterwards and getting fate points for it. And yeah I was trying to zone hex them.
Unless I've been horribly mistaken for some time now, you don't get fate points if you buy out of a compel.  Buying out of a compel doesn't change that.  Unless I'm totally misunderstanding you.

150
DFRPG / Re: Newbie to the game: Non-Evil Necromancer
« on: December 29, 2012, 07:47:51 PM »
On the opposite side, if you leave them open you have to keep them pretty general.  Claiming that you have super specific potions that just so happen to be exactly what you need for the given situtation will either have a very high difficulty, or be rejected outright by the GM.  Though the pros of open potion slots generally outweigh the cons.

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