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Messages - JDK002

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16
DFRPG / Re: Custom Power for Wereform Komodo Dragon
« on: April 13, 2013, 09:15:09 PM »
Speaking of aspects, why not make it a power that allows for a maneuver?  So instead of damage it places an aspect.  This can be tagged to track the enemy if they escape.  Consequences should be flavoured in such a way to reflect the kind of bite.  I strongly encourage my players to do so, but since a person can choose their own consequences, there's a good chance they can wiggle around those types of consequences.
Unless I'm misreading it the applied aspect isn't an actual consequence.  It's a sticky aspect that gives a tracking bonus that has a chance to be applied ANY time stress is dealt. 

But I agree that instead of tying the aspect to stress, the maneuver option to place a sticky is easier, you could treat it just like a maneuver aspect, but sticky, and not just pretaining to tracking.

17
DFRPG / Re: Custom Power for Wereform Komodo Dragon
« on: April 13, 2013, 08:10:11 PM »
The Poison upgrade for Claws might fit your needs.
Beat me to it.

Also, IMO the custom power as written undermines some of the base mechanics of combat.  You're effectivly allowing the player a chance to place a consequence on anyone they attack.  Remmeber aspects still follow all the same rules regardless of how they came to be, meaning the player would get a free tag EVERY time this happened, as well as further invokes with fate points.

The tracking bonus combined with a free aspect tag could turn into a nightmare for the GM.  It would make any npc hit with this power almost as good as dead, as it would be hard to make sure they are able to run off and "live to fight another day".  Bit some GMs may not care much about that.

As far as the recovery delay, I don't know how often you would see that actually be helpful.  Generally speaking, the mooks (and supporting villains) will fight to the death.  Main antagonists will be saved by concessions usually, and are typically killed off by the end of the scenario.

Not trying to dump all over your idea or anything.  Just giving my two cents of feedback. =)

18
Transparancy is important with compels, self-compels specifically.  If a player is intentionally trying to get a FP, they should probably announce it up front toake sure the GM feels it's compel worthy.

Stepping in gum while walking down the street isn't a "meaningful complication".  Falling down an open manhole while walking down the street is.  Or if you need something a little less Looney Toons, tripping over a rock and breaking you wrist while walking down the street.

If a player does something worthy of a self-compel without realizing it, it's usually a good idea to just give them a FP, even if no one catches it right away.  Though it's not typically a good idea to throw out fate points to players when they believe they have a good plan, and it just so happens to go south.  Basically what I mean is bad dice rolls or failure to gather vital pieces of information on the players part doesn't constitute a FP IMO.

19
DFRPG / Re: What are your favorite aspects?
« on: April 13, 2013, 04:19:38 PM »
A pyromancer with the Trouble aspect of "Blazing Insecurity".

A player who has a sadistic trickster-like demon named Whisper with Trouble "Whisper in My Ear".

A werespider thief/spy with "I'm so professional, it Hurts".

20
DFRPG / Re: Roll Lore or Spend FP for potion
« on: April 12, 2013, 04:29:28 PM »
I think the potion strength is a decent baseline, then modify it based on how likely it is you would have said potion on you.  If it's a fairly general purpose potion drop the difficulty a point or two.  If it's a super specific potion, crank it up a step or two.

21
DFRPG / Re: Spend a Fate Point to emulate a Stunt?
« on: April 11, 2013, 08:00:49 PM »
At first my reaction was "sure why not?  You can do that with powers."

As I started to think about it more it seems either A. Redundant or B. A way to try and weasel multiple +2 bonuses from a single fate point.

In situation A, why bother going through the trouble of making a Stunt on the fly when you could just invoke an aspect for the same +2?

In situation B, why would you EVER just invoke with a fate point for a one-time +2 when you could spend the same FP to make a stunt that lasts the entire scene?

22
While my intent isn't to argue catch values, but it bares mention that +4 catch isn't possible with the Supernatural tier powers.  A Catch cannot give a complete rebate, the power always has to cost something.  This applies to anything that gives a refresh rebate.

I only mention this because the OP sad he and his group were new to the game.

23
DFRPG / Re: Making effective PCs that aren't wizards?
« on: April 07, 2013, 07:50:34 PM »
Tough Stuff is a Stunt, which by their nature are only applicable in a limited set of circumstances. Therefore should not be taken as instruction for how the general rules work. Otherwise you'd have all kinds of limitations on skills and equipment, and if Tough Stuff is considered mechanically the same as wearing Armor 1 (since you make your players specify what damage their equipment-based armor protects against), not only would anyone with a spare Refresh be foolish not to take it, but it's actually superior to wearing armor that has a rating of 1, since you never have to take the time to put it on and can never have it taken from you.

I always interpreted the comment notes from Harry, Bob and Will as suggestions for different ways to use the core information, since almost all of the notes that clarify rules are in that vein. Remember that the conceit of the DFRPG is that it's a game written by Will. So the commentary notes do not form a part of the text of the final "product" that Will is setting out to publish.

If it was intended that the core rules only allowed specific armor to protect against certain types of damage, then the rules in the armor section would state that you have to specify what each item of armor protects against.

Your rule is fine, but it's a houserule. You could also allow declarations, maneuvers and compels to represent certain armor types being ineffective against certain attacks, given suitable circumstances.
I agree that using a stunt as an example for general armor rules isn't accurate.  Since, as you pointed out, they follow their own sub-set of rules.

I also think handling different armor types via declairations is about as good a middle ground as you can get.  No matter what way you swing the armor rules, there's nothing stopping a player from declairing a Kevlar vest won't protect them from a sword.  Tagging for effect to negate the armor.

This makes for an interesting concept of "all armor protects you all the time, except when it doesn't."

24
DFRPG / Re: Question about Luck Magic
« on: April 06, 2013, 08:08:53 PM »
It would probabaly fall under the catch-all element of Spirit if you're sticking to the 5 element rule. 

But really I don't know if you would want to model this with the magic mechanics.  As it would be pretty much restricted to Maneuvers, which isn't the best use of magic. 

Thematically it's kind of awkward too, as it's not really luck if you have to activly cast it by using up an action.

I would personally make it more of a "passive" power, maybe like once per scene the player gets a free declairation and subsiquent tag, regardless of how outlandish or improbable it would seem.

25
DFRPG / Re: Making effective PCs that aren't wizards?
« on: April 06, 2013, 07:37:20 PM »
While that's likely the case in reality, the DFRPG rules, and FATE in general, make no distinction between armour types. The rules are relatively streamlined and generalised, so a piece of mundane Armor 2 is going to be Armor 2 against punches, knives, bullets and explosions.
I know they make a point to say that about blocks in YS, but is that explicitly stated to also be the case with armor?  I don't recall anything about all armorsmith being equal so to speak.  Though I also don't recall any mention of specific armor types either.  So I very well may be mixng up the narrative in YS together with the narrative of the source material.

26
DFRPG / Re: Making effective PCs that aren't wizards?
« on: April 06, 2013, 05:11:01 PM »
For what it's worth, in Michael's OW profile, his armor, a breast/backplate lined with several layers of Kevlar and backed by ceramic strike plates, is Armor:2.

Food for thought.
It's also worth pointing out that most mundain armor will probably only work against a specific type of attack.  A reinforced Kevlar vest would provide armor:2 against gunfire only.

Where as Michaels armor very likely protects him against everything but non-physical magic attacks.  Obtaining something like that would require a fairly high resource or craftmanship roll and/or some declairations/fate points.

27
DFRPG / Re: How would you guys handle this?
« on: April 05, 2013, 03:04:02 PM »
I don't think a hunger track is quite right for the concept.  Honestly I would say keep it simple.  Make him have an aspect or two tied to his relation to the spirit, let him take sponsored debt, and let compels limit his actions.

Or if you're okay with custom powers, Limitation or Spiritual Co-pilot in the custom powers thread could fit the idea.

28
DFRPG / Re: Bleeding out
« on: April 04, 2013, 09:07:40 PM »
Changing the name of a consequence is really just narrative flavoring when you get down to it.  The duration of a consequence isn't effected by it's wording and they all (should) be fairly easy to compel.

Also remmeber a consequence is just a tool to demonstrate the effect of lasting injuries.  A severe consequence of "bleeding out" doesn't mean the player is literally bleeding profusely for the next X months of game time.  It kist represents the continued problems because they suffered severe blood loss.

29
DFRPG / Re: Mortal power
« on: April 04, 2013, 03:03:05 PM »
As already stated, there isn't much in the way of mechanical representation.  The best thing I can think of is allow contact aspects that deal with larger organizations to be at a +3 or even +4, or give multiple +2 tags based on how you rolled.  Though this would need to be under very specific situations as to not be abused.

I'll also point out to consider the game rules are meant to simulate the books.  Which are very personal and (mostly) smaller in scale individually.  So providing a group is holding to that design concept, it's not horribly often a large organization is going to bring a large group to bare against the opposition.

30
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 31, 2013, 12:36:02 AM »
Um...no. an IoP is a item that has powers, which I have just pointed out are better than stunts, and can get a two refresh discount to those powers. Not only that but the iop can also function as a mundane weapon in its own right. So there is no possible way to make a mundane weapon into an iop just by using stunts.
2 refresh worth of stunts that give you comprable combat bonuses to inhuman strength that are always on as long as you posess a general type of mundain weapon sounds pretty similar to an IoP to me.  Actually, it sounds better because it's not nearly as restricitive.

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