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Messages - finnmckool

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151
DFRPG / Re: Aspect Ideas
« on: August 08, 2010, 07:57:30 PM »
"Damn it feels good to be a gangsta."
Invoke: A real gangsta a$$ ....... knows the play. (bonus to declarations? or aspect guess?)

Compel: Real gangsta a$$ ....... don't run from sh!t cuz real gangsta a$$ ........ can't run fast.

152
DFRPG / Re: Enchanted Item Special Effect Help...
« on: August 06, 2010, 03:41:06 AM »
Yeah, that's what I'm going for...like Ghosts and the like. Not satisfying ANY catch at all, but A catch. So A Catch is okay, then ya think?

153
DFRPG / Re: A Compelling Question About Aspects
« on: August 06, 2010, 03:27:17 AM »
I give Fate Points out like CANDY. I reiterate. Candy. It encourages them to use it more, they're powergamers who role play more now. They'll do in character stuff no matter what the cost to their character. If it's even mildly embarrassing, funny or damaging, I give'em points. And they spend'em! Left right and center they spend'em! It's a veritable fate point tornado.

I started doing this because we're all Star Wars D20 gamers mostly. And everyone was hoarding the things like Force Points (which are much rarer and much awesomer). And everyone was quiet and everyone was unsure what to do, and not being good at stuff. No longer.

So there ya go. For what it's worth.

154
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: August 06, 2010, 03:12:17 AM »
Yeah that last part I completely agree with!

155
DFRPG / Enchanted Item Special Effect Help...
« on: August 06, 2010, 03:06:49 AM »
I'm working on an Enchanted Item. So what I'm thinking in specific is a Medicine Bag that allows you to hit a Spirit. Like, tie it to your staff, and staff can hit a spirit. Or whatever. So pretty much an Enchanted Item that satisfies "The Catch." Possible? Stupid? Breaking? In the rules and I'm just not catchin' on?

156
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: August 03, 2010, 01:35:52 AM »
Most of that I'm fine with but I really don't understand why you think it'll cost a bunch to block bullets when A: a long sword can block a bullet, a person can't move it fast enough to intercept. You really can't argue that. The ability to block projectiles has NOTHING WHATSOEVER to do with your calculations. NOTHING. Nothing nothing nothing nothing. Forget blocking projectiles. Put it from your mind. B: no. there is no b. That's it.

The only "defensive" capabillities I need this to have is to be able to roll a weapons skill to defend against a melee weapon, and maybe be able to sunder the crap out of your metal sword with my non-metal sword. I wanna be able to parry with it, which ruins your blade. Why is that so crazy? What's so nuts about that? It's a melee weapon? I wanna make a melee weapon that's loads stronger. But ya know what? I got it. I'm just gonna make it a simple two roll thing. Discipline=Conviction for power+3+time. Done.

157
DFRPG / Re: Refresh for Extra Skills
« on: August 01, 2010, 10:47:41 PM »
Well you could simply use those refresh points to buy mortal stunts which can give bonuses to skills.

the refresh:aspect question...no idea.

158
DFRPG Resource Collection / Re: Custom Power List
« on: August 01, 2010, 10:45:57 PM »
Someone's posted a stunt above already I believe that covers that...Weapon Master...it's a specialization stunt where you get a bonus for your weapon of choice.

159
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: August 01, 2010, 10:43:37 PM »
No, I want something that is a sword, but has a lot of other benefits as well, because it's better than a sword, and I want it to be appropriately harder to make, by adding shifts.

160
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: August 01, 2010, 08:17:22 PM »
Well again, you guys are focused on this thing stopping projectiles, and I really don't see how that matters at all, as anything stronger than the thing it's stopping can stop anything. What exactly are the mechanics I'm missing? I'm conjuring a lightsaber. It's like conjuring a sword only it's not a sword...it's better.

How about this...I conjure a lightsaber. Literally. In the same way the axe I conjure does more damage than the sword, that I've conjured a lightsaber, literally, means it would do more damage. A stick with another stick made out of flames on it. I can do with it anything I can do with a conjured sword, including block bullets, parry attacks, or whatever with a weapons skill. So it's a weapon: whatever so therefore it'll be a discipline: whatever to conjure. Is there a problem with making it that stupidly easy? It's not a weapon:3 because it's not a sword, and the fire's not flavor. It's a lightsaber so it's damage is loads higher. Wouldn't that work? Doesn't matter about it's mechanical components, because I'm not trying to conjure them. It has a blade because I made the blade. Because that's all a conjured sword is.

161
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: August 01, 2010, 07:45:35 PM »
Well the major confusion seems to be everyone keeps trying to give me a sword or a fire spell.

Here...let me put it to you this way...

I'm trying to LITERALLY create a lightsaber blade with magic. How can I BEST do that? What's the "hilt"? I don't know. What's the mechanical effect? I don't know. I want a lightsaber blade. Not a sword that's on fire. A lightsaber blade, and all that it does.

Best advice I've heard so far is an enchanted item that conjure's it for me, and swings like a weapon.


162
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: August 01, 2010, 07:34:27 PM »
ehhhhh it's not an evocation, exactly...It's a conjuration holding an evocation in it. It persists from round to round.

163
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: August 01, 2010, 07:04:20 PM »
Again, it's not an actual sword. It's a bar of fire. So it could conceivably block whatever a thick bar of magic fire could block i would think. Remember, a light saber is NOT a sword, and I'm trying to make a lightsaber. Not a sword. And a sword CAN block a bullet, it's the PERSON who can't do it. It's certainly possible for someone in this game to be able to intercept projectiles, even bullets. Likely? No. But we are talking about magic here.

Mechanically I'm talking about using the spin rule to change an attack into a defense. The example the book gives is the opposite of what I'm talking about, spinning his shield into an attack. Why wouldn't the reverse work?

164
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: August 01, 2010, 06:32:54 PM »
Those are fair points, though I still want the guy to have Jedi reflexes (or close to) as a defense, a la Ellaine (as I mentioned). He may not be able to deflect projectiles from a machine gun, but I think I'll give him one very well aimed bullet. But little to do with the blade itself.  However your objections have little to do with the make up of the blade itself, so while they're noted in general, I still think that means it's possible, just not likely. Or only possible under specific proscribed circumstances.

165
DFRPG / Re: The Lightsaber Spell.. :o ::)
« on: August 01, 2010, 02:51:46 PM »
If it lasts longer than one exchange shouldn't I be able to "spin" it into a defensive thing in certain scenarios, ie: attacks normally blockable by a "lightsaber" type item? Fire attacks of equal or lower level, projectiles of less damage, melee weapons, etc if I make an appropriate skill check, like weapons?

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