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Messages - wyvern

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151
DFRPG / Re: Enchanted Gun?
« on: February 10, 2012, 08:07:50 PM »
Maybe.  For a reference point, I have, in my game, given out a winter-aspected bow that has a couple of powers to it - it shapeshifts to any similar weapon that the wielder might be more familiar with (in this case, a sniper rifle), and it can fire winter ice bullets (arrows, whatever) without needing ammunition.  Since the game mechanics for guns don't call for explicit ammunition counts, this has so far proved to be entirely balanced as a zero point item - it's been occasionally more useful than a mundane sniper rifle (bullets that melt and confuse ballistics experts), and occasionally less useful (as a winter artifact, it can be tracked by winterfae, annoys summerfae, etc.) - but it's certainly not worth having spent refresh on a breath weapon power.

152
DFRPG / Re: Enchanted Gun?
« on: February 10, 2012, 07:27:48 PM »
Just as a note if you go the item of power route: Don't make it grant the "breath weapon" power - it doesn't need that; it gets its usability as a ranged weapon just off of the item of power "It Is What It Is" entry.

153
DFRPG / Re: Need a rating for an Inhuman Recovery/Toughness catch
« on: February 10, 2012, 07:08:35 PM »
Also, since the initial question was for a catch for Inhuman Recover/Toughness, +3 would be the maximum allowed.
Well, the maximum you'd get full value from.  You can have a catch that'd be worth more than that, but you'd only get +3 worth of rebate.

Good call, though - this does kinda end the discussion; the catch is worth at least +3, and it doesn't matter how much (if any) over that it might go if there were more toughness powers in play.

154
DFRPG / Re: Need a rating for an Inhuman Recovery/Toughness catch
« on: February 10, 2012, 06:16:08 PM »
+3, as noted by others, is probably a good baseline, assuming +2 availability & +1 researchability - however, were I GMing, I'd consider going up to +4.  Here's why.

RAW, you get a +2 from having your toughness powers only protect against X, and a +0 for the default of protecting against everything except X.
When X is, say, fire, this is easy to adjudicate: +2 for your powers only protect against fire, vs, +0 for your powers protect against everything except fire.

But consider: which sounds like the better description here:
Your toughness powers only protect against non-living attacks.
Your toughness powers protect against everything except living attacks.

They both sound pretty reasonable, really.  So I'd be tempted to award an extra +1 for, in essence, having a really broad catch.  It's not quite broad enough to get the +2 for only protecting against a limited range of things... but it's far broader than a normal +0 type catch, which could still be something very narrow like fire or cold or iron.

155
DFRPG / Re: Enchanted Gun?
« on: February 10, 2012, 12:26:04 AM »
For that matter, one of the short stories - specifically,
(click to show/hide)
- includes an enchanted bullet, probably modeled in DFRPG terms using the potion rules.  Of course, it is fired using a very old style (flintlock!) gun.

So, enchanted gun?  Totally doable.  Just, y'know, maybe a bit clunky.

...Though, personally - how awesome would it be to substitute an enchanted flintlock pistol in place of Harry's blasting rod?  Pretty darned awesome, imo.

156
DFRPG / Re: Harrying House Rule
« on: February 09, 2012, 07:29:45 PM »
Well, the real problem here is actually that the RAW is exceptionally unclear.  As noted, there's exactly one side-comment in one side-bar that (arguably) supports one position on this.  Thus, I feel this is - either way - at least pseudo-houserule, since someone could honestly think the RAW went in either direction.

157
DFRPG / Re: Harrying House Rule
« on: February 09, 2012, 06:09:52 PM »
For what it's worth, I completely agree with Devonapple's interpretation.

I do think it's at least partially a houserule, but, imo, it's a good one that makes sense and makes the game work better.

158
DFRPG / Re: Harrying House Rule
« on: February 09, 2012, 04:36:22 PM »
Hmm, not sure we're reading it the same way.  Harry states the spell would be more difficult for him to cast because of the block.  Doesn't this directly back up blocks as reducing actions?

The exact words there are that, because there's a five shift block in place, he needs a +5 total to control the spell that'd normally need +3.
By my interpretation / houserule, it would instead require +8 - five to overcome the block, and another three to actually control the spell.  ...Now, I suppose you could read that as, he needs a 5 to get any control at all, and could still eat backlash or fallout for the last three.  In which case we're back to there being no evidence for any interpretation over another.

159
DFRPG / Re: Harrying House Rule
« on: February 09, 2012, 03:51:01 PM »
There was a big discussion on this over in the grapple rules.  I wouldn't go so far as to say that Ways&Means' interpretation is "traditional", but there's some evidence that it was intended to function that way - see my post here.

Houserule or not, though, making blocks function as "harrying actions" without being half strength, is something that doesn't break game mechanics at all - as polka points out - so simply allowing harrying actions at half strength shouldn't be an issue either.

160
DFRPG Resource Collection / Re: Generic NPCs
« on: February 09, 2012, 12:38:18 AM »
Looks like the big difference is ease / speed of repairs - though that could probably stand to be spelled out a little clearer, perhaps with specified time intervals for varying levels of consequence?

161
DFRPG / Re: Romero-Style Zombies
« on: February 07, 2012, 08:55:06 PM »
Hm... Actually, combine ducksauce's idea with the suggestion the books make somewhere-or-other for things with physical immunity: turn any successful-but-non-damaging attack into a maneuver.  So, you pepper the incoming zombie with bullets from your pistol, momentarily knocking it back / down, but it gets right up again and keeps coming until you line up a head shot (and get enough shifts to beat defense + armor).

162
DFRPG / Re: Romero-Style Zombies
« on: February 07, 2012, 08:19:58 PM »
Actually, I'd say Living Dead covers the "they just keep coming" factor.  You put a few bullets in one, it drops... and as soon as that scene ends, it's up and shambling after you again.

163
DFRPG / Re: Targeting and control....
« on: February 07, 2012, 03:40:42 AM »
You know, this whole debate reminds me of the D&D rules lawyers who say "Well, since the rulebook never says that a dead person can't act, obviously they can."

Slightly more on topic, I strongly agree with those who say that neither backlash nor fallout increase attack spell accuracy.  IMO, if it was going to do that, it would have been explicitly called out.

164
DFRPG / Re: How do I make a precision based spellcaster?
« on: February 07, 2012, 03:17:41 AM »
I guess I don't equate "likelyhood to hit" with precision.  A perfectly aimed laser beam might be just as hard to dodge as a huge fireball, just for different reasons. Or they might both be EASY to dodge. It depends on the circumstances, who is attack, who is defending, etc.

Hm.  This is actually a pretty good argument in favor of just going with high conviction & discipline for such a character, and using an aspect for raw power vs. finesse.  Thanks.

165
DFRPG / Re: How do I make a precision based spellcaster?
« on: February 07, 2012, 01:10:25 AM »
One of the...'quirks' of the system is attack spells will always be more powerful than blocks since power and targeting are combined for attacks and not for blocks. 

As a general thing, I'd actually say that's the other way around - since a block only depends on power (and only needs to beat enemy targeting, not targeting+power), it's fairly easy for a high conviction low discipline character to make some rather effective shields - while the same character would be hard pressed to land an attack.

...Huh.  That's interesting, actually.  Aside from huge chunks of backlash, my notion of a "finesse not power" caster can be implemented via a character who, mechanically, has power but no finesse.  This feels really wrong.

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