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Messages - mostlyawake

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166
DFRPG / Re: More Spell help... water
« on: September 21, 2010, 04:02:54 PM »
Counter-spelling, by the book, can only be used against an on-going magical effect. It does not prevent use of evocation, and the book suggests that you cannot use it reflexively to end an evocation as it is cast.

From my example, counter-spelling is what my PC is doing when she shuts down magic in an area (meet the complexity of the spell to counter) - I'm just giving her a bonus to do so for using "salt water". 

The question, then, is how to you prevent evocation from being cast by using water?  While I am against this being done from character to character, I would like a system for modeling the effects of casting in the rain and the like, to fit the rules of the novel. (Again, Harry says it's possible in some rain, impossible in other circumstances).




167
You're looking for YS280: defensive items don't require a separate action to activate.


Thank you so much. That helps immensely.

168
Well, not quite.  Anyone who gets ambushed doesn't get an action in the first round of combat.  They can only defend.  In the second round, initiative proceeds as normal meaning the ambushers may well get to go twice in a row.

Is this your interpretation, or can you cite that? 

This is precisely what I am debating; whether or not you should always dump an extra shift of duration into such an item to cover a condition where you'd still be unable to act.  What you quoted is exactly how many other games (dnd, ect) work, but the games vary on if that first shot negates further surprise or not. If you are surprised until you can act, you need two actions of coverage.  If you act before the snipers go again, always, well you're okay. if you act after them, but shooting you broke their surprise, you're okay (you can use your defense before your initiative normally.) That's what I'm trying to suss out.

169
DFRPG / Specific Questions about enchanted items and blocks, if surprised
« on: September 19, 2010, 12:21:11 AM »
I can't seem to find the rules in YS or a thread relevant here that tells me exactly how a block stored on a magic item is activated.

So, Tony the Sniper and his twin Timmy get the drop on you; you have no idea they are there.  They fire simultaneously, both rolling 5's to attack; the sound of their guns will reach you after the bullets do. Surprised, your athletics is treated as 0.  You have an enchanted duster with a block of 10, but it only has one use. What happens?

Most of the forums seem to say that because you've got this block ready, both bullets will bounce of the block, making it a great defensive item as it stops this sneak attack cold.

Everyone agree?

But, what happens next? Did it activate automatically, or does it cost you your action this exchange?  When can you act?  Should the sneak attacks be considered part of a previous exchange, and initiative called for after the shots hit?

The only answer that I rule out immediately is that you put a condition into the spell that says "if I get attacked by surprise", because all other parts of the book (in particular, the part on wards) indicate that magic can't be that discerning.




170
i remember that movie! lol but before he throught the fence post didnt he try and through his hatched/ tomahawk only to have it blocked by the circle around the church so wouldnt this translate into weapons say brought over by fae (rhym not intended) from the nevernever are also block  so for example an elf archer who brought hus own bow would have his arrows blocked by the circle

Yeah this is a chauncy's glasses case... in game terms, his own weapons are constructs made/summoned along with his form, so they can't penetrate the circle. Thus he picks up some scenery and BLAMO!

171
DFRPG / Re: More Spell help... water
« on: September 17, 2010, 10:35:20 PM »
In a sort-of related idea, to simulate actual rain you could simply make a list of levels and impose more conditions... an increasing number of "raining" aspects... on the scene.

drizzle - no penalty
light rain or minor flooding after rain -  1 aspect "raining" or 1 aspect "standing in water"
moderate rain or flooding - 2 aspects "raining", "raining" ect
heavy rain, ect - 3 aspects "raining" x3 ect

thus the more severe the weather the more aspects you can use against a caster to impede casting

172
DFRPG / Re: Writeable/Safeable Char. Sheet?
« on: September 17, 2010, 03:28:08 AM »
As I have nothing but a mac and mac version of office, along with the technical savvy of Grape Ape if he dropped acid, can someone please explain to me why the evil hat forms (character and city sheets 1.1) will save my info just fine, but the one that a kind fellow here edited so beautifully to ONLY have the 2 page character sheets - and with better boxes - will let me type everything in and save, but then it won't keep that data.

I would love to use that sheet; it's perfect for what I need, can someone make it so it will save?

173
DFRPG / Re: More Spell help... water
« on: September 16, 2010, 06:21:58 PM »
There's a reason that Water isn't the first line of attack when facing other wizards or demons.  In my games, it's because magically creating water to ground out magic just doesn't work.

However, we have a character who's sponsor gives her salt water, and that works really well vs zombies. 

Otherwise, I treat it just like any normal magical block.

Manipulating nature itself to make it rain in an area, though, that might work... but then why wouldn't they have just made it rain over bad guy rituals the whole series?

174
DFRPG / Re: New GM (to DFRPG) with a question about rewarding players
« on: September 15, 2010, 12:16:23 AM »
Yeah, honestly, pretty much throw out the idea of experience, cash, and treasure as a reward.  Throw out the idea of a reward.

DFRPG (I read this from someone else, most likely Rick Neal's amazing blog) sells itself on emotional investment in the characters. Not in their cool shiny powers. It really is a game about a created story, and I think it is most enjoyable when it steps completely away from the video game mentality of D&D or pathfinder.  The reward is time spent with your friends, creating this story together.

As I am running it for a bunch of power-gaming LEZ BrEAK EvURYthING! people, I am myself working on how to do just that.  Stealing heavily from Rick Neal along the way lol... but here are some suggestions.

Make them care about NPCS... Rick's post on his upcoming campaign asks people to design NPCs.  He also wants to link them into the PC's aspects.  Honestly, I have 2 (of 7) PCs linked to NPCs, and they seem to care the most... so this is prolly a great idea.

Make them care more about their characters... I've found that some basic character sketch ideas work great here. Use the "10 thinks your character would carry at all times" idea, but ask them specifically to NOT include their item of power, focus items, ect. Just say "I know those will probably be on you, and I will want a detailed description of each later, but not for this."

And when someone says "car keys", say "Tell me more about your car keys. What other keys are on your keychain? What type of key-chain is it? Who bought it?"

You'll probably get at least 1 story or NPC idea just from that. Say, if it's an ex-girlfriend, what happens later when the bad guys try to hold her ransom to get at your PCs?  "Dude, you kidnapped Michelle?  Go ahead and stab that beotch."  (And then you bring her back as a vampire, seriously pissed at the PC for leaving her to suffer.)

Speaking of that, flat-out ask the characters who they want to be sacrosanct. Many times (and I'm sure you found this in D&D) people will make their characters unattached orphans to avoid the "bad guys after my family" storyline.  It's totally cool (if unrealistic) to just tell your players "If you'd prefer to not have to deal with the emotionally sensitive subject of bad guys coming after your certain members of your family or friends, I can totally just make it so that never happens. That person will always be able to escape or hide on their own."

This may sound weird, but you really want emotional buy-in, and you're not going to get that if your NPCs kidnap the younger sister of a PC whose player actually had something like that happen, or is just uncomfortable with it.

175
DFRPG / Re: Just how strong are wizard genes?
« on: September 08, 2010, 01:37:39 PM »
There's no real reason that one gene (wizardness) should have to affect another (dwarfism).  You wouldn't "recover" from it, rather, you'd just heal wounds back to your base state.   If you play it that way, though, you could end up with wizards with crones disease, ms, or the like, where the disease is "injuring" them and the wizard's constitution is healing the injuries (but not the disease).

Alternatively, you can simply choose to view dwarfism as a heritable trait, like eye color. Dwarfism is usually considered a "condition", not a disease, (although there are other ailments common with it), so perhaps it works for a wizard concept when ms or crone's would not.

I honestly can't recall Dresden ever having a cold, or saying that he never had a cold.  Probably, he simply gets a cold and gets better quicker, but the cold is as bad as anyone else's cold.  While I kind of thought that
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176
DFRPG / Re: Quick Lawbreaker Question
« on: September 08, 2010, 01:50:33 AM »
My group sided with the key word being "roll".  Thus, if you attacked someone with fire and intent to kill (given 5 conviction, 5 discipline), you'd end up with a base of 5 shifts for power, with essentially a 6 base for discipline to control it, as well as a 6 base for discipline to aim it.  It gives you less points than refinement (because you'd get two +1s), but is possibly broad enough to justify it.

177
DFRPG / Re: Hitting with Potion grenades
« on: September 07, 2010, 11:24:50 PM »
Hey, I just wanted to add that my group has a potion-maker as well, and he uses weapons to throw them.  Well, sometimes his potions are magic bullets or sling stones, and he uses guns for that.

178
DFRPG / Re: Chloromancy (you know... plant spells)
« on: September 01, 2010, 11:53:44 PM »

The Maze is a great idea. How long in advance would I be able to prepare such a thing? I am thinking of a kind of thing like Harry has around his apartment, when he lights that one candle. Seeing as the chloromancer lives in a shed in the tree nursery she works in, it wouldn't be a problem to set it up in advance all the way around her home.

The duration of thaumaturgy is 1 day, with 1 extra complexity per time shift on the time chart.  So, technically you can set it up "several lifetimes" in advance (for +13 difficulty)... though it probably makes more sense to redo it every season or year (lower difficulty, plus, better fits the gardener motif). I forget the scale there, but that's probably only 5 or 6 extra shifts.  Which you can easily pick up with declarations (resources: excellent quality seeds; scholarship: thought-out puzzle; endurance: cast completely through without stopping (as it will take several hours minimum to draw the lines of seeds around a structure)... that gets you 6 right there (each declaration is an aspect that you tag for 2 shifts of power; look up declarations in the book for more info).


179
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 31, 2010, 10:51:52 PM »
I've explicitly told my group that binding someone with magic and then executing them is a clear first law violation.

You used magic to aid in killing someone. 

Capturing your prey and turning them over to justice, however, is not the same.   Your intent at the time is "capture"; you aren't intending to kill them (though it may happen later, and you won't necessarily be the judge). 

Now, here's where the laws get weird... say the mage was tried and you have a kill order. Binding him to kill him - first law violation.  But what about every other spell you cast?  I mean, a spell to knock a gun away - well you're only doing it to make him easier to kill.  A spell to help you catch up with him, or hell, even track him - all intended to help kill.  Where is the line drawn? (I allow all of those things, but we've discussed this line in-game).

180
DFRPG / Re: Chloromancy (you know... plant spells)
« on: August 31, 2010, 10:41:16 PM »
Also, props if you avoid the "gnarled staff" motif and instead get yerself a magical watering can as your focus item.


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