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Messages - JDK002

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166
DFRPG / Re: The interaction of potions with a Crafting Frequency bonus
« on: December 08, 2012, 06:04:38 PM »
Another point: Arent potions specifically limited to the individual who drinks it?  Meaning you can't drink a potion and suddenly the entire group is invisible.  The potion would have to have enough uses and you would need enough time for every person to drink it.  A blanket veil effect seems more like a standard enchantment item.

167
DFRPG / Re: Hexing! We got a problem
« on: December 08, 2012, 05:40:45 PM »
Seems like some people have a bit of a misunderstanting of what aspects are.  They are not just character or location descriptions, they are anything and everything that could affect the outcome of any given situation.

I've kinda lost what the mechanical arguement even is anymore.  I can't cite the page, but I know YS gives a very explicit example of one PC invoking an aspect on a different PC's character sheet for a +2 roll bonus.  If that right there doesn't say you can invoke/compel any aspect in play that makes narrative sense then I don't know what does.

168
DFRPG / Re: Adjusting to Canon
« on: December 07, 2012, 03:58:12 PM »
I'm fairly ambiguious about when my campaign takes place (after Grave Peril, before Changes), so no it doesn't really affect my scenario ideas.  I can slide the canon into my game pretty easily thus far thankfully.

169
Another neat idea would be to tell him nothing of the canon.  Make his trouble aspect related to knowing next to nothing about the supernatural world at large.  This would suggest a person with a lot of raw talent, but also very ignorant of the going on's in your city, and allow your player to learn about the canon as his character does.

170
I'd add in this:
-Magic comes from within you as a manifestation of your beliefs.
-Healing with Magic takes just as much effort as healing via mundane medicine.
-Many supernatural creatures out there. Most of them way stronger than he is. And they consider him prey.

Beat me to it.  The first thing it to get him to understand how healing magic works in this game.  I could see a nightmare scenario where the player thinks he can just wave his hands around and heal the groups consequences mid combat instantly. 

You can do some really neat stuff with healing magic, but most of it seems to be pre and post combat, not during.  Make sure he understands that.  Beyond that I would just give him a basic run down of the major factions.  Vamp courts, denarians, outsiders, white council, the sidhe courts, ect.  The details can be given to him as needed.

171
DFRPG / Re: Is the Minor Talent Template underpowered?
« on: December 06, 2012, 08:05:03 PM »
I think players take weak templates because they've created weak characters and need templates that fit them.

Nobody makes a character whose only Power is Mana Static because the Minor Talent Template says they have to, they make a character whose only Power is Mana Static because that's the character they want. Then they pick the Minor Talent Template because it works for their character. (At least, that's what I do. And I assume others do something similar.)

So it's okay if a given template is really weak. It won't make a character underpowered if it wasn't already.
Seconded.  None of my players even looked at the templates when they made their characters.  They made the characters they wanted to play and found what template fit best.  None of us are power gamers, so it didn't really matter if any of them were under or over powered.

We ended up with a nice mix.  An Emissary of Power who's power source is a sadistically annoying trickster demon, a socially awkward Pyromancer who's unsure and insecure about her power, a White Council wizard who's a recruiter for the war with the Red Court, a Scion of a fallen angel (changeling template) who works for the mortal mafia, and a morally ambiguious pure mortal who aquired and sells rare supernatural items.

Incidentally, this was also how I determined the refresh level of the game.

172
DFRPG / Re: Hexing! We got a problem
« on: December 06, 2012, 07:46:01 PM »
I'm pretty sure that this is not true.  Or mostly not true (scene aspects, city aspects, theme/threat aspects, etc. blur this line).  I'm pretty sure that one character cannot be compelled on the basis of another character's personal aspects.
They can, it's just not particularly common.  A character, PC or otherwise, can invoke or be compelled by any aspect they are interacting with.  The source of the aspect doesn't matter, as long as it makes sense that the aspect would affect the action being taken.

173
DFRPG / Re: Hexing! We got a problem
« on: December 06, 2012, 07:16:44 PM »
The wizard already paid refresh for being able to hex as part of his powers and gets the significant drawback of not being able to use technology, which no other character type gets in the world. Intentional hexing without both being mortal and having a lot of refresh on magic costs 1 refresh as a stand-alone power, similar cost to possessing some of the rarer catches like "Holy".

Essentially, it is not that the wizard is hexing technology. It is that technology has the "catch" of mortal magic. Just like everyone in this world has a significant weakness, so does technology have the weakness of hexing. By removing that factor, you change the balance of power significantly.
Saying it works like a catch is flawed.  You still need to land a "to hit" roll in most cases to take advantage of a catch.  You can swing an iron sword at a Sidhe all day, the catch is moot if you can't land a swing.

Hexing has no such stipulation.  Heck, it has virtually no stipulation other than the broad "technology" requirement.

174
DFRPG / Re: Hexing! We got a problem
« on: December 05, 2012, 08:03:29 PM »
Yeah, the intentional hexing rules are hella broken.  I insist on charging stress for those kind of shenanigans at my table. 

A wizard having his own toys fail = compel on the wizard.
A wizard trying to destroy something offensively = a spell as normal.  (When this occurs, I may also compel a bunch of other stuff/people nearby for other, unintentional hexes, but I consider it like compelling a scene aspect at that point.)
Me too, if it's during a conflict at any rate.  Intentional by RAW is basically a stress free magical maneuver that you don't have to roll for.

Outside of combat I don't really see a reason to do so though.

175
DFRPG / Re: How to drive home the dangers of the Sight?
« on: December 05, 2012, 07:50:17 PM »
Compel him to keep his sight open longer than he intended.  The sight only gves the player as much information as you the GM decides.  Be vague and ambiguious with you descriptions on what he sees.  Doubly so if it's a focused practitioner, I have a player who is a Pyromancer, she sees the "inner light" and "fires of life" within things with her sight.  So I'm very abstract with it.

You can also bait the player into using it on something they don't fully understand and slap them with a higher difficulty.  Or you can compel them to keep the sight open longer than intended, forcing them to defend multiple times.

Lastly there is nothing wrong with arbitrarily raising the difficulty if a player is using the sight as a crutch.  Tell them it represents the characters mind is getting flooded with images the sight gives, making it harder to concentrate.  Also remember to compel his consequences and temp aspects in times when you feel the player is over using the ability.

176
DF Reference Collection / Re: Crazy HWWB theory revisited [CD SPOILERS]
« on: November 30, 2012, 06:58:37 PM »
I like the idea of an Outsider and Lash warring inside Harrys head.  Though there's a bit of an inconsistency in that idea.  It would mean Lash would have to be ignorant of the Outsider for the several years he was in Harrys head; which I just don't buy.  She would of known about another entity in his head the second Harry touched the coin.

177
DFRPG / Re: Characters from supernatural
« on: November 28, 2012, 05:56:40 PM »
They were write-ups for season 1 yes.  Guess I forgot to put that in.  Starting in season 4 I would probably say Sam is a Focused Practitioner, demons being the theme, and give him a feeding dependancy of demons blood for it.

I can't really comment on Dean being an Emmisary of Power or anything.  I've only seen up to the middle of season 5.  So I don't really know how it all resolves yet.

I do like the idea of a Deceit stunt replacing Resources.  Giving Resources didn't feel exactly right doing the write-up.  That would leave room for a Fists skill of some sort.

178
DFRPG / Re: Gargoyle Template - Help Needed
« on: November 16, 2012, 04:36:09 PM »
Fixation? He only posted three times, I wouldn't call that much of a fixation.

That aside, I'm not a huge fan of Stone Sleep. It ties consequence recovery to in-game time, which is dangerous territory. And on top of that it has vague mechanics for damage inflicted on sleeping gargoyles. And its usefulness is heavily dependent on the narrative situation, so it'll be really powerful in some games and crippling in others.

So while it's hardly an awful Power, it's far from perfect.

I'd prefer Recovery linked to Human Form or Limitation plus an Aspect. More balanced and more elegant.

PS: Stone Sleep would be pretty funny in a South Pole game.
Yeah that was me haha, and I'm still not convinced about it as a PC, mostly for the reasons above.

If a player really wanted to, I would do my best to come up with a happy compromise.  Though i admit my opinion is colored by my own game and players.  We have had plenty of all night sessions where only 2 or 3 hours of game time have passed.  If these happen to be during the day, then that one player is just out the entire session or I have to rush the other players through daytime scenes.  Which is not something I'm willing to do for of 1 of my 4 PC's.

I think my view on it also stems from an issue I've seen and talked about with other GM's many times.  When a player comes up with an interesting idea, but doesn't stop to really ask themselves "Will this character actually be fun to play as for months or even years?"

I ran into this problem when I first started going through character creation for DFRPG.  A potential player repeatedly gave ideas for his character that would constantly make it difficult to interact with the character in multiple ways, and by extension the player himself.  I tried to come up with compromises, but he wasn't willing to bend.  He ended up not playing.

I think it's also important for players to also ask themselves "will this character hinder or force the GM and other players to play a certain way to accomidate my character?"


179
DFRPG / Re: Help please, new to game
« on: November 16, 2012, 03:18:03 PM »
Temporary aspects are for situations when placing an aspect similar to a consequence makes sense, but no actual stress was taken.  For example: you character burns down a building fighting a black court vamp.  A witness sees you fleeing the scene and gives you description to the police.  So the GM decides to give you the temp aspect of "The Police Want Me for Questioning".

This aspect is treated as if it's on you character sheet until it makes sense to get rid of the aspect, usually through things happening in the game.  Temp aspects can also be used as a positive, they don't always have to be a bad thing.

One of my characters has had the aspect "Infected by Shadow" for the last 4 sessions because she was tainted by Shadow People.  It won't go away until she starts trying to get rid of it.

180
DFRPG / Re: Apects / FP system vs. roleplaying
« on: November 15, 2012, 04:16:54 PM »
Based on what you have been saying on this thread, my one biggest suggestion is this: you keep talking about the way you and your players are "used to playing", so my advice is to ignore all of that.  Accept that this will be something very different and let your players know that ahead of time.  Forget the way you've been playing and take it as a new experience.

Once you and your players get used to the core system of the game, then start pulling on past experiences as inspiration to enhance the game for both you and your players.

As for the meta-interaction between players and GM, you can mostly keep this in game if you want.  All you really need to do is announce Concession, then continue to roleplay.  Just let players know before you start your game is that what happens in your "Concession phases" must stand.  This should work fairly well since you said you have played with your group for years, so you should have a good idea of what they would accept as a good Concession and vice-versa.

I honestly feel you're just over thinking the whole situtation instead of just rolling with it.

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