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Messages - Tedronai

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241
DFRPG / Re: Question on "inherent" worldwalking
« on: May 02, 2013, 03:32:51 PM »
Actually, I think it is still somewhat relevant as a metaphor through which to discuss the issue at hand.
Is the nevernever mirror of a mortal world location shaped by the intent of the place, its reality, people's perceptions of it, or some combination thereof (and if so, what combination)?

242
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 02, 2013, 03:29:50 PM »
minus the block that limits me.
Nope.
You beat the block.  You do your thing.

243
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 02, 2013, 03:20:58 PM »
the number of excess shifts you have is the number of shifts you can move.
Blocks are not armour and movement is not an attack.

244
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 02, 2013, 03:13:37 PM »
You cannot move while grappled unless you make a roll to do so that surpasses the grapple's block strength.
I am not aware of any language in the rules that imposes a restriction in excess of this.  If you are, please point it out to me.

245
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 02, 2013, 03:02:19 AM »
See above re: 'attacks are a special case'

246
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 02, 2013, 02:15:27 AM »
Having blocks act as armour makes them devastatingly potent in situations where they're being applied against a roll that already has to beat a static difficulty or opposed roll.

247
DFRPG / Re: Law Talk
« on: May 02, 2013, 01:15:23 AM »
This is not a subject well discussed in the fiction (I don't recall much, if any, exposure to practitioner-half-kind), but it is implied that, where Changelings are concerned, the Faerie Courts have jurisdiction.

248
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 02, 2013, 01:12:49 AM »
Additional shifts allow you to teleport into other zones.

If a roll subject to a block exceeds the value of a block, the full effect of that roll takes effect.  Blocks do not reduce the value of a roll (attacks are a special case where this is concerned).  That is the purview of armour.
If the desired effect of a roll subject to a block is to move between zones, and that roll is sufficient to surpass the block, then the effect of the roll continues as if the block had not been in place.  No 'additional shifts' are necessary.

249
DFRPG / Re: Question on "inherent" worldwalking
« on: May 02, 2013, 12:38:16 AM »
For those subject to the predation within those walls (as well as at least a significant subset of those engaging in the predation), I suspect their symbolism is rather tied to that predation.

250
DFRPG / Re: BAMF! (Phasing/Same Zone Teleportation)
« on: May 02, 2013, 12:34:45 AM »
- You may use Lore to escape Grapples.  Your roll must beat the grapple block.  Additional shifts allow you to teleport into other zones.

Blocks are not armour.  No, not even grapple-based blocks.

251
DFRPG / Re: Law Talk
« on: May 01, 2013, 11:53:38 PM »
If a Changeling who is also a Practitioner Chooses to be Human, then there is no longer any doubt as to jurisdiction, and the Wardens may feel quite free to chop away.

A Changeling, by definition, has not Chosen to be Human.  They have, at most, chosen to remain a half-kind.


Note the capitalization, there.  It's important.

252
DFRPG / Re: Question on "inherent" worldwalking
« on: May 01, 2013, 05:14:20 PM »
There's plenty of predation that goes on within the walls of most prisons, I gather, which leaves me to wonder what sort of Sunday school you went to...

253
DFRPG / Re: Purview of the Elements
« on: May 01, 2013, 11:40:47 AM »
I try to colour Fallout based on the spell that has failed, beyond merely the element that spell used.
Harry's Fuego is likely to fail, then, by simply being much wider and less concentrated than intended, in a way that causes problems.
His utilitarian wind spells would fail similarly, perhaps pulling an umbrella or two, or maybe a sword-cane, to his hand along with his staff (though these spells might actually be better represented as 'minor effects' or whatever they're called).
If he tries to pull that lightning-channeling feat from Storm Front and gets fallout, I'd be likely to have the lightning branch and fan out significantly around his target.
etc.

254
DFRPG / Re: Telekinesis Upgrade
« on: May 01, 2013, 11:29:24 AM »
Actually, simply removing that line won't suffice, as that merely leaves the question unanswered as to whether or what such powers would be effective.
If you mean this to combo with Toughness, then specify that.  If you mean this stress to automatically bypass catches, then specify that, instead (I recommend against this option).

255
DFRPG / Re: A few seconds ahead - How strong is it?
« on: May 01, 2013, 03:51:22 AM »
That being said, if you do intend to use AFSA then dropping the social bonus is a good idea.
Particularly since the social bonus is arguably worth more than 2 stunts unto itself (social attacks, and thus social defenses, typically being the most readily varied, and difficult to encapsulate within a single trapping, it is likely that the blanket language of the power-as-is would require the wholesale moving of multiple trappings)

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