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Messages - JDK002

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271
DFRPG / Re: Shadow People v2
« on: August 24, 2012, 05:43:04 PM »
Isn't there a WoJ saying that is something is powerful enough it could easily bulldoze it's way through a threshold?  That it would still be weakened by crossing through, but a moot point against something that can blow up the entire city you're in by speaking a single word.

Though admittedly, this doesn't really fall into the power range of a Shadow Person.  But it does suggest that thresholds are not 100% immune to loopholes.

272
DFRPG / Re: Assessments: supplemental or full actions?
« on: August 24, 2012, 05:02:39 PM »
Generally if you have to roll dice or spend a fate point instead of rolling dice, it counts as an action.

And as already mentioned Assessments permanently reveal aspects of a person or place.  Declairations and Maneuvers create aspects.

273
DFRPG / Re: Gargoyle Template (Disney Style)
« on: August 24, 2012, 04:29:05 AM »
So, do you really have a problem with Stone Sleep, or do you have a problem with Recovery powers in general? A changeling or other such template with broad power access can get Supernatural Recovery with a large catch and thereby heal just as fast. Faster, in fact, as the guy with Supernatural Recovery only has to wait a scene, not a whole day. Is that "abuse"?
No no, when you break down the catch it seems pretty fair.  I think reading it then seeing the cost caused initial sticker shock due to the catch not being shown separate.

274
DFRPG / Re: Gargoyle Template (Disney Style)
« on: August 23, 2012, 08:59:45 PM »
Alright I concede on the Stone Sleep cost. ^^

I guess the role playing issues of a concept like this are just my own personal "GM pet peeves" so to speak.  Just. A personal dislike when players knowling make characters that make it impossible for them to take part in a good 1/3rd of the game. Heck I go out of my way to make sure my players never have to split up unless it's montage.  That way everyone is always engaged in what's going on.

As for the abuse of a power like that.  To prevent it you basically have to constantly keep the players on a timer.  Almost never giving them the change to plan for an encounter, shoving them from one scene to the next.

275
DFRPG / Re: Gargoyle Template (Disney Style)
« on: August 23, 2012, 05:31:00 PM »
I definitly like the idea.  But if you're trying to make it as a playable character I'm skeptical to be honest.  Playing a character who can't take part in any daytime scenes at all doesn't sound very fun.  But as a NPC t works great.

Also Stone Sleep seems sort of all over for a -1 power.  The face that it just heals All but extreme consequences every 24 hours is a huge deal.  I would be reluctant to let a player take an ability like that for fear of it being abused.

"Oh, we found the Warlocks lair and need to go storm it?  Let's sit around doing nothing and wait until tomorrow night to do it so I'm fully healed."

276
DFRPG / Re: How Do I Make A Great Recurring Villain?
« on: August 22, 2012, 07:06:00 PM »
Agreed on the concession deal.  While this game is a lot more collaboratve than most RPGs, the GM still has the final say on the big stuff like compels and concessions to a lesser extent.

While you villain was at the players mercy, the concession could be he gives up vital information the players need.  But manages to use the downtime to break free and run, and now that the players have what they need they let him run.  If the players don't go for it you can always sweeten the pot with a few fate points.

277
DFRPG / Re: Why is the true love catch +0?
« on: August 22, 2012, 04:51:13 PM »
Not even if thrown?
especially not of thrown!  That would be child abuse and definitly not an act oftrue love. XD

278
DFRPG / Re: Why is the true love catch +0?
« on: August 22, 2012, 03:48:36 PM »
I tend to agree that it's pretty well laid out from a mechanical standpoint.  When people hear the term "true love" they get this notion of it being some intangible idea.

This loophole clearly says it's not the idea or feeling of true love itself that gives protection.  But the sharing of life energy with someone you're in love with and is in love with you. 

279
DFRPG / Re: Recovery Powers and Extra Consequences?
« on: August 22, 2012, 02:34:25 PM »
Hey being mean to the troll worked for Harry....

280
DFRPG / Re: Ask a simple question...
« on: August 21, 2012, 05:05:25 PM »
I AM looking at a pre-release, because my book isn't in front of me.  That would make more sense, and I'm sorry for doubting you Centarion!

Seems like the consensus is simultaneous, so that's what I'm going with.  Thanks everyone!

Now I have another stunt question: Upon a successful defense, Riposte grants you an immediate, automatically successful attack at the cost of your next action.  Is that weapon damage only or would you roll something?
You would probably roll for attack like normal.  But even if you rolled a zero to hit, the weapon damage would still go through.  This would make it easy to defend, but It's basically a free attack action, but that's just my take on it.  Also what constitutes as a "successful" defense roll is kinda muddy.  Does successful mean as long as you block ANY of the attack?  Or do you have to block the whole thing for the stunt to trigger?  I have no idea.   :o

281
DFRPG / Re: How Do I Make A Great Recurring Villain?
« on: August 21, 2012, 06:36:51 AM »
Very much agree with making the villain important to the PC's.  One thing I've always said about what makes a great villain great: The best villains always think they are the heroes.  They see the PC's as the villains, or misguided idealists at the very least.

Give the villain some kind of redeeming quality or moral grey area.  Magneto is a very good example of this.  Or keeping it in the Dresdenverse, Lara Raith or John Marcone are both good examples.

Also from a more mechanical standpoint, always make sure the villain has some sort of ace in the hole to give to the players.  Usually It's information or whatever maguffin the players are trying to get a hold of.  This lets you compel the hell out of the players to let the villain live to scheme another day.

282
DFRPG / Re: Ask a simple question...
« on: August 19, 2012, 03:49:27 PM »
You can save skill points for later use.  Otherwise you would never be able to gain anymore "skill slots" above average, and would be glutted with average skills before long.

283
DFRPG / Re: Using Evocation to move people
« on: August 18, 2012, 09:45:12 PM »
You could make a pretty good arguement that the aspect is on the zone you're standing in and not on the targets themselves.  Letting you tag it once to move every target in the zone one then spending fate points any time you want to do it again for as long as the spell duration is active.

284
DFRPG / Re: Using Evocation to move people
« on: August 18, 2012, 09:04:33 PM »
Additionally I would say if he made it as a block or barrier that's centered around whatever zone he is in, he would have to spend 2 shifts of power for every zone he moves while the spell is active.  To represent the spell effect "moving" with him.

285
DFRPG / Re: Using Evocation to move people
« on: August 18, 2012, 08:17:41 PM »
You'll get a lot of different opinions on how a spell like this works.  That's the beauty of how magic in The game works.

I personally would say 2 shifts to make it an zone effect, then on shift for each zone EACH target is moved.

So if you want to move two targets one zone away.  +2 for zone effect, +2 to move 2 targets one zone each.  Total would be a 4 shift spell.  However with a design like that it would be near impossible to make it a rote spell.

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