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Messages - JDK002

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286
DFRPG / Re: Ask a simple question...
« on: August 18, 2012, 06:16:07 AM »
I would have to look it up to be sure.  Don't specializations follow the same rules as stats?  Have to have a +1 before you can have a +2 ect?  I always get the rules for foci and specializations mixed up.

287
DFRPG / Re: Help with an item of power.
« on: August 17, 2012, 09:20:33 PM »
An easy way to handle the positive/negative effect is to tack on a temporary aspect to the character every time a card is drawn.  This way the GM can compel it (negative) as they see fit, and the player can invoke it with fate points if they want (positive).  I would even treat the first compel of any "deck aspect" as a debt point.

Example: You draw a card that gives you Inhuman Strength.  So you also get the aspect "I Don't Know My Own Strength".  Then say you need to make an emergency call on your cell phone.  The GM compels the aspect and you break the phone trying to dial.  On the other side, you could later invoke the aspect with a fate point to help break down a door with your new super strength.

288
DFRPG / Re: Help with an item of power.
« on: August 17, 2012, 03:49:42 AM »
You'll need to clarify what exactly the deck is going to do, and how mechanically you plan on making it positive and negative.  Are these cards going to give random powers?  Create scene aspects?  Act as attacks?

You could get clever with it and come up with several aspects, powers, attacks, blocks, ect.  Write them on actual cards, and whenever the player uses the deck he actually draws an actual card from the deck.  Whatever card is drawn is what happens.  As for cost probably a -1 or -2 given the totally random nature of the ability.

Also not sure if you were referring to the actual Pure Mortal template, but just for the sake of clarity, you can't use the template (with the bonus refresh) and have an Item of Power.  Having any supernatural powers at all, even by extension, nulls the refresh bonus of Pure Mortal.


289
DFRPG / Re: Aquiring items with Resourses or just declaring you have it
« on: August 16, 2012, 07:17:37 PM »
Pretty much no difference, the difficulty rating would be the same and you would still be rolling Resources.  As others have said it's really only a narrative difference.

290
DFRPG / Re: Stating Slenderman
« on: August 16, 2012, 07:08:34 PM »
Wow, he's an absolute beast.  It's pretty much perfect.  The catch would have to be something that pretty much takes him out instantly. 

291
DFRPG / Re: Stating Slenderman
« on: August 16, 2012, 04:36:11 PM »
Funny you mention slender man.  I just made a thread about my scenario idea around him (it's the No Conflict Scenario thread).  Though I haven't done any stat blocking yet.  I was probably going to do it tonight.

But my scenario is kind of high concept.  It involve the players in the woods investigating several missing person incidents.  Needless to say they get stuck in the woods being stalked by slender man.

So my stats for him are of course going to be monstrously high.  My starting point for him is The Scarecrow stats in OW, and I'm probably going to modify and add a bit.

292
DFRPG / Re: A (nearly) conflict free scenario?
« on: August 16, 2012, 12:31:33 AM »
@Orladdin: Yeah sound was one of the first things I thought of.  I just didn't have any clue where to even start looking.  Sadly it will be awhile before I get the chance to run this, I have a few scenarios I have to run before I could do this one, which means months at least.

@admiralducksauce: Yeah I was thinking of focusing on the mental angle a bit, not overtly.  Things like whenever a player catches a glimpse of The Slender Man in the distance or the corner of their eye it counts as a mental attack or maneuver.  Eventually starting to slap aspects or consequences like "Growing Paranoia" or "Something's Watching Me".  Or metal set pieces, one idea I have is to have a cave network near the cabin they find.  They go in to explore and end up having to escape the maze of tunnels while being stalked by Slender, never attacking physically but doing mental stress.

Err I often unintentionally interchange "player" and "character".  But in a way yes, selling the atmosphere to the player will in turn transfer to the character.  If that fails I'll have to make Slender insanely strong until they find a weakness to keep the players running.

@Silverblaze: I really don't know, I tend to have at least one "action" scene every session.  I'm the "balanced GM" so to speak.  I try and do even amounts of role playing, story development, and action.

293
DFRPG / A (nearly) conflict free scenario?
« on: August 15, 2012, 07:37:17 PM »
So last night I had an idea for a mostly conflict free scenario. Maybe a social conflict or two here and there if it comes up, and a big physical fight at the end.

For context, I'm basing it on The Slender Man.  I was going to pull my characters out of their usual comfort zone (a big city) and put then into an isolated forest setting.  They hear about people vanishing in the woods and investigate the nearby town and eventually the cabin the missing people were staying in and it's surrounding area. 

The Slender Man would basically be the looming boogy man.  Never actually attacking outright, only being seen from the corner of the eye or in quick flashes, and basically doing everything possible to scare the hell out of the players.

Any suggestions on how to run something like this?  It would require a lot of atmosphere and not conflict set pieces i figure.

294
DFRPG / Re: How to bring a group together...
« on: August 11, 2012, 06:29:21 PM »
Coming up with a common ground for the players to team up is important for the narrative.  The game can drag if you try and set up each characters starting point individually.  Come up with a catch all reason they would all be in the same place at the same time.

My characters were originally all hired on for a job by a guy who "obtains" supernatural items of interest and sells them off at a profit.  They all had personal reasons or a history to take the job.  But it gavee an easy answer to how they all know eachother even if they don't really like eachother.

295
DFRPG / Re: Shadow People
« on: August 11, 2012, 02:43:33 PM »
Your Magic Tastes Sweet needs more rules.

That aside, these are really weak. I could probably kill one in real life, and I'm below Feet In The Water level.

PS: Why don't bullets carry will? How are they different from melee weapons?
I'm not 100% sure on this but the whole "bullets don't carry will" may have been covered in the books in a fashion. 

Something about how a bullet fired from a gun won't break a magic circle because there is no effort of will in firing a gun.  You pull a trigger and things get hurt.

296
DFRPG / Re: Power Question
« on: August 10, 2012, 07:42:23 PM »
Somethin like a +1 to all athletics defense rolls and some sort of initiative bonus seems like a pretty fair +1 power, well assuming the imitative bonus is pretty minor.

297
DFRPG / Re: The Glass Jawed Wizard
« on: August 09, 2012, 09:12:57 PM »
Yeah I was thinking about it after I posted.  If the players decided to get into a conflict over it, I would probably give a fate point.  Even though I wasn't exactly directly compelling an aspect.  As in that case even though they get to enter with all their weapons they still may have taken some consequences and are therefor weakened.  Which is what I wanted in the first place.

298
DFRPG / Re: The Glass Jawed Wizard
« on: August 09, 2012, 07:55:51 PM »
I would also argue that if the narratve of yur entire session is ruined because one player decides to buy out of one compel, then the GM didn't think things through very well.

Bit as far as the example we've been going with, I wouldn't treat it as a compel as it doesn't really fit the narrative.  I would treat it as toucan either gve up you weapons and enter, or you can get into a socal conflict, possbly tale consequences, them deal with whatever happens when you get in which could be yet another conflict.

299
DFRPG / Re: Damage Over Time Spells ($*&% Obius)
« on: August 09, 2012, 04:32:42 PM »
I don't know if iwould agree that it doesn't work at all.  I think it just needs to be kept very simple.  Balancing aside, I would probably just work an aoe dot that works similar to the venom/poison upgrade the the claws power.

300
DFRPG / Re: The Glass Jawed Wizard
« on: August 09, 2012, 04:19:16 PM »
Too true, I would say that goes with any tactic to make wizards play smart instead of just firing giant blasts of death at any problem you toss at them.  Keep it mixed up and keep it interesting.  If you're constantly challenging your wizards instead of outright punishing them they they will actually have more fun than if you just let them blow everything sky high.

My one wizard player has actually been doing this for me thankfully.  My team is dealing with an extremely powerful psychomancer with an item of power that amplifies all his magic.  My wizards idea?  Set up a ritual that seals off all the magic in the area, including his own, because he knows he can take the bad guy out in a straight up brawl.

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