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Messages - mostlyawake

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31
DFRPG / Re: Spellcasters make the others obsolete?
« on: March 05, 2011, 08:29:21 PM »
The only thing I dislike on threads like this is the idea that the wizard needs to be hampered repeatedly to make the other players more valuable.   I'd hate to play a wizard in such a campaign...

"OH your wizarding powers are irrelevant here because it's RAINING HEAVILY, AGAIN.  Time for the werewolf to get a spotlight!"

At some point it becomes really obvious and annoying that the wizard is being constantly hampered.

It's cool to do this when it's appropriate - like, when it should be raining outside (the campaign enters the rainy months when your characters are deep in the Amazon, or something, the bad guy is afraid of wizards and intentionally waits for rain, ect), but if the wizard is constantly facing scripted limitations, then he's being punished for his choice of character.

32
DFRPG / Re: Backstabbing/silent take down
« on: January 23, 2011, 06:59:41 PM »
Honestly, for your average mortal, I just have the assassin roll an opposed stealth roll, and call the mortal dead.

For a goon that might actually take a consequence (meaning 3-4 stress, and a -2 consequence, so 5-6 stress to take out), now we'll do two rolls: sneak (as a maneuver) and an actual attack roll. With a 4-5 skill and one maneuver (so 6-7 plus roll) versus someone starting at 0, the enemy is usually taken out in a hit,  but a careful person probably wants one more maneuver there (aiming or such).

For anything that's going to take more than one consequence, now the player needs to get really creative with taking them out.  We had a sniper hit for 28 stress before without magic, but it was a series of steps done to hunt a specific target plus a 5 fate point dump... so, still, he pulled off 18 stress without fate points.  That would take out probably anything but a major NPC or a PC.

The thing to remember is that as a GM, the game goes faster if you actually DO tell your players what it will take to kill the guy (as in, this dude's just an accountant, you can kill him with a successful stealth roll), vs "letting them figure it out".  As the "mystery" will make sure that they always try for 20 some hit stress on every random accountant.








33
DFRPG / Re: Can a House satisfy a catch
« on: January 07, 2011, 01:51:55 AM »
Dude, if a player goes through the trouble of singlehandedly building a house for his wife... placing every brick, driving every nail, laying every plank of the wood floor, all while always thinking about his wife and planning everything just the way she would like it....  yeah, that's got to count, and it's going to have a hell of a threshold, vamps or no vamps.  Probably even greater if they did it all together.

But hiring a company to build a house for your true love?  Different story.


Now, if I'm a player of a wcv and this perfect house happens to show up, you know as an NPC house where significant portions of a PCs time have been spent doing this....  well, thats a molotov cocktail waiting to happen. 

34
DFRPG / Re: Killing in the Game
« on: January 07, 2011, 01:01:47 AM »
One of my players summoned a flying fire spirit and sent it after an escaped bad guy, who was on a boat miles away.  People in the area think a stray meteorite actually hit the boat, making it explode.

Killing is SO much more acceptable when you're evil.  Of course, now the white counsel has a hitman... er, warden... in the area.

35
DFRPG / Re: 100 shift potions
« on: December 30, 2010, 11:27:41 PM »

The original post seemed more concerned with Munchkin-type behavior, player-proposed efforts to bend the rules to gather a lot of power.

Mostly.  It was an observation that, by RAW and discussions here (which have generally stated that potions CAN exceed the lorex2 limit), this is actually plausible.  It's a check to see if I am missing anything, in case one of my players wants to make a more modest 18 strength potion or the like.   

The "lorex2" part seems to be very debate-able, and from all of my scouring here it appears not to apply to potions.
The "max of 13" is in the books, but NOT the RPG rules. Thus, not valid for what is/is not possible within the system.

Taking someone's character is such a D move, that I give the characters an explicit chance to not do something.  Like, if they are casting an attack spell at someone that they don't know ISN'T mortal, I say "Just to be sure, you are telling me that you are using magic to attack with lethal force something that might be mortal, and if you kill it, you could end up taking a Lawbreaker stunt, which would make you an NPC. Are you sure you want to do this?"

Similarly, when presented with the necromicon, and after opening it and reading from it, I say "Your options here are to pass our as your brain suffers a minor hemorrage, thus NOT taking a lawbreaker stunt, or to read the information provided, and gain the lawbreaker stunt for Outsider knowledge."


So, I'm not down with the "AH HAAA I GOT YOUR CHARACTER!" trick.

Really, I mean, it's going to take a hell of a power base (50 cultists) that I can easily tank down with the White Council, making everyone afraid to ally with you.  So, munchkin-wise, I trust myself as a GM that I can legitimately, "realistically" counter the threat. 

The question is, what; rules-wise, prevents this behavior?   Even a 30-shift potion means instant death to someone...

36
DFRPG / Re: How do you create a familiar?
« on: December 30, 2010, 12:19:32 AM »
Also, consider if you want it as an NPC, or how central this familiar will be.  We have a shaman in our group, and I drew up his familiar as an NPC just to feed hooks and info to the group, because I wanted some of the plot to be more obvious.

We have a lot of characters in our group, so I didn't want another thing I had to track in combat as the GM. So it just doesn't enter combat, really.  The spirit possesses any nearby dog when it shows up, so it only costs a fate point for the player to have the spirit show up if he needs it in a hurry, somewhere that a dog is unlikely to be.  (Otherwise, it's a simple ritual to summon the spirit if time is not an issue).

However, our current story arc hinges on an outsider that has been bound away eons ago by native american magic users.  Turns out, in a different time line, native american culture won out: they were more numerous and developed when the Europeans arrived, they went to war, won, conquered the world in time, and went forward past our modern day in a society based on open use of magic, led by shamans.  However, the tribes never reached true peace, and one of them eventually called in an outsider that moves through time so that his tribe could eliminate other tribes before they ever started...and it all went to pot, some shamans went into the past to imprison the thing, ending up altering the time-line so drastically that our time-line happened instead.

Anyways, so the familiar spirit happens to know all of this because he was brought back from the alternate future when the shamans went to our own past... see this gets confusing, stupid time travel... and I use him frequently as a way into plot hooks.  He likes to say "WE HAVE TO BE AT THE CORNER OF 5TH and MAIN TODAY AT 3:47PM AND I CAN'T TELL YOU WHY OR YOUR MIND WILL BREAK AND YOUR MAGIC WILL DARKEN!!" or the like.


37
DFRPG / 100 shift potions
« on: December 30, 2010, 12:01:40 AM »
1) Other people can provide aspects for magic, like through a cult
2) Potions can get around the normal "twice your lore" cap of enchanted items through use of aspects at time of creation or use
=
3) A cult leader could have 25, 50, 100, 500, ect strength potions. Actually, through normal spell prep, any thaumaturge could have 20+ shifts bottled up pretty easily, to be released as needed.

So what keeps players from doing this?

38
DFRPG / Re: Physical appearence of a Changeling
« on: December 25, 2010, 01:28:48 AM »
One of my group's PCs is part troll; his true form is much larger and uglier (while still within human parameters) than his guise. But we play it that the guise is really something that makes people think they are seeing something else, but somehow are subconsciously aware of the real thing.. so people react by giving him more room.  It's very common for him to squeeze into an elevator, and everyone else pushes themselves to the walls, despite him looking like a normal sized person.


39
DFRPG / Re: Invoking Item Aaspects
« on: December 24, 2010, 10:01:36 PM »
Movie Style compels:

If the character does something with athletics, or takes a serious hit, compel them to drop the item.  Explain it as, "So you're trying to get away by jumping from building-top to building-top, and your Father's Gun slips out of the holster. Would you like to pay a Fate point and catch the gun before it falls, or get a Fate point and have it fall to the fire escape stair landing below you?"

I mean, how many movies has THAT been in?

Compel just to screw with them:  The homeless guy asking people for money has singled you out. As he approaches, he points at your Father's Old Army Jacket and says, "71st Infantry? Cooper? Was your father Jason Cooper?" and then plead for money.


40
DFRPG / Re: Thaumaturgy and Supernatural Powers
« on: December 24, 2010, 09:50:56 PM »
By the rules, you also have to pay fate points equal to the refresh cost each time you cast it. 

41
DFRPG / Re: Killing in the Game
« on: December 24, 2010, 09:48:14 PM »
My players are very death happy, but they excel at covering it up and placing blame.  One of the PCs threw two guys out of a high rise last game, but the bad guy veiled the bodies to look like the PCs... so that's going to be a fun  police investigation.

42
DFRPG / Re: Help with seeli/Summer Magic
« on: December 24, 2010, 09:40:54 PM »
Mechanically, you can start combining refinements and foci.  A basic 'Lightning Spell' is limited to refinements and foci from the wizard's Air (or whatever) element.  Make it a 'Summer Lightning Storm' and the wizard can also add any Summer bonuses.  So power and / or control may be increased by combining the two.  Additionally, a wizard who has Summer but not Fire can duplicate some of the things a Fire Evocator might accomplish. 

But, you'd have to pay for that refinement.  However, you could have both specializations at 2, which is way easier than getting one specialization at 4... so combining them might ber a power boost.  And, that could be combined with anything, really (summer rain, ect) so you technically could add summer's bonus to any element, making your best use to jack up the summer specialization as much as possible.   Of course, seelie magic doesn't give you a free specialization.

43
DFRPG / Help with seeli/Summer Magic
« on: December 24, 2010, 12:25:35 AM »
My group is disputing/analyzing what Summer and Winter magic mean.

What bonuses does summer magic offer to a full wizard?

My understanding is that you're paying the 2 refresh to gain:
Summer as an evocation element.
Biomancy at evocations speed/rules. If you lacked thaumaturgy, summer magic would give you biomancy as a ritual.
The ability to go into debt with your sponsor.

The example says "you can supercharge an existing element... summer could combine with air..." but it does not list a mechanical benefit for how much more oomph this gives the spell. (As far as I see).

So, i get that summer as an evocation element is a big deal if you AREN'T a caster (you want fire, air, water, or earth? just make it summer-tainted, and you're set to go). Honestly, though, if you have 3 elements already, then the new element really doesnt add much to you.  Similarly, if you have thaumaturgy, the biomancy part does little, other than let you do it faster, at higher cost.  So the only real benefit seems to be sponsor debt.

So, what am I missing here?

44
DFRPG / Re: Physical appearence of a Changeling
« on: December 22, 2010, 12:05:04 AM »
Dude, if fairies, vampires, ghouls, and lord knows what else can run around in human looking bodies, then it seems mean to deprive a player of that right.  All of my groups changeling characters start with human guise, and many take human form instead.  Human form is cool; they cant use their powers unless they hulk out.

45
DFRPG / Re: Character concept issues
« on: December 21, 2010, 11:46:22 PM »
I think the classic example of this is the guy who wants to be evil in the middle of a group of good guys, but somehow expects no party issues. 

Again, city creation is your friend.  If you have one white council wizard, one apprentice wizard, one minor talent PI, and one guy who wants to be a magical ninja assassin clown tree, then you have to sit down at character creation and get a story going as to why the other 3 would ever choose to call this guy up and invite him on an adventure.  A story that has to make sense and be cool to FIVE people.

It's a pretty great equalizer, and I wish I had done it more with my group, who somehow went with 2 holy roller angel types and 5 other people lawbreaking... a lot... (and this was with mutual character creation).


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