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Messages - ironpoet

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31
DFRPG / [House Rules] A (Slightly) Streamlined Magic System
« on: March 22, 2011, 06:31:28 PM »
I don't have any particular problem with the Magic rules, but I wanted to try streamlining them a little bit.  I've found that I was trying to keep track of too many things: How much mental stress can I afford? How strong an attack can a pull off? etc.  In other words, I was getting bogged down in the mechanics, when I wanted to be focusing on the story.

There are more details below, but the basic rules are:

  • All magical actions cost one Mental Stress
  • Evocation: Roll Discipline + Focus Item
  • Thaumatrugy: Roll Lore + Focus Item
  • Spell Strength: Conviction + Specialization
  • Reduce Strength by 1 for each Exchange added
  • Reduce Strength by 2 for each Zone affected

I'm interested in any suggestions people have, as well as whether or not I'm introducing any big problems with these rules.

32
DFRPG / Re: Earth Magic Brainstorming
« on: March 15, 2011, 06:49:38 PM »
1. What is a non-combat interesting way to use earth magic?
- Wall-crawling: Temporarily increase the friction on your hands, allowing you to climb sheer surfaces.
- Conjure highly adhesive, incredibly strong threads of ectoplasm.  Use it for travel, trapping enemies, etc.

2. What is a single target interesting way to use earth magic?
- Use ectoplasmic thread to launch heavy objects at the target
- Use ectoplasmic thread to launch yourself at the target

3. What is an area of effect interesting way to use earth magic?
- Cover a zone in ectoplasmic thread, adding the Aspect "Ectoplasmic Weave" to zone, impeding movement (Block or Maneuver)

4. What is an interesting way to block using earth magic?
- Use earth magic to increase Awareness skill of everything touching the earth.  Use "Earth Sense" as a subtle defensive block.
- Use ectoplasmic thread to pull an object into the path of the attack
- Use ectoplasmic thread to pull yourself out of the way of the attack

5. What would be an interesting way to impede someones movement with earth magic?
- Use ectoplasmic threads to Grapple the target

6.Can you think of anything else that would fit the Dresdenverse and be really neat in a game for earth magic?
- Earth magic could probably justify making you super strong, tough, and athletic, although those might need to be bought as separate Powers.

33
DFRPG / Re: Mechanics Question: How do you shut down a magic user?
« on: March 08, 2011, 03:02:59 PM »
A block against "Spell Strength" seems a bit like a Threshhold used as a suppressor (YS230), although I don't think you should be able to do something like that without serious thaumaturgy. Something like Harry did to Kravos comes to mind.

That's a good point.  An active Block against Spell Strength should probably require thaumaturgy.  Which is actually cool, because it gives another good option for "Thaumaturgy at the speed of Evocation".

34
DFRPG / Re: Mechanics Question: How do you shut down a magic user?
« on: March 08, 2011, 03:00:57 PM »
To interpret some of this:
...

Thanks.  That's a great analysis.  I think, based on the Intent, that a Block makes more sense than a maneuver in this case.  A maneuver, like you said, is All or Nothing, while my Intent is just to make spell casting a lot harder.

Blocks
Simple enough, you make a spell to block spells.  Bwahahah!  This will block the TARGETING ROLL, normally, so if he fails to meet your block strength, the spell fails...

Well, that's basically my question.  Why does the block only affect the targeting roll?  I can understand why that is for Shields and defensive rolls, since they block against all attacks, and therefore the targeting roll is the only thing they could logically affect.  But if you are actively focusing on screwing up spellcasting, wouldn't you be blocking the control roll?

35
DFRPG / Re: Mechanics Question: How do you shut down a magic user?
« on: March 08, 2011, 02:55:15 PM »
Pepper to the face can be an effective deterrent.
Also, break open the fire hydrants. :D
Baseball bat to the head
Could you drain away the energies as the wizard tries to build them- I mean the stories suggest that is the effect the running water has.

Sure, I can think of lots of ways to describe the Block.  I'm just trying to work out how it would work mechanically.

36
DFRPG / Re: Mechanics Question: How do you shut down a magic user?
« on: March 08, 2011, 02:53:47 PM »
Blocks or maneuvers could be used to model this.  It's worth pointing out grapples already block casting (along with all other actions) by default.  Depending on the trappings, a variety of skills could apply.

Right.  I'm just trying to figure out what, mechanically, can be blocked: targeting, control, strength, or some combination?

In the books, if you distract someone who is casting magic, they are likely to screw up the spell and have fallout.  Therefore, it seems like you can block the control roll.  But since control and targeting are the same roll, I wasn't sure if you blocked both simultaneously.

37
DFRPG / Mechanics Question: How do you shut down a magic user?
« on: March 07, 2011, 09:50:00 PM »
There are example in the books where a wizard can't cast magic because either (a) another magic user is blocking them, or (b) they are too distracted to focus.  Considering how hugely powerful wizards are, that seems like a pretty useful strategy to use against them.  So how would you run it?

The Intent: The intent is to block an enemy magic user from casting spells at you.  Or, alternately, to weaken the spells that the magic user casts.  Then the rest of your buddies can go beat them up, without fear of being burned alive.

The Mechanics:
- Most "shield" spells and defensive rolls are treated as a Block against the targeting aspect of the Discipline roll.
- Could you create a block against the control aspect of the Discipline roll?  Could a +5 Block vs. Control require a wizard to roll +6 shifts just to control a Weapon: 1 Evocation attack?
- Since there is only one Discipline roll, could you create a block that both weakens the control roll and weakens the targeting roll?
- Could you create a block against "Spell Strength"?  Could a +5 Block vs. Spellslinging weaken a Weapon:6 Attack spell or a Block:6 Shield Spell to just Weapon:1 or Block:1?

What skills would be required for these Blocks?  Would you require a spell to shut down another spell?  Could you do it with a Fists roll (to keep the magic user from focusing)?  Could you do it with a Rapport/Deceit/Presence roll (to distract the magic user)?

38
DFRPG / Re: Giving teeth to enforcement of The Laws
« on: March 02, 2011, 10:45:34 PM »
At no point have I said it's impossible to hit someone with a Weapon: 3 or more attack without killing them, only that IMO it's impossible to do so and guarantee you won't kill someone.
...
I agree completely that any decision made about a Dresden files game that it's spelled out completely in the book should be discussed with your play group, I have not in anyway suggested otherwise.  I'm simply making the argument for what I believe the designers intended.

I think that's a perfectly legitimate house rule for a particular playstyle.  What I don't understand is why you think the designers intended it.  Why would they explicitly say "The player gets to describe the consequences of Taken Out" instead of "Weapon: 3+ attacks are likely to kill the target... well, mortals anyway, since vampires could probably survive it... and the GM should enforce that over the player's objections."?

39
DFRPG / Re: Giving teeth to enforcement of The Laws
« on: March 02, 2011, 10:41:40 PM »
Vertigo Wave is, IMO, better represented by Maneuvers and attacks.  An attack the created the effects of drunkenness would be an attack against the Mental or perhaps Social track.  Otherwise could also be represented by Maneuvers more easily than as an attack.

You've stated that before in this thread, but I agree.  Maneuvers are a perfectly decent way to represent it, but not necessarily "better".  Maneuvers generally inflict short term effects, while attacks inflict longer lasting consequences which can't be removed by a counter-maneuver.  The intent of the attack is not to merely put the enemy "off balance" so we can hit them with another attack - it's to make them unable to physically function (i.e. to be Taken Out).

Drunkenness is a physical condition, generally opposed by Endurance.  I don't understand why you think it would attack the Mental track, and the consequences described were clearly Physical, not Social.  Also note that it's only recreating the physical effects, not the alcohol itself (although I admit I don't know what part of alcohol poisoning actually kills you - is it the alcohol or the endorphins?)

In so far as the 'Light Saber' attack it's not well represented by DFRPG at all, I'd place that as more of a weakness of the system than a weakness of my argument.  Really the only thing you can do with a Light Saber is either kill or inflict Severe or Extreme consequences, we never see anyone 'nicked' in a light saber battle and it seems to me that that is for a reason.

Vader arguably got "nicked" on his side during ROTJ (let me do a little Googling... http://www.thedentedhelmet.com/f22/vaders-armor-vs-lukes-lightsaber-37522/).  And just because we don't see it doesn't mean that a light saber couldn't "nick" someone.  Why do you think the Light Saber attack isn't well represented by the system?  What about my description doesn't fit the system?  How is it different from, say, a Warden Sword or a Sword of the Cross?

40
DFRPG / Re: Giving teeth to enforcement of The Laws
« on: March 02, 2011, 10:08:57 PM »
Ok, I've noticed this argument before and it's beginning to drive me nuts.  Both of those examples could EASILY kill people and the more popular one, the 'Sleep' spell is actually a canon example of a seemingly innocuous spell that will be lethal if taken to extremes in the example of Agatha Hagglethorne.  I challenge anyone to describe to be a spell that, if take to the equivalent force of a Weapon: 4 attack could not possibly be lethal.

I think "could not possibly be lethal" is a bit too strong a challenge, since even a toothpick could "possibly be lethal".  But I think you're asking the reverse: describe a spell that "could consistently be non-lethal".

Lightsaber Strike
Fire Evocation:
Weapon:6 Offensive Attack
Fluff: Automatically cauterizes wounds as it cuts.  This could easily kill, but could just as reasonably chop off limbs and leave the victim alive.

Vertigo Wave
Earth Evocation:
Weapon: 4 Offensive Zone Attack
Fluff: Creates minor fluctuations in gravity within a zone, which play havoc with the target's sense of balance.  Common consequences are "mild nausea" (minor), "motion sickness" (moderate), or "long-term balance issues" (severe)

Bacchanalia
Summer Evocation
Weapon: 5 Offensive Zone Attack
Fluff: Recreates the physical symptoms of inebriation in the target.  Common consequences are "euphoria" (minor), "lethargy" (moderate), "stupor" or "blackouts" (severe)

41
DFRPG / Re: Looking for advice on how to Self-Compel aspects
« on: March 02, 2011, 06:58:37 PM »
"If you could ask your players to change something (characters, playstyle, etc.) what would you ask them?  Can that advice be made generic for all players and GM's?"

Hmm... I'd reinforce that for whatever reason, the CHARACTERS should have strong trusting relationships, and I'd ask for more work on the background/aspects to support this and more roleplaying of it. The truth is though, mostly that doesn't come up. I'm blessed with some really good role players as players, and the less experienced folks are willing to learn/explore, which is nice.

Dian

That's interesting advice.  How does that help Aspects to be compelled (or storyline to advance)?  Wouldn't some antagonism between characters (not players) make Compels easier?

42
DFRPG / Re: Looking for advice on how to Self-Compel aspects
« on: March 02, 2011, 06:56:34 PM »
Here's the thing. We would have spent a session together in City Creation and another session together building characters into that setting together. So, I'm having trouble with the whole I want intrigue they have combat monsters setup. Why did that happen? We should have good idea of the type of game we're going after here. As GM, I think I messed up before play began.

It doesn't matter when]/i] the disconnect was discovered between players and GM.  It could have been before the game started, or during City Creation, etc.  In this particular example, the players start talking about combat stunts, then the GM says they want to play a more social, dramatic game.  After a quick, civilized discussion, the players agree that they want to play that type of game, but they're not sure how to make characters to fit that type of game.  And the GM tells them... what?

One way or another, the players and GM have agreed to some style of play (combat-heavy, stealth and intrigue, investigation-heavy, etc.).  Knowing that, how should the players make characters, or tweak their existing character ideas, to fit that style of play?

Secondly, after city creation and character generation I walk away with a metric fuckton of Aspects. Before the next session I should have a good idea of at least a couple ways to hit each character's aspects during the game with compels, and some ways that those aspects can shine in invokes, or I know I'm in trouble.

Sure, but again, that's putting all the responsibility on the GM, which is what I'm explicitly trying to avoid.  I am not the GM, and I don't necesarily want him to change what he's doing.  I would prefer to modify my own character to suit his story style, but I find that I don't have any concrete ideas about how to do that.

The GM has lots of input on how to modify their playstyle to match the players (City Creation and Character Aspects).  What tools do the Players have, and how do they use them?

43
DFRPG / Re: Las Vegas Neutral Ground
« on: March 01, 2011, 09:29:43 PM »
There are definitely some older casinos off the strip that fit that bill. Only issue is that they tend to see less people. Which is not to say no people, just there are times when there are only a handful of people in the building.

I was thinking of that as a feature, rather than a bug.  I would imagine the supernatural community would prefer a place where the clued in could gather and talk without the normal, mundane world thinking they were crazy.

It also makes dramatic entrances easier, since everyone will take notice when you come in the door.

44
DFRPG / Re: Las Vegas Neutral Ground
« on: March 01, 2011, 07:41:29 PM »
Hi all

Having had a cool New Orleans game in the pipeline we have had to change to Vegas.  I dont mind Vegas its one fo the few cities in America that I have been to.  What I was wondering from people who know it better or people who have games there.  Where is your neutral ground in Vegas.

Also any things to note for a Vegas game.

I would second the recommendation to use a casino as neutral ground, although I might make up an old, rarely used casino, since the modern casinos are filled with fancy electronics.  But I love the image of a Red Court vampire sitting down to a poker game with a White Council Wizard.

For other Vegas ideas, I'd recommend reading Last Call, by Tim Powers (http://en.wikipedia.org/wiki/Last_Call_(novel)) for some ideas on Vegas magic.  Not sure how well it would fit into the Dresden Files universe, but it's a great book.

45
DFRPG / Re: Looking for advice on how to Self-Compel aspects
« on: February 18, 2011, 07:13:34 PM »
I guess what I was trying to say is "Ask Your GM What You Can Do For Your GM", but that isn't really helpful to the topic so I'll stop.

Heh.  Let me turn the question back around to you.  If you were the GM, what would you want from your players?

As an extreme example, let's say you wanted to run Dresden Files so that you could build a city full of intrigue, social interaction, and high moral stakes.  Then your players all built a bunch of combat monsters with Aspects like "Shoot First, Ask Questions Never".  You would want to sit down and talk to your players, right?  What would you ask them?

One of the things about DFRPG is that the players stories are just as valid as the GM's. You can create those complications on your own, without relying on the GM (Although getting a nod from him/her initially isn't a bad idea). You can invent people and places wholesale if the GM is willing. You can be a GM as well as a player if you want, and that might help with compels.

That can be true, but it isn't necessary true.  As you say, the GM has to be willing.  In my case, the GM isn't quite comfortable yet with that level of story improvisation.  He plans a ton of stuff in advance, so if tried to introduce too many sub and/or side plots it would just end up hijacking whatever story he wanted to tell in the first place.

So...
  • You're the GM.
  • You have a cool, investigation-style story to tell - picture CSI, NCIS, the first half of every Law and Order, etc.
  • You want to get all the characters involved, but since the plot lines all revolve around crime and investigation, it's the local cop character that ends up driving most of the story (and getting most of the compels).
  • You could change your plot or your storytelling style, but you were really interested in telling that story.

If you could ask your players to change something (characters, playstyle, etc.) what would you ask them?  Can that advice be made generic for all players and GM's?

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