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Messages - CottbusFiles

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31
DFRPG / Re: Backup.
« on: February 13, 2012, 08:10:28 PM »
I was

A Wizard like you
but then i took an evocation to the knee

/

An Adventurer like you but then
i selfcompeled 

32
DFRPG / Re: Backup.
« on: February 13, 2012, 08:08:47 PM »
I am.

Never gonna give you up never gonna let you down
never gonna run around and desert you
never gonna make you cry never gonna say goodbye
never gonna tell a lie and hurt you

------------------------

For my next trick - Godwyns Law

33
DFRPG / Re: Backup.
« on: February 13, 2012, 08:03:31 PM »
I am Barry Allen, to the world i am the fastest man alive

------------------------

I am Spam, Spamy McSpam van Spam from the province of Of-Topic

34
DFRPG / Re: Attack spells that last more than one exchange
« on: February 13, 2012, 07:51:15 PM »
The basic issue that makes DoT potentially imbalancing is the way the stress is recorded.

That is, say a target has three stress boxes, and takes 3 stress.  Only the third box is marked off.  Instead, say the target takes 1 stress, three times.  The first box is marked off, then the second box as the second stress rolls upward, then the third box.  That's the equivalent of 6 stress!  All it would take to guarantee that this character is taken out would be eight 1-stress hits (which would mark off all three stress boxes and all four consequences up to extreme, assuming the target didn't conceed before then).  So that 8x1-stress DoT accomplishes what a 'normal' attack spell would require as much as 24 stress to do.  It does take longer, of course, but when combined with a grapple that prevents you from doing anything during that time (ie, Orbius), then it's just a matter of running down the clock.

One way to fix this would be to treat the effects of the attack specially, and actually change the impact each exchange.  So the first exchange, you'd temprarily mark the first stress box.  The next exchange you'd transfer the mark to the next box, and so on -- each time removing the pervious mark.  Eventually, mild consequences would be exchanged for moderates, and so on.  Lots of bookkeeping, and the end result is the same amound of effect as an instant attack spell of the same strength.  Of course, then you're left with this question: why not just do the instant attack?

Becq, you are my hero

35
DFRPG / Re: Backup.
« on: February 13, 2012, 07:39:48 PM »
I am Harry Dresden - conjure at your own risk

36
DFRPG / Re: Backup.
« on: February 13, 2012, 07:11:08 PM »
I'm not a bird,
I'm not a plane,
I'm a birdplane

37
DFRPG / Re: Backup.
« on: February 13, 2012, 06:34:09 PM »
I think therefore i am

38
DFRPG / Re: Backup.
« on: February 13, 2012, 05:54:00 PM »
I will have been

39
DFRPG / Re: New GM in need of advise
« on: February 13, 2012, 01:12:42 PM »
Do what devonapple said. This is compel #1. If there are other PCs in the scene with an aspect about the group or that guy, compel this too. Than have something show up that triggers a third player. It's quite easy to do and you get to 3 compels easy.

Try to make sure that your players understand that getting compeled is a G.O.O.D. thing. You want that. A player that starts to self-compel is a clever player.

40
DFRPG / Re: Interesting Link
« on: February 12, 2012, 06:56:33 PM »
And they are doing the Atomic Robo RPG (and i think in FATE)

41
DFRPG / Re: New GM in need of advise
« on: February 12, 2012, 06:37:53 PM »
Don't worry to much about the given story, think most about the PCs aspects and how you can compel them as much as you can. 2-3 per scene should be a goal. Also encourage the players to declare a lot and to selfcompel.
Evolve the story from that points on.

Be aware that a player can throw a big wrench into your plan with just one (fate-point) declaration - get used to that idea and roll with it. Every player has as much narrative control as you have.

Aspects that are really easy to compel in this scenario:
I am to old for this - from Carputi the psychic detective and
No idea how much i don't know - from Zack the aprentice wizard

42
DFRPG / Re: Enchanted Gun?
« on: February 09, 2012, 10:44:15 PM »
The gun could be enchanted by dwarfs or the spirit of the wild west or Hephasteos (how do you spell that?)
Carefully enchanting an old revolver could work.
It could be holy in nature.

Killing a person with a magic gun... I don't know. Did you enchant it?

43
DFRPG / Re: Attack spells that last more than one exchange
« on: February 09, 2012, 10:15:05 PM »
By RAW you can do that with blocks. With.blocks. There is nothing about attacks. Also the energy of the attack is gone when used. No more energy there to convert.

44
DFRPG / Re: Attack spells that last more than one exchange
« on: February 09, 2012, 10:03:10 PM »
It isn't possible by RAW. We're trying to fix that here.

Maybe, just maybe (and i mean highly probarly) there is a reason for that.

45
DFRPG / Re: So I'm probably missing something
« on: February 09, 2012, 07:45:46 PM »
What Tedronai said.

Ideally, the player would never have the opportunity to try the subtle spells. The GM would compel him as soon as it becomes clear that a subtle spell would be helpful in any given situation.

This is right. It's hard to do at first but in my opinion FATE works that way. Compel as much as you can  8) the Story will write itself

Edit:
Quote
I agree there, but what I meant was someone choosing aspects that specifically counter the way they intend to play their character in order to farm FP that way.  If their aspects are geared toward thuggish spells, and the player always tries subtle spells first (tugging out the compels) they get a free-flowing source of fate points at no real disadvantage-- they're doing it intentionally.

Consider: shouldn't someone's aspects actually guide how they intend to play their character?  Isn't that the whole point?

Aspects guide how you get and spend FATE Points. They help you a lot in how to play your character but mostly they are there to let you interact with FATE Points. This is a really gamist concept but it works really well.

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