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Messages - RonLugge

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31
DFRPG / Re: Looking to limit wizard power thread.
« on: April 11, 2016, 09:36:35 PM »
What is true aim?

Edit:

N/M, found it.  It's one of the sub powers of the Sword of the Cross, granting +1 weapons when 'swung with keeping with it's purpose'.

32
DFRPG / Re: Looking to limit wizard power thread.
« on: April 09, 2016, 04:21:28 PM »
Some good points.

33
DFRPG / Re: Looking to limit wizard power thread.
« on: April 09, 2016, 06:31:59 AM »
Mechanically speaking, I haven't found this to be noticeably truer for Wizards than for anyone else.

That... surprises me.  Wizards are able to throw up insane block values and become effectively immune in a fight with relative ease, for example.  Combine that with throwing out insanely high weapon values with incredible accuracy, and they are pretty nasty customers.  Doubly so for dedicated crafters, who benefit 'doubly' from refinements/focus items thanks to not needing both power and control.  A wizard whose given a few rounds to get his defenses in place is a wizard who has become nigh-invincible.

Example:  Weapons 4, Discipline 4, Conviction 5 wizard with a +2/+2 defensive focus.  Cast a defensive spell using your fourth stress box, you can summon up 10 shifts of power total.  You need to roll +4 to control all of it, or take stress as backlash.  Second round, use your third stress slot to summon up 9 shifts of power to extend your spell.  You are now 'immune' to attacks that don't reach at least 10, which requires a +4 if the enemy has a skill cap of 6 and has filled that with their offensive power, and that lasts for 9 rounds.  Spend 8 of those rounds attacking with a sword with virtual impunity, and reinforce your shield as needed with your two remaining mental stress boxes.  Or just use your awesome offensive power to force a few consequences on the enemy first, making it easier to wear them down with the sword.

34
DFRPG / Re: Dealing with Supernatural Speed/Strength
« on: April 09, 2016, 06:17:45 AM »
Everyone has given great advice, so I won't go into specifics, but I will give a general piece of advice: Don't expect PC's to roll 5-6 in their specialty. They won't if it important, they have resources, they will use them. Fate points and aspects are easy to come by, and being able to fate points in your specialty is generally a given (as in you have aspects that are usable on your sheet, not that you always have fate points). Rolling 10 is relatively easy as long as you are willing to spend resources, expect tens and higher every once in a while when you are planing. Do not require them, but don't let a single ten break the session as they pretty much will happen.

Suddenly I'm reminded of the George Straight song 'Write this Down'.  I can't come up with a good parody at this point, but...

Ooh, better yet, Mother of demons.

Make a note.  Underline it.  Underline it twice.  Better yet, cast it in bronze, chisel it in stone.  Remember this.

35
DFRPG / Re: Outer Gates Discussion
« on: April 09, 2016, 06:15:19 AM »
If nothing else, you need a way to send forces out there to keep Outsiders from just camping out at the Wall and spending all their time at one spot trying to weaken it.

More than that, I don't think the Winter Fae defending the gates actually hide behind them.  I think they march out and meet the Outsiders in direct combat.  I suspect the purpose of the gates isn't to stop outsiders in a military sense, but rather keep them from sneaking in undetected.  Less Maginot Line more Trump's Great American Wall.

36
DFRPG / Re: Dealing with Supernatural Speed/Strength
« on: April 05, 2016, 05:37:34 AM »
Personally, While Supernatural speed is fast, it isn't as fast as 40-50 mph, at least at my table.  If he's that fast at yours, perhaps a contest of Athletics vs Driver would be called for because jumping out, stopping and then trying to keep pace with a speeding car would be tough.

Given that Mythic speed has the ability to keep up with a car at a sprint, it sounds fair that supernatural doesn't get it.

37
DFRPG / Re: Clients of Monoc?
« on: April 05, 2016, 05:34:29 AM »
Also, the team may be occasionally subjected to direct, personal threats.  Maybe a former client they didn't do a good job for has a grudge -- or maybe one of them just managed to really piss of a passing fairy in a bar brawl.

38
DFRPG / Re: Looking to limit wizard power thread.
« on: April 02, 2016, 04:04:03 AM »
I'm not sure Ambush is a good balancing factor.  Ambushes can kill anyone, pretty much.  In fact wizards, provided they've built a 'block against attacks' enchanted item, are probably best suited to survive an ambush.  They get ambushed, their item gets triggered as a defense.  Meanwhile, their party is all defending at 0.  And, unless, they have toughness, they're not any better equipped than the wizard.

Hrm... never really thought about it, but I typically assumed you'd need to be able to react to use an EI.  You have a point, that some shouldn't need that though.

That said, part of the point of my comment is that Wizards -- more than any other 'class' in the game -- are narratively best attacked from Ambush.  In the books, it's repeatedly pointed out that taking a wizard on face to face is just plain stupid.  You take them out by flanking them, surprising them, and outmaneuvering them.

39
DFRPG / Re: Looking to limit wizard power thread.
« on: April 01, 2016, 02:08:54 PM »
I don't find wizards to be glass cannons at all.  Maybe that's true in d&d but not in Dresden.

If you equip your wizard with suitably powerful defensive items, they won't get hurt much.

And if you're equipped with powerful defensive items, you can't have as many powerful offensive (or utility) items.  Or, as I stated above, just have the enemy attack the wizard by surprise.  Rolling at 0s on defense, with no enchanted item options, is...  pretty nasty in general, and doubly so for a wizard.

40
DFRPG / Re: Crazy Character Concepts?
« on: March 27, 2016, 05:15:49 PM »
Time-Traveling British Secret Agent

The group was going to engage in some deliberate time-bending paradox creation (by killing a time traveling enemy a second time, in *his* 'past' their 'future'/'present day').  One of their goals with this was to negate the creation of an all-consuming 'black hole' entity.  So I created a character from 'up' and 'sideways' in time, who traveled 'sidebackways' to stop the entity from being created.

And all this was really just an excuse to create a character based on the Kingsman trailers...  Specifically and most lovingly, the bar fight scene.  https://www.youtube.com/watch?v=tukQDg22o9M  Mechanically, he was a pure mortal who had a number of stunts to do things like use discipline and fight for all three stress tracks, dodging, gunplay, and aiming, and then just poured the rest into having a massive pool of FP to just laugh at bad die rolls.  His trouble was [Of Course I Can Finish The Mission] -- a cross between arrogance and an opportunity for the GM to force him to face any trouble head on.  And of course, [Perfect Poise] plus [Manners Maketh Man] provide a perfect recreation of the character from the scene linked above.

He would, literally, just walk up to an enemy wizard and say, "I'm going to shoot you now.  But to be polite, I'm giving you sixty seconds to make your peace with your gods."  And with his pool of FP he could -- probably -- get away with it.

41
DFRPG / Re: Looking to limit wizard power thread.
« on: March 27, 2016, 04:56:44 PM »
Also, while it doesn't directly target a wizard's being stronger than the rest of the party, don't forget narrative balance.  Wizards are a walking glass cannon -- enemies are likely to try to take 'advantage' of that by hitting them by surprise, then focusing their firepower on the wizard to burn him down.  That's going to force the wizard to direct a certain degree of his power to defensive purposes.

42
DFRPG / Re: Air Magic: How do you use it?
« on: March 19, 2016, 03:23:50 PM »
The philosophy of the elements section from the Paranet Papers is an awesome read up.  Just pure awesome.  Air, according to it, is the element of intellect and control.  So think in terms of precise, narrowly defined bursts of power giving you exactly the desired effect.

Forget that Dresden would build an air block as a burst of gale-force winds.  An air specialist might just call up small gusts of wind that interfere with each opponent in turn.  It's not that he keeps that one spell going (which is mechanically what he does).  He throws dozens of smaller, weaker spells with *just* enough oomph behind them to spoil his opponents aim.  Or on the offensive, to trip them up and knock them down.

Think control, think precise, and think of air effects like lightning, fog, wind.  From there... just define what your goal is (attack, manuever, counterspell) and come up with a narrative that fits.

43
DFRPG / Re: Stacking Stunts with Powers
« on: March 17, 2016, 04:33:54 PM »
Stunts can stack with powers.  You can use on your toes with Inhuman speed to awesome effect.  Lethal weapon stacks with claws and inhuman strength.

That said, I don't think modular abilities interacts with stunts at all.  Modular doesn't let you take stunts, nor can you use it to 'upgrade' a stunt.  To put it another way... a stunt is something you know.  A power is something you _are_.  (Not exactly entirely true, but the best way I can phrase it -- they do different types of things)

44
DFRPG / Re: I'm A GM Looking For Help
« on: March 10, 2016, 07:53:17 PM »
Ignore the rulebook's guidelines for scaling encounters. In a fight, refresh spent doesn't mean a damn thing compared to relative skill levels.

Don't necessarily ignore it -- just remember that skills are just as important.

45
DFRPG / Re: Killing the Summer Lady
« on: March 09, 2016, 07:46:00 PM »
Personally, I'd consider that just a scene aspect that has it's effects regardless.  Much like I don't need to spend a FP to make my steel sword effect fae, I don't need to spend a FP to kill an immortal in one of the locations where they *can* be killed.  Take outs always match the narrative of the target, and Aurora's narrative is that she cannot be killed -- except when she can.  Too bad for her this was a 'when she can' moment.

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