Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JDK002

Pages: 1 ... 19 20 [21] 22 23
301
DFRPG / Re: Heeeelp!
« on: August 09, 2012, 02:28:50 AM »
Also now that you have played a session, I would highly suggest reading a good chunk of the "aspects" and "playing the game" sections.  Reading them again after having hands on time makes a lot of things make more sense.

302
DFRPG / Re: Stationary Foci
« on: August 08, 2012, 06:55:10 PM »
Personally I never understood that.  You have to have a pyramid in everything else for fate, why not the focus items?

It is one of the things that makes wizards too powerful.  Which is even worse when it's combined with players that go "well I use spirit(or whatnot) for everything".....    :-\
i thought there was a pyramid requirement for focus items.  I remember something in YS about it but I'm at work and can't double check.

As for a wizard using one element for everything.  If a wizard player is getting away with that then the GM is doing something wrong.  The GM should be a real stickler for what a wizard can do with a single element and put them in as many situations as possible that forces them to use all the tools wizards have. 

303
DFRPG / Re: The Glass Jawed Wizard
« on: August 07, 2012, 04:47:14 PM »
It might be an idea to consider giving your big bad shagnasties Physical immunity against mortal magic, like Ogres. This forces the Wizard to do other stuff than just nuking them (maneuvers that do not directly affect the monster, clearing out mooks, etc.), allows the other party members a chance to shine while taking them down, and keeps things interesting.
Exactly, you just have to get clever.  Though I would suggest NOT falling back on the "it's immune to magic" tactic too often.  It becomes very obvious to the players that you're deliberately trying to hamstring the wizards.  Players start to not have fun if they feel they are constantly being handicapped.

Variety is the key.  For example my last session had my players in a cargo van trying to escape a pack of Black Dogs.  At the bottom of every exchange the npc driver would make a driving skill roll.  The group needed to accumulate 10 shifts of movement to escape the dogs.  At the top of every exchange I would roll to see how many new dogs joined the fight.  They were easy to take out, but they would never stop coming.  More would join every exchange.  I also gave the van a stress track and consequences, so the dogs could attack the van directly.

This forced every player to get very creative, not just the magic users.  As it didn't matter how many mooks were killed, they had to play defensive and really work maneuvers and declarations to keep the vehicle safe.

304
DFRPG / Re: The Glass Jawed Wizard
« on: August 03, 2012, 09:21:01 PM »
Sounds like the GM dropped the ball on an epic scale on that one.  Even as thaumaturgy that would take an insane amount of power to call up.  If done in that way, the fight could of been interesting with the rest of the group trying to keep the Titan busy while the wizard called up power for the spell.

As evocation, I'm not even sure a senior council member could pull that off out of nowhere.  Something like that is death curse territory.

I have a wizard, a pyromancer, a bastard child of denarian, a spell slinger/brawler hybrid, and a pure mortal in my group.  Thy haven't fought anything tougher than a pack of ghouls with machine guns.  Everyone has had their time to shine.  The wizard haven't overshadowed anyone.

305
DFRPG / Re: Keeping Wizard PCs from overshadowing non-Wizard PCs
« on: August 03, 2012, 08:38:17 PM »
Simple answer, clever GMing.  Is the group always looking to the wizard for answers?  Design scenes or entire scenarios where other players assets are forefront.

Wizard relying heavily on summoning up beings for information?  Make the price for answers too steep, or make it very clear that there are consiquences for getting in bed with demons and their ilk by having it come back to bite him in the ass.  Or have a summoning go wrong and the creature gets loose and people get hurt or even die.

Follow what the rule book says.  Magic doesn't make things easier, if anything it makes things more complicated.

306
DFRPG / Re: The Apocalypse!
« on: August 02, 2012, 07:28:30 PM »
My main plot delves into the history of the Hohokom Indians that live here in Arizona before Phoenix was founded.  They were several thousands large and had, for the time, advances systems of irrigation and what not.  But by the time the eventual founders of Phoenix got here there were nothing but ruins of the civilization.  History has it they suffered a bad drought.

BUT, in the dresdenverse they fell victims of the summer court.  They performed a massive ritual that created a giant flash fire across a huge portion of the state.  With he intent that from the ashes l, new, more, and better life will flourish.  And now in the present time, summer is starting to make preparations to do it again.

307
DFRPG / Re: Buffy or Slayer-like Character?
« on: August 02, 2012, 06:37:54 PM »
Taran makes a damn good arguement for emmisary of power.  There are a few episodes of the show that play into the "spirit of the slayer".  One where Dracula talks about how the slayer power is "rooted in darkness" "a darkness that rivals my own".  Which tracks later on in the show when the origins of the slayer are revealed.

Also the first episode that The Primal (the spirit of the slayer essentally) is in.  It gets pissed that Buffy allows her friend to tap into the spirit for a spell.  That the slayer "walks alone" and "no friends, only death".   

another one where Spike talks about how he killed two slayers.  Saying that a slayer deals in death every day, that they are just a little bit in love with it.  That every slayer secretly has a death wish.

308
DFRPG / Re: Buffy or Slayer-like Character?
« on: August 01, 2012, 05:10:47 PM »
I wouldn't personally be horribly concerned with any sort of debt to power if it were me.  It's not 100% required.  You could....

A. Play on the Watchers Council idea that even though they are technically allies, the character is in a way kept on a leash.  While they don't often get directly involved, they make it clear to not step out of line.

B.  Make sure the characters aspects and back story are something you can take advantage of.  Playing into the legacy/birthright, isolation, and moral responsibility of a Slayer type character.

As far as powers, I'm not really sure inhuman speed totally fits a slayer.  Inhuman strength and recovery for sure, maybe inhuman toughness.  Not sure how you would work the dream visions in.  Something like wizard senses could cover their supernatural instincts.  Maybe a stunt or two to represent their inherient fighting ability and tatical aptitude. 

309
DFRPG / Re: Easy Light Spell
« on: July 31, 2012, 04:55:38 PM »
There is a box about "mundane spell effects" somewhere in the book. Simply put: a spellcasting character can do small spells without any effort. Making light, lighting the fireplace, generally, things that don't really have an impact on the narrative (Harry could flick a lightswitch or take some matches, but it is just cooler for a wizard to do it with magic).

If you are in a conflict however, that does not apply. So in your situation, the hidden character would have rolled a stealth "block", he is hidden. He probably tagged some aspects ("dark shadows") for example. Now the PC come in and you let them make an alertness roll to see if they can spot him. Since it is dark, the wizard might make some light, but since this is a conflict, he would have to do it as a maneuver. Maneuver spells in general last the entire scene, so you don't have to put extra shifts in duration. The new aspect ("light") now cancels out the shadow aspect, and since it is gone, it can no longer give a bonus to the stealth roll, which might be enough for the players to see the hidden character.

If you are casting against a darkness spell, the higher powered spell should prevail. A maneuver needs at least 3 shifts, but you can put in more to increase its power, so it is harder to resist it.
This seems to be a general misconception about magical maneuvers, unless RAW contradicts itself at some point.  Magical maneuvers do not last the entire scene, assuming we're talking conflict, according to the RAW.  YS 253 (pertaining to magical maneuvers) "As with other effects, you can pay an additional shift to make the effect persistent at the rate of 1 shift per additional exchange."

Though in the case of trying to detect someone in stealth, using a light maneuver then tagging it for an alertness roll (versus the npc's stealth) revealing the target.  If I were the GM I would say it doesn't really matter if the light aspect goes away next turn.  You've uncovered the npc from stealth, it wouldn't make sense that he could suddenly vanish once the aspect was gone, unless he has powers that actually let him vanish haha.

I would do it like that as opposed to a block or defense because the GM doing a roll of any kind basically tells the players that someone is lurking around somewhere.  Then they may start playing in ways that can break the scene.  Where as a general altertness roll made by the players doesn't force you to tip you hand quite so badly.

310
DFRPG / Re: Lifting Things
« on: July 29, 2012, 05:56:43 PM »
I'm not really a fan of numerical tables; they aren't realistic or easy to use. Do you know how much a tree weighs? Because I don't. And it's a bit silly to say that a 500-pound backpack is no easier to carry than a 500-pound boulder.

So yeah...I prefer the approach in YS.
Couldn't agree more.  I've always found them to slow down games pretty badly.  When you have to stop and calculate stiff like weight or distance down to the pound or foot it's just no fun.

I don't know what page but YS specifically mentions you won't find thoes kinds of charts and tables in the book, and that aspects are intended to cover things like that.

311
DFRPG / Re: Lifting Things
« on: July 29, 2012, 12:37:57 AM »
After looking at all the strength power i was wondering how you determine the maximum amount of weight ,in tonnes, kg, lbs etc , a character can lift. Ex, If someone had a Might Score of 10 how much weight could they carry.
Other people will likely have a different take on this than me.  But personally I wouldn't even think of it in measurements of weight or size.  Think of it in terms of difficulty ratings.  What would be the difficulty roll for a normal mortal to lift an iron gate?  A car?  A bus?

The number of shifts needed to succeed in lifting something doesn't change if you have a strength power.  It just makes it easier to reach that number.

312
DFRPG / Re: Ask a simple question...
« on: July 28, 2012, 09:34:24 PM »
If each breaking of a law of magic has a bad effect on you, what happens when a chronomancer goes against the flow of time? Does she exist a little less or just slowly go insane or something else?
That law is less a "this is dark magic that will destroy you if you use it." and more a "don't do this because you could cause all of time and space to unravel.  No seriously."

But you could make them take aspects that perhaps they are having trouble experiencing time in a linear perception due to excessive time travel.  Or maybe they are getting past or future "echos".  Seeing ghostly images of things that happened or will happen overlayed on top of the here and now.  If you have played the Assassins Creed games you'll know exactly what I means.

313
DFRPG / Re: Mystery Brainstorming
« on: July 28, 2012, 09:10:06 PM »
I'm not sure I follow. How would this work exactly?
Basically when you start the scenario even you don't know exactly who the killer is.  You instead have say 3 different npc's that can be the killer.  Then during the game you decide who the killer will be based on the actions and ideas of your players.

314
DFRPG / Re: Mystery Brainstorming
« on: July 28, 2012, 08:52:01 PM »
Going with the multiple possible killer, you could actually leave it open asto who you end up having the killer be based on how your players approach the whole situtation.

This would require a bit of improv on the GM's part, and possibly setting up 3 different confrontation scenes though.

315
DFRPG / Re: When You Know You Need To Keep A New Player
« on: July 28, 2012, 08:42:54 PM »
Haha brilliant.  If he keeps with the character, he has no idea the world of problems that will come with that sword.  That's why I want to get a player for my campaign that has never read the books.  You can set them up for all sorts of things that a fan of the books would see coming a mile away.

Pages: 1 ... 19 20 [21] 22 23