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Messages - infusco

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46
DFRPG / Re: Yes, A Free Tag Can Invoke For Effect
« on: February 04, 2011, 05:23:04 PM »
So not only can you invoke for effect for free with a tag, but you can also compel for "free" and the GM acts in your stead from the fate point economics standpoint of a compel?


An Invoke is not the same thing as a Compel. But it is a blurry line. I'm hoping for clarification.

LATER EDIT: Oh my bad ... I just reread the above statement. That'll teach me to post without sufficient caffeine :P
"A tag is an invoke (tag just means free invoke); an invoke can be done as an invoke for effect; an invoke triggers a compel, which is run between the GM and the target."

47
DFRPG / Re: Evocation Grab
« on: February 04, 2011, 04:54:26 PM »
I think the confusion lies in that people seem to disassociate the two different types of Invokes because they are handled differently.

Think about it ... if you couldn't free tag an Invoke for Effect, it would mean that you'd need to spend a Fate point to pick your own weapon off the ground ;)

Mind you, I was always under the impression that Invokes, even Invokes for Effect, were something that benefited you and that doing something that negatively affected someone else fell under the realm of a Compel. Imma thinking I need to reread the Compel section again.

Later Edit: Nevermind, this has been answered. They are different things, but one can cause the other: "A tag is an invoke (tag just means free invoke); an invoke can be done as an invoke for effect; an invoke triggers a compel, which is run between the GM and the target."

48
DFRPG / Re: Additional mild consquences...?
« on: February 03, 2011, 06:41:52 PM »
It occurs to me I need to look up how GM's can use fate Points. I know GM's get the fate points characters use up but do they then get to use them for NPC's? I'd guess so In any case how much fate does the GM get to begin with or is it by non-player character? In which case NPC's with negative Refresh are kind of boned...well except for the whole ultimate cosmic power thing.

Most NPCs don't have Fate points. The bigger baddies might have a couple. The Big Evil Bad Guy will have a boatload. I think the refresh rate bit is primarily aimed at player characters as a balancing measure between supernatural hard hitters and fragile mortals.

Also, remember that free tags don't need Fate points, so if you take a consequence, even Joe Red Shirt firing at you can tag it if he's the first to try.

49
DFRPG / Re: Additional mild consquences...?
« on: February 03, 2011, 06:29:49 PM »
I've been thinking about this one. People get those consequence slots through Refresh spent on Stunts and Powers, at the expense of being able to do other things.  My gut reaction is to say that you get the Fate Point for those consequences that would have gone away otherwise, but I think playtesting is a good idea, and I wouldn't argue with anyone who thought it was too Munchkin, as it could be seen as getting Fate Points back from the Refresh spent on those Stunts/Powers.

That said, racking up Consequences sounds like a fun game, but those Aspects can be Compelled or Invoked by the GM, so you really are adding more options for plot complication (most of which are also - you guessed it - earning new Fate Points).

Yup. Although the first invoke by the enemy does get a free tag and hence no Fate points.
My concern is how it would affect players' roleplaying their characters when they start metagaming their way to more Fate points.

A wizard, a mortal cop, and an experienced WCV with Supernatural Recovery are completely surrounded by 30 trained special forces guys carrying automatic rifles and rocket launchers.

Wizard: Sh*t! I surrender!
Cop: Okay, if the wizard is saying no way, then I'll take his side.
WCV: Bring it on, bitches! *automatic fire streaks out* Oh my arm, that freaking stings! Damn, my leg! Holy Jesus, there goes my liver! And spleen! Okay ... okay ... I surrender! Ooof ... I feel much better now. Yo, give me my 4 fate points, please! Thanks!

50
DFRPG / Re: Additional mild consquences...?
« on: February 03, 2011, 05:45:13 PM »
Yup. Don't forget the 'freebie' mild consequence you can clear away as a supplemental action one or more times per scene from Recovery powers.

Now if you really want to burn your brain, try this one: You get a Fate point for every consequence taken in a conflict, right? Does this include the additional mild consequences from skills and powers? What about those consequences that are downgraded after the fight so that some of them disappear entirely. Do you cash out and get Fate points from consequences you've actually taken during the fight, or just the ones that actually remain after the fight?

51
DFRPG / Re: The letter not the spirit of the Law
« on: February 03, 2011, 04:56:39 PM »
Exactly.  If some people want to play that way... fine.  But I would probably almost immediately quit a game that deviated that far from the RAW /and/ cannon /and/ common sense.

Well, actually, by RAW and canon, it's very much a grey area. The only thing we know is that Wardens use their sword for the killing blow. It's never actually described how they go about it. And even in the Magic section, it is stated that there's a lot of grey area here, that Wardens can never use magic as a means to that end, and that players and GMs should discuss how to apply and interpret this rule in the game. Personally, I feel that using magic to create a situation where death is completely inescapable and inevitable warrants it. If you yourself disagree, you are welcome to as there are no hard rules regarding it. We indeed do not have to play together. Mind you, given how heated this topic is here, I'll certainly bring it up with my players and get their feedback as their opinion is the one that counts.

52
DFRPG / Re: The letter not the spirit of the Law
« on: February 03, 2011, 04:47:31 PM »
Not quite. It's more WCV incite emotion. Plus they ain't human.

True ... they're not wizards. They're just supernatural fuzzy little cartoon bears with cute tattoos.

53
DFRPG / Re: The letter not the spirit of the Law
« on: February 03, 2011, 02:09:53 PM »
Don't mess with the carebears.  They'll mindrape you.

Yup. They hit you with their belly beams and suddenly you turn into this perpetually happy fool. That's 4th law violation right there, lol.

Please don't assume it's about being vindicative as it's not. As a GM, I'd warn players if they were about to commit a lawbreaking act as I see it and give them the chance to reconsider. And I have nothing against players killing humans in my game. I just have an opinion about using magic to render them *completely helpless* with intent to kill. You are welcome to disagree.

54
DFRPG / Re: The letter not the spirit of the Law
« on: February 03, 2011, 06:07:36 AM »

By your line of reasoning, if you made a kinetic shield while people were shooting at you in order to shoot back, THAT would be breaking the laws of magic since you're shielding yourself in order to kill.

That's ridiculous.


You're right, that would be ridiculous if that's what I meant. It's a good thing that it's not. I'm saying specifically to use magic to either directly kill someone, or to incapacitate someone beyond any ability to be aware of their very immediate doom. I'm not talking about restraining yourself to use magic in creating a scenario where you'll have the upper hand, which is precisely what a warden does.

And remember, a warden is usually MUCH more powerful than those warlocks they are sent to take down.

The tactics are simple:

Warden runs after warlock and corners him. He starts by creating a personal long lasting block that is a great deal stronger than anything the warlock can throw at him. Then he likely creates a huge zone barrier to cut off the warlock's escape. Then he draws his sword and advances on the warlock. Warlock tries to throw a fireball ... sizzles on warden's shield. Draws a gun and fires on warden ... which also sizzles on warden's shield. Warlock tries desperately to throw up a block of his own which warden counterspells himself or using the enchantments on his sword. Warden draws back with his sword with nothing but his Weapons skill to aid him, and decapitates the warlock who royally failed his Athletics roll to dodge.

Again, it's a question of free will. The warlock had no chance magically, but could still choose to surrender. He could (and likely did) choose to dodge or parry. He *did* have the ability to defend himself and was very much aware of his own actions and the actions of the warlock. He was simply outclassed by not only a master evoker, but a master swordsman as well. Wardens' swords are not merely ceremonial you know. They are very very good at actually using them.

And there is at least one stated example in the books where an accused warlock is brought to trial. Which likely means that the warlock did knock him unconscious and dragged him before the council instead of dispatching him immediately.

By your definition, any wizard could simply bypass the first law by casually wandering around, putting people to sleep, and slitting their throats. Rinse and repeat. That's hubris of the very highest order, mate.

55
DFRPG / Re: The letter not the spirit of the Law
« on: February 03, 2011, 05:40:10 AM »
Your intent when using magic to knock someone out is to knock someone out- that's it.
This is not wizard morality.  It's about certain things being done with magic warping the wielder.
The WARDENS use the method I just described to kill people.  You don't really think that all these warlocks just stand around waiting for their heads to be chopped off, do you?
Actually, an immobilizing evocation block would probably be even easier to do than knocking someone out.
Anyway, the point is that the law is not:
Thou shalt not kill
The law is
Thou shalt not kill with magic
If you kill in self defense, you still have to take the lawbreaker stunt but you won't get axed by the White Council.

I think we'll have to agree to disagree here. It's never been stated in the books that Wardens knock warlocks unconscious and then run them through while they are helpless and unaware of what's going on. In fact, their swords are specifically enchanted to cut through defensive enchantments so that the only that stands between a Warden and a Warlock at that moment is a Warden's very human aim with his sword, and the warlock's very human, and very likely negligible, ability to dodge the fatal strike.

56
DFRPG / Re: The letter not the spirit of the Law
« on: February 03, 2011, 05:34:32 AM »
And what I am saying is that the setting is malleable and subject to each gaming groups desires. The game is awesome no doubt, as are the novels, but like anything else they are not perfect and do not cover every scenario. In this case players wanting to play non-human characters. If someone wants to play the youngest of the Gruffs, a demon from the darkest reaches of hell, a spirit of air and intellect, or even one of the Little folk, then I say let them. Nothing should impede upon the overall enjoyment of a game, including the base setting. It is for this reason a GM can either can alter or outright ignore any part of the setting or rules. While I can respect your desire to stay as close to the source material as possible, I also know that for many things its incomplete and can use some fixing up. via hand-waving, if necessary.

Mate, I'm not contesting the point that GM's word is law. It's the Golden Rule and it exists in every game for a very good reason. What I'm saying is that when you're involving yourself in a discussion about game and setting mechanics on the game's official forums, you can't go around telling people they are wrong because you house ruled it otherwise. I mean, I could believe a Toyota is a german car, but I'm not about to go to a Toyota dealership and claim to people there that it's german just because it makes sense in my head :P

57
DFRPG / Re: The letter not the spirit of the Law
« on: February 03, 2011, 05:20:30 AM »
This is why my character will just knock people out with magic and then slit their throats.  Easy peezy.

LOL! Actually, I'm pretty damn near certain rendering someone completely vulnerable to a death stroke using magic, even if it's not the magic that directly killed him, would get you a trip down Lawbreaker road.

Remember ... it's all about intent. Plus by knocking him unconscious, you've robbed him of free will and the ability to even remotely defend himself against that which will kill him.

58
DFRPG / Re: The letter not the spirit of the Law
« on: February 03, 2011, 05:18:59 AM »
Don't forget you keep accruing those Lawbreaker-tinged Aspects every three times after you break the same Law beyond your second Lawbreaker.

Oooo, true, had forgotten that you keep swapping all your Aspects. I had assumed you only ever swapped one per Law you break.

59
DFRPG / Re: The letter not the spirit of the Law
« on: February 03, 2011, 05:14:41 AM »
Look at Spirit of the Century of any other Fate game that also uses refresh and you won't find that in the book, their they are just treated as basic character points just like those found in DnD or GURPS. The DFRPG is exclusive with the free will thing.

In the end Refresh is just a game mechanic, and anything else is fluff to be hand waved as needed.

Different games using the same basic mechanics just means they're using the same basic mechanics. The Dresden Files Roleplaying Game, being based on the Dresden Files novels, are very much based around that concept. It's not merely implied but outright stated. Just because *you* consider it irrelevant fluff to be ignored doesn't mean you're right. I apologize if I come off as insulting, but if you wish to play this as if it were SotC, Diaspora, or Starblazer Adventures, then I recommend you simply go play those games and leave the discussion and theorycrafting to those who wish to play the RPG based on Harry Dresden's universe *as is written in the novels and Your Story*

60
DFRPG / Re: The letter not the spirit of the Law
« on: February 03, 2011, 04:51:25 AM »
Wrong.

This is simply covered by compelling the High Concept and a clever bit of GMing. What most people seem to be obsessed with is that refresh = free will. But the thing is that is just a thematic justification for a metagame mechanic easily hand-waved by the player and GM.

Actually, this game's very core mechanic is precisely that refresh = free will. It's even one of the basic and inviolate Maxims of the Dresdenverse: Monsters have Nature, Mortals have choice (YS10). To quote the text: "Fae literally cannot step outside their natures or break oaths".

It's why the Lawbreaker rules work as brilliantly as they do. In fact, I find them a better 'dark side' mechanic than any of the Star Wars RPGs. If you break the law, you'll lose a refresh point. Break it a few times, you'll lose another. Afterwards, you'll get a new aspect designed specifically to compel you to break it again. And if enough of those Lawbreakers lower your refresh rate to 0, your character has effectively succumbed to the dark side,
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