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DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 28, 2013, 08:58:00 PM »I don't mean to imply that at all. As you point out, it's easy for a GM to make sure there's an appropriate aspect.If I'm not misunderstanding you, the difference between the two scenarios is this:
What I keep coming back to is, really, DFRPG seems to me a game that tries to eliminate straight GM fiat as much as possible. So I figure when a GM says something like, "You can't bring a sword in there," the player will ask "Why?" The answer is usually along the lines of, "This place doesn't allow weapons," which is more or less the same as saying "This place has the aspect 'No Weapons Allowed'."
The player is going to want to keep his weapon--after all, it's got his apex skill on it, and he's invested these stunts that make him very powerful with this weapon. So what happens when the player wants to keep the weapon? Even if it's not a compel, the player can spend a fate point for a declaration to keep it...which works out to about the same thing as buying out of a compel.
Lavecki: +1 to the attack isn't gamebreaking, but it's the highest an attack stunt can be, for what I see as extremely easy circumstances--in effect, it's a flat +1 bonus to the skill. Same with the stress bonus--it's going to be used in the vast majority of rolls, and stunts are not supposed to be something that adds a bonus every time. It's supposed to be situational, and to my reading, just the weapon type is not nearly rare enough of a "situation" to justify the full bonus.
No, the rules are perfectly clear that you can issue compels for scene aspects. It just doesn't say it in the bit I quoted.
Scenario A: The group is trying to get into a night club where they suspect a murderous WCV is hiding hanging out. The GM places the scene aspect "heavy security" and compels every player with physical weapons to give them up at the door. He can either take the FP or buy out.
Scenario B: The GM places no scene aspect. Instead as the players try and enter an npc bouncer says "sorry guys but I can't let you in with weapons. You'll have to give them up while you're inside.". At this point the players either oblidge to give up their weapons, refuse and not be allowed in, or make a declairation by rolling or spending a FP to tag for effect to get inside with their weapons.
The difference is in B there is no offer of a FP. The player has to spend one or not and come up with a different plan. scenario A actually limits the players options of giving up the weapons, or buying out and entering with weapons in hand.
Given your dislike for stunt stacking and near flat bonuses from stunts. I would figure youwould be all for making players spend FP to keep said weapons for the scene.
I do tend to agree with you on the notion of a stunts only requirement being that you have your weapon of choice on hand. It basically means the only time you won't have the weapon close at hand is when the GM prys it away from you for a scene. That gets really tiresome and contrived for both player a GM real fast. I usually require a secondary condition to be met with stunts like that.
One I came up with for a player in my group allowed her a bonus to defense rolls when she had her sword AND when being attacked by a melée action. This basically made her a fantastic defender against close combat foes, but a sitting duck againts firearms and evocation.