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Messages - ryanshowseason2

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61
DFRPG / AOE Spell manuevers?
« on: March 09, 2011, 02:01:03 PM »
Are these possible? I saw AOE rules for attacking in YS and manuever rules as well, but they never specified if AOE manuevers were possible... IE a grease spell to coat the ground with  slippery oil...or a AOE time slow effect to drop an aspect of slowed on all targets within.

Was this intentionally omitted? Overlooked? Horribly broken?

I don't think it is as long as its a one turn aspect. Paying for duration would have to be reworked though...

62
DFRPG / Re: Echanted defense and offense weapons
« on: March 04, 2011, 07:15:09 PM »
Ah.  Okay, fair enough.  Though that would still be 12 items the size of a basketball or staff.  Bit much to tote around, though not absurd.

Golf bag anyone? I like this idea a set of enchanted clubs each with different damage ratios AOEs damage types etc. Time to make a new npc.

63
DFRPG / Re: Echanted defense and offense weapons
« on: March 04, 2011, 04:01:26 PM »
Sorry, but that's less good than a normal Wizard.  Here's why:

Superb Discipline, Superb Conviction, Great Lore. 
Evocation comes with one free specialization slot, throw it into Spirit (+1 control)
Two focus item slots into the Rod of Nuking: +1 offensive spirit control/+1 offensive spirit power.
A Wizard can blow two points of refresh on refinement. 
Use one to increase spirit control to +2 while adding spirit power +1
Use the other to increase the Rod of Nuking to +2/+2.

You can now attack at Legendary+1 (+9) and your basic, one mental stress attack adds 8 shifts to damage.  Each subsequent attack can be ramped up by 1 level (you're going to fill in box 2 anyway, why not do a 2 stress attack?)  You can also perform zone attacks.  You can also use Spirit for defensive purposes at Epic, with 6 shifts to devote to power. 

Yes, this does take up your top 3 skills, but still, I'd be more afraid of this character as a GM than the guy with the Rod of Panzerfaust, or whatever you'd call the 10 shift blaster.

Fact still remains that your char has to control that power somehow and will have a fun time at doing so, the dice might not always go your way and you'll have to spend fate points etc to get by once in a while. By my example I have a guaranteed weapon 10 axe all the time and I can afford to put weapons at 5 since I don't care about conviction or discipline. I will want to raise my mental stress bar up. Also I don't think you get all those bonuses for offense AND defense, thats been split up for focus items as I just read.

64
DFRPG / Re: Echanted defense and offense weapons
« on: March 04, 2011, 01:45:08 PM »
I just re read enchanted items and still had a couple questions for the group: The item holds a spell and its power is based off lore and any bonuses to the element the spell is based on, do you only include bonuses from evocation or thaumaturgy or combine them both? My guess would be just one.

Second I see no mention that you have to control the power to make the enchanted item. So storing an evocation like effect doesn't have to be controlled for creation. Nor for eventual use. So enchanted items are basically rote spells that you don't have to pony up control for? I think this is correct by the current iteration of the rules. Which may or may not be broken.

Say I take lore 5 conviction and discipline at mediocre and start making enchanted items as a wizard. I throw 5 focus item slots into making a force staff with +2 power to spirit evocations. I then use the rest of my refinement focus item slots to make enchanted items with 8 power base probly 9 after specialization. I don't even care about adding uses and up power on this item to the max so 10 power and then since I can just expend a mental stress to use it continually I do.

Bam 10 power evocation without ever having to control the magic I'm bringing to bear.

65
DFRPG / Re: Forming non broken stunts
« on: March 03, 2011, 03:00:40 PM »
I was thinking of trying to create a stunt to show the effects of slaughter on an enemies phyche this is what I can up with

Scary Slaughtering style
Get a +3 to an intimidate roll if an enemy has seen you kill one of their companions/colleges in the current scene.

Is this too powerful? Considering it requires you to brutally kill someone to gain the benefit. 

I can't remember if specific situations was +2 or +3 in the book, but this sounds about right actually especially since the specific situation is dependant on a series of actions to kill someone. You might change kill to "take out" though.

Also my player relented a bit and came up with this instead as a stunt:

Finesse: Whenever appropriately described and legitimately possible your character may modify skills with athletics performing actions with grace and style.

66
DFRPG / Re: Forming non broken stunts
« on: March 03, 2011, 01:41:39 AM »
Wow good point. Didn't think of that.

So what if I send a car into the future and it lands on some unsuspecting victim? First law broken?

67
DFRPG / Re: Forming non broken stunts
« on: March 02, 2011, 11:41:31 PM »
That, and the Lawbreaking that would ensue by sending things back in time...

Doesn't it break the 6th by sending things forward in time as well? But pah one of my players is abrigands and highwayman, no literally time travel dude. Is everyone here uptight about law breaking or something? It is a game.

68
DFRPG / Re: Forming non broken stunts
« on: March 02, 2011, 10:06:54 PM »
Beware! Lest we inadvertently bring Gymkata into the Dresdenverse.

Pshh I can do worse than that picture this:

enchanted item laser ice skates used to skate around on even concrete/asphalt, using triple axels to attack foes.

I can't decide if the stunt should make athletics into fists or if it should be performance.

Also see Breakdance fighting performance -> fists stunt.  

Best idea so far from my group, a chronomancer enchanted axe or shield that sends matter it strikes into the immediate future. so 5 minutes from now whatever hit it winks into existence without warning. We thought about making it send stuff to the past but there'd be no way for me to gm that correctly.

69
DFRPG / Re: Forming non broken stunts
« on: March 02, 2011, 09:33:36 PM »
The only better way I can think of using athletics as attack would be something akin to gymnastics like attacks. With cleats and cat woman like gloves as weapon 1 items. They could be honed as an enchanted item or other such honing of them.

Or perhaps parkour attacks, nothing like jumping onto someone from 40 feet above for a boot to the face.

70
DFRPG / Forming non broken stunts
« on: March 02, 2011, 04:57:18 PM »
My players took a look at the stunt creation and came up with a couple stunts that didn't sit right with me but seemed within the confines of existing stunts.

In fists there is a stunt that lets you use fists as defense against anything athletics does, which is basically everything physical. One player wanted to do the opposite and let athletics serve as a fists attack, like a linebacker plowing through people or juggarnaut etc.

It seems to be within the new trapping rules, but it effectively consolidates physical defense and attack into one skill. So he takes no real detriment from putting 5 into it and then he desired to take a shapeshifting power so he could dump refresh into athletics, as well as supernatural speed( I think this might only effect defense though... ).

Also the one for conviction that allows its use as a defensive block. That doesn't reduce damage does it? I said h*** no but I may be wrong.

Opinions? The other ideas were similar in consolidation nature.

71
DFRPG / Re: Echanted defense and offense weapons
« on: March 02, 2011, 04:45:06 PM »
Ok I get it now.

I'm running on outdated mechanics, I'll have to go back and re read this section. Thanks for the replies.

72
DFRPG / Re: Echanted defense and offense weapons
« on: March 02, 2011, 04:19:43 PM »
What does always on mean then? What is the benefit from halving the strength? My interpretation was that it has infinite charges. In short it has the potential to always be significant to the story where applicable. So every time my npc is shot at then the duster can come into play. That may only happen 3-4 times but regardless of the amount of times the duster can effect the outcome.

I don't entirely understand in what situation of being attacked that the duster or similar items could not be used if they were always on.

73
DFRPG / Re: Echanted defense and offense weapons
« on: March 02, 2011, 01:29:10 PM »
Always on stuff doesn't exist anymore.  They decided it wasn't balanced with the rules so scrapped it before the official release.

However, it is easy enough to make an Arcane Warrior and be quite effective.  In fact, you'll probably want to decide HOW effective you are ok with them being since they can get to be too effective.

For instance, take 5 Refresh spent on Thaumaturgy (+1 Casting Strength) and 2 Refinement for Enchanted Item Slots.  Have the top 3 skills be Lore, Discipline, and an attack skill (perhaps weapons).

Assuming Lore 5, that means you produce items with a strength of 6 by default.  You also have 12 enchanted item slots.

Now, you'll want some basic items.  Lightsaber and a Hoodie of Protection are musts.  If you don't have the Sight, then some "Benjamin Franklin" Glasses (as seen in national National Treasure!) can be used to allow arcane investigation if enchanted up.  Nice to have something plop some maneuvers on yourself too.  Let's round up those 4 items with 2 more of your choice.

Now you have 6 enchanted item slots left over.  +4 Power Focus from 4 of them, and a +2 Frequency Focus from the last two.  Now all magical items made have a base power of 10 with 3 uses per session.

That's probably too much for your group.  So what you do is figure out what power level you are comfortable for each device.  Is weapon 6 ok for the Lightsaber?  Then lower the power down by 4 and it now has 7 uses per session before mental stress kicks in.  Is Block 8 ok for the defensive item?  Then it'll have 5 uses per session.  Is a Lore check of 7 on Arcane Investigation ok for the glasses?  Then it will have 6 uses per session (though you probably won't need that many).  Take that maneuver item, give it a power of 9 and 4 uses and it can plop "Eldritch Speed", "Arcane Insight", and "Magician's Might" as FRAGILE aspects on the user in just one exchange.  Still have two open slots after this.

ehhh? Did you apply the leftover 6 slots to all magical items? I thought when you spent excess enchanted item slots into existing items it only went into ONE of your items to power it up. Did that change? Sounds broken, just one of those items at power 10 would be pushing it IMO.

74
DFRPG / Echanted defense and offense weapons
« on: March 02, 2011, 04:55:57 AM »
So a player of mine wants to play a wizard warrior monk and craft his focus slots into enchanted items instead. One into an always on defensive and one into an always on offensive.

My question for the defensive is can it be a block or armor whenever he wants? and can it be dispelled?

My question for the offensive is can this be done as an always on? Can it be dispelled? He wants to run it as a kind of energy "aura" that could be formed into multiple shapes at his discretion just for fluff/flavor.

75
DFRPG / Re: Summoning ectoplasm
« on: February 28, 2011, 04:12:17 PM »
Good call, but I recall some sorcerers in Our World being able to make entire constructs like scorpions entirely out of ectoplasm themselves. I think that was Thaumaturgy. But were their refresh levels also considered 10+ I wonder.

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