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Messages - JDK002

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61
DFRPG / Re: Pure Mortal with Items of Power
« on: March 22, 2013, 06:28:01 PM »
A Pure Mortal possessing the accompanying bonus can possess and make use of IoPs so long as they retain narrative justification each and every scene to pay through the nose for the item as a Temporary Power.
As soon as they lose the narrative justification, they lose the ability to purchase the Temporary Powers represented in the IoP, and even if they retain possession of the item, they lose its benefit.
If they choose to stop paying through the nose each and every scene, then they lose the benefits (which can be regained by starting those payments back up so long as they have narrative justification at the time of payment).


I wouldn't recommend doing this.
Oh dear lord never ever do this.  Not only can I get convoluted and confusing, but it's argueably an abuse of the temporary powers mechanic.  Temporary powers are supposed to be temporary.  Not something you pay into every single scene to avoid paying refresh.

The issue of losing the +2 then paying FP to get the bonus bak is a whole other canof worms.  It's basically creating an entire character concept around abusing a rule.

62
DFRPG / Re: Pure Mortal with Items of Power
« on: March 22, 2013, 04:46:43 PM »
Yup yup, if a character has any supernatural powers on his character sheet for ANY reason, he must give up the +2 refresh bonus. 

I would highly suggest being very hard-nosed about this rule if need be.  You would be surprised how often threads pop up about how their pure mortal character is different and should be allowed to take powers and keep the refresh bonus.

63
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 22, 2013, 04:07:40 PM »
Are all bad players min/maxers?  Are all min/maxers bad players?  Of course not, however the min/maxer mentality combined with the wrong personality tends to cause the worst issues in my experience.

Just a heads up, the following is intended to be a bit tongue and cheek even if true in some ways:

The MMO Gamer: Every player MUST be 100% optimized at all times and if anyone makes a single mistake or bad decision that the entire group is utterly doomed to failure.  I suppose playing video games where if one person slips up can set you back hours, days, or even weeks would make anyone paranoid.

The perfectionist: He spends days, even weeks pouring over mechanics and numbers to optimize his character before the game even starts.  Only to decide 3 weeks into the campaign that the character sucks and insists he be allowed to reroll a new character, and repeats this process over and over throughout the course of the game.  We get it, you want to play a flawless character, but it does t matter, you as a human are still a failure.

The Competitive Role Player: Hes not playing for story, relaxing entertainment, or a fun night with friends.  He's playing to out-shine everyone else at the table and bask in his superiority all night by repeadedly bringing up his accomplishments to the group.  I think is speak for everyone when I say we would all appreciate it if you would stop trying to relive your glory days as the star player of you're high school lacross team through our role playing games.

The Rambo:  He's couldn't be less interested in taking part in an epic story.  He doesn't give a damn about character development.  He just wants to fufill a power fantasy of being able to use his bare hands to rip the head off any PC or NPC he comes across.  When the time comes to actually role play, he lays back in his chair and closes his eyes or stare idly at the ceiling.  He let's the other players take care of all that "boring stuff" while waiting for the next fight to break out.  When I come across The Rambo, I humbly suggest they go play Gears of War and Call of Duty instead.

Ya know I wouldn't mind doing a legit write up like this.  Not just power gamers, but for story focused and GM architypes.  Maybe I'll start a thread for some ideas. xD

64
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 21, 2013, 07:24:10 PM »
It was Murphy's house, so I imagine, if we use the rules we were talking about earlier...you're looking at +6

I wouldn't think that vamp had much in the way of any powers left.
We know at least 3 generations of her family lived in that house.  Not only that but at that point it had also been warded by the Paranet.  So you're probably looking at a 7 or 8 in theory.

65
DFRPG / Re: Skill blocks vs spell blocks
« on: March 21, 2013, 07:05:31 PM »
I always figured skill blocks were narrative in nature.  Therefor stay active until they don't make narrative sense.  Like knocking over a bookcase, someone nimbly leaping over the case doesn't make it any easier for someone else to get over.  Someone with inhuman strength smashing it to splinters however does.

66
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 21, 2013, 05:30:14 PM »
I tend to agree with Mr D on that it's very very easy to make wildly OP stunts, that while they don't break the rules, certainly bend them, as well as (IMO) going against the spirit f what stunts are supposed to do.

YS says a stunt should almost never give a flat bonus every time you roll said skill.  The problem is "almost never" is subjective, as well is how big a bonus the stunt should give.

It's not too hard to incorporate a useage scale into the basic stunt creation.  You get X bonus under Y conditions.  So let's say you have a stunt that gives you a bonus to the weapons skill.  If you're only going to meet the conditions 25% of the time you make a weapons roll (factoring in any mechanical conditions needed to trigger it) then it's probably worth a +3.  50% of the time or less, +2.  Anything over that should never be higher than a +1 bonus IMO.  As you're getting the bonus the majority of the time you roll said skill, and it's likely you'll make stunts around your apex skills.  So you'll be rolling said skills very often.

67
Be very VERY careful about giving out additional refresh too quickly.  One refresh may not seem like much.  But it can (and probably will) change the entire player dynamic.  There's a reason wizards have so many requires powers and so few fate points in the starting examples. 

In an 8 refresh game, a standard wizard with no additional powers and their one lowly fate point is very likely going to be the heaviest hitter, and the most versatile player in the entire group.  This gets compounded when they start stacking refinements.

Another issue is that templates like Pure Mortal, Minor Talent, and to a lesser extent Focuses Practitioner get exponentially weaker as refresh levels go up when stacked against other templates.

One last thing to consider is that by and large consequence slots and how much damage they can absorb remains static.  So as players start doing more and more damage, enemies typically can't sustain any more damage than they could when you first started the game.

68
DFRPG / Re: Newbie GM looking for PC-related advice
« on: March 17, 2013, 04:09:11 PM »
Well the beast change is a must for were-form template by the book. I can imagine a concept of a animal that can turn into human form, but it's not suitable here.

A related question.. can werecreatures talk when in animal form, ie do they have magical voice box?
As far as the source material goes, no they cannot talk in their animal form any more than the actual animal can.

Though as already stated, you can work around that.  Especially if you have a a player with thaumaturgy or a ritual crafter.  I would personally start the character "as is" unable to talk to anyone in animal form.  Then see what the players come up with to work around it if it becomes an issue.

69
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 15, 2013, 04:50:34 PM »
Badumpsh.

WHOOOOO RULES FROM A PINEAPPLE UNDER THE SEA! Sponge Bob FISH KNIGHT. Scale Mail made of Cod Iron as hard as can be! Sponge Bob FISH KNIGHT! A Sturgeon Steel Sword as sharp as you wish! Sponge Bob FISH KNIGHT! He stabs you with it and you flop like a fish! Sponge Bob FISH KNIGHT! Sponge Bob FISH KNIGHT! Sponge Bob... FISH KNIGHT!
I am concerned and frightened.  You sir or madam, have way WAY to much time on your hands. =P

70
DFRPG / Re: Invoking your own consequences?
« on: March 15, 2013, 04:41:11 PM »
It would have to be 'make a roll or spend a FP to discover or create an aspect' so as to account for declarations.
How so?
NGMs are effected by means of a roll.  They're not free aspects.
I admit up front what I'm about to say is pretty sketchy, so bare with me.  It is mildly implied that you always make a roll with declairations, even when you don't.  IIRC you don't have to decide to use a FP on a declairation until after you make the roll (and fail).  This again sort of implies that there's never a reason to NOT try and roll first.  Any situation where you don't roll would mean you couldn't succeed on the roll even with a +4, thus it's basically an automatic fail and you're spending a FP to pass it.

71
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 15, 2013, 03:33:19 PM »
Spell casters are strong in this game.  Point for point they hit harder than most any other build.  The problem is they tend to be lacking in just about every other aspect.  Also consider that casters can run out of juice quick next to other combat types.  A combat focused shapeshifter with fast transformation will always be doing consistent damage and have some defenseive powers without needing to consider mental stress.

Also consider that your focus items are not physically attached to you.  A popular trick to trip up casters is to temporaraly disarm them of their foci.  One of my players is an absolute terror with a sword.  If she gets in close and disarms a wizard, they have to spend an action to make a "rearmed" Maneuver.  If they do that, they can't prepair a shield, which means a moderate or severe consequence is almost certain when she attacks them next turn.

Another pure mortal player had plenty of fate points, narratve justification, and resources/contact skill to obtain "kryptonite" or buy temporary powers for just about anything he faced off against.

In short magic users are great when being magicy, they are average at best in just about everything else.  I would suggest not being too number crunchy, just come up with an interesting character concept and back story.  Then take powers that fit the character, you can always refine the character as you play.

72
DFRPG / Re: Newbie GM looking for PC-related advice
« on: March 14, 2013, 08:54:47 PM »
So you're agreeing with me?  :P

If you're a low-refresh shifter, you may very well be able to assume the form but mechanically you're not going to gain the full benefit. In-game that plays off as "I'm not actually a bird, so I have to figure out how to fly".

Personally, I would probably just allow the person to fly regardless of having the ability on the sheet (he is a bird) but I would prevent it from being a true advantage mechanically. If someone changes into a wolf, they're still going to be able to run even though it's four legs. They might not be very graceful is all.

It's all a good opprotunity to roleplay that origin story and sense of discovery.

@Mr. Death
But were weren't talking about an emu, where we? In there case, flight isn't an essential part of their nature (obviously). For a raven, it is - though for a human transforming into a raven maybe not so much.
This is where buying temporary powers comes into play.  The were-crow spends 2 fate points to gain the Wings power for one scene.  This can be represented by him beginning to grasp how to operate in his bird form.  Or it could be in a moment of fight or flight panic (no pun intended) he takes to the sky in pure reflex.

73
DFRPG / Re: Invoking your own consequences?
« on: March 14, 2013, 08:05:37 PM »
I'm kind of fuzzy on the idea of using a roll to determine a consequence that you're inflicting on a willing person. I mean, if you need a little bloodletting to power a ritual, does a high roll mean you accidentally gut yourself instead?
if it requires so much blood that it's anything more than flavoring or a declairation?  I would say it's possible to accidentally go to far as harm yourself.  Though honestly that's probably better modeled as a compel on an aspect for the ritual.

74
DFRPG / Re: Invoking your own consequences?
« on: March 14, 2013, 07:10:52 PM »
And the "roll" in the case of causing a consequence would be whatever one is doing to themselves to cause the consequence. Right? Or are we assuming it's a given that a person can injure themselves just so?
it's kind of unclear in general.  I mean if you're activly trying to injure yourself I would probably let the player make an attack roll aginst themselves with no defense roll.

Bur in the case of super charging a spell via taking a consequence, IIRC the consequence is taken before the control roll is made.  Causing the consequence to basically come out of thin air.

75
DFRPG / Re: Newbie GM looking for PC-related advice
« on: March 14, 2013, 07:03:29 PM »
#Game Balance
Can't the GM simply craft a story where the threat level is equivalent to the strength of the player characters, thus avoiding this imbalance? It seems like the seems is balanced, but overall has a reliance on GM/player agency (in crafting stories, in regards to Fate). Is there some inherent flaw that causes imbalance?
In the context of this thread and my above post: It's mote a matter of balance between players.  A 16 refresh wizard or werebeast is far and away more powerful and capable then a 16 refresh pure mortal.  Where as a 6 refresh game the power gap is less between say a focused practitioner and a pure mortal.

The issue in terms of this thread is giving a were-crow wings and diminutive size for free in a 6 refresh game effectivly make him a 9 (or is it 10?) refresh character.  Which causes problems with balance because either A. The players who are playing legit 6 refresh characters have a hard time keeping up and end up on the sidelines, or B. The players you give free powers to dominate the game, C. All of the above.

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