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Messages - finnmckool

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76
DFRPG / Re: Killing in the Game
« on: January 10, 2011, 06:45:42 PM »
Old women and hens are often synonymous.

And this just isn't a setting conducive to INDISCRIMINATE hack n' slash.

Scourge of vampires? Kindness of zombies? Knock yourself out. Heck, even certain corners of the Nevernever are rife for "culling."

But a big major aspect of the world is consequences. Every action, no matter how justified, has an equal but opposite reaction. Bitch vampiress got you over a barrel? Sure, burn her ass to the ground and salt the earth as warning to others. But you'll start a war.

Kill a mortal, risk the wrath of the White Council (all things depending of course).

Go monster hunting in the Never? Cool, but you may have just killed some Greater Power's favorite pets. You may ending up owing a favor you never wanted to owe.

And there's the WHICH mortal are you killing, question. Joe Blow citizen caught in the crossfire? The cops are gonna start getting interested. Member of law enforcement who's making your life difficult? As before but up by a factor of ten. Mobsters? They don't call it a family for no reason, and again, the cops. Even an evil wizard is a possible homicide investigation. And that's not even getting into the magical community. Human servitors of major powers, the obvious White Council reasons. It can't be stated enough that any Accords Signatory has every right to take a chunk outta your ass if you kill any of their "people" especially if they are on "company business." Now that may be about a quarter million dollar fine (rough estimate of a weregild from the books) or it could be a duel for blood.


77
DFRPG / Re: Killing in the Game
« on: January 07, 2011, 09:32:26 PM »
biddies are old women.

78
DFRPG / Re: I dont hav an issue i have a subscription
« on: January 05, 2011, 05:22:19 AM »
My only unnoted note: your friend is awesome for pulling out the sweet Ghostbusters character.

As to above cool ass story, the better way for the ritual to end and for the NA to escape is if we go a bit more Ghostbusters and the thwarted ritual destroys the hell out of the building. Then NA can escape in the rubble along with whoever the heck else you want to bring back in later.

That aside...yikes, that is a scary character concept that could get everyone killed, though I like the "If you kill me you damn us all," concept. In fact I think this makes this a nearly workable concept, though boy howdy it will truly make things Chinese interesting for the other players that's for sure, and no one is going to like him. Ever. Any time he does anything everyone clued in will wince, or reflexively go for a weapon just to be safe. My only problem with the whole thing is what the hell does God need with a starship? Seriously why the hell would an Outsider bother? But then, HWWB bothers with us all the time so... /shrug

But again...they're so alien as to be unknowable and how do you NPC that stuff? Yuck.

79
DFRPG / Re: Killing in the Game
« on: December 24, 2010, 07:31:11 PM »
My people paly in a small city so they can't let the mortal body count get noticeable.

80
DFRPG / Re: DFRPG Resource Wiki
« on: December 21, 2010, 05:11:14 PM »
I was planning, in the example section, to post example combats (like that excellent example social combat or a link to it), example item crafting math, example ward construction, and other similar points.

Regarding WoJ, hasn't he said that he won't play this game, because he knows that he'll be the guy at the table saying "Well, it does work this way, and I'll throw something into the next book to prove it!"?   ;D ::)

Firstly, that's precisely what I was thinking of

Secondly, all kidding aside, even if he doesn't play this game his word is the definitive answer.  And I'd totally play this game for that EXACT reason if I were him. And I'd make a deity character named Jim. Or a Dragon. Or what have you.

81
DFRPG / Re: Wanting to invoke fate points before the roll.
« on: December 21, 2010, 05:05:43 PM »
Really?  That seems massively disadvantageous.  If you invoke before, you might have just wasted a Fate point because you would have made it on the roll alone.

Actually they do it out of terror. This system really intimidated them since they were used to more stunning successes from our last game system where we'd been nigh on Godlike in level for quite a while, plus we were doing it wrong and the error was not in their favor. Plus I apparently scare the bajeezus outta them as a GM. So any time there's even a whiff of stakes being raised on the consequences of a roll they'll just declare a FP.

82
DFRPG / Re: DFRPG Resource Wiki
« on: December 20, 2010, 05:45:41 AM »
Are you guys gonna post any rules definitions, not book excerpts, but definitions? WoJ stuff? Or is that crossing boundaries?

83
DFRPG / Re: Oberon and the Courts of Fall and Spring
« on: December 20, 2010, 05:22:11 AM »
Lex! My mother lives in Hoboken!

84
DFRPG / Re: Wanting to invoke fate points before the roll.
« on: December 20, 2010, 04:48:37 AM »
I have no guidelines. They can invoke any time. Mostly they invoke before, though.

85
DFRPG / Re: Focused Practitioner vs Wizard
« on: December 20, 2010, 04:42:37 AM »
Have to throw in another couple of pennies here. Focused Practitioners are an incomplete education, however, I think it's just as valid to say that while sanctaphax's fire specialist wizard was stronger than the pyromancer, the point is, he was only a LITTLE stronger. True he can do other stuff, but to me, the point is that the focused practioner is strong ENOUGH to hang with the wizard and essentially, strong enough to play the game on a submerged level. Who's stronger? Well, really, at a certain point it comes down to the cleverness of the player. The focused practioner is strong enough, and, really, as a player, that's all that matters, that your character can hang with the gang and isn't all "interesting character fluff" but is a ripped up character sheet after one rush of kobolds.

86
DFRPG / Re: Social Weapons?
« on: December 20, 2010, 04:30:18 AM »
I can totally see your camera giving you a bonus to intimidation. Or a dress to social armor. Or small talking. I wouldn't go crazy or anything mind you with the bonuses, but that makes complete sense.

87
DFRPG / Re: Would a frat house have a threshold?
« on: November 26, 2010, 05:22:32 AM »
I'm saying it's at LEAST that. But an old one might be quite a bit more, if the building has been a frat for a very long time, it might build a stronger one. Since it's such a long continuation of the same bonds and feelings, much like a family.

88
DFRPG / Re: Would a frat house have a threshold?
« on: November 26, 2010, 04:07:36 AM »
But it wasn't the wards that kept the demon's magic outside.

89
DFRPG / Re: looking for a game to visit
« on: November 24, 2010, 04:06:02 AM »
Psh. I'm pretty sure I'm only getting it 75% right my own self (central KY here)

90
DFRPG / Re: Would a frat house have a threshold?
« on: November 24, 2010, 03:59:16 AM »
I would say an OLD frat/sorority house WOULD have a decent threshold, because it's more than an apartment. Dresden is a bachelor apartment in an old lady's house and it has enough threshold to keep out some things and take the magic whammy out of a demon. A frat house is all those things you said and more. All the residents there are bonding under a common goal. The very building itself has meaning to them (as opposed to a military base which may not have more than a utilitarian purpose to the denizens there). And a Frat house can be a VERY old building with a lot of that bond. One hundred years is 25 graduating classes of connections, emotions, bonds and purpose. I'd give it a 1 for every 20-40 years of age.

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