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Messages - JDK002

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76
DFRPG / Re: Invoking your own consequences?
« on: March 14, 2013, 05:53:22 PM »
Maybe it's just semantics, but would the wording "make a roll to create or gain access to an aspect" be important?  When taking a consequence to super charge a spell you never actually roll anything to create said consequence, possibly implying "no roll = no free tag".

77
DFRPG / Re: Newbie GM looking for PC-related advice
« on: March 14, 2013, 05:46:55 PM »
It's probably worth noting that another reason everyone is saying not to give out powers for free is that the game balance tends to fall apart at higher refresh levels (around 15 or 16 I would say).  There's a reason they only go up to 10 refresh for character power levels, and suggest giving out refresh levels very very sparingly.

Giving out powers for free expidites this issue, possibly causing it from the very outset.  On top of this you are giving players a surplus of fate points, which can throw off the natural compel/invoke tempo between players and the GM.

78
DFRPG / Re: Drawing and Storing Magical Power
« on: March 01, 2013, 03:42:47 PM »
Actually, that's a good way to do it.  You make them roll right before the scene in which they're going to be casting.  Whatever shifts don't get used at the end of the scene go away.

Because people like custom powers?

Edit: 

I'm in the scene aspect/compel boat on this one, but...

Here's a question:
To reiterate sanctaphrax's comment:  what prevents you from calling up 100shifts.

On that same line of thinking, where do you draw the line for the number of naval-gazing maneuvers one can do before a big fight?
I would raise the difficulty of the roll for every declairation.  Representing it getting more and more difficult to hold the power drawn, and not allow further attempts after the first failed roll.

Also that the player is throwing a different aspect on themselves every time they roll.  It becomes very very easy to compel them multiple times.  Like say losing control of some or all of that power at the worst possible moment.  It would cost them a lot of fate points to buy out of it if they went overboard on the aspects.   

79
DFRPG / Re: Relations between Summer Court and Black Court
« on: February 27, 2013, 09:21:11 PM »
Hey MagicPockets, What are your skills? As in what are you stated at for them. You could make a couple declarations and easily get everyone on your side. For instance a rapport declaration to say that you saw this BCV with other people when she is supposed to love the Werewolf. or a deciet declaration to say that this BCV is planning on wiping out all the RCV's and thier Infecteds.
You may have missed the earler post he made.  Apparantly the GM doesn't want the outcome to be decided by dice rolls.  Which in my opinion is bogus, when a group can't agree on a path the dice are exactly what should decide things.

From the sound of it the GM has basically hamstrung the players.  Forcing them to either all agree one way or the other.  Or the GM will make an executive decision and go with majority rules.  Which again in my opinion, defeats the entire purpose of playing.

80
DFRPG / Re: Relations between Summer Court and Black Court
« on: February 27, 2013, 08:06:10 PM »
I know this is based off very limited information, but it seems like your GM ignored basic core game mechanics to railroad the story in the direction he wanted.  It seems you threw him off his story planning.  Despite this it sounds like he is continuing to ignore mechanics, or rather flat out not allow them, to push his own story agenda.  There's many many game mechanics he could of used to prevent your current impass, a simple compel may have been able to avoid the entire thing.  But for some reason chose not to employ any of them.

Your GM needs to either A. Start adjusting his story based on what you as players are doing instead of disallowing mechanics whenever it suits him.  Or B. Be very transparant regarding the situation.  By that I mean if he really needs the NPC alive, he needs to tell all of you that and ask that you work with him on this.

81
DFRPG / Re: Relations between Summer Court and Black Court
« on: February 23, 2013, 03:33:04 PM »
I tend to agree that Summer wouldn't mind seeing the Black Court gone.  They aren't alive, they don't promote life and growth.  They kill, and kill, and kill, more so then we've seen Winter do in the books.  If Summer has no problem killing agents of Winter, they certainly wouldn't be against killing Black Court.

Honestly, the counter arguement your players are giving is rethoric that makes no logical or canoncal sense.  It would mean that summer would be against killing anything and everything, and we know from the books that the Summer Knight has no problem throwing down against supernatural baddies.

82
DFRPG / Re: Enchanted and rote block extensions
« on: February 20, 2013, 10:05:29 PM »
IT'S possible, but as already pointed out, it's a bit redundant unless the effect was specifically made with extension in mind.   As you're still using an action and a charge to do the exact same thing.

83
DFRPG / Re: Enchanted and rote block extensions
« on: February 20, 2013, 09:11:59 PM »
Why we're all here debating merits of spells-casting and such, I have a point of interpretation I need cleared up: if I cast a spell, lets say a block, and I want to extend it by, lets say 3 exchanges how much mental stress would I take if my Conviction is 3 (control roll is made for the sake of the example).
Just one stress if I'm not mistaken.  The power for that particular action doesn't exceed your conviction.  You don't add it on top of the power already in the spell, since you've already successfully controlled and released it.

84
DFRPG / Re: Enchanted and rote block extensions
« on: February 20, 2013, 02:52:12 PM »
I wouldn't allow it for enchanted items personally.  One reason being if the RAW doesn't explicitly say you can do it, my answer is "no you can't do it" 9 times out of 10.  Themeatically, enchanted items are pre-packaged spells that are charged up ahead of time.  Also I wouldn't allow it because enchanted items don't just mimic evocation.  They can also replicate Thaumaturgy.  You could get around almost all the Thaum limititations if it were allowed.

Extending Rotes however falls into the 1/10 for me.  Rotes still count as evocation and still follow all the same rote rules and applications once cast as far as I'm concerned.

85
DFRPG / Re: Players Compelling Other Players
« on: February 17, 2013, 06:49:14 PM »
No, the GM is ALWAYS the one to broker (and pay) Compels.
Players may trigger a compel by invoking-for-effect, paying a FP (or tag) to the GM, but after that, it is between the GM and the Compelled character's player.
Exactly.  While this may seem like semantics, it's an important point because it means the players can never cut the GM out of the compel interactions.  A GM always has the right to veto a compel suggested by any player, and the player who triggered the compel has no further say in the negotiation of the compel.  Which if your players have a surplus of FP, I would highly suggest being very strict on the compels until they start sing the fate points.

It s a blind suggestion, but to the OP I would say you way want to curb how many fate points you're handing out.  FP surplus means either you create a baloon effect in your game, or the players steamroll everything.

My personal GM method is to generally keep the players below their FP refresh level by the end of the session.  If they want to save up FP they have to really hang on to them. 

86
DFRPG / Re: Players Compelling Other Players
« on: February 16, 2013, 07:54:35 PM »
Nothing wrong with players compelling eachother.  It fits the co-op storytelling style of Fate.  Just remember all compels still need GM approval.  If your players are regularly sitting on 10+ fate points, I would suggest throwing more situations that force them to use FP and/or giving the compels more teeth.  Your players will be less eager to go compel crazy if they know they are going to really suffer for their FP's.

87
DFRPG / Re: What places in history would you DFRP in?
« on: February 16, 2013, 02:33:50 PM »
Funny, when I read the thread title I automatically thought of the 1920's prohibition era.  I originally had the notion of doing a campaign set in that time from watching Boardwalk Empire.

I also think the red scare in the 50's would be interesting.  You could really play on the tense, xenophobic, and paranoid undertones beneath the typical 50's "wholesome happy family. 

88
DFRPG / Re: The Mental On/Off Switch - Psychomancy
« on: February 15, 2013, 05:50:00 PM »
@Mrmdubois:
I would play them as pyshomantic wards myself where as Harry's mental defense against Corpstaker in Dead Beat was a pyschomantic block evocation.

@JDK002:
Did you play it like the fatigue belt in Fool Moon? All it did was TEMPORARILY clear the track and then...all of a sudden...Harry was hammered again. I'd say that'd be a fair way of getting a little more mileage out of a potion like that (and ones casting) while not breaking the game.
not initially, though when we start playing again I'll probably do something like that.  Power of the potion = number of exchanges it lasts for.  Being able to cast up to your conviction without taking mental stress.  But when it wears off the stress track fills and maybe have to take a mild consequence if you don't have one already.

89
DFRPG / Re: The Mental On/Off Switch - Psychomancy
« on: February 14, 2013, 07:21:38 PM »
Neat ideas for sure.  Though I would be very careful about allowing extended mental stress.  A player will absolutely take advantage of it every single change they get.  As a thaumaturgy ritual, raising the mental track probably wouldn't have a terribly high complexity.  Maybe 20 to max out the track.

One of my players came up with a potion that clears mental stress.  I allowed it and had to severly revise it because he was never taking consequences for excessive casting.

90
DFRPG / Re: The Doctor and the TARDIS, how to stat?
« on: February 13, 2013, 04:47:26 PM »
Okay I just attempted to do a write-up of The Doctor at Submerged and scrapped the whole thing.  Even at that level as a PC he suffers a massive power-down, particularly with stats.  Trying to properly stat block him with 35 skill points and keep true to the character seems like it will just turn him into a rather ho-hum techno oriented detective who's powers don't really facilitate much difinitive mechanical bonuses.   

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