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Messages - babel2uk

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91
DFRPG / Re: It Came from Cthulhu...
« on: October 18, 2010, 09:01:20 PM »
Considering the things warlocks, necromancers and outsider-summoners have done in Dresden Files so far (and considering that dark magic does make you insane), I doubt it.
I mean, I haven't seen anything really bad magic-wise in the Mythos. Just a bunch of insane guys summoning banal incarnations of evil. They are more pitiful than evil. Compare to someone starting two world wars so they can have lots of corspes for their army of undead or killing entire cities so they can eat the souls of the inhabitants and become dark gods...

You're missing the point. In Cthulhu there's no such thing as nice magic. All magic, regardless of it's application makes you insane. The Lawbreaker stuff in Dresden Files is frankly tepid by comparison. And the nastier the stuff you do the worse the insanity becomes. I wasn't saying that the stuff in the cthulhu mythos as Lovecraft wrote it was worse than the stuff the bad guys in the Dresden Files have done - it's not (certainly to modern perceptions), simply because of the era that Lovecraft was writing in. What I was saying is that if you apply Cthulhu style magic to Dresden Style characters you get something that's far far nastier than what's currently there. So someone like Kemmeler would have been far far worse. To be fair I found the necromancers in Dead Beat far too sane and banal.

The key thing to remember about purist style Call of Cthulhu is that the protagonist is generally speaking doomed to failure and worse from the start, surviving (let alone surviving with any sanity intact is a phenomenal success). Where Dresden Files is all about standing up to the big bad and coming through in the end, Cthulhu is generally speaking facing up to the big bad and winding up (at best) in a mental institution, and at worst being stepped on without even slowing the thing down. That may not be your preference for a game, but that's the essential core of Lovecraft's horror stories - the simpe idea that man is completely irrelevant in the grand scale of things.

92
DFRPG / Re: It Came from Cthulhu...
« on: October 18, 2010, 08:26:56 PM »
That's what I mean about mortals. A single wizard among them could have far more easily recognized what they were facing (high Lore), used Thaumaturgy to ward the group against Outsiders both physically and mentally and his evocation would have been stronger than explosives. Not to mention he could sense that the "cute girl" was an evil cultlist by soulgazing her.

You're applying Dresden Files character types to Cthulhu. Which really doesn't work. Cthulhu is intended to be pure mortals struggling against overwhelming supernatural creatures. Cthulhu magic tends to destroy the caster's sanity when they cast it. If you translated a Dresden Files power wizard to Cthulhu terms, the character would be completely insane, and probably doing far nastier things for power than the nastiest bad guys in the Dresden Files ever have.

93
DFRPG / Re: Can A Player Up The Ante With An NPC?
« on: October 18, 2010, 07:47:50 PM »
Actually, I don't think a player can up the ante on an NPC. It seems like it's a GM only thing. A player can initiate an escalation if the GM tries to compel one of their aspects, but it seems a little odd to allow a player to do so on an NPC. Especially given that the GM can flat out reject a player's escalation attempt.

94
DFRPG / Re: Item Crafting resembles D&D Spellcasting
« on: October 18, 2010, 07:13:27 PM »
My apologies, yes the stress rule is tucked away in the text - it really should have something to highlight it a little better, it's quite an important rule. However, as I read it potions don't get the stress spend option anyway.

95
DFRPG / Re: Can you Declare an aspect on a person?
« on: October 18, 2010, 05:39:33 PM »
that's correct

96
DFRPG / Re: Can you Declare an aspect on a person?
« on: October 18, 2010, 04:57:31 PM »
As far as I recall it's perfectly legitimate to declare an aspect on an NPC. But it's reasonable for the GM to refuse the declaration if they feel it necessary to do so.

97
DFRPG / Re: Item Crafting resembles D&D Spellcasting
« on: October 18, 2010, 02:51:25 PM »
Anyone with Thaumaturgy and Evocation could craft exactly the same defensive item. So if you're banning the Crafter, you may as well ban anyone from having Thaumaturgy, full stop. And you could burn through that defensive item in a single combat. If they're a potion crafter then their defensive items are potions - which are one use anyway, every extra dose takes up an item slot. And if their a potion crafter then arguably they can't make an enchanted item other than a potion.

As far as not requiring Discipline goes if they ever want to create another enchanted item (including potions) they'll need to have it. Thaumaturgy requires Discipline rolls to control the power you're putting into the spell. Fine, create a Crafter with Discipline of Mediocre, but don't expect them to be making potions or enchanted items particularly quickly, or at all during game time (without taking a massive risk).

The effectiveness of enchanted items is limited to the Caster's Lore (unless they spend extra slots) though Foci can mitigate this somewhat (but not to the extent of making it 'easy' to craft a 10 shift defensive block), without drastically reducing the amount of uses you get. The mental stress for uses 'patch' is pretty much invalid. It predates the publication of the rulebook, so arguably the rulebook takes precedence - the playtest of this patch probably showed just how open to abuse it is.

98
DFRPG / Re: Item Crafting resembles D&D Spellcasting
« on: October 18, 2010, 09:29:02 AM »
As far as I can tell from the rules, it's a little less flexible than it appears, but is quite acceptable - indeed one of my players is effectively playing a Crafter, and it's absolutely within the spirit of a Focused Practitioner type. But I'd disagree that a Crafter would be a bad-ass Spell Slinger when compared to someone with both Evocation and Thaumaturgy - after all they will have an almost identical set of High skills to the Crafter (Discipline, Conviction and Lore), so will be able to perform exactly the same potion-style abilities, and then keep going using their Evocation.

Balance-wise:

If you use slots for Enchanted Items then they have the same effect every time. And while you can change them pretty much when you want, the process for creating an Enchanted Item is described as similar to that of creating a Focus - which takes months. So there's no chopping and changing from session to session with enchanted items.

For Potions, yes you can leave the slots open and simply spend a fate point, or make a Lore roll to have the appropriate one. But potions have 1 use only, unless you're spending slots to get extra doses of the same type of potion. The effect strength is also limited to your Lore, unless you spend multiple item slots or invoke aspects. So basically you've got a fairly flexible degree of spell effects, but for a very limited number of uses. Someone with Evocation, even a beginning character can equal or beat that - and with the bonus that if they are captured they can't be simply stripped of their ability. As a further point against the Crafter, there must legitimately have been time for them to have created the potion earlier - where Evocation needs no such justification.

99
DFRPG / Re: It Came from Cthulhu...
« on: October 17, 2010, 05:34:05 PM »
No one likes to come to my games without three characters already made.

With that rate of mortality, using anything other than the 'on the fly' creation rules for Dresden would seem a complete waste of time. The level of detail in Dresden character creation really demands better character longevity. For normal Call of Cthulhu the character is frankly just a set of percentages waiting to be put through a shredder, the full Dresden Files creation process requires a lot more commitment to the character. Bear that in mind when setting the lethality of your Sanity rules.

100
DFRPG / Re: anyone catch the marvel superhero reference
« on: October 16, 2010, 08:19:08 PM »
It's in the Your Story book for the rpg, not in one of the novels.

101
DFRPG / Re: It Came from Cthulhu...
« on: October 16, 2010, 06:04:46 PM »
There's another Cthulhu system out there (that's very good in its own right - I can't recommend it highly enough) called Trail of Cthulhu. The way it handles things is by having two separate attributes - Sanity and Stability. Stability is how normally you relate to everyone around you. Sanity represents your understanding of the way the universe really works and your exposure to the more alien concepts. This was designed to get round one of the nonsensical things about the original Call of Cthulhu rules - namely that to be a cultist you must have 0 Sanity, but at 0 Sanity you are a dribbling idiot with no ability to do even simple tasks, let alone complicated magical spells. For the most part interaction with the supernatural causes loss of stability. If the thing you're exposed to is mythos related and you fail your Stability check you not only lose Stability, but also an amount of Sanity.

Stability can be regained, by rest, by therapy, by beating the bad things and by exceptional performance on a skill. Sanity never recovers. When it's gone, it's gone. Generally speaking if you have more than 8 points in either you are doing well.

If you allow most of the minor encounters to be based off mental stress and save the Sanity track for the really serious ones that should give your characters a little more longevity. And I'd go with Luminos's idea of making Sanity work like a Hunger track.

102
DFRPG / Re: Non-magic Telekinetics?
« on: October 15, 2010, 04:29:38 PM »
To be fair bothe questions are possibly a bit of a moot point. Firstly I'd argue that there's probably nothing that can't be countered by magic in some form or another. If psionic power is just a focus of will, why shouldn't counter magic, which is effectively also a focus of will, work against it? You can colour it how you like, whether that's the wizard smashing his will into the psionic's will, or into the power of the mental construct. If the psionic power is causing a physical effect then it can be countered like any other physical effect.

And secondly just because you don't believe in magic, doesn't mean that it doesn't believe in you... Sanya is after-all an agnosic Knight of the Cross (admittedly it's a slightly different case, but I think still valid as an illustration).

That's not to say it isn't an intriguing concept - it is - and that a number of supernatural factions wouldn't be interested in such a talent - they would, even if it's just to disect it and see what makes it tick. But I do think its one you've really got to think through with your GM to work out any problems ahead of time.

103
DFRPG / Re: Character concept issues
« on: October 15, 2010, 03:13:06 PM »
To be fair, if they've not read the books they should be aware that there's a chance their concept might not fit. I'd just tell them straight out "Sorry, it's a really cool concept, but it just doesn't fit the setting". If it's adaptable then go through the changes they'd need to make. If they stubbornly refuse to change it to fit then they'll either have to come up with another concept (and you probably need to sit down and explain the setting more thoroughly), or they're actually not really interested in playing in the Dresden setting - which s a whole other problem. That said, I've never encountered a player yet who was completely unwilling to adapt an idea if it didn't fit the setting - or to come up with a new one if it was totally unsalvageable.

All that aside, the final call on that is down to your GM. It's their game, and if they're happy to allow the character concept as presented then maybe they've got a different idea of the setting to you - in which case maybe you'll need to adapt your concept.

104
DFRPG / Re: Offensive Armor?
« on: October 15, 2010, 07:46:14 AM »
Possibly was just rolling lucky. Without invoking aspects someone with Superb as their skill level should only be breaking out of a block like that half the time (that's not taking into account supernatural powers). Superb skill level equating to "a veteran or masterful capacity, or the combination of extreme talent and good training."

It may be that your GM is setting the NPC abilities too high for your group - it's easy to do when you're getting used to the system. I've done it myself. Or you may just have been up against a particularly skilled opponent. NB The GM should be stating any aspects they are invoking in the same way that a player has to.

105
DFRPG / Re: Multiple focus items?
« on: October 13, 2010, 08:26:14 AM »
Also, consider that you can only use one focus item for any spell.  That somewhat diminishes the returns of having a multitude of maxed out focus items at a really high refresh.

As far as I can tell you can't benefit from more than 1 item with the same bonus type per spell. So you could use a Power Foci and a Control Foci as separate items, but not two Control or two Power foci.

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