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Messages - cold_breaker

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91
DFRPG / Re: Setting ideas for the "Fractured cities"
« on: April 26, 2013, 02:34:40 PM »
Please feel free to give feedback! I'm, new at this. I'm gonna gradually post up NPC write ups for each of the faces, since so far this has been my best write up of the setting.

Jacob Seagram:
HC: Devote Bureaucratic monster
TA: Product of my Humble Beginnings
A: There's a certain way things are done.
A: Do as I say and everything will work out...
A: God will protect me.
A: No exceptions.
A: No one to impress but God.


Jacob is the face of the Mennonite faction. He's by no means the de-facto leader - the Mennonites are far too humble to put one person in charge. Instead, Jacob is a manipulator - an expert in convincing people to do things his way, even if you don't agree with his motivations. He's not a bad guy: just good at what he does. Religiously devout and intolerably strict, most politicians in the area can't stand him... but are terrified to cross him. Born into the Amish community, he's actually relaxed his rules and is simply a Mennonite now: although a particularly by the books one by most standards.

Physical description: Jacob stands about 6'1" with the build of a linebacker. Despite this, he is not normally very imposing, just hard to ignore. His hands are calloused and his skin rough and tanned from years of working in the field underneath his suit clothes: to most, he looks like an old fashioned farmer from a hundred years ago in his church clothes. His voice is gruff and just what you'd expect.

Personality: Jacob comes off as the unappeasable father. He's above everything, and will scoff at pretty much everything. Though he comes from what should be a humble culture, his sin is certainly pride, and he's too proud to admit even that. If you're perfect, he'll make a point to be displeased by those you keep in your company. If you're proud of a work, he'll be sure to point out a flaw. That's not to say he's unreasonable: he knows the differences between breaking the law and doing something he or his religion disapproves of.

Powers/Stunts/Skills - True believer powers, a decent might score but otherwise built for social skills.

92
DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 25, 2013, 07:38:48 PM »
What do you mean?  Like give them a bigger refresh bonus as they progress up?

Either that, or more skill points at higher refreshes. E.g.

Pure mortal +2 - Add an additional skill point for every point of refresh you have before adjustments by stunts.

93
DFRPG / Re: Social Combat During Physical Combat
« on: April 25, 2013, 06:56:31 PM »
Or they invoke his "wacky Gun nut" aspect and he accepts the compel and goes crazy ;)

I think there's a bit of overlap with social and mental, but mental really is about psyche.

Touche, but I think that'd be a little too easy. lol. I don't disagree about the psyche, I'm just saying that it doesn't require magic powers to effect someone's psyche. I think an example of this might be the haunted house one shot they released - scary stuff tended to be mental attacks, even though the ghosts weren't using their powers to actually attack yet. In my mind brain twisters and riddles could be forms of weak mental attacks. Out riddling a sphinx might be another example of a mental combat without any specific mental attacks.

94
DFRPG / Re: Social Combat During Physical Combat
« on: April 25, 2013, 06:29:00 PM »
Well, in this case I'd probably say lore or academics would work as attack stats easily.

OK, a bit more realistic reason these rules might be used: Our theoretical players enter a warehouse where Bob the gun toting nut waits to shoot them. There's a standoff and the players realize very early that Bob is quite unhinged but in a straight out shootout there's no way that everyone leaves without some major damage. So they try something a little different...

Since Bob is obsessed with guns, and not particularly mentally stable, they try using their knowledge of weapons to see if they can't push him over the edge. They start up a conversation and try to convince him that his memory is wrong: he's got the safety on his gun on... did he use the right ammo? Did he assemble the gun right the last time he cleaned it? You know, maybe you should put that gun down, it'll explode and kill you if you screwed up.

Mechanically, I'd handle this as a series of social manoeuvres followed by one major mental attack. I'd probably let Bob defend with either academics or guns, and he'd probably start attacking on his turn anyways. In this case, the mental attack is delivered socially, but none the less it's an attempt to break him mentally, so I'd make the attack mental.

As a note: this is entirely situational. It's probably only worth it against someone who's mentally unstable (read: already has a few mental consequences in the first place, possibly from a different encounter?) Still, I'd love if my players came up with this kind of strategy in a campaign and figured out a way to exploit an enemies weakness rather than simply fighting him on his terms. As another note: I houserule that you have a different set of consequences for social, physical and mental tracks, so this might have to be handled slightly differently if you play by the normal rules (aspects instead of consequences on a person with this kind of weakness?)

95
DFRPG / Re: Social Combat During Physical Combat
« on: April 25, 2013, 03:59:00 PM »
That's a fair interpretation of the rules (I'd likely do the same), but not reading them as designed. I'm talking about what these situations are technically. Technically, a footrace is a physical conflict, a debate is a social conflict and a game of wits in any form is a mental conflict. For practicality sakes we may not run it that way, but that's what they are.

As a note: you can also take a broader definition to what consequences could be. A headache? Mentally exhausted? Can't concentrate? I'm sure if you tried you could come up with even extreme mental consequences that still don't amount to a form of insanity.


96
DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 25, 2013, 03:41:13 PM »
If it were all and only about optimization, nobody would play a Pure Mortal. Hell, few people would play anything except a Wizard.

Actually, I've been thinking of house ruling the pure mortal bonus - it seems like one of the few places where the system balance does discourage certain builds a little too much. I might give it some sort of scaling mechanic for higher refresh games...

97
DFRPG / Re: Social Combat During Physical Combat
« on: April 25, 2013, 03:06:09 PM »
I'd say mental conflicts are rarer - even if you include things like playing chess. Not that I'd ever bother using the rules unless there was something major at stake. But I'm sure you could give yourself a headache or seriously shake your confidence in a particularly intense game of chess - both of which I'd consider mild mental consequences.

Saying it's not a mental conflict unless you stand a serious chance of scrambling your brian is like saying it's not a physical contest unless there's a good chance of being impaled on a spike - most people would stop short of any major consequence, but that doesn't mean it's not still a conflict.

Edit: to reply to Wordmaker: The book is getting into common major conflicts in Dresden files - I don't disagree with the statement that MOST mental conflicts are one sided - usually this is about supernatural creatures using their powers in a way regular humans can't.

98
DFRPG / Re: Social Combat During Physical Combat
« on: April 25, 2013, 02:50:19 PM »
The worst case scenario in a physical conflict is death (or being uncouncious) - that doesn't mean an arm wrestling match isn't a physical conflict.

The worst case scenario in a social conflict is typically social alienation - that doesn't mean a mild debate isn't a social conflict.

The worst case scenario in a mental conflict is madness - that doesn't mean a game of wits isn't a mental conflict.

Think outside the box a little bit. All conflicts fall into one of these three categories - it's generally just a matter of who concedes first.

99
DFRPG / Re: Social Combat During Physical Combat
« on: April 25, 2013, 02:41:24 PM »
Thing is, though, mental conflict needs more justification than social conflict does--unless you're using some kind of mind powers, you can only do mental stress if you have something seriously personal on the target.

Yes, and no. There are plenty of ways to have a battle of the minds - a chess game, a hacking competition, etc. They're rare, and theoretically someone would concede a game of checkers before taking any consequences, but mental conflicts exist. Not every mental conflict needs to be a psychic showdown between psionics :)

100
DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 25, 2013, 02:13:40 PM »
I once again find myself wondering what's so hard about the concept that players aren't going to build characters based solely on "What gets me the most bonuses?"

The thing about all of the powers in the game is that they have to make sense. Players are going to build based on character concept, and the vast, vast majority of them simply do not support A Few Seconds Ahead in a logical way.

No powers are mandatory. There's plenty of better ways to get similar or better effects than AFSA for any number of builds.

I agree with you. For the most part, arguing over game balance in FATE is kind of like arguing the correct pronunciation of ketchup. The result is going to be more or less the same no matter who's right. Making a min-maxed character is kind of boring any-ways, it's way more interesting to write realistic and interesting characters here. My general rule in Fate is - does this seem realistic to the story? If yes, then find the rules for it. If not, suggest something that is.

101
DFRPG / Re: Social Combat During Physical Combat
« on: April 25, 2013, 01:33:24 PM »
So, two things -

First, lets forget about physical fights for a moment. How about combining social and mental - seems oddly appropriate in some circumstances to have a social conflict during a mental conflict - say, arguing over a chess game? A mental conflict is not the same as a social conflict, but social manoeuvres seem oddly appropriate for a mental conflict.

Also, I don't think the rules explicitly state how long a round is. I always considered it arbitrary to the conflict. If you're having a footrace, a round might be a different chunk of time than a boxing match. I always considered the length of time a round took to be up to the narrator to decide what's appropriate. You do have to keep it the same for any given conflict - can't say one round is 6 seconds and the next is 10 minutes, but you can say a round in a wrestling match is different from a knife fight. The point is I wouldn't discount social attacks based exclusively on the length of time a physical fight takes as it's all relative. That said, do use reason when a player suggests an attack that would take much longer than an exchange to pull off.

102
DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 24, 2013, 08:21:31 PM »
I think we're mainly comparing apples to oranges here anyways. This is a power, not a stunt. Powers come with a hidden -2 tax attached, plus in this case I'd say an aspect would be required as well. I'd say compare this to other powers, like refinements and such.

To be fair, stunts seem a bit underpowered compared to powers. It's one thing that always irked me about the system.

103
DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 24, 2013, 05:42:37 PM »
Sooo... it seems like it IS balanced then. Other powers (nevermind stunts) can get you a similiar effect, but it's more powerful than your typical stunt thanks to eliminating a possible +2 mortal bonus. Seems fair.

Although I agree that it seems weird that it'd help in social defense - but I could see the argument both ways. If it bothers you, I'd say:

a) retune it into a mortal stunt and remove the second trapping or
b) change the second trapping. Possibly dodge rolls AND stealth rolls? There are others that seem like they make sense thematically.

104
DFRPG / Re: Purview of the Elements
« on: April 24, 2013, 05:11:26 PM »
Really depends, most places where an electronic lock is used also defaults to locked status if there's any malfunction (such as power outage etc), so hexing should probably not open it; on the other hand Hexing can also just cause something to act wierdly rather than stop working (See the GPS-incident), so it might... I'd saythat if allowed, it'd definitely cost a FP though, as an invoke of High Concept...

Err. hexing is an active skill. You don't need to spend fatepoints to do it, any more than you need to spend fatepoints to cast spells. It could theoretically be done as a declaration though, depending on how generous your GM wants to be about it.

I think hexing an electronic lock would realistically have a 50/50 chance of working. GMs call. The player could declare the lock is hexed open if the GM allows it, or he can try to hex it into opening, in which case I'd personally allow it instead of a lock picking check. Beyond that? It'd work if the narrator wants it to work.

105
DFRPG / Re: Social Combat During Physical Combat
« on: April 24, 2013, 04:02:53 PM »
Actually, you'd be surprised what adrenaline does to people. A fight can make people lose all rationality--they may not turn into zombies, but someone who's pissed off enough to start swinging at you probably isn't going to care much about what you're saying right at that moment.

There's usually more to it than just adrenalin though: perhaps the reason for the fight? Regardless, from a narrative perspective, it's no fun if the characters turn into brainless zombies every time they get into a scrap - whether we're talking about pen and paper games or writing a book.

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