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Messages - Michael,HandofGod

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DFRPG / Evocation as Defense
« on: October 11, 2010, 09:35:54 PM »
A question came up in a game that I recently ran.  Can evocation be used as a defensive action, taking place in response to an attack?  Or can you only defend with evocation on your turn, establishing a block against an attack?

Also, if the latter is true, and an attack bypasses the block, can you attempt to dodge or make some other sort of defense roll against what passes through?

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DFRPG / Re: Using DFRPG for True Blood
« on: June 22, 2010, 05:09:51 AM »
One problem:  Your Catch appears to be of a higher + value than the negatives of your supernatural toughness.  I was under the impression that your Catch could not bring the refresh cost of an ability below 1.

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DFRPG / Re: Shifts to Stress - optional or not ?
« on: June 22, 2010, 04:57:53 AM »
Not so. Stress != damage. A high weapons character could just be doing fancy moves, and backing their opponent into a corner. A skilled gunman might just be shooting where the target was about to be, thus discouraging them from moving. In either case, the taken out result is they surrender, since they know they are outclasses and out gunned.

The ghoul's slash that just missed Dresden's face? That's stress. When Harry got shot, that's a consequence. Per YS197, ". Each party accumulates gradual success, affecting their opponents in a momentary (resulting in stress) or lasting (resulting  in  a  consequence) way."

To address the OP, it's really up to the table to decide. If more of the table agree it's B, then so be it. If more people agree with the GM, than it's A.

I'd say sit down and talk it out with your group.

-EF
Gotta disagree here.  Maybe I'm misremembering, but I'm pretty sure that a slash 'narrowly missing' someone's face would not count as stress.  I was under the impression that stress was damage.

I find myself torn in this conflict.  On the one hand, it seems unfair to reward a good roll with such a potentially bad result.  On the other, it is unrealistic to suppose that someone can shoot and throw fireballs at people with the knowledge that they will never, ever kill someone unless they don't want to.

One potential idea for a homebrew solution is to impose some sort of 'kill-line.'  If someone is taken out with physical stress, but by under a certain margin (less than double their max stress, maybe?) the player can choose whether they die or are knocked unconscious or what have you.  If the stress exceeds that margin, though...death may ensue.

Of course, that only answers the specific issue of how to deal with attacks that can kill people.  There is still the issue of what to do with extra stress.  It seems like Overflow (YS, 213-214) could help deal with this.  It states that if a player accidentally (this specifically does not apply when such a high number has been deliberately achieved with fate points) gets a large surplus of success, higher than they need to complete the task they declared, they can devote the surplus shifts of success to a second, not directly offensive action.  The example it gives is Michael defeating a demon with a six shift attack when he only needs three.  He uses three as surplus and uses it to sprint out of the collapsing temple.

Now, the obvious issue of how exactly Michael's player would know exactly how much stress he needed to take out the demon, this would seem to answer some of our questions, wouldn't it?

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DFRPG / Re: Problems With Social Conflicts
« on: June 19, 2010, 04:38:46 AM »
I agree that it would often make sense for a character who has been bested socially to turn the conflict into a physical one.  However, while that makes sense, at the same time it arguably robs the meaning of the victory of the social conflict in the first place.  One of my players, who designed his character to be good at social things rather than physical, asked me "If winning a social conflict can just turn into a fistfight, then what is the point of my character?"  I'm still trying to answer that question.

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DFRPG / Re: Problems With Social Conflicts
« on: June 19, 2010, 12:01:40 AM »
Having finished the scenario in question after another day of roleplaying, I think my group has come to accept the ideas of the system more.  Part of it was just how different the stress system is from others they have played before.

I have given them all the opportunity to redo their characters' skills with far more freedom than the milestones they've achieved would typically allow.  I figure that this is fair, since few of them knew much about the system during character creation, and they might not have grasped the importance of balance.  I still run into the issue of them all apparently being under the impression that skills under +3 are "not useful."  Maybe I'm setting the difficulty for things too high, I don't know.  The difficulty curve will solidify more as we play.

We also discussed social conflicts, and the biggest problem we have with them now is what happens when someone loses one.  We figure if someone is 'taken out,' they essentially crack and do whatever is asked of them.  They give in almost totally to the winner's demands, though still getting to remain in character.  We ran into the problem of social conflicts degenerating into physical ones--after all, if someone is trumped socially and gets made and decides to fight, doesn't that essentially rob the social victor of their victory?  We're still trying to figure that out.  I know that social conflicts have concessions quite often, so I figure most NPC's who are losing a social conflict will concede at some point, giving the players some or most of what they want while still retaining some dignity.  Any thoughts on how to handle losses in social conflicts?

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DFRPG / Problems With Social Conflicts
« on: June 17, 2010, 05:49:00 AM »
Ran my first game of the DFRPG tonight.  All in all, it went fairly well--the story went nicely, people figured out the fudge dice system decently.  Combat was a bit strange to them, mostly the stress system, but I think the players will get used to it.  The sticking point was Social Conflict.

One of my players found herself without Presence, Report, Intimidation, or Empathy.  Perhaps I should have made it more clear that these skills would have been important during character creation.  Regardless, we got to a social conflict--three guys who suspected their friend had gotten into some dark magic were being questioned by this player and one other (one with a few social skills) and didn't want to tell them.  This player was left with the sense that she literally could not do anything in this conflict.

Now, I realize that the idea of social skills is that they represent the social capabilities of the character, which are different from those of the player.  However, it still seems strange to them (and me, at times) that their character needs a  skill to use simple logic to convince people of things.  Perhaps I was misreading the situation and it did not actually need to become a conflict.

In all, I think the situation reflects a general mistrust of any roleplaying game attempting to apply mechanics to the roleplaying aspect itself.  While it might be considerably easier to remove the rules for social conflicts, I think the game would lose something for it--and perhaps more importantly, doing so would largely invalidate the character that one of my players created, a socially oriented face.  I am considering allowing my players to rearrange some skills, now that they have seen how the game actually works.  Does anyone else have more advice on how to make them warm up towards the social conflict system?

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DFRPG / Re: A question about sponsored magic
« on: June 15, 2010, 10:46:45 PM »
I have my own question on sponsored magic.  Someone who did not take Channeling, Ritual, Evocation, or Thaumaturgy before taking Sponsored Magic--would they still receive the four focus item slots and single points of specialization in Thaumaturgy and Evocation?

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DFRPG / Re: Question about throwing objects
« on: June 07, 2010, 01:49:43 AM »
I love this system for making it possible to use furniture as thrown weapons.  As well as making it technically possible to use people as thrown weapons.

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DFRPG / Jim Running DFRPG
« on: June 06, 2010, 06:15:01 PM »
I wonder if Jim has, or is ever planning on running, a session of the Dresden Files RPG....that would certainly be an interesting game to see.

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DFRPG / Re: Conceding Question
« on: June 06, 2010, 05:55:41 PM »
I was under the impression that a character can make a Concession at any point in a conflict so long as they have not been taken out--at the very beginning, after they are attacked and have taken consequences, or even if they are only one stress point from being taken out.  I saw nothing to suggest that consequences could prevent a Concession, other than the fact that you need to be able to take a consequence normally as part of the Concession.

Of course, you can only offer a concession at any time.  The opponent does not have to accept.

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DFRPG / Re: Could someone explain Feeding Dependency to me?
« on: June 06, 2010, 05:51:50 PM »
1.  Vampires may skip a scene for each point of stress, successfully make a Discipline check at the end of a scene in which they use their powers to clear it (which seems odd to me, but w/e), or kill  someone by feeding on them to clear the track in one scene.

2.  Yes, you have to use an ability to make a check.

3.  The book is saying that your vampirism powers do not depend on feeding, as most of them are related to feeding--it would be kind of silly to have to feed in order to be able to feed...endless cycle of destruction, there.  However, at least 2 refresh points' worth of powers must be taken in other, non-Vampiric categories, and at least 2 refresh points' worth of these powers must depend on feeding.  For example, you could not take only Emotional Vampire and Shadow Cloak, because Shadow Cloak only costs one refresh point.  However, you could take Emotional Vampire and Supernatural Toughness.

4.  This one might be up to GM interpretation, but as I understand it, a sufficiently stressful or emotional situation can call for a Hunger roll.  The difficulty value, I think, is half of all your powers that depend on your Feeding Dependency.  That is how I interpret "the affected powers."  However, it might also refer to only the powers that have been 'lost.'  If the second interpretation is correct, then so is your example.  If the first is correct, then you would have to check for feeding failure against half the value of all your abilities that depend on your Vampirism.

Hope this helps!

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DFRPG / Re: Champion/Knight of Autumn Court
« on: June 06, 2010, 03:58:03 AM »
I am running into the same sort of issue here.  I was planning on making up a new sponsored magic, "Autumn Magic" with a refresh cost of -4.  Autumn magic would satisfy the Catch of any Spring fae, if you have them, or if they don't exist perhaps you could choose either Summer or Winter beforehand and be effective against one of them.  The specialties would probably be more entropic, as Autumn is a time of harvest and dying.  Perhaps it would be a combination of Summer and Winter--entropy, but with a focus on fire and perhaps a bit of wind?  Summer allows for biomancy thaumaturgy spells to be cast with speed of evocation, and Winter does the same with entropomancy (or whatever the term is.)  I'm not sure what the appropriate equivalent for Autumn would be--perhaps terromancy, relating to the Earth?  I don't know.

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DFRPG / Re: Sidhe Knights and Sponsored Magic
« on: June 03, 2010, 03:44:06 AM »
Ah, there it is.  Thanks!

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DFRPG / Re: Sidhe Knights and Sponsored Magic
« on: June 03, 2010, 03:34:34 AM »
New question on the same topic--as sponsored magic functions like Evocation and Thaumaturgy, does it come complete with the focus item slots?

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DFRPG / Re: Savannah Aspects
« on: June 03, 2010, 03:33:46 AM »
Went through most of creation today.  Still working on a few location aspects, but the three main themes/threats of the city are:

Haunted by the Past
Mask of Politeness
Sinking Beneath the Surface (considering renaming The Water Is Rising)

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