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DFRPG / Re: How Heavy are the Rules?
« on: July 19, 2017, 09:10:15 AM »Pathfinder, meanwhile, is impossible for most people to lift.That would depend on how you choose to lift it. Stick it all on an ipad...
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Pathfinder, meanwhile, is impossible for most people to lift.That would depend on how you choose to lift it. Stick it all on an ipad...
That's a problem with the player, not the skill. If the player is resenting compels, they're probably playing the wrong game.
Oh, and mortals can retreat rather easily. Have a fight somewhere? You don't need to get far away from the supernatural bad guy, you just have to get somewhere public. If they don't want the mortals to go apeshit on them, they will stop the pursuit.I assume that you are talking about Pure Mortals when you say "mortal". I disagree with the assertion that Pure Mortals can retreat rather easily. They can retreat easily with their FP fuelled declarations, but they do not and should not have it any easier than a wizard or any of the human looking supernatural folks. Taking it public simply means some guy in a Halloween getup and high on drugs laid the smackdown on your puny mortal ass. Supernats can also have access to the kinds of weapons that mortals can have - the books have faeries with guns. Bringing in the mortal authorities is going nuclear, bringing in mortals is bringing party favors. And the problem with the Internet is separating the wheat from the chaff. Sure, all sorts of material come pouring in, but a lot of crap gets in too and there are trolls. Internet trolls.
Does nobody have anything to say about that?I've been trying to lay my hands on a hardcopy PP. I'm old fashioned that way. So without knowing the Aspects and what they can be Compelled for...
Regarding the "needlessly high Weapons skill": Summer decorated him for cutting down three RCV Dukes standing between him and the Red King. I guess it all depends on ow you define "cut down."Another thing to note is that the high Weapons skill enables him to take down targets without needing to cast a single spell if he needs to do so. IIRC, the White Court had stuff that enabled them to be immune to spells, I do not doubt that Red Court would have had something similar.
If you are playing GM vs. Players, yes, but that's not going to be fun for too long, in my experience.One of the best tests of optimisation is asking yourself, "If my GM goes full a-hole, how long can my character survive?"
The idea is more along the lines of "There's an easy way and a hard way. Too bad [circumstances] force you to take the hard way."
Good aspects and lots of compels is actually good meta gaming.As I read the Compel rules, the more a particular compel isn't going to cost you more than the FP you earned, then it is more likely it is Compel unworthy.
You just have to be careful if a particular compel is going to cost you more than the FP you earned.
I feel like it's even more important. Or maybe to put it another way: it's good to specialize in what you aren't good at. What I mean by that is, you should have a good idea of your characters blind spots and have some good ways available to compel on them. Since they are areas you are absolutely not good at, you don't have to bother spending any skills on them and just take them head on. In return, you can be brilliant at what you're good at. As long as you and your group understand that sucking at something doesn't have to mean the death of your character, that makes for a natural rise and fall in your story.So that means that if I as the GM see that you are likely to not succeed in a course of action, then I won't offer a Compel on that course of action. It is simply just not Compel worthy unless that Compel puts you in an even worse situation that if you had pick up the dice rolled and failed.
Or at least it's that way in theory. I constantly forget to compel myself, though I'm trying to get better at that.
Tot, the issue is that Stress isn't damage - it's the *potential* for damage. Damage is reflected by Consequences, and the circumstances in which Sacred Guardian can be used (in my experience) generally allow the user to avoid taking Consequences unless there's an external source of Mental stress around (which there rarely is).To me, taking stress is damage. Sometimes it is temporary because you did not fill up the stress track in question but sometimes you could be taking a Consequence, especially if you are talking about a spellcaster.
It's overpowered, basically, especially for non-spellcasting characters. Add hefty bonuses to your attack rolls, and bypass Catches, all for 1 Refresh.But you take damage in the old version, to get those bonuses (which for the combined cost of Refresh and damage isn't really that hefty).
This is like saying that because I can hang drywall means I can install cabinets. Sure they both deal with building a house but they are very different specializations. The ability to hang drywall has absolutely no bearing on understanding how to install cabinets. They are different professions, such as carpentry and metalworking.No I am saying that because you can do it all (unless you have an Aspect or Aspects that relates to the situation) you can install cabinets. Having a high Craftsmanship without any Aspects to compel means you can do it all.