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Messages - blackstaff67

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1
DFRPG / Re: Multiple Sponsored Magic
« on: May 17, 2017, 03:49:05 AM »
"Rather depends on how many players he has, but I feel that Intellectus of War is a no-go for me; given the high Refresh level of the OP's campaign, not only will that PC have five (!) skills at a +7 or +8, that PC will be able to automatically place Aspects on things without so much as  die-roll.  If the group has only two or three other players, it might work, but in a larger group, I have found the character tends to steal the spotlight from other players. 

IoW was made before many other powers and stunts came about--before the Wikia Resource page, if memory serves--and it was made as an alternative to Sponsored Magic.
OTOH, it's a splendid power for an NPC Plot Device to have. "

Your mileage may vary with multiple sponsored magics. Judge your table and what they enjoy. It boils down to what is fun for the table and the GM together.

 The game Blackstaff referenced is still going strong and has grown into a 9 person game that breaks up into smaller groups for small missions and then meets as a large group as all the missions tie together. In fact it is now a multi-state Dresden group. As Blackstaff mentioned he stays with low level. The large sized party wanted a high refresh game.  As one of the four GMs that traded off running that group it no longer fit Blackstaff's vision. The group wanted an epic adventure.  The group did not want a dynamic where the GM is antagonistic to the players.

Three of the GMs wanted to take the Dresden stories and grow past them. Sometimes the players make low refresh characters for one off stories where their main PCs are distant NPCs. The story has been going strong for over four years now. So one answer is know your group and what they like. GMs at times need to flex to what the group wants. The resource page has been a gold mine of creative ideas.

As a GM its not all that hard to balance out a party that is high refresh. As the group scales high the conflict scales high. From experience with this group what challenges them the most is the relationships between party members and how their strongly held aspects run into plot. Within their area of expertise they reign supreme. They win, lose, and draw like rock, paper, and scissor. Concessions happen frequently as a scene may call upon something the character wont do. For instance an 18 refresh wizard has a couple of sponsored magics. One of his sponsored magics came from the resource page about the horseman of war. His character died (later was brought back a bit broken) not by violence but by sacrifice for another character in jeopardy to bring peace while a horseman of war. The whole game was built on the premise of greek tragedies and the hero having a tragic flaw that brings them down.

"But that's me and my table and my sad experience.  Maybe if the group is only 2-3 players and everyone's running on demigod status (the 20+ Refresh level of the OP), then it might work. 

Full disclosure: I prefer to run lower Refresh games and my attempt at a higher one ended in disaster; I hereby confess to a 'once bitten, twice shy' approach to some powers and that one in particular."

What this poster does not mention that it did not end in disaster for the group. Game still meets on a bi-weekly basis. The resources page as well as this forum serve as a gold mine of great ideas for the group. The group has now grown to six GMs taking turns. Its about making great collectively created stories as a group.
Your thinly veiled antagonism is duly noted.  For the information of others, 'mako and I were once in the same campaign.  There once a difference of opinion regarding his PC; there were irreconcilable differences and while there was no screaming and yelling, the parting (I chose to leave) was not amicable.  The wall o'text is thus explained. 
I still stand by the word 'disaster.'
For the record, I do not nor ever pursue this hostility though I question where it comes from, given that I try to act with courtesy and politeness.


But thank you for bringing up a very painful memory from my past.

2
DFRPG / Re: Multiple Sponsored Magic
« on: May 07, 2017, 07:42:42 PM »
Rather depends on how many players he has, but I feel that Intellectus of War is a no-go for me; given the high Refresh level of the OP's campaign, not only will that PC have five (!) skills at a +7 or +8, that PC will be able to automatically place Aspects on things without so much as  die-roll.  If the group has only two or three other players, it might work, but in a larger group, I have found the character tends to steal the spotlight from other players. 

IoW was made before many other powers and stunts came about--before the Wikia Resource page, if memory serves--and it was made as an alternative to Sponsored Magic.   
OTOH, it's a splendid power for an NPC Plot Device to have. 

But that's me and my table and my sad experience.  Maybe if the group is only 2-3 players and everyone's running on demigod status (the 20+ Refresh level of the OP), then it might work. 

Full disclosure: I prefer to run lower Refresh games and my attempt at a higher one ended in disaster; I hereby confess to a 'once bitten, twice shy' approach to some powers and that one in particular.

P.S. (Addendum) Rebate powers are also out for me.  For my table, I simply removed the discount for the sussing out difficulty so that Supernatural Toughness/Recovery always costs at least -2. 

3
DFRPG / Re: Playing Lawbreaking characters
« on: May 07, 2017, 07:36:31 PM »
You are absolutely right. My apologies  :-[  if I have angered or offended anyone, my post in hindsight was rather argumentative.

4
DFRPG / Re: Multiple Sponsored Magic
« on: May 07, 2017, 01:53:46 PM »
I hereby advise to tread carefully with the house rules and powers.  They have not been playtested for balance and some of them may be gamebreakers (sad voice of experience here).  The Stunts seem to be okay and I'm okay with the vast majority of them. 

Welcome to the boards and good gaming!

5
DFRPG / Re: Playing Lawbreaking characters
« on: May 07, 2017, 01:50:12 PM »
He's not about arguing about PCs with a 'dark side.'  He's arguing about Lawbreaking and the Laws of Magic.  A PC can have a dark side, but one of the Laws about the Dresden=verse is that the Cosmos itself will slap your soul down if you use magic without regard for the consequences of your actions.  Magic springs from your soul, using it to break a law is like using the Force for evil--it can lead you to the Dark Side.  Actions do have consequences--even unintended ones.
 
Now, me personally as a GM, will cheerfully tell players that I'm not out to play "Gotcha!" with the rules. I'll tell a player in advance, "If you do 'A', 'B' will follow."  Emphasizing free will and choice by having the player make the decision is paramount to me.

Otherwise, you might as well be playing a generic urban fantasy RPG. 

6
DFRPG / Re: Which creature would be doing this?
« on: May 06, 2017, 02:21:50 PM »
I'm gonna guess that the Ritual allowed them to satisfy whatever Catch he may have had, since it's tied directly to his bloodline and him. Pretty good chance it satisfied their Catch as well.

7
Point.  IIRC, upon waking,I think their powers were recovered. 

8
The character has a Discipline at Good (3), Ritual (Veiling), Evocation (specializing in Spirit) and the Glamours power with the spell casting limitation. 

Thanks to the power, I allow the character to double the effective rating of her Discipline and Conviction for veiling, so the character's Discipline skill for veils is effectively doubled from Great (4) to Legendary (8), and her Conviction of Good (3) is doubled to Fantastic (6). 

The character typically casts a force 4 veil, that can last 4 extra turns/actions.  Using Evocation still costs her mental stress.  This would cost her 1 Mental Stress.  The character could cast a Legendary Veil for 1 round as well, but this would cost her 3 stress (since her Conviction is effectively Fantastic for veils).

If she is casting the spell in a ritual, I let her double her Lore and Discipline skills to determine Control and Complexity.
A Four-shift Veil lasting Four Extra turns will run you a total of 8 (eight!) shifts of power!  Even assuming your Conviction doubles (?), that will still cost you three Mental stress, barring Foci and the like.  I'm afraid I don't see how Disc. and Conv. double.

As listed,Molly is able to do these Veils due to her Superb (+5) Discipline (and it's her specialty). It still costs her fatigue and quite honestly, I suspect that her Ritual (Spirit) that she starts out with allows/allowed her to put up some really impressive Veils.  That said, I've been wrong before (as others have noted).

9
According to Lea, pulling his demon out would kill him. They're inextricably linked. I would say IF the cause is right for the Sword he could pick it up and use it, but going off what Lea says and what happens in Changes, I'd say I'm with Tedronai, no.

Of course, change what you want to suit your game, I guess.
Perhaps something could be done to put that demon to sleep? Granted, he's lose his powers, but what price love?

10
DFRPG / Re: Which creature would be doing this?
« on: April 30, 2017, 02:37:28 PM »
Probably some Winter-sponsored mages playing a practical joke on people at Summer's expense.

11
Haven't seen it yet (but the game's still young).  Closest I've seen is someone that used Biomancy to disguise herself a an NPC WCV to discredit her, picking up the Drop Dead Sexy Stunt as well by spending a Fate Point.

12
DFRPG / Re: Misinterpreting Weapon skill?
« on: April 19, 2017, 03:28:05 AM »

That aside, I don't think it's the best idea to use the stories as a guide to the game mechanics. I'm pretty confident that Jim doesn't use the RPG in his writing process, and I doubt he'll ever avoid writing something for fear of contradicting what Evil Hat said in 2010.
I agree, Jim probably doesn't have a copyu of the rules nearby when he's writing.  It's just the idea of using the Warden's sword in such a manner caught my interest and I wanted to bounce the idea off the community (and see if anybody else had tried it, to be honest). 

Truth be told, using the sword in that manner while burning up an anti-enchantment charge kinda strikes me as the way to go, but I think I'd like to see an affiliated Stunt to go with it.

13
DFRPG / Re: Misinterpreting Weapon skill?
« on: April 18, 2017, 01:34:30 PM »
Reading that story I had assumed it was due to the nature of the Warden Swords that can cut (and so presumably block) magic directly.  But in terms of the RAW, it should be allowed in general, as Taran said, but as GM Id want some IC explanation for it.  A vanilla mortal should not be able to deflect immaterial magic with a random trashcan lid; but by contrast any physical object should able to block physical evocation as the normal energy and material dictate (ie any metal object might block/ground a lightning attack; anything can block fire unless the fire overpowe4rs and burns/melts it).
Yeah, I was thinking Warden sword as well; I just wanted to know what/how the community thought of the idea.  I freely confess I rather treated such attacks as similar to Guns attacks (only defended with Athletics).

14
DFRPG / Re: Misinterpreting Weapon skill?
« on: April 18, 2017, 12:49:10 PM »
Without having more than 'a story from 2016' to go by, it's hard to tell what might have been going on.
My bad.  My mid was drawing a blank, it was Molly's first mission from the anthology "Shadowed Souls."
(click to show/hide)
My apologies.

15
DFRPG / Misinterpreting Weapon skill?
« on: April 18, 2017, 03:31:38 AM »
In a story from 2016,
(click to show/hide)

Is it because it's a Warden's sword that he can use it to deflect spell blasts or has everyone been allowing melee weapons to do this in their games?  Am I misreading the rules somehow? 

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