Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - BumblingBear

Pages: [1] 2 3 ... 67
1
DFRPG / Re: Hexing! We got a problem
« on: December 08, 2012, 03:46:18 AM »
I'm really not sure where you're getting this idea from. A scene aspect describes the area, not the people.

If I'm playing a middle-aged, middle class white guy and he ends up in South Central LA, then the scene aspect of "Gang Warfare" doesn't really describe him, does it?

If I'm playing a wizard, and the scene aspect is, "The building is on fire!" I rather hope it doesn't describe my wizard.

If I'm playing a pure mortal who's stumbled into Maeve's boudoir, the scene aspect of, "Faerie Games Are Deadly (if kinky!)" doesn't describe the pure mortal.
Doesn't the book suggest that NPCs and antagonists with fate point pools be something of a rarity, rather than the norm?

I'm not sure what the RAW are, but in my games all NPCs have one pool of fate points that get drawn from as needed.

2
DFRPG / Re: Hexing! We got a problem
« on: December 06, 2012, 10:26:09 AM »
My .02.

Hexing should not cause stress, however, it should cause in-game consequences.

For instance, in a game I ran, a practitioner put the whammy on a bad guy's gun, but he has a mild mental consequence of "frazzled".  I compelled this aspect, and while he was able to hex the bad guy's gun, he also hexed all the electrical doo-dads in the building behind him, starting a huge fire and attracting the authorities.

Almost anything can be handled via story.

3
DFRPG / Re: Focus Items
« on: October 18, 2012, 03:53:54 AM »
Hey, BumblingBear! Long time no see!

Indeed. :)

I've been busy with work and school.  School is about to end and the new DF  book is coming out in a month so... here I am again :)

I suppose I should start my in-person game up again too.

4
DFRPG / Re: Focus Items
« on: October 17, 2012, 01:02:25 AM »
I've said before and I will say again, the easiest way to limit characters' power is to give them challenges testing the powers chosen.

For instance, wizards nuke... but what if they are beset by a group of relatively weak enemies from multiple zones all armed with projectile weapons or magic?

Each story should (ideally) force characters into roles they had not ordinarily accounted for.  I believe every character should have a time to shine.

In the example mentioned above, if the gun toting normal becomes the hero of the combat scene while the wizard shields him or her, it is a powerful scene and one that will be talked about by a GM's players for weeks to come.

5
DFRPG / Re: Loot the bodies!
« on: October 09, 2011, 06:17:18 PM »
I think this question's probably come up before and its one of the few things that irks me about DFRP and fate in general.
Recourses is a skill.

If my character's dead poor he'll stay that way, even if the adventure means we find several suitcases full of money, unless I spend several sessions slowly increasing my recourses skill (and maintain my skill pyramid while I do so) my character will continue being poor.
He could wallpaper his (tiny) appartment with 100 dollar bills but still not have a penny to his name.

The same goes for gear and goodies (Focii, enchanted items etc) You've got a certain amount, and its more or less fixed.

I want to loot the bodies! I wanna run my hands through grubby piles of cash! How can DFRP/FATE handle this?

Not all fate games have resources as a skill.

Bulldogs! keeps resources separate and one's beginning resources upon character creation is influenced by the barter and gambling skills.

6
DFRPG / Re: Question about Inhuman Strength
« on: September 21, 2011, 08:15:56 PM »
While it makes sense for fists to help with attack rolls, I am against it for balance reasons.  You already get added stress on the weapon with the power.

That said, if someone wanted to homebrew a rule that:

The +2 added to the weapon value (or +3 etc) are added to weapons or fists skill instead, that would fly too.

In the end, on a successful attack you'd be doing the same amount of damage.  And I know that some people would balk at being able to hit easier... but keep in mind that stress is an abstract thing.

If you've ever fought with swords or fists, you know that fighting a stronger person... it hurts even to block.  It causes stress to avoid stress.

So if my players made a convincing argument for a house rule like this, I would probably allow it.  It would really make the inhumanly strong character feel more deadly too.

7
DFRPG / Re: Solutions to nerf Fly
« on: August 28, 2011, 06:57:31 AM »
I'm wondering what possessed the GM to sick a flying adversary against a character with no means to fight back. I'd need some context on that one. Maybe he shouldn't be GM any more.

Now, give the flyboy an aspect about Arrogance that the PC can invoke to get him to come within striking distance and we be alright.

Indeed.


8
DFRPG / Re: Solutions to nerf Fly
« on: August 27, 2011, 03:34:07 PM »
I still don't understand the problem.

For a fate point used as a declaration that there is something high up and a maneuver using magic to get up there, a wizard can do the same thing as a character with fly... for no extra refresh spent.

So... ::shrug::

9
DFRPG / Re: Weapons and the law
« on: August 27, 2011, 09:39:52 AM »
I've gone and removed my own posts on this subject matter and, seeing as I am somewhat the instigator of this whole mess, I apologize for spouting my views here, in this inappropriate place.

To make up for it, I can tell you what I know about Dutch laws :)

If you join a gun club, you can legally purchase weapons after being a member for 1 year, this includes rifles. Of course, there is a background check and such.

A friend of mine works for the Koninklijke Marechausee, sort of the Military Police, and while he is allowed to bring his sidearm home with him, he is never equiped with more than 9 (nine!) bullets at any time, unless the brass sees reason for it.

This is all very interesting.  Thank you for educating me.  I like it when I can learn a few things every day. :)

10
DFRPG / Re: Weapons and the law
« on: August 27, 2011, 03:52:35 AM »
It's my humble opinion that we should probably start this thread over again for discussing this topic.

The cat's kind of out of the bag for this one.  I don't have a good feeling about it.  Even if we all edit our posts, -somebody- is going to jump in a month from now, read something that rubs them the wrong way, post something TT-y and possibly cause problems.

I suggest the OP or another poster start the thread over again with "revisited" or something in the title and leave this one die.

:P

11
DFRPG / Re: Weapons and the law
« on: August 26, 2011, 05:49:22 PM »
If there ever was an organization that does little else but make me laugh or groan at its stupidity, it is the NRA. Mind you, I'm Dutch and so the entire debate about weapons seems silly to me. But, let's give the government some leeway, they're only just beginning to allow views that contradict the Bible in schools... The Constitution is way newer, so we'll give them some time to catch up to the fact that some things are written in the spirit of that time :p

We're supposed to stay away from touchy topics on these boards.  Just fyi.

But also fyi, you're not an American so perhaps you aren't aware of this.  The whole point of the second amendment is to guarantee that civilians have access to military-style weapons; allowing them the power to challenge the government by force.

I don't comment about Dutch politics or make value calls with very little information.  I suggest you follow suit with other countries as well.

12
DFRPG / Re: Weapons and the law
« on: August 26, 2011, 10:55:54 AM »
You could use slingshots or crossbows.  Those are legal in Germany...

Or you could just have your PCs be breaking the law.  That might add story ideas too.

13
DFRPG / Re: Solutions to nerf Fly
« on: August 26, 2011, 09:18:18 AM »
miss post! arg!

14
DFRPG / Re: Solutions to nerf Fly
« on: August 26, 2011, 12:38:47 AM »
Fly should be 2 refresh if you can fly without wings.

But the book specifically states that if you have fly, you have visible wings.

That is kind of a big drawback.  It means you either cannot be seen in public or you need other power to hide your wings that cost more refresh.

15
DFRPG / Re: Perfect Fate Point tokens
« on: August 25, 2011, 07:25:35 PM »
Use the copper ones for NPC or bad guy fate points.

Pages: [1] 2 3 ... 67