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Messages - finnmckool

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1
The Bar / What Did I Miss??
« on: July 04, 2020, 12:40:02 AM »
So...I’ve been absent a goodly long while. Life, etc. But I popped in to see what’s news and...what happened to Jim? I mean...every resource dedicated to Jim Butcher seems to stop around 2017. WoJ, Jim Sightings, etc. I could launch into many expected jokes about shapeshifters, etc, but...s’up with that?

Also...how y’all doin’?

2
DF Reference Collection / Re: Current DR wardens
« on: March 23, 2016, 11:59:27 PM »
Concur. The Wardens are the legacy of THE Warden. Just like the Venatorii Umbrorum are the legacy of the actual Hunters of the Oblivion wars. DR only knows of THE WARDEN. It is odd that the security force of the Council is Warden, which is someone who watches over prisoners.

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DFRPG / Re: 186000 miles per second: it's the Law! 55mph? pshaw!
« on: September 20, 2013, 09:50:09 PM »
I don't know that Peabody's all there is. I doubt it. But it does point to the larger problem of "we don't really know." The Black Council (the Circle, whatever), or more importantly Harry's investigation thereof kinda fell to the backburner after Chicken Pizza and dying and yadda.  Has the Merlin been asking these questions? Has Ebenzer found any answers? Who knows? We've not really heard any direct data from the White Council since Bianca's Mamma went there for her "truce." Hell, we never heard exactly what happened there or what any of the fall out was, never mind the Formor and the vacuum filling. In fact it's been TWO WHOLE BOOKS, nearly three, since we've heard anything, so as of Skin Game, it'll have been 18 months since the Red Court fiasco, more or less without any solid word as to what's been happening, and another year since Peabody was unmasked.

So who knows?

As to your first question...yes.

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DFRPG / Re: Statting Up Worm Characters
« on: September 18, 2013, 06:21:24 PM »
It's true that she's gotta be pretty homebrewed for 1 and 3, but I think the basic mechanics exist, it's just finding the right way to utilize them into a terrifying ability. But above all, don't be balanced! If anything, Worm's all about how unfair powers are.

As for 2, I agree wholeheartedly. It's not that 2 places at once is impossible, to my way of thinking, but that we have no idea how vulnerable
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is while he's controlling Siberian. How present is he? He seemed to be driving a van and operating her at the same time but how hard was that? So that's where it gets sticky. Can you distract him to lose control? It's hard because it seemed NO ONE knew Siberian had a handler until the S9's came to Brocton, so there's nothing to go on.

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DFRPG / Re: GMing Tips and Hints
« on: September 17, 2013, 02:53:44 PM »
I don't have hypothetical correlaries based on my very narrow use. I'm just saying, dice rolls can get in the way of players having fun some times and some times you gotta let the players win one to keep them from being too discouraged. Not all players are the bounce back extroverted types. I care more about creative problem solving and wow factor than numbers. The numbers provide necessary structure, but at the same time I always refer back to rule 0.

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DFRPG / Re: Statting Up Worm Characters
« on: September 17, 2013, 02:43:01 PM »
You give the character the option of applying them however they like, any time they like to whatever's relevant (though it seems to only work on the physical based things). You're also TAKING AWAY shifts from your opponent as you wish. You're manipulating the actual game rules or "physical universe," recreate the actual power rather than the effect of added strength, speed, yadda yadda yadda. In short, come up with a base package and just allow her to add or subtract from her or whoever's touching her. That way it's an elegant effect without having to haggle over every stat.

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DFRPG / Re: GMing Tips and Hints
« on: September 16, 2013, 08:30:08 PM »
No yeah, sure. I'm familiar with that tactic. Hell, "taken out" is one of the mechanics I love MOST about the game for that reason.  But again, if my player, who has a history of wallflowering decides to go out on a limb and attempt awesome, and then rolls too poorly to pull it off, I'll try and coach them through every option to add shifts, and if it's still not enough, "Hey! Whaddya know! Ya barely made it!" Or "Okay, that's as good as it gets, lets see if the other guy wins his opposing roll...Nope! Your brilliant plan succeeds!" Again, it's rare, but if dice rolls get in the way of fun? Forget dice. The most satisfying moments I've had in a game, both as a player and as a GM are when the players come up with a scheme so brilliantly simple and self evident that no roll is required.

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DFRPG / Re: GMing Tips and Hints
« on: September 16, 2013, 08:03:18 PM »
You roll dice 99.999% of the time. The dice are just there to add the element of chance. The important part is what the heroes decide. And if a bad dice roll discourages a player from taking chances, thinking creatively, or otherwise growing as a player, I have no problem going "Hey, wow! You JUST made it! Here's how that falls out. Now what?"

I don't fudge die rolls to make the heroes LOSE (though God help me it's tempting when my BBEG looks like Timmy Stumblenuts when he can't make one example setting smite attack).

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DFRPG / Re: GMing Tips and Hints
« on: September 16, 2013, 06:18:03 PM »
I'm against fudging the dice rolls, but what I have done is partial successes--blowing a roll to get the objective out of a safe doesn't mean you don't get it, but it may mean you set off the alarm or you take too long and the other thieves show up. A blown lore check means you're almost right, but for one important detail. (Think along the lines of: "You don't see any traps...")

What I like about that is it's in keeping with Jim Butcher's "how to end a chapter" answers: "Yes. Which is a boring terrible answer. Yes but...which is more common and more fun. No. Which is fun but must be used sparingly or it gets too disheartening. No and FURTHERMORE...which is like No but more hardcore."

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DFRPG / Re: Help with statting a character
« on: September 16, 2013, 03:44:15 PM »
If he has to keep making the pills, and they're not easy, quick or cheap to make, then I can see the feeding dependancy being a thing, but your GM has to hold your to it and get nit-picky about it. If they're not that type of GM, then yeah, something else should be worked out.

I would also add a long term complication with it of Dimineshing Returns. The more pills he takes, the more reliant on them he gets, the more he HAS to take at one time to get the effect he used to get from one pill. And then add a "killing your liver." I just think this would be accurate and fun (though not necessarily balanced). So that could be a compel the GM could pay you "Two doesn't cut it. Take three? Or don't get one of the effects of the pill?" Something like that.

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DFRPG / Re: GMing Tips and Hints
« on: September 16, 2013, 03:24:59 PM »
Sometimes fudging dice rolls needs to happen, but only if it keeps things FUN. If your player comes up with a great plan, well thought out, creatively using the environment or their own gifts, and then a bad die roll screws it up? They're less likely to think outside of the box down the road, trusting to mechanics and dice rolls instead. They'll never step outside the comfort zone, and do something they're not "good" at. So MY advice is, reward bravado and creativity. Even if it doesn't work out the way they want, at least reward the thought, because in a game that's ALL thought (since no actual RL physical abilities are important) it's ALWAYS the thought that counts.

Also, in regards to having bad guys as clever as players: YES. However, that can get really difficult to manage since players are only managing ONE character and having to be clever for ONE. Plus, we all usually take way longer to make ONE move than Real Time would allow. So if you the GM try to make EVERY GMPC and mook as clever as ONE person, you end up in a time sink or going nuts. So, it may be to your advantage to elect a player, preferrably one who doesn't show up as regularly as the others, but DEFINITELY one you trust, to run the mooks (like an assistant GM) while you run your BBEG's. That way, when the big fight goes down, you the GM aren't having to be clever for EVERYONE and keep the story in mind and the rules and allllll that other goodness.

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DFRPG / Re: Statting Up Worm Characters
« on: September 16, 2013, 03:15:36 PM »
I think the meanest, sneakiest and easiest way to do Siberian is to make an actual thing that reflects what her power DOES, not it's effect. Siberian isn't super strong or super tough
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. Siberian, instead, if I understand her power correctly, just allows it to cheat with physics (though I'm not clear enough in getting whether it's gravity, inertia, or whatever to draw this up entirely). But the mechanical gist of it, to my thinking, is that Siberian essentially gets to add or subtract shifts to physical attacks. Add that to being
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and therefore immune to lots of mental or stranger type attacks and Siberian APPEARS immune to everything and super strong and blah blah.  So maybe the key is to make a power that allows Siberian to unfairly apply shifts however she feels. Is it mechanically unfair? Yes. But that's kinda the overall point. Some people get exceedingly unfair powers.

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DFRPG / Re: Need advice on combat summoning.
« on: September 16, 2013, 02:19:36 PM »
I'd just limit the amount of actions she can take. Everything she wants to do in a round takes an increasing concentration check.

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DFRPG / Re: Need advice on combat summoning.
« on: September 12, 2013, 12:57:41 PM »
I'm gonna go out on a limb and say that combat summoning isn't different. Just hard. You're compressing the timeline but it's still at least three rounds. At least. Here's why...you're summoning a trump card. Which you can totally DO! That's magic! But! The bigger the trump the harder it is to pull off. Need a demon in a hurry? You better negotiate hard and fast! Or you end up having to give it your Name. Or your Soul. Don't have time to do it right? Well we all know what happens when you go cheap on a summoning, or get distracted. KABOOM!

I think this is totally doable as one of the higher-risk/higher-reward kind of deals. Just make every step take at least 1 round (so 3 rounds minimum) and just up all the difficulty. Item quality, time, distractions, all are BIG factors in a summon. So make'em count. Does that make on the fly summoning near impossible? Yep. But that's something to build towards. Summoning isn't JUST about calling them up. It's about control. So your summoner, like the most powerful wizards, is REALLY SCARY when they get the chance to prepare. So if they hat up, and do a proper summon, then great! You brought a boomstick! But if they do the summon, and you aren't ready to USE the critter and it gets bored? Oh my. If you get caught with your circle open? Oh my.

So, in summary, Summoners can totally work as is, they're just really difficult. At lower levels they have to have prep time. Summoning a beast on the fly is almost impossible. But that's not all a person can do. There are other tactical and magical purposes (opening gates comes to mind as a Summoner side job). But when they GET their prep time, when they go on the offensive, or you catch them ready, they can bring the PAIN. Then it's all about keeping CONTROL of the beastie.

At UPPER levels? Things get FUN. Once you have the shifts available to pull OFF a combat Summon, as in, "Its fine that I'm distracted. It's cool that I don't have time to do it right. I may even have to improvise a few of the ingredients," things get sticky. Your group has to keep you absolutely protected while you summon. You have to stay safe for at LEAST 3 rounds, if not more (more rounds, more prep more shifts?). And here's the best part, you are negotiating at an EXTREME disadvantage, as you are on a very short clock and your possible Hireling KNOWS it. So we have LOTS of potential for serious long-term consequences, and explosive disasters. But if you're bold enough to risk it, and strong enough to try it, there's a lot of power available. And that's what the Dresden Files is all about.

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DFRPG / Re: NEWBS INCOMING!-Game Advice
« on: September 04, 2013, 01:51:12 PM »
Yeah...I've thought about Neutral Grounds...I may give that one a go after they've had a chance to peruse the system a bit.

But on the off chance they want to play something specific that may not work well in the modules, also because I kinda want to lasso them in, so I'm looking to put my best foot forward.

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