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Messages - Saedar

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I really like this! I've always enjoyed stuff having to do with the Fae and this adds a nifty new angle!

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DFRPG / Re: Congratulations!!!
« on: June 26, 2011, 06:03:52 PM »
You guys rock! Keep churning out greatness!

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DFRPG / Re: Real-time online DFRPG games?
« on: May 04, 2011, 11:11:04 PM »
Check out Infrno. I am pretty sure you can do real-time gaming through their service.

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DFRPG / Re: White Court and Circles
« on: April 21, 2011, 02:33:26 PM »
It may be bad form, but here's my thoughts.

It seems like there would need to be a special circle as Haru mentioned, in order to trap a WCV. It also doesn't seem like they would lose their powers, either. But then, I'm not sure if we have anything in the books for support.

It seems like it would be fine for a WCV to make a circle, assuming appropriate Lore declaration. So, I once again agree with Haru.

5
DFRPG / Re: Spellcasting Items of Power Flavor Ideas
« on: April 17, 2011, 03:13:13 PM »
The Library of Alexandria or the sacking of Carthage might be good sources of where the items came from.

For example: The items were in the possession of a powerful wizard in ancient Rome. They were his foci. When the city was sacked, he was killed somehow and he, along with his trusty staff and tome, were burned. Maybe as part of his Death Curse, he wished for his power to go on and it was infused into the staff and tome, granting them each a measure of his ability.

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DFRPG / Re: Repeat Rituals
« on: April 17, 2011, 05:34:15 AM »
Even if it is impossible for him to fail, you should at least take the time to have him explain how he is fulfilling all of his complexity.

Having said that, if you are cool with your players having super-easy access to magical bombs, then blast away. However, if you want him limited in some fashion: send in the Wardens, have some Power make contact with him that wants to use him, have someone get tired of his mystical IRA shenanigans and bust up his bomb party, etc.

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DFRPG / Re: Repeat Rituals
« on: April 16, 2011, 02:30:15 PM »
I wouldn't. You never know when something could go wrong, especially if he is channeling only one shift of power at a time. It could take awhile and something might take issue with the gathering power.

Also, what kind of complexity are we talking here?

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DFRPG / Re: Two Power Questions
« on: April 14, 2011, 01:43:40 PM »
I don't see too much trouble with allowing Supernatural Senses, with maybe an extra surcharge. The book does say that more powerful senses may be possible at a cost of another one or two refresh.

As for the poison immunity, I would say -1 or -2 would be an appropriate total, depending on how specific the immunity is. I would probably go with -2.

9
DFRPG / Re: Can you use Breath Weapon to defend?
« on: April 13, 2011, 04:56:16 PM »
The way I'd look at it (but I'm new, so take it as you will) is like so:

You can use it as a Block.  It's really pretty simple, like suppressive fire, you can use your breath weapon to prevent your opponent from attacking. 

However, once your opponent attacks (that is, succeeds against a Block or if there is no block), you can't use your breath weapon for a defense roll. 

Basically, you can actively use your breath weapon to defend, but not passively.

This is how I would run it at my table.

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DFRPG / Re: Teaching Newbies
« on: April 07, 2011, 02:36:04 PM »
There are a couple of things over at the DFRPG downloads page.

Additionally, you will probably need to spend a little bit of time assisting with anyone doing spellcasting. It has a few different levels of complexity with how Conviction/Discipline/Lore interact with different spellcasting aspects.

Explain maneuvers in some detail and then use them in play so your players can see how useful they are. But really, that is a good piece of advice, in general: teach by example. In the face-to-face game I played, people had trouble grasping some concepts until they saw them in play. Maybe try a demo session to show off some of the different things?

11
DFRPG / Re: White Court NPCs and not being super akward
« on: March 22, 2011, 05:10:53 PM »
If you still want to involve the players, as opposed to someone close to them, it may be a situation where you boil it down to mechanics only. You may want to discuss this with your players and set up some ground rules. If you have past and present romantic involvements going on between multiple players, it could be helpful to find out their positions on it.

I pretty much always advocate a very open and approachable method of GMing. Talk to your players, find out what you and they are comfortable roleplaying and then go from there. Happy gaming!

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DFRPG / Re: Cards: Our World: Who's Who
« on: February 27, 2011, 07:28:03 PM »
Love the picture choices!

This looks like it could be a pretty cool resource.

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DFRPG / Re: Tips on Evocation?
« on: February 25, 2011, 05:56:46 PM »
In games I've played, it hasn't really been a problem. The stress vanishes quickly enough that over the course of a day, you can toss around some serious power.

Also, "scene" is defined fairly loosely. I don't have the books in front of me right now, but I seem to remember an example in them where they describe Harry as having a scene switch mid-battle during a lull in the action. Maybe I'm just imagining things.

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DFRPG / Re: New Orleans Help
« on: February 24, 2011, 03:04:21 AM »
Big thing about the area is that it is all below or right at sea-level. Cemeteries are almost all above ground. They are also big and can be dangerous.

The other suggestions are great, too.

15
DFRPG / Re: Quick question on consequences
« on: February 23, 2011, 04:23:00 PM »
Quote from: YS 204
Each character may take one of each severity (though some stunts and very high skills may increase the number of consequences that can be taken at a certain severity); once the consequence slot is used, it cannot be used again until the current consequence is removed.

So, just one slot each total.

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