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 - arentol

Pages: [1] 2 3 4
1
DFRPG / Re: Evocation Block: Block/Armor/Zone Border
« on: May 13, 2010, 07:09:52 AM »
I am with Deadmanwalking (and Iago) on this one.

Spells have two natures in this game, Rule and Manifestation. The rules by which the spell was created define its direct and intended effect. The way in which the spell manifests tells us its secondary effects, and in most cases these secondary effects have no specific rules associated with them and so common sense and player/GM agreement must be used. For instance a water, fire, force, air, or earth attack spell are all exactly the same in this game in terms of how you cast them and the damage they do (Rules). However, they all manifest in completely different manners and so have different side effects, or act differently based on the enemies resistances.

In this case the rules say that the spell creates a zone border that then makes movement between zones more difficult. That is the RULES portion, and the RULES portion only. The way in which it manifests varies based on element. (One idea for each, there are many ways to represent each element though).

Fire = a (spell power*3') wide patch of fire that one must jump over to get safely to the other side. A failed roll lands you in the fire and you take damage and back out, stuck still on the wrong side. This may give the scene an "On fire" aspect, and the player may invoke this aspect to use the smoke as a chance to increase their defense roll against ranged attacks.
Force = a thin force barrier that pretty much uses the same rules wards use for bouncing people who aren't strong enough to get through, except it uses a movement roll, not an attack roll, to see if the person gets through. People trying to pass it casually will always fail their first attempt, bumping their nose most likely. No matter what the power level this probably also acts as a Block: 1 against ranged attacks, as such attacks will pass through, but are slowed and possibly deflected a little so their accuracy is effectively decreased.
Air = A bunch of miniature tornadoes that move around randomly, forcing the person passing through to dodge them or be knocked back and onto the ground. The dust and debris kicked up could be invoked to help avoid being shot.
Water = A series of waves that crash down towards the enemy, each (spell power*1.5') tall. Pushes back on those crossing the border if they fail their roll to do so. Also acts like force, providing a Block:1 most likely, as it will affect targeting and the attacks trajectory.
Earth = A wall of height equal to (spell power*1.5'), so a 4 power wall will be 6' tall. The wall has all the effects of a normal wall of that height and so can make targeting, and therefore ranged attacks, impossible. However, if the wall can be shot over or around then the player must get up close to it for a "Behind Cover" aspect to use it as a defense. There is no need for Block or armor unless the attacker tries to shoot directly through the wall. Then I would say the wall would act as Armor:1. If the PC wants it to be stronger, just suggest it is not that thick of a wall so the armor protection is minimal.

However, if the PC wanted a guaranteed block he would just have to build it into the spell by putting some points to each affect. Then perhaps it would be a small wall of earth that shifts and grows to intercept anything crossing its designated line of protection, including ranged attacks.

2
DFRPG / Re: What's the most munchkin character you can build?
« on: May 11, 2010, 02:54:56 AM »
Changling Focused Practioner:

This Char. doesnt need preparation for Complexity 10 Summoning and Binding Rituals.
If Summoning and Binding takes 5 Minutes (I can see an argument that the time needed is shorter, but not one for longer
(click to show/hide)
)
this Char can Summon 22 Hellhounds in two Hours (and they would keep company for 1 month).
But since (IMHO) Fae can die, we summon Magical-Constructs with the Stats of Hellhounds.

An Wizard could do the same, but wouldnt be as good in defense as this Char.

The Char. becomes really really good if you can (the GM lets you) make the Summoned Creatures yourself (Low Conviction - High Refresh).

I'm looking at the Giant Scarecrow at the moment (OW 45), this Char. should be able to summon it...


Sounds a lot like a
(click to show/hide)
from Turn Coat build, except as a changeling. Super focused and extremely capable at what he does, summoning and binding nasty little monsters.

3
DFRPG / Re: Crafting: Guns & Weapons
« on: May 05, 2010, 10:06:46 PM »
Don't get Hollywood stupid

Repeated for emphasis since everyone apparently missed it last time.  ;)

4
DFRPG / Re: First Session Quandry
« on: May 05, 2010, 08:20:48 PM »
It's Don Bob, having guys whacked for not paying off their debts to the mob (or whatever) and when the PCs investigate, they discover that Don Bob is a wizard.  They load up to fight presumed warlock Don Bob, but discover that he's a member of the council in good standing.  It's not like Don Bob is breaking the Laws, after all.  If you want to be particularly mean, you can have them find this out after they've put a bullet into Don Bob's head...  ;D  So Don Bob, who was heroically holding back the red court with his underworld connections is now dead.  The city just got more dangerous.

Remind me not to join any game you are GM'ing. OUCH!

5
DFRPG / Re: Compiling City Aspect
« on: May 05, 2010, 08:14:40 PM »
City aspects can be compelled or used for declarations just like any other aspect, as long as you are in the city. Same thing with locations if you are in them.

For instance, lets say you have an aspect like "Urban decay is running rampant" for the city. A PC is chasing and NPC down a street, and the NPC turns to run down an alley. The PC could declare "The alley he ran down is blocked by debris from the partially collapsed abandoned building that is next to the alley.", thus giving him a chance to catch up to the NPC who is now backed into a corner.

6
DFRPG / Re: Crafting: Guns & Weapons
« on: May 05, 2010, 07:56:53 PM »
No matter how good the gun is a 185 grain +P .45ACP hollow point is a 185 grain +P .45ACP hollow point. A higher quality gun can increase accuracy slightly, decrease the chance of jamming by a great deal, and possibly increase the velocity of the round by an very small and irrelevant amount... But it doesn't make the round do more damage.

I would focus instead on specialized self-loaded rounds, such as ones made from iron and inherited silver. That is much more realistic and functionally useful... Don't get Hollywood stupid though and start trying to put acid or liquid UV rays in glass vials into the rounds... Though you might be able to do something vaguely similar if you have a good crafting wizard available.

7
DFRPG / Re: Veils questions
« on: May 04, 2010, 11:47:57 PM »
Where is this revised PDF you speak of?

NM, actually looked for it and there it was!

8
DFRPG / Re: Spell Maneuvers
« on: May 04, 2010, 11:06:06 PM »
So although the duration of the entanglement spell is "one scene" it can be removed if the target takes an exchange to roll an athletics maneuver to remove it right? If spell maneuvers are just like regular maneuvers then this should be the case right?

If not, then where is this difference between regular maneuvers and spell maneuvers mentioned in the book?

If so, then what about something that isn't obviously physically removable, like the entropy magic based "Bad Luck" maneuver, which also lasts one scene. Can a normal human take an exchange to try and remove this? If so how? What about a wizard? What if the person casting it put a bunch of shifts into it and extended the duration to "a few weeks"? What if it was their death curse and it is supposed to last for a decade? Seems kind of lame I spend a month preparing to curse you with bad luck and you shrug it off with a quick roll. Not that I am complaining, because I think maneuver based curses would be way overpowered without this ability, but it doesn't seem to jive with the way some of the curses in the book are detailed, like the full on entropy one.

9
DFRPG / Re: Veils questions
« on: May 04, 2010, 10:40:28 PM »
Evo veils last one exchange. You can push more shifts of power into it to make it last longer though. If you do so when you first create it you will have to make a weaker veil though. However, you can cast a strong veil on the first exchange, then extend it for multiple exchanges on the next exchange, then do other things on the subsequent exchanges until it runs out of power, then you could still take an exchange to re-power it for more exchanges again if you liked.

I would imagine that if the veil, evo or thaum, has duration left then it does not break when you attack someone. However, they may have other ways to find you once they know you are present (the sight for instance), or they may be able to attempt to defend or attack still if you are nearby, but have -2 shifts to everything they do because of the veil aspect on you. This game leaves a lot of such things up to the players and GMs, so if you think such a thing is too overpowered in your campaign then just make it drop. If not, keep it in. If uncertain, then make the veil drop until the start of the players next exchange, so the person attacked could just delay his action until you attack, then retaliate before you veil up again.

10
DFRPG / Re: Quick Question about death curses.
« on: May 04, 2010, 05:59:54 AM »
Well, look at "Bad Luck" the example Aspect. This sure as hell isn't worse than that. And, because of the Duration Factor, making it last any reasonable length of time IS much harder than a Mild Consequence

I am pretty sure that whatever Archmage_Cowl is planning is worse than "Bad Luck". Really if something on the level of Bad Luck is the worst "death curse" that he can land on someone, well that is just sad, unless it lasts for a decade or something.

Really the key point then is that Archmage_Cowl needs to make sure whatever the result of the curse is that it is not worse than a maneuver would allow. If it is then a consequence should be used. This is entirely a GM and player call....

Pg. 265
Quote
A mild curse might place an aspect on a target, but once the magic runs its course, the victim is left largely as he was. In contrast, a spell that burns out a victim’s emotional capacity may also last for months, but not because there’s any magic left behind. Players and GMs should keep this dividing line in mind when deciding whether to express a spell’s effect as a temporary aspect (like a maneuver) versus a consequence or permanent change.

The real problem as I see it is that a mild consequence for one person might cost 10+4+2 = 16, and would last only once scene after recovery starts, which means it could easily be resolved in a day or less. Meanwhile "Bad Luck" with 16 shifts lasts "A few days". A moderate consequence (18) would likely last until the end of the next session, which is less than the "A few weeks" that Bad Luck would last for that cost. Same with Severe, it lasts until the end of the next scenario vs "A few months" for the same cost, but then you can keep going with Bad Luck right up to a decade or more.... And since you can do things like Blindness, Fear of clothing, Fear of people, endless laughter, Deaf, Dumb (devastating to a wizard), etc., and there is NO method for removing such a curse, maneuver curses are potentially just way over-powered.

11
DFRPG / Re: Quick Question about death curses.
« on: May 04, 2010, 03:54:38 AM »
I was actually originally going to say that this would be a maneuver with lots of shifts to increase the time factor, but then I read pages 264 and 265 closely I changed my mind as it seemed that if you want to do a curse with a serious effect you probably need to use a consequence.

I guess though I was right the first time (in my mind), since he said he just wanted to apply a "secret aspect". However, it just seems to me that whatever that aspect is it shouldn't really be that bad since it is actually easier to cast than even a mild consequence.

12
DFRPG / Re: Quick Question about death curses.
« on: May 04, 2010, 03:12:01 AM »
This is still going to need to be a consequence based curse, so he will still need 24 shifts of power:

2 for zone
10 to ensure they don't resist (Superb+max roll+1=10)
4 for their stress track
8 for the extreme consequence

24 total

If he is limited to 23 like some have suggested he will either have to leave an option for someone to resist, do only a severe consequence, or hit only one person with the curse.

13
A few modifications and you could run some wicked Harry Potter games.  :P

14
DFRPG / Re: Spell Maneuvers
« on: May 03, 2010, 11:12:24 PM »
They're like any maneuver in terms of their outcome. Duration doesn't really play into it. (If you want to land a truly lasting aspect on a foe, you go for stress and consequences.)

In the spell maneuver section in the book it says you have to pay additional shifts to make the effect persistent at the rate of 1 shift per exchange.

So I am still confused about how it works since the book is very specific that duration does play into it.

However, this is how I think it is intended, judge each case independently:

Set fire to scene = Persistent, does not need additional shifts for persistence. Can not be removed unless a source of water, fire extinguishers, or similar, are nearby and someone makes a maneuver to put it out.
Trap someone with a real rope = Persistent, does not need additional shifts for persistence. Target can attempt to remove the aspect with a maneuver of their own. (or would this be a block?)
Trap someone with 'Bonds of magical force" = Non-persistent, needs shifts dedicated to persistence at the price of 1 shift = 1 exchange, to have it last beyond the start of the casters next turn. Target can attempt to remove the aspect with a maneuver of their own.

15
DFRPG / Re: Are attack Rotes worth it?
« on: May 03, 2010, 05:56:50 AM »
That one rule there makes an enchanted item superior to a rote. You get the guaranteed control of the rote and power equal to Lore + Strength and a minimum of 1 free use per session.

True, but your stress gets reset per scene unless you have to take a consequence, whereas your enchanted item is useless for the rest of the session.

Also you can prolong attack spells if needed, which might not be that great for a direct attack but could be really useful on a zone-wide attack (Like windstorm or earthquake type attack that also puts an aspect on the scene making it hard for the enemy to leave the zone). Although with any form of attack it might also be possible to do something like this:

Turn 1: Cast Water attack to try to damage some wierd dude that is running towards you looking very angry.
Turn 2: Prolong attack for 4 exchanges because it seems like it might be working.
Turn 3: Realize the enemy is a Master BCV, redirect spell into a stream of running water between you and him.
Turns 4 and 5: Run like a little girl.


Pages: [1] 2 3 4