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Messages - Barrington

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DFRPG / Re: Were-Form Catch and Inhuman Toughness/Recovery
« on: April 10, 2011, 10:20:04 PM »
Much depends on what animal you turn into. If you're playing the type of Were-Form that just changes into a real-life animal that can soak up a lot of punishment, I think it'd make sense to just have the catch be anything above a certain weapon rating. I think I'd also add some restrictions, such as no Toughness powers unless your animal has Hulking Size or really thick scales or the like. Now if your wereform is, say, a White Wolf style garou, then you'd take the toughness power and give it some kind of magical catch.

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DFRPG / Hurricane Katrina Idea
« on: March 14, 2011, 06:07:00 AM »
Here I am again, the newbie GM asking help from more experienced game masters. Remy, Abigail, don't read this as it may contain spoilers for our campaign.


So I have this idea for our campaign set in New Orleans. Hurricane Katrina was not a purely natural event. Someone used some serious magic to target it at New Orleans and cause the disaster that followed. The Summer Court of Faerie, who have a strong presence in New Orleans, wants to know who did it and how, and they draft my players to do it for them.

First off, does the idea even sound like something that has merit, or is it just too far-fetched as far as your interpretation of the Dresden world goes? Second, any thoughts on how I can make it awesome for my players?

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YOU ARE SO SMALL! IS FUNNY TO ME!

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DFRPG / Re: Hulking Size
« on: March 14, 2011, 06:03:14 AM »
I thought I'd bump this thread back up since I noticed someone just made a new one asking questions about this power. A new Hulking Size question has come up with me and my players as well, and I thought I'd put it to all of you. Say you have an American Alligator who is at the top of the recorded size spectrum for those animals. He's over fifteen feet long and weighs upwards of one thousand pounds. I say that anything that huge and heavy has to at least be a candidate for Hulking Size, even if it's at the small end of the spectrum. My player maintains that because gators are low-slung and short, some of the trappings of the power would not apply. What do you all think?

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Quote
One Stunt and they have weapon 3 attacks since they can use a two-handed weapon for what it is worth.  I think the stunt that turns Fists into a general-purpose defense stat is also great.  Certainly nothing beyond that is needed.

Very true, those are the stunts I took for my Fists monster character. The other things to do are make sure Might and Endurance are sky-high (Superb and Great respectively for Bear) and take some Endurance and Grappling stunts as well. When you get into deep-submerged games, though, sometimes you go up against creatures with Toughness powers that make fists hard to use. That's when you want the chi/magical punch gauntlet/holy fire/etc powers to satisfy those Catches.

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YOU ARE SO SMALL! IS FUNNY TO ME!

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Fists can also be a very viable build if you take the right stunts. They do take a bit more refresh/Aspect juggling to get right, but I played a character who was keeping right up with his gunslinger partner in our Dresden game, hitting for seven to nine shifts of damage every time he swung a punch. It's true that armor or range can render a Fists monster useless, but that's why you have the other characters :) And besides, there's nothing like rolling and your GM telling you, "You feel something give way under your fist and his head snaps around with a sickening crack." Unless it's doing it three times in a row  ;D
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YOU ARE SO SMALL! IS FUNNY TO ME!

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DFRPG / Re: Advice on GM characters for a first-time GM
« on: March 01, 2011, 07:38:42 AM »
Thanks for all the advice, guys. You've given me some good points to think about, and they'll help as I build the city with my people. The shadowy houngoun definitely is going to be removed by several orders of magnitude from the street levels, and the characters they build and the city we come up with will decide just what pies he has his fingers in. The real point of the character is to have that deadly urban legend everyone whispers about, the one that they attribute all sorts of bad luck and happenings to.

Another question: How fast is too fast when it comes to letting PCs gain power? I don't want to hand it out so often that upgrades aren't exciting anymore, but we can't play as often as we'd like, so I don't want the game to take six months before it hits it's first significant milestone either. Where have you all as game masters found the best balance?

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YOU ARE SO SMALL! IS FUNNY TO ME!

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DFRPG / Advice on GM characters for a first-time GM
« on: February 28, 2011, 03:40:38 AM »
I recently sat down with my gaming group and talked about running a game for the first time, to give our long-suffering and very good GM a break and let him play. I'm in the process of coming up with the NPCs and characters that will inhabit the city we're going to build, and I wanted to ask for some tips on GM characters from those with more experience. How far is too far with a GM character? The city we're setting up (New Orleans) is going to have a very old, very powerful voodoo practitioner who has amassed a level of power on par with a Senior Council member over the years. He'll be a shadowy figure who's never spoken of or seen but controls everything in the city through a web of contacts and underlings both mundane and supernatural. My question is, how much do I use such powerful NPCs and GM characters before it starts to take away from the players and becomes railroading? And what is the best way to avoid making situations where it takes a Deus Ex Machina with a powerful allied GMPC to save them?

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YOU ARE SO SMALL! IS FUNNY TO ME!

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DFRPG / Re: An Actual Fullautomacchius
« on: September 13, 2010, 05:12:12 AM »
On the subject of bullets not being affected, here's an idea. Have the gun be a smoothbore (reducing it's accuracy somewhat, but if it's a pistol or especially a shotgun it's not that big a deal) and have the nail be forged lengthwise into the barrel, with part of it sticking into the actual barrel and touching the bullet as it's fired. Thus, the bullets gain the powers of the nail by coming into contact with it as they leave the barrel. Furthermore, maybe say that you can only clean the gun with holy water or something.

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DFRPG / Re: A new Gun Stunt
« on: August 17, 2010, 08:43:21 PM »
Quote
You are overstating the threat level a bit. Grenades are weapon 4. This means somebody with supernatural toughness could easily take 10 average shots before going down or 6 really well aimed shots from a grenade launcher. A lot better than the dozen shots to the face needed from a handgun.

True to a point. It depends on what creature you're facing and what the gun rules for the full-auto grenade launcher would be. Something that pretty much every single person on this board forgets when weapons like this are mentioned (see the Heavy Weapons thread and the discussion about the GAU-8) is that these things are fully automatic. As in, firing several projectiles per second fully automatic. If you were going up against a Black Court Master, sure, it wouldn't do you a damn bit of good. But if, say, you were going up against a few werewolves, one or two RCVs, a couple of smaller fae. . . then it would put you on a much more even footing.

Now, it can be argued that something like that isn't necessary when you could just use a .45 with iron/silver/insert catch here bullets. That's absolutely true, but it's not the only option. Nor is making a new stunt to make said gun more powerful. I just wanted to point out that there are other ways to make himself even with the bad guys, if pistolero wasn't his style.

One final note. . . what the hell kind of campaign would have beginners (even Submerged beginners) going up against the likes of a sidhe troll or black court master? A bit of an edge is more than sufficient for the beginning of a game, when (Unless you have one INTERESTING story) you'll be fighting things that are just a bit more than human.

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DFRPG / Re: A new Gun Stunt
« on: August 17, 2010, 03:51:35 PM »
Quote
Hmm.  That actually makes more sense.  I was kind of looking for a way to make a lowly gun toating human more of a threat in the damage department. 

In order to do that, all you'd really need to do is get bullets that satisfy the catch. Trolls? Use iron bullets, or military steel-jacket rounds. Or, you could always just use bigger guns. Since the Expendables recently came out, I'll use an example from that. If you gave someone like Hendricks an AA12 with those Frag-12 grenade rounds, he'd be a threat to damn near anything. Sure, you'd need a hell of a lot of Resources and Contacts to get your hands on one, but since you're still at the character creation stage, that would be doable.

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DFRPG / Re: Gun Styles
« on: August 17, 2010, 02:35:03 AM »
Another way of differentiating gun 'styles' would be to look at the weapon of choice and the range of choice. Does your character prefer to sit back a hundred yards with an elephant gun or be right in the fray? If he's right in the fray, does he use a big machine gun to spray bullets everywhere? Or does he zip around with a pistol, getting precise headshots left and right? Things like that will define the gun 'style' best of all.

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YOU ARE SO SMALL! IS FUNNY TO ME!

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DFRPG / Hulking Size
« on: August 14, 2010, 03:37:02 AM »
So. What are all of your thoughts on the Hulking Size power, and it's limits? I've seen a lot of talk about exactly how big you have to be to get it.

My thought is that, as long as your size matches the criteria (has a hard time interacting with human size stuff, etc.) than you can do it. In my Human Giant thread, someone mentioned how creatures like grizzly bears are too small to have Hulking Size since they can be stealthy. I think that's a bit off. Grizzly bears would definitely be big enough to have hulking size (some of them weigh almost 2000 pounds) but they have Inhuman Speed as well, so stealth becomes a possibility.

Using that criteria, an Andre The Giant sized human could conceivably have Hulking Size at the lower end of the scale. He'd still have a hell of a hard time interacting with things designed for the normal human size range, and without superhuman powers, he'd never be able to sneak around. But that's just my opinion. Thoughts?

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YOU ARE SO SMALL! IS FUNNY TO ME! - Heavy, Team Fortress 2

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DFRPG / Re: Gun Styles
« on: August 12, 2010, 05:14:34 AM »
Wow. You'd have to have Hulking Size for those things to be concealable. They're wider and heavier than most rifles of that length.

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YOU ARE SO SMALL! IS FUNNY TO ME!

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DFRPG / Re: Real heavy weapons/armor?
« on: August 10, 2010, 03:04:18 AM »
I think we need to remember that the character being accused of being overpowered is the product of many, many sessions of gameplay. Seriously, look at the damn refresh point cost of that thing. This is the product of a lot of character development and player work. By then, I think the other characters and the game itself would have advanced enough to make her fit right in. Just a tip, though. . .if you want her to use a full-sized GAU, I'd up her height. Those things are about twenty feet long. Either that, or chop down the barrels to be about four or five feet long.

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YOU ARE SO SMALL! IS FUNNY TO ME!

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DFRPG / Re: Template Idea: Human Giant
« on: August 09, 2010, 11:02:00 PM »
Oh damn, you're so right! *Laughs* That's perfect. This, then, is the new template.

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Human Giant

Musts: Must have a High Concept and background that reflects your ridiculous size and strength.

[-2] Inhuman Strength.
[-4] Supernatural Toughness
[-2] Inhuman Recovery
[+3] Catch: Head Wounds

Total Refresh: 5

---------------------------

So what we have, then, is a massive, powerful person with legendary levels of strength who is nearly immune to damage from blunt or stabbing weapons. Sounds about right for Fezzik or Goliath, and it's playable in a Feet Wet game, just barely.

I did have a thought, however. Another possible Catch to the toughness powers might be something along the lines of Strangulation. That one would probably be a +1 or +2, but it's another option if you want to be more powerful, are in a Waist High or higher game, and have a nice GM. Thoughts?

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YOU ARE SO SMALL! IS FUNNY TO ME! - Heavy, Team Fortress 2 

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