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Messages - Viatos

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1
DFRPG / Re: A few seconds ahead - How strong is it?
« on: April 22, 2013, 05:26:12 PM »
Just make two stunts. A Few Seconds Ahead defends physical with Lore. Rhyme-and-Riddle Games defends social with Lore so long as you at least throw in a nonsense koan you made up. "Does a stone answer the sky?" would be fine.

-1 to -2 and now it's perfectly in line with everything. Yes, the default is too powerful because it's literally just double stunts for -1, but tying two defenses to one non-defense skill is not too powerful EVER. You just need to pay a little more for that competency.

Cloak of Shadows is the same but Cloak of Shadows deals all with one subsystem. It's incredibly strong for a stealth character, but it doesn't make stealth characters incredibly strong at everything.

2
DFRPG / Re: Interesting Focus Items
« on: December 26, 2012, 05:39:53 AM »
A dagger made of obsidian and dipped in a small jar of human ash. A soot-blackened hearth brick inlaid with gold runes. A Russian mob's submachine gun, fully functional, modified with charred wood from an arson in the handle and the trigger is a sliver of glowing ruby, once jewelry from the heart of the same fire.

A river-smoothed orb of quartz. An iron gauntlet set with stained glass from a cathedral along the knuckles (might also count as a holy weapon for Fists attacks). The will of the dead man you serve, sealed with wax heated in your hearthfire. The same will, but kept inside a hollow silver-handled cane.

3
Ah, well. I'll say we've reached the very limits of what could be discussed, with our current knowledge of the DV, so I'll concede this argument. That said, a magical ritual to increase your magical power feels kinds screwy to me.

Not your magical power. Something like drawing off a leyline to saturate the local geomancy, ensuring pregnancies carried to term locally have a higher natural affinity.

4
Aren't those views contradictory?

Not really. Magical potential is hardly the only area of talent subject to bloodline. If it's a problem, here's a cool idea: learn Thaumaturgy. Work on rituals to develop magical potential. Start supercharging the human race. Bloodline is hardly the only factor, either.

5
How do you account for the fact that magical potential is determined by bloodline?

I dunno, dude, some stuff is determined by bloodline.

6
This is my personal take on magic. But plenty of people will make the argument that being a wizard means that you are a supernatural creature, and thus not truly human anymore. Which is what the OP means, I believe.

I am strongly against this interpretation. To my understanding, a wizard is simply the pinnacle of what a human soul can accomplish, a strength of will and identity so powerful she can rewrite the foundational principles of the universe at her convenience. She's human+.

And she won't be just another wizard with powers, either. Her legend won't start with "The wizard who...". Her legend will start with her name. This is important. This is everything. You are never one more. You are one of a kind.

7
Burn your mortal bridges. No one else is saying it, so I will: what makes people special, unique, amazing? It's magic. True magic, the power to transcend mere mortality, the power not to lose your human nature but to redefine it.

Look, everything out there wants to put you in a box. Power source. Food. Toy. And they'll succeed, because where you can scrape the sky, they can rip down the stars around you. That's the hard truth. That's human destiny. Struggle, persevere...get something's attention, die.

Or is that the truth?

Being a wizard doesn't make you less. It makes you more. And the core of that, the core of all that power, is not fire or water or even thaumaturgy. It's self-definition. A wizard isn't some mystic alien that happens to look like a regular person at first. A wizard is a human being who says, human beings are mighty. You're not a power source, you're not food, you're not a toy, and you have the phenomenal cosmic power to back it up. You're right and your brother is wrong: you won't be the little girl who shone like a star rising against a supernatural night.

You will be a woman, a transcendent human being, a queen with a soul in bloom, and you will burn like the sun.

8
DFRPG / Re: All Powers Should be Balanced ?
« on: June 04, 2012, 07:51:09 AM »
One should always strive for perfect balance in mechanics. Anything less is bad game design. The minute you say "it's okay that this is out of whack", you have done something wrong. It's one thing to be human and to fail in your purpose, by making mistakes and missing things; this happens constantly in pretty much every product. But when you hear a designer talk about deliberately making a shoddy product, stop giving them money and encourage others to do the same. This is one of those things that I personally think is worth spending a little effort to actively deny the designer sales and revenue and redirect would-be customers towards worthier games. Community gardening and all that. It's just such a core thing. If you can't offer me a quality product, why would I pay for it?

Same goes for homebrew. Make your stuff balanced, otherwise why should anyone accept your stuff as valid?

9
DFRPG / Re: Jabir ibn Hayyan's Grimoire IoP
« on: May 15, 2012, 05:34:20 PM »
possibly demonic copilot for evocation control, though I'm not sure about the balance of that.

The amount of work and Refresh that needs to be spent avoiding this being a death sentence (or at least an NPC-sentence) is really quite colossal. Demonic Copilot is not something you want to attach to Evocation, no.

10
DFRPG / Re: Jabir ibn Hayyan's Grimoire IoP
« on: May 15, 2012, 01:35:05 AM »
Methods of Madness doesn't work. Here's why: the book gives you +2 power, +2 frequency per item. If you save the last use of every item so as not to trigger its effect? You get a free +2 power, +1 frequency per item with no drawback.

11
DFRPG / Re: Multi Purpose Enchanted Items
« on: May 10, 2012, 06:59:40 PM »
If a player wants a "pooled" magic item, I let them spend shifts to add default-strength effects that share the use pool. So if they have Lore 5, they could make an enchanted item with a Weapon:4 and a Block:4 effect that has one use pool. You end up with less uses and less power then if you just made separate items, but spending shifts instead of slots gets you much better versatility. I also houserule Warden Swords to work on this system, using the character's Lore rather then being a default package - in other words, if you want a Sword, you make it yourself.

12
DFRPG / Re: Powers = Tools ?
« on: May 10, 2012, 05:15:40 PM »
I gave never said any of that - nor have I changed my position.

What exactly do you think I said that you said? Relax. You're fencing with phantoms now. The only words of yours I've used are the ones I literally just quoted.

Quote
Saying:
1) You do not need to own Ghostwalk to run D&D 3.5.
2) Ghostwalk is part of  D&D 3.5.
is akin to saying:
1) you do not need to read all the novels
2) the entire DV is part of the game

No comparison possible between Ghostwalk, a licensed gaming product for the D&D 3.5 ruleset, and Jim Butcher's novels, artistic works made for entertainment. This is a deceptive example because it equivocates unequal subjects. It's like saying "I read a book on medieval warfare, so when I play chess it's impossible for pawns to take my knights because knights were so powerful". The book on medieval warfare was not a CHESS book.

There are novels written for D&D, but they are not considered setting canon or rules information. DFRPG was written after the DF novels but it's the same thing.

13
DFRPG / Re: Powers = Tools ?
« on: May 10, 2012, 07:50:11 AM »
I have a different opinion from you.  Giving a contrary opinion is not misleading people, it is expressing an opinion that you disagree with.

Come on, dude, we have like a thousand pages of this. You can probably type this next part FOR me. This isn't blue vs. green, this is pawns move four spaces vs. no, they move one or two spaces depending on context. Telling people a false thing is true is misleading, whether or not you believe in the false thing. That's the definition of deception. Your intentions don't enter into it, it is what it is.

14
DFRPG / Re: Powers = Tools ?
« on: May 10, 2012, 05:03:08 AM »
Would you please stop saying that I mislead people.

Well, don't, and I'll be nothing but sweetness and silence.

15
DFRPG / Re: Powers = Tools ?
« on: May 10, 2012, 02:50:27 AM »
So.... the answer to this thread is basically ...

"Well, like; that's your opinion dude."

No, that's the answer one side wishes to reduce it to in the face of overwhelming evidence to the contrary. It's a little bit like saying "a physical attack causes stress" and a 20-page debate on whether or not that's true for no apparent reason.

Quote from: Richard_Chilton
I have been consistent in my replies throughout this discussion.  I do not obfuscate my point of view - I proclaim it to the world.

Your view is not obfuscating, your responses are.

Quote
Combined, the two rulebooks have enough info about the DV to run a game

And 100% of the RAW.

Quote
Let's just walk away from this issue.

I think we've reached a core of the discussion where it is impossible for you to continue to make arguments that assert that the greater Dresdenverse is necessary canon to the game. To be clear, if you stop responding, I have no need to reply, but there will not be a point when I feel that such false assertions should go unchallenged. Want to drop it? Fine. But every time it comes back up, expect exactly the same repetition of what DFRPG encompasses vs. what Richard_Chilton's homebrew DFRPG encompasses. As I've noted previously, I feel it's important that anyone who comes here looking to understand the game not be misled.

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