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DFRPG / Re: Enzio Auditore
« on: July 16, 2010, 10:45:26 PM »
No hidden gun?
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We're talking about a game system where a man can drop a grenade at his feet, just stand there until it goes off and one scene later he's perfectly fine.
Would you let a player who takes someone out with a grenade say "Ok, he gets blown a few feet into a wall, he's got a mild concussion and some minor cuts and is out cold"? It's certainly within the realm of reason because it happens in real life all the time.
See, I'd do the exact same thing with either of those situations: Offer the player a Compel for the victim to die. If they reject it, it costs them a Fate Point, if they accept, the victim dies. Thus such behavior is discouraged unless you want to kill people.Ah yea... didn't think of that. Seems a good way to balance both perspectives.
On the 'control' roll, perhaps we are being too literal. As with everything else in this game, the numbers have to be turned in to descriptions and this can be done lots of ways. Sometimes a +4 control roll might literally be a well-controlled spell, it could also be a result of tapping hidden reserves of inner strength or concentrating the spell on an opponents weak spot (on purpose or not).
I agree with several that have posted. There has to be a line.
Question: The Bag Guy in the scene has been stabbed by the swordsman in the group, shot twice by the marksman, he is looking pretty bad, but is still standing.
Does the Wizard throw a minor bit of magic to "knock him out", because he is worried about killing him?
or
Does the wizard unload with max force to be sure the guy is finished off, since (according to the rules) he doesn't have to worry about killing him?
Part of the thrill in the books I enjoy is the temptation of power that magic gives. You have to use it responsibly, you cant use it to solve every problem, and if you do over use it, or use it to solve problems it shouldn't be used for bad things happen to you.
Ultimately, its up to each group, each player. But I would like to see both GM and PC on the edge of the seat when using magic to hurt someone. Yeah its cool as heck to throw fireballs and lightning blasts around at a whim. But what happens when the building catches on fire, and the power grid of the city block shorts out. How many disruptions are going to occur before the over zealous wizard(s) are hunted by the authorities as terrorists, and the wardens as rogue warlocks?
So start with B but if the players abuse it, then switch it to A. They will have to learn to pull the punches so you can switch back to B. Perhaps there is no clear defined answer on this. But abuse is a two way street. Player and GM should share the responsibility.
Simple like having a wizard be required to stop a bunch of very tough opponents, one of which is a regular human who has been altered by magic to look like one of those opponents. "ZAP - Oops, that's a lawbreaker stunt for you...what's that? You only had one refresh left? Guess you're screwed, hahaha."
If we ignore the fact the Harry has never used magic in this way, despite ample incentive, on the basis that his "blue collar legitimacy complex" makes him believe that such a spell is a form of "cheating", then how about a thaumaturgic spell that warms your clothes as if they were just pulled out of the dryer and/or cools your clothes as if they had just spent the night in the freezer. It's the perfect spell for making Chicago winters or Atlanta summers bearable by technology-impaired wizards.