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Messages - Arcteryx

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1
DFRPG / Re: The Lady of the Lake
« on: February 03, 2012, 03:27:02 PM »

2
DFRPG / Re: Convincing someone of the truth
« on: November 01, 2011, 05:58:04 AM »
I don't know if it's worth mentioning that there's two different things at work here. Firstly, there's convincing the other person that you're genuine (ie not lying). Then there's convincing them that your point of view is correct, and theirs is wrong. There could be some sophistication in how you handle those two different goals in a conflict.

Nice one. We all know people who are ready to see another side and only need proof, and then there are those who won't believe anything no matter how wrong they are. Which group does the NPC belong to? That'll hint which kind of skill rolls are going to come into play.

3
DFRPG / [Examples In Play?] Power: Guide My Hand
« on: November 01, 2011, 05:53:52 AM »
Interested in seeing how you guys have 'Guide My Hand' in play. Have a Knight-type player and I'd like to see to see how GMs are players are using it to further a storyline or campaign. Cheers!

4
DFRPG / Re: Aspects from Maneuvers – how to keep track during play?
« on: September 28, 2011, 02:19:58 PM »
Index cards. And when they get tagged, a check mark goes beside them so everyone knows which Aspect is left that's not a freebie. Every player also gets a sheet with all the other PCs Aspects on them so they can compel as needed.

6
DFRPG / Re: [Potion] The Sight
« on: September 25, 2011, 04:20:57 PM »
Thanks for the pointers & opinions - I'm comfortable with how it went down for the six shifts, but next time I will limit the "Sight" application to something specific, i.e. they have to look at something narrow and can't take in a scene and spot the six vamps hiding out as co-eds. Unless for some reason they're focusing on the co-ed who is a vamp. And even then, the sorority sisters on either side of her are "greyed out".

This makes it closer to being an info gathering assessment without shortchanging the full power that a wizard paid 1 refresh for.

7
DFRPG / [Potion] The Sight
« on: September 25, 2011, 03:42:18 AM »
Had a sitch where the enchanter in the group declared a potion that gives him the ability to use The Sight - a power he did not have. Since it's just a special form of perception & assessment, about gaining knowledge not otherwise attainable, ect ect, I thought this seemed reasonable for a potion. He had a maximum potion strength of 6 with 2 doses, I told him it had to have a minimum strength of 5 if he wanted to use his Lore (which was at 5) at its maximum to assess... he didn't automatically get an understanding of what he was seeing, the potion just allowed him to use magesight - once he had opened his potion-induced third eye, it was normal Sight rules after that.

Does this seem kosher?


8
DFRPG / Re: Fred Hicks talks about "Rumors From The Paranet"
« on: September 19, 2011, 04:14:05 AM »
Halloween related? :)

9
DFRPG / Re: Question about Inhuman Strength
« on: September 19, 2011, 03:31:16 AM »
I think that applying the inhuman strength modifier to fists or might makes sense when one is doing a MANEUVER, but not when doing a strike.  That way, someone who is really strong may be able to connect with some maneuvers where they would not with just their strikes, and then tag the maneuvers in order to hit with their strikes.

I like that idea - seems like a decent compromise. I'll look for an opportunity to give it a test in play and see how it turns out.

10
DFRPG / Re: Fred Hicks talks about "Rumors From The Paranet"
« on: September 16, 2011, 05:36:30 AM »
* clapping hands *


11
DFRPG / Re: Folding charsheet?
« on: September 06, 2011, 08:24:37 PM »
I just pdf'd everyone's aspects on a single 8x11 for all the players; those who had iPads keep them handy, those who don't print it out and it goes into their pile for the game.

12
DFRPG / Re: DFRPG for Epic Fantasy?
« on: September 05, 2011, 06:13:32 PM »
Their Starblazer & the setting supplement for that ruleset is pretty good for sci-fi too. Aiming to run something in that after I'm done with the current run of DFRPG that our group is playing.

13
DFRPG / Re: [Rules] Fists vs Weapons Knowledge
« on: September 02, 2011, 02:31:58 PM »
All points taken and noted... I don't really see any compelling reason why the Martial Arts stunt couldn't be applied the same way to Weapon; but conflict being what it is in the DFRPG, you might argue for the same for some social skills.

I read again the older posts that discussed this issue... part of it is how you cannot "disarm" an unarmed fighter; isn't this mechanically just a maneuver anyways? And being disarmed is really just a narrative effect? It is just the same as "Off Balance" or "Sand In His Eyes" or any +2 taggable aspect that you've thrown on your opponent?

One idea that my group has discussed but never really implemented was allowing the Martial Arts stunt to reduce the threshold for spin with Fists attacks by 2, personally I like this solution because it's flavorful and appropriate to the skill, but it is far from the only option.

I like the spin idea, but not in combination with the +1 to declare... that +1 is actually pretty buffed.

So what would you guys do, allow Fist to have a trapping of "Fist Knowledge" (for lack of a better term at the mo) or apply a "Martial Weapon" stunt requirement? The former seems easier... the latter would require you to examine Guns, social combat skills, ect ect ect.

14
DFRPG / [Rules] Fists vs Weapons Knowledge
« on: September 01, 2011, 07:14:35 AM »
Has there ever been a rationale that explains why it is that Fists requires a Martial Arts stunt to do what the Weapons skill can do with the Weapons Knowledge trapping?

I can understand intuitively why the stunt is required for fists, but why it wouldn't be the same for Weapons?

15
DFRPG / Re: Question about Inhuman Strength
« on: August 30, 2011, 05:41:12 AM »
I had this question pop up in my game, I decided not to allow Might to complement Fists, and I haven't had cause to regret it.

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