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Messages - Stormraven

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DFRPG / Re: My New Character Idea: Suggestions Wanted
« on: June 15, 2017, 07:36:55 PM »
Yeah, as an end boss, he'd work well. I like the ideas presented. Especially if you start him off with just a single lawbreaker stunt, I could see him slipping through the Warden's cracks. As he gains in temporal power, he gains in magical power and eventually, he'll come to the attention of the PCs.

If one of them is a Warden by that point, drama.

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DFRPG / Re: My New Character Idea: Suggestions Wanted
« on: June 15, 2017, 03:25:21 AM »
I see nothing wrong in the reasoning given for skills and such. He looks like a viable character mechanically.

Frankly though - and this may just be me - I don't think his biggest problem is what power level the game will start at. As I read it, he's a Warlock, pure and simple. I wouldn't allow a character like that in one of my games, not without major revisions.

However, I don't run bad guy campaigns. Maybe he'd fit well in one of those.

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DFRPG / Re: Alternatives to the pyramid system
« on: June 10, 2017, 02:31:09 PM »
Don't forget, though it has similar issues, you also have the Column system. For a relatively focused character, two or three wide columns will serve quite well.

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DFRPG / Re: Fling him through a wall
« on: April 23, 2017, 07:08:10 PM »
You can in Hero - to both. You can both throw someone through a wall (assuming your strength or the damage of your throw is high enough) and knock someone yards back with an attack.

That said, I'll take Fate any day for Dresden and games like it. The narrative control you have with Fate makes most magic use far more workable than in many other systems.

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DFRPG / Re: Shapeshifters
« on: June 09, 2016, 03:23:20 AM »
As Taran said, it's down to your table, but my take is this:

Shapeshift into a mundane animal (even if several pounds heavier than any living mundane animal) and you're in the clear. Damage caused is still mundane, since you had to learn how to do it.

Shapeshift using some variation on the Hexenwulf, and you're in a gray area, but zealous Wardens will likely see Black. Damage caused is mundane, but backed and supported by magic.

Shapeshift using some willing variation on the Loup Garou and you're solidly in the black. You've got a demonic co-pilot whom you've willing invited in, and you've surrendered control to it willingly. Damage is caused by magic, and is in no wise 'mundane'.

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DFRPG / Re: Dresden Files RPG Art
« on: May 30, 2016, 04:09:09 AM »
That's what I'm figuring. And I'm wanting write-ups. :)

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DFRPG / Re: Dresden Files RPG Art
« on: May 29, 2016, 06:36:02 PM »
Stars and stones, some of that is utterly incredible.

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DFRPG / Re: Glamours and Technology
« on: May 26, 2016, 02:55:07 AM »
Well, glamours might be at question - though since they're primarily visual, I'll agree with Taran that they should work.

Greater Glamours are expressly called out as Ectoplasmic creations. Therefore, as long as the energy cost is covered, they are as real as reality wants them to be. They could probably fool an X-Ray or MRI.

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DFRPG / Re: Evocation Revamp Ideas
« on: May 22, 2016, 08:08:55 PM »
I agree, it can be difficult to deal with the kind of power a Wizard can throw. In an online game on a different forum, a brand spanking new Wizard, through use of Foci and such, tossed a 7 Shift Evocation and came close to one-shotting a bad guy.

I don't expect that the GM was thinking this guy was going to be an epic fight or anything, but I'm sure that it wasn't expected to be that quick, either.

Now, part of that was also the randomness of the dice. On top of the 7 shift attack, I also got a really good roll against the antagonist's bad roll.

Personally, I think I'd run it more or less like this:

A Wizard's base Evocation is just like any Fate attack. In this case, you roll Discipline just like anyone else would roll Fists or Weapons. And the effect is the same. Shifts become Stress. And this doesn't cost the Wizard anything at all.

A focus with a Control boost helps you do more damage because it helps you control more power in the spell, but there's no Weapon Rating at all. (This also helps to show how someone like, say Luccio, can toss around pretty seriously damaging spells near constantly without dropping).

If you want to pull out a big Evocation, then you're working with Stress / Consequences, and I'd say go with something like the following:

Conviction = Power still. Foci Power bonuses apply. But for every 2 Wpn rating you send (Round down), you pay 1 Mental Stress. So a Wpn 7 Fire Evocation would cost 3 Mental Stress.

Yep, that's a lot. I might allow a player to use taggable Aspects/Maneuvers to reduce that at a cost of 1 Stress per tag, minimum cost of 1.

Maneuvers and normal blocks, I'd do the same. If you're just going for a general 'magical' option, Roll your Discipline and take the result of the roll, just like anyone else with any other skill.

If you're trying to draw heavily on your Power (i.e. get that as a bonus to the effect of a successful roll) then you pay just as with attacks.

On the one hand, this lets Wizards fight a little longer and with more frequent magical oomph, but also allows them to bring out the big guns if they feel they need to.

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DFRPG / Re: Modeling Self-Harm for Spellcasting
« on: May 15, 2016, 11:43:47 AM »
Sure, you could use a Stunt, since this changes a basic rule of the game.

However, since you're self-limiting how much damage the character can take in conflict, I don't see any need for a Stunt.

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DFRPG / Re: Modeling Self-Harm for Spellcasting
« on: May 14, 2016, 08:20:59 PM »
I'm not sure I'd want to even give this one a try as a GM. Too much chance to overkill the character when you choose to take consequences.

Still, if someone wanted something like that, I'd say 'Define how many Focus slots you're using. Okay, take a Consequence at that level (or 1 higher, if the number is odd). That consequence stays with you as long as you maintain that focus. It's not available for any stress reduction, and you don't get any free tags on it, but you get your focus slots. -6 is the max you can do, though, and I wouldn't let any player have more than 1 'consequence focus' at a time.

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You know, the bit with the knife doesn't gut punch me. The way I read it, he made it clear to Susan what he was planning, and she helped him. For me, that was the last act of Free Will she had, she knew it, and she spent it saving her daughter's life.

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DFRPG / Re: Were-forms that should not be?
« on: May 11, 2011, 01:33:05 AM »
Were-Unicorn? :)

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DFRPG / Re: A "force sword"?
« on: December 03, 2010, 05:31:23 AM »
I'd call it a simple Force/Spirit Evocation with duration.  You get into some odd areas if you want to parry with it, so maybe a combined Attack/Block spell with duration.  The combined difficulty would be high enough that I wouldn't cavil as a GM - and the possibilities of Lawbreaking would warm the cold cockles of my black GM's heart.

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DFRPG / Re: Psychic Null
« on: October 11, 2010, 07:53:08 PM »
Physical Immunity to magic, define it as working against Mental and Social stress and Consequences, but only if such are direct results of magic.  So if a wizard causes a gas main to explode, he takes damage, but not to directly evoked fire.

It's expensive, but immunity to magic would be.  Though I might grant a minor reprieve to the cost for being immune to beneficial magic as well - maybe.

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