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Messages - greycouncilmember

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DFRPG Resource Collection / Re: Sample Combat
« on: August 20, 2010, 06:07:07 PM »
I want to go back to the tazer field and confining someone with magic to get them killed. I think that if it doesn't count as a breaking of the First Law, any wizard who keeps someone around who is willing to kill will be able to kill far too easily. I would also say that the wizards will is far to involved in the taking of the life not to be tainted.

The reason the ward swords don't count is the will to create the enchantment on the sword is far, far removed from the will used to do the killing. Additionally, the swords don't do magical damage, as far as we know,  and are enchanted only to cut through enchantments and don't do extra damage to flesh. The magic of the sword isn't involved in the kill--removing the enchanting will by another degree.

I am thinking, on the laws, that the scale to be used is how much is the attacker's free will being used to magically remove the defender's free will.

In the DFRPG system you choose the method of taking somebody out.  You don't have to kill them.  Why not just knock them out?  If I thought for a second that my tazer spell was being used to kill, I would not use it.  That's the kind of spell you use to buy some time possibly when you want to negotiate or you just need to stop them from doing something?  if a caster's life is in danger and he stops somebody in a way that only prevents them from further hurting, how does that break any laws? 

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DFRPG Resource Collection / Re: Sample Combat
« on: August 19, 2010, 01:19:42 PM »
I think that would depend on the block.  If it were a lasso roped around your legs, then likely no.  If it were a series of mystical bands that have you wrapped up good and tight, then maybe...although I don't think it's absolutely necessary to have gestures with spellcasting...although I am sure it helps with "targeting", focus, and a dozen other things.  I could easily see a GM still allowing it, but upping the difficulty by two points or so (simply inverting the benefit from an invoke is handy, but also more of a houserule...I think).

The example given was a zone wide force field or tazer effect.  If that targeted movement would it prevent a caster from casting?  Being able to neutralize an entire zone without them being able to do anything seems very overpowered, but I guess that could be used on either side in combat. 

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DFRPG Resource Collection / Re: Sample Combat
« on: August 19, 2010, 12:39:57 PM »
The wording is off, it shouldn't be a block versus endurance, its a block, against some action, which is opposed by endurance. Which means that the block keeps X from happening, but you can overcome the block by means of your high endurance.

So for example you can have two blocks that do the same thing be opposed by different skills.

A block against movement opposed by athletics.
A block against movement opposed by might.

In the first block you are doing something like dodging past whatever is blocking you, as long as its athletic.

On the second block you are using your brute strength to bypass the block, like maybe the block manifests as chains which bind you in place, and you go all hulk smash on the chains and then proceed to move.

So a block against movement prevents you from doing anything physical even a wizard casting spells?

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DFRPG Resource Collection / Re: Sample Combat
« on: August 17, 2010, 04:30:31 PM »
The following is mostly a commentary on the characters' choices in the conflict, not the conflict itself. It is what the good guys could do if they had a decent plan;

3) If you want to win a combat vs a caster and a ghoul while protecting a girl, you do a zone-wide offensive (Tazering can be force. As can a telekinetic hold) block vs endurance on all of them (including the girl), feeding it with conviction 5, +3 from 4th mental box +4 from your 2 mild mental consequences, rolling +7 disipline, a fate point and your 2nd or 3rd physical box as backlash.
This gives you a zonewide block of strength 10, which you are going to maintain with more power in later exchanges. The enemies and the girl can probably do nothing to beat a 10-shift block vs endurance and your buddy is now free to shoot the bad guys dead while you do a soft maintain with 3-4 shifts of power every so often.

Fight won without any consequence over mild, without any danger of enemies escaping, without any property damage and without any danger to the girl. (that's why you always blast the wizard if you can - so he can't pull off the nova)

I have two questions because I don't really understand how this block works.  What does a block do against endurance, does that mean they can't do anything at all? 
Wouldn't the block affect both the caster casting the spell (Barry) and the cop (Dave) if it's a zone effect?

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DFRPG / Re: Soulfire Sponsor Agenda
« on: August 16, 2010, 05:40:53 PM »
IMHO, when Harry uses soulfire he doesn't think at all like Michael would. 

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DFRPG / Re: How to handle Cooperative Magic?
« on: August 16, 2010, 04:48:47 PM »
I think it would be fair for two wizards to work together cooperatively in a good way with the same agenda.  it doesn't have to be dark magic that is cooperative.  Trying to locate somebody with divination who is behind a heavy duty ward requires a lot of power.  two good thaumaturgists should be able to work together.  At a minimum the other wizard should be able to add an aspect representing some power added to it. 

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DFRPG / Re: pull spell, others?
« on: August 13, 2010, 08:18:34 PM »
It was all about trying to get the two spells to be a single rote.  If I could make the maneuver of disarming an attack that would make it a single attack rote. if it doesn't work at all in that way then that's fine.  Thanks.

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DFRPG / Re: pull spell, others?
« on: August 13, 2010, 07:56:13 PM »
Correct.  Mechanically, they can't be the same rote due to the different thing you're doing.

IC, you could justify this as the difference between pulling something (which requires only a strong magnetic field), and pushing something (which requires a much more carefully shaped magnetic field, as well as an actual flowing current to produce the appropriate force, not to mention the much finer requirements needed to aim it).

That said, if there was a metal spear on the far side of the guy, pointed directly at him, I'd let a player use rote a to attack, as a weapon rating equal to the normal power of that maneuver.  However, setting up this sort of situation would probably require some form of declaration or assessment to generate an appropriate "standing in front of a spear" aspect that you could tag for effect in order to make your rote function differently from normal.

But could you do spell A (taking a weapon) as an attack instead of a maneuver? 

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DFRPG / Re: pull spell, others?
« on: August 13, 2010, 07:41:07 PM »
Ok, so based on some discussions I'm trying to understand this.  dlw32 and I had talked and we're still confused.  There are two possible situations that each seem to need to be treated as separate spells.  The reason this matters is because they would be two different rotes I think.

Spell a.  Electromagnetically pull a metallic object out of a person's hand would be done as a maneuver of something like disarmed.  I think this works well.

Spell b.  If you wanted to take that same metallic object and throw it at the person to hurt them, that would be an attack. 

They can't be the same rote right?

10
DFRPG / Re: pull spell, others?
« on: August 12, 2010, 06:52:37 PM »
If you give somebody an aspect like "Blinded", that gives you the ability to try to compel them potentially to hit another target right?  What is the cost of that, is it a fate point or would it be free if you invoked it on the free use?

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DFRPG / Re: pull spell, others?
« on: August 12, 2010, 02:13:24 PM »
It explicitly is, though. See YS p. 209.

It could (and should) be assumed that if you only beat them by enough to get a Fragile Aspect, you just managed to knock the weapon aside and really messed up their grip, or knocked it down precisely at their feet, or something else quick and easy to recover from, depriving them of it's use only very briefly indeed. Now if you get it as a Sticky Aspect, then you can take it away from them and use it yourself, and them taking it back requires a Maneuver on their part to remove the Aspect and get it back.

Does that make more sense?

What you are saying makes sense from the perspective of the book, but what if you just want to take the person's weapon and not have to worry about a fragile aspect?  it seems like taking a whole turn just to put a fragile aspect on a target that they can undo next round with an action (thus eliminating your aspect tag next round) is a waste of an exchange in combat.  Time might be better spent actually doing damage.  Sorry if I'm missing something basic... 

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DFRPG / Re: pull spell, others?
« on: August 11, 2010, 08:26:44 PM »
Disarming someone is a maneuver. You give them the aspect disarmed.

This is where things get confusing for me with Maneuvers.  In game terms, if a person has the aspect disarmed, how does that actually prevent them from using their weapon other than just saying disarmed?  They can spend the exchange getting rid of the aspect to get their weapon back right? 

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DFRPG / Re: pull spell, others?
« on: August 11, 2010, 06:40:34 PM »
As described, that would technically be a Maneuver, not an Attack. Other than that, looks good.
From your pespective, could you explain what you mean by it's technically a Maneuver?  what would that mean and how would that play out in combat? 

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DFRPG / Re: Thamaturgy at the speed of Evocation through high lore?
« on: August 06, 2010, 07:11:07 PM »
Thank you, makes sense now.

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DFRPG / Re: Thamaturgy at the speed of Evocation through high lore?
« on: August 06, 2010, 07:06:14 PM »
Consider that the basic effect of most thaumaturgy spells is stronger than the equivalently powered version of the evocation spell.  Thaumaturgic wards can block and reflect for the same cost it takes evocation to block, and thaumaturgy can veil entire buildings for the same cost evocation can veil a single person.  There are many more cases where thaumaturgy is just flat out stronger than evocation, and letting a player use those at evocation speeds, without costing refresh, just breaks stuff.

Why would it cost the same to block and reflect with thaum as it would to block in evocation?  You still have to beat a target value don't you? 

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