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Messages - MyNinjaH8sU

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1
DFRPG / Re: Managing Challenge via a metaphor.
« on: August 15, 2014, 06:41:59 PM »
For some reason when I read this I immediately parsed it as:
Superman is in a physical combat with Darkseid.  He is using Athletics, Fists and Might to punch his enemy into the ground.
Lois is in a social combat with Darkseid.  She is using Empathy and Rapport to demoralize him.
Batman is in a mental contest with Darkseid.  He is using Intimidate,  Stealth, and Resources to keep him confused and off-balance.
Lois and Batman are not foolish enough to engage in a physical combat with Darkseid where they would get flattened.  Nor would Lois and Superman be able to stand up to him in a mental combat.  I don't know if Batman and Superman would be able to help out in Social combat, but they're pretty undeniably better at the type of combat they chose to engage in.
Darkseid just replies to each of these attacks in kind.  Because the GM knows what MyNinjaH8sU said about crushing the players out-of-hand not making for a good story.

The problem I have with the situation is there is significant incentive to coordinate to a single stress track, so you only have to do enough stress to fill that one up before you start dealing consequences.  If you split up the attacks like that then you have to fill up all three stress tracks.  I suppose it might make sense if all three are tanking Darkseid's attacks in their respective arenas.  (Lois is preventing Superman from being attacked socially where he could not take as much punishment).

Is that a crazy way to think about it?

Not at all. I think that's a fine way to think about it, actually. Though I don't think you have to combine stress tracks, since you can normally only take one Consequence of each type* (Mild, Moderate, Severe, Extreme) anyway.

Here's another way to look at it. Lois is a Pulitzer winning investigative journalist. She might just be trying to keep him off balance with questions and pointing out weaknesses, while Batman is the world's greatest detective, and is probably running everything from his mask back through the Bat-Cave's computer in real time, while employing his own prodigious intellect to identify patterns and weak spots in Darkseid's defense. Together, they are stacking up some epic bonuses via Declarations/Maneuvers so that when Superman comes back, it's going to be one hell of a punch...

(Preferably accompanied by a "World of Cardboard" speech!)


*Yes, of course Darkseid has extra Consequences, but that's beside the point. :D

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DFRPG / Re: Managing Challenge via a metaphor.
« on: August 15, 2014, 05:36:39 PM »
I dunno. I feel like this is a pretty good way to handle varying levels of optimization in a group, but I don't think it works so well for differing character types.

Because really, mortals are supposed to be able to hang with Wizards on an even level. A mortal alongside a wizard isn't Lois Lane. They're more like Batman or Lex Luthor. Not as "powerful" in-story, but just as capable of accomplishing things and "winning" at the game.

I don't disagree with you, and my example was, intentionally, an extreme one.

I think vanilla mortals can and absolutely should be able to hang with wizards. My intention was to say that different characters necessitate (some might say request) different types (not necessarily different levels) of challenge.

If I make a character that is a changeling socialite, descended from the High Sidhe of Summer, that should signal to the GM that I am interested in scenes, conflicts, and storyline focused around those things (hence aspects, of course). If my buddy makes a character that is a Warden of the Council who is a very "kill em all and let god sort em out" type of character, he's obviously signaling a very different interest.

All I'm trying to say is that those two types of characters aren't incongruous in a game. Heck, they can even exist in the same conflict, but as a GM, it's my responsibility to direct the hardest, nastiest hits to the character that "asked" for them, if that makes sense. They both have a role to play, just different ones.

By that same token, you can have two characters who are both combat junkies, and the rule still applies. I ran a game a couple of years ago where one player was a relatively young wizard, just out of his apprenticeship, and the other was a mercenary of Kincaid-esque ability. The wizard was usually much more about blasting things to death and blocking attacks and managing zones of the battlefield, whereas the merc would do things like creep up to the roof of the warehouse, open a skylight and carefully snipe the most dangerous members of the opposition with a high powered rifle, before dropping incendiary and frag grenades on clusters of resistance.

I've just seen a lot of GMs concerned with how to deal with one person in a group being able to deal so much more damage than the rest, and I hadn't ever thought of it that way, since my reaction was always just "well if they hit the hardest, then they have to be ok taking what they are dishing out in terms of threat." Hence Harry is fighting Necromancers on a zombie T-Rex, and Murphy or Michael isn't. It's not that they aren't dangerous (cause they obviously are).

3
DFRPG / Managing Challenge via a metaphor.
« on: August 15, 2014, 03:30:27 PM »
Hey, it's been a long while since I last posted, and I'm hopefully gearing up to run another campaign for my local group soon. However, upon taking a look back at the forums, and talking to my players (new and old) I've noticed an old familiar concern cropping up:

"Wizards are so powerful! How are we supposed to manage that sort of thing in comparison to other characters? What do we do when one person wants to play a Wizard blasting things all over the place, and the other wants to play a White Court Virgin, full of angst and terrible possibilities?"

I feel like this is a very valid concern for people to have. It's come up so often though, that I have an answer ready, that I would like to share here. Hopefully, some of you will find a use for it, or have some interesting commentary:

"Superman, Batman, and Lois Lane are fighting Darkseid. Superman flies towards him, and Darkseid punches him away through several skyscrapers, causing chaos and scattering debris to the crowd below, and stunning Superman. Meanwhile, Batman is trying to distract Darkseid, mostly with flashbangs, smoke bombs, and other such things to throw him off his game, all while concocting a plan to take him out, relaying his ideas to Superman, dodging like crazy. All this time, Lois, who is being held hostage, is bantering back and forth with Darkseid, who is monologuing in return. Lois is pointing out how Superman and the Justice League have beaten him every time, while Darkseid is responding in kind, attempting to cow this human woman into silence with his intimidating presence."

Now, we all know that Darkseid would have no issue if he decided to punch a hole through Lois, or drop a whole building on Batman's head. However, he doesn't ever do this. Why?

Because it would make for a bad story.

Louis obviously isn't able to take the hit, so it would be boring if she just died randomly, with no chance to affect the story. Likewise Batman can engage the enemy, but not the same way that Superman can. They are both helping defeat him, by distracting him, throwing him off his game, and coordinating their efforts. Superman meanwhile, can take the hits, so Darkseid doesn't hold back with him.

When a player makes a character able to deal out massive punishment in my games, I always make sure they know that they are sending up a signal that they are ok having that kind of conflict directed back at them. I tell my players a very similar thing about picking Trouble Aspects: "Pick something that you think would be interesting for you, but complicating or difficult for your character. Don't pick something that will annoy you as a player."

Last, here's a quick example from a game I ran a little while ago.

One of my players asked if he could make a very "Crow-ish" character. Someone effectively undead, more or less un-killable, and hell-bent on vengeance. I said sure, because even though the rest of the group was made up of nothing more crazy than a Focused Practitioner and a Champion of God, I knew that all it meant was that every really, really nasty hit could be directed at our nearly invulnerable party member. I mean, what better way to show how scary something is than have it maul that dude?

In one game session he: Got blasted with a wave of force that threw him a football field, Got scorched and full of shrapnel by an exploding fan boat in a swamp (a fan blade had to be pulled from his sternum before he could be stitched back up), got eaten by a zombie gator (had to cut his way out, then it tried to eat him again), and almost got pinned under a huge falling tree.

And you know what? He loved it, and so did everyone else (all of whom had other things to worry about, as well).

I don't know if I've explained my point perfectly, and I apologize if I'm repeating something present elsewhere, but I'm of the opinion that more points of view are never a bad thing, anyway. I hope some of you find this interesting, and feel free to ask for clarification, if I was unclear. :D

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DFRPG / Re: What Happens When A Fairie Reaches Positive Refresh?
« on: July 11, 2011, 03:34:08 PM »
Mechanics aside (and sorry if this is a trite answer for you) but what's better and more interesting for your story?

5
DFRPG / Re: Thaumaturgy and Time
« on: May 13, 2011, 02:35:18 PM »
I have a house rule for my group: An exchange for a ritual is a number of minutes equal to the total complexity of the ritual.

So, if, like them, you have a Ritual with a 25 Complexity (those little law-breakers, hehehehe), then each exchange you take is 25 minutes. So, when they do any kind of ritual, they have to weigh how much time they have (since there's usually somewhere they need to be, or someone coming to get them), they will be more inclined to not take it so slowly, and as a result risk more.

That said, in a conflict I tend to forgo this rule, but they end up spending a few exchanges preparing while the bruisers of the group hold opposition off, at any rate.

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DFRPG / Re: Question about Mental Stress and Sponsored Magic?
« on: May 13, 2011, 02:12:53 PM »
Another potential difference with the use of Sponsored Magic (at least the way I read it) is that until when a caster normally using Channeling/Evoation, with the amount of power limited/defined by the Conviction skill and however much they are willing to 'overcharge', a caster can use Aspects to boost their Conviction roll to determine how much power they can use.

That isn't something possible with normal channeling or evocation.

-Cheers

Could you share where you read that? I didn't see that at all, and I want to see if I am playing it right.

7
DFRPG / Re: +0 Catch for WCVs?
« on: May 05, 2011, 04:02:21 PM »
I believe my snark was very toned down and I was just responding in kind after reading the above post.

Heck, I didn't even make any veiled insults in my reply. :) 

See, my opinion is that the DFRPG rewards creativity, and both I and my players would see a GM who would not allow a fairly basic ritual to find something as piddly as true love when Harry Dresden can track a single person to hell and gone to be both narrow minded and stagnant.

Magic is not the answer to everything, but neither is making something needlessly complicated or harder than it has to be.

Hell, for a fate point, a PC should be able to make a declaration that his/her current relationship is true love while dealing with a WCV.

That's cool. I didn't mean to rub you the wrong way, if I did. We are very obviously playing very different games, as evidenced by you referring to "something as piddly as true love," so I'll leave you to it at this point. Peace out.

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DFRPG / Re: +0 Catch for WCVs?
« on: May 05, 2011, 03:15:29 PM »
Mcoy's probably the most powerful killer in the entire white council, besides perhaps the merlin and doing what he did with the sattelite though complex when considering velocity and aiming is more an act of power than finesse all it was, was a big pull spell whereas finding true love a conceptual concept would be divination and divination either needs a complete understanding of what you are looking for which is encapsulated in the true name  or a sample of the thing you are looking for.   

Thank you very much for saying that better than I could!  ;D

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DFRPG / Re: +0 Catch for WCVs?
« on: May 05, 2011, 02:56:56 PM »
Like I said, I'm happy to agree to disagree, so no snark necessary.  ;D

I just see those two things as totally different animals. One is really nasty evocation (maybe straight killin thaumaturgy, but still basically just earth magic - as in gravity) whereas the other is like healing someone: you can't do it without understanding it. Even a relative novice can make something float, or be heavier, but that's because everyone has experienced gravity.

As to the use of an NPC... if one exists in your game, feel free to use them, provided you are friends with them and can convince them. Honestly, that sounds like it would be one of the most bitter, angry and uncooperative characters ever, if someone could even find them to begin with.

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DFRPG / Re: +0 Catch for WCVs?
« on: May 05, 2011, 02:25:56 PM »
Wizards can also summon a demon without ever having been a demon, seen a demon, experienced a demon, etc.

The point is that it's /magic/, and there are instructions for how to do popular magical things.

Since humanity has had a thing for true love since we crawled out of caves, it would be logical to assume there are documented spells and enchanting processes involving true love.

Making having known true love be a stipulation to find true love - for a wizard- who already ignores a lot of logical and physical laws with magic is silly.

Not only that, many people with true love don't even know they have it until it's gone.

See, I understand now. You and I are simply at a serious stylistic impasse. Where I'm coming from, your Demon example is just as far-fetched. Wizards are going to have to have some knowledge of how to do it to begin with. Now, that could be a dusty old tome, I'm fine with that. But they have to have the tome to begin with, and someone had to write it to begin with.

But really, this is all about style. You seem to want a more high-powered, magic-solves-everything kind of campaign. Which is totally-absolutely fine for you and your group.

My group, on the other hand, would see this as bull (as would I) and call foul on it. Really, assuming magic can solve everything, and always have the answer is just an easy win button to me (and, really, kind of against the spirit of the stories, if you are going to play in the Dresdenverse...).

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DFRPG / Re: +0 Catch for WCVs?
« on: May 05, 2011, 01:51:10 PM »
All I know is that if my players tried to make glasses that could find true love, the rest of the people at the table would slap them upside the head.

I'll say it again, because I want to know the other side of the argument, and because this was simply not addressed: How is the Wizard supposed to know how to look for something that they don't understand? That's like saying they are going to make a dowsing rod for moon-dust. Even if there's some of it around, they've never touched it or seen it, so how to they know what to key the spell to look for?

True Love (or hope or courage or what not) seem like they are the sorts of things you could look everywhere for, but won't know what you're really looking for until you have experienced it yourself. That is to say, you could find a couple that seems like they are in true love, have one of them punch a WCV, and have nothing happen, because they weren't actually experiencing True Love.

I mean, really, how in the hell can you test for that??

12
DFRPG / Re: +0 Catch for WCVs?
« on: May 04, 2011, 02:07:49 PM »
A ritual would make it easy to find true love.

Why? There's a lot of talk when reading the Thaumaturgy chapter about the caster needing to understand what they are doing. i.e., you can't heal someone without an understanding of anatomy. In the books, Harry can't make another handkerchief full of sunlight because he's just not happy enough.

If you don't understand True Love, (which would probably mean possessing it yourself, or having lost it in some mind boggling way that didn't turn your memories tragic) how in the world would you even know what to look for?

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DFRPG / Re: Non-Standard Settings?
« on: May 04, 2011, 02:03:26 PM »
A friend of mine is just starting to use FATE (mostly dresden, with perhaps a little bit of SotC thrown in) for a Deadlands game.  ;D

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DFRPG / Re: The concept of conceding
« on: May 04, 2011, 02:00:47 PM »
My players had a necromancer almost dead and cornered. He caved in the street beneath him and beat a retreat through the sewers, the tremors causing a water tower by the road to come down, leaving the players to save themselves and the bystandards nearby.

Now, I didn't call this a concession, because I get those same raised eyebrows, but it totally was. Maybe that's a good trick, just couching it in different, dramatic terminology.

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DFRPG / Re: Were-Form Catch and Inhuman Toughness/Recovery
« on: April 14, 2011, 08:13:09 PM »
Wood from a Mountain Ash is the bane of the Were-bear in my game. It comes from a legend in Scandinavia, where his family (of theriomorphs) is from. Apparently, the locals were told to plant them outside their homes to keep werewolves at bay. He's susceptible to weapons made from the wood, as well as treating the entire plant as highly toxic if ingested (such as a brewed tea from the leaves...)

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