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Messages - ducere1315

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DFRPG / Re: Old Technology that was recently manufactured?
« on: February 22, 2011, 06:03:02 PM »
Yes, the older the wizard the easier it is to foul up technology with moving parts, electrically dependent or otherwise complex. YS p.259. The rule of thumb for how easy tech is to hex was if a technology was well established/matured before the wizard was born, then it will be far less likely to be hexed unintentionally and far more difficult to hex intentionally.

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DFRPG / Re: Liquid Luck potion
« on: February 16, 2011, 05:46:02 PM »
Or alternatively make the potion so that it produces a minor/major/severe consequence on the imbiber of "extremely lucky", "things are just going my way", etc. That way if the PC wants to use it they can spend fate points, if the GM wants to compel it it's there. And by definition it can last a long time. Downside is that the character has less consequences that they can suck up from other sources.

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DFRPG / Re: wizard questions
« on: January 21, 2011, 10:28:37 PM »
My interpretation: you can prolong magic that has duration. If you whip a lightning bolt at someone it is a one shot effect (no duration) so it can't be prolonged. You have a lightning field block around you, then it has duration and can be prolonged. Notice that some damaging spells (like the suffocation blob spell) have duration, which could be prolonged. And blocks and manuevers can be used as means to cause damage, especially when used like grapples.

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DFRPG / Re: Sponsor debt (I can't believe I didn't notice this before)
« on: January 21, 2011, 10:20:44 PM »
Taken from the stories you could have it apply to any particular roll including those that aren't magic. I'm thinking of the non-magical times that a certain shadow helped Harry along. If I remember correctly there was discipline to control pain, a method to get out of the thorn manacles (athletics or endurance), translating ancient sumerian (scholarship) just to name a few... I would think that those examples would apply. Otherwise he would have got out of those situations using some other means...

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DFRPG / Re: Backstabbing/silent take down
« on: January 19, 2011, 10:09:26 PM »
You could set it up as a consequential contest. YS p.193
You don't need to have a power to inflict direct consequences, just good reason to do so.

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DFRPG / Re: Backstabbing/silent take down
« on: January 19, 2011, 04:49:23 PM »
Instead of applying an aspect via a manuever, why not just make an attack for consequence. Like an addictive saliva consequence. All the attack shifts could go towards a consequence that is something like "knocked out cold" or "throat slit", and compel the consequence as normal. Or tag for another attack.

But most of the surprise attacks we're talking about here are hand to hand which would probably involve a grapple result as well as a more specific attack. So the grapple could prevent the victim from alerting others while the results of the attack take effect. Why not do this as a grapple with weapon:+x added as well as any other tags, declarations, etc?

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DFRPG / Re: How Would You Price This? Wizard Walkie-Talkie
« on: January 11, 2011, 10:28:17 PM »
Something missing in the discussion here. If you want walkie talkies then most of the discourse is fine... pull out the play doh and do the thaumaturgy to make yourself the short range secret service comm system.

However if you want to do the "cell phone route", you can get the cell phone for resources +2/+3, but you sure don't get the infrastructure to make them work for that. Towers, service plans, routing locations, transmitters, receivers, satellites... ad infinitum. I personally would not rate them as a cheap (3-5 shift) enchanted item/thaumaturgy/etc.

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DFRPG / Collecting power to use later
« on: December 23, 2010, 02:04:11 PM »
Given some situations that Harry got himself into, he collected magic energy into himself to use after a trapping circle cut off the ambient supply. Any thoughts on how to do this in the game?

And I had a secondary question: Harry fighting uberghouls and he's pretty much tapped out. Then asks "someone specific" to kiss him to get that extra boost of emotion to invigorate him to cast a really powerful shield spell. How would you explain that one mechanically in the game? Scene change perhaps?

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DFRPG / Re: "Sticky" Blocks
« on: December 23, 2010, 01:45:55 PM »
Quote
"In a battlefield, the engineers build a pillbox from within which soldiers can shoot out at the enemy while the enemy cannot shoot back. The engineer rolls craftmanship to see how well he builds the thing."

This is the kind of example I'm actually talking about.

Quote
"During the battle, someone inside the pillbox that is shooting back is very hard to hit - the pillbox is a block equal to that engineer's roll to oncoming shots,"

In this example the engineer would create the block, but not need to maintain it every exchange. It is just a continuous part of the scene. That is more to what my question was directed. In effect a block that doesn't require constant maintenance as a main action.

And if someone is hiding inside it, the attackers would need to manuever to get around the block ("got a good angle on the defenders" or something) or attack the pillbox directly to "make a hole" or "put the satchel charge in the opening". Essentially attacking anything IN the pillbox, or attacking the pillbox directly. If the structure is attacked and is destroyed it will collapse with the appropriate collateral damage.

Given the initial responses I'm thinking that the point is that the character "dove for cover" behind the car that he assessed would be best, to establish the block they use in the exchange, and he would just be in cover in further exchanges (can't be hit) until he moves or the attacker changes position to get a shot. Unless there is some circumstance that would negate the ability of the cover or has enough punch to get through it. ie weapon that punches through the cover and still hits the character.

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DFRPG / "Sticky" Blocks
« on: December 22, 2010, 05:12:12 PM »
I ran my first DF session a couple weeks back with my usual gaming group. The feedback was positive, but they came up with a couple good questions. Since we're usually using game systems with lots of situational modifiers like 'hiding in cover' and such, it took a little bit for them to catch on. The one question that popped that I didn't have a good answer to immediately was based on this situation: character is fighting in an alley, makes an appropriate assessment to find good cover (behind a car), goes to cover and stays there while bad guy unloads assault rifle for 3 turns. The first turn they tag the aspect and use it for free defense bonus, after that they need to use fate points to get the defense bonus... seemed a little strange since the cover didn't change, the guy with the gun didn't move, and they just cowered in fear.

So the question was why do I have to spend all those fate points if the situation didn't change and they didn't hit me the first time. I thought about it afterwards and came to the conclusion that the first tag could have gone into a block against the guy with the gun. And I thought since the block isn't dependent on anything except the car being there, then it shouldn't go away until the bad guy manuevers around it, gets some good shots through it, or the character rabbits for someplace new or does something to lose his 'in cover'.

That way they get the block as a freebie after initially putting it up until they do something that negates it. Like shooting back.

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DFRPG / Skills in the FATE system
« on: September 22, 2010, 05:30:25 PM »
Has anyone noticed that with the skill list as is, if you have more than say 25 skill points, most of the characters start to look a lot alike in their skill sets?

I realize that the skills presented are not a definitive list, they are influenced in their flavor by the character's aspects and such, and also differentiated by the stunts attached to them.

It's just curious that most sets of characters will have 50% or more of the same skills to varying degrees if you don't go outside the box of tools from the main game.

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