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Messages - Watson

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1
DFRPG / Re: About blocks
« on: January 30, 2012, 08:59:45 PM »
The balance of a truly universal block is questionable.

True, with the Grapple being one exception.

2
DFRPG / Re: About blocks
« on: January 30, 2012, 08:58:23 PM »
Does it really? The player can tag the aspect to "force" a compel. The gm could still compel it himself if he feels like it.

A tag is a kind of "activation" [for free] that, and the GM could always compel an Aspect if he feels like it.

3
DFRPG / Re: About blocks
« on: January 30, 2012, 12:11:33 PM »
but in what i was thinking was that a block like this one should have a -2 on all defense rolls or something similar...

Either you do a Block (and the roll acts like a difficulty for the opponent to perform an action) or you do a Maneuver (which creates an Aspect, which requires the player to activate for the Aspect to be able to affect the game world, as elegantly explained by Beqc above).

The opponent does not get -2 to his defense rolls, but the Aspect could be tagged for the attacker to get +2 on his attack roll (kind of the same thing).

4
DFRPG / Re: Movement and timing in combat
« on: December 22, 2011, 11:23:05 AM »
Yes, that is my interpretation as well.

I assume that all movement as a supplemental action must be taken "in one go" (thus not split up as a "move-attack-move" thing).

5
DFRPG / Movement and timing in combat
« on: December 22, 2011, 10:30:38 AM »
How does the movement and timing work in the DFRPG? What I mean is, as I interpret it, movement and actions are done at the same time (i.e. one person does his action, regular- and possibly a supplemental action), then it is the next persons turn.

Can the supplemental action (that is movement in this case) be taken before or after the “main action”? If that can be chosen, and the attacker have Inhuman Speed (or better) it would then be possible to attack a target in one zone (same as the attacker, of course), then move away two zones as a supplemental action, thus making it impossible for the opponent to attack in melee unless he or she also have Inhuman Speed (as the opponent can only move one zone using a supplemental action, without any “speed powers”).

I do think that it would be possible to do this kind of tactic (or at least, the rules do not say that the movement has to happen first, before the regular action).

6
DFRPG / Re: Breaking a Block.
« on: December 15, 2011, 09:06:53 AM »
I also agree, but my point was that if the person that created the block with Guns (to prevent people leaving the room through a specific doorway), the block is not "broken" just because someone succeeds in moving out from the room.

7
DFRPG / Re: Breaking a Block.
« on: December 14, 2011, 11:59:34 AM »
I am not sure that a Block made by a regular skill (like Guns to prevent people from leaving a room) can be "broken" - it is just the difficulty needed to perform a certain action.

As far as I can see, only Blocks made through Evocation can be "broken". The only place where I can find that a Block can be "broken" is the Grapple, but I can't see that any other regular Blocks can be "broken".


8
DFRPG / Re: GameMaster Utilities
« on: December 08, 2011, 07:24:31 AM »
Some things are already mentioned, but the things that I have found very useful are whiteboard (2x3 feet, been using this for some 5 years), index cards (new for DF) as well as a list of names (also new for DF). The list of names is taken from the most common names in the US, and is divided to have columns for male, female and last name.

9
DFRPG / Re: Focused Practitioner.Defending against a spell.
« on: December 06, 2011, 11:53:44 AM »
Hello and welcome to the DF forum!

Accordign to the rules, a Focused Practitioner is not allowed to take Thaumaturgy (or more specifically, the template "Focused Practitioner" is not allowed to do so). But what is allowed and not allowed at your table is up to you - I as a GM would allow it.

The default defence skill for most physical attacks (including Evocation) is Athletics.

10
DFRPG / Re: How to run an excorcism?
« on: December 02, 2011, 09:04:50 AM »
Thanks for the replies!

The situation is like this: We are starting our DF campaign next week and the opening scenario is supposed to involve a robbery-gone-bad. The robber killed an assistant at a pawnshop and the violent death caused the spirit of the assistant to take partial possession of the murderer. The control of the murderers body goes back and forth, and neither have full control of the body (and the “other” mind can still see and feel what is going on, like sitting quiet in the backseat…). The spirit is afraid and cannot leave the body of the murderer on his own.

The group will need some kind of way to expel/remove/save both the soul of the murdered assistant as well as rid the murderer of the possession so that he can go to jail for his crime. Doing an exorcism was just one idea, that could be handled by the group (as there is one wizard, but no priest). So other ideas are also interesting.

One question remains – if the exorcism works, what happens with the spirit once it is forced out of the body? A social conflict to convince it to “go to the other side” would perhaps be cool, but how to do this if one can’t communicate directly with the spirit (going through a medium might work, but it is not that cool)?

11
DFRPG / How to run an excorcism?
« on: December 01, 2011, 09:42:49 PM »
How would you run an excorcism in the game (like a person being possessed by a ghost or evil spirit)? I suppose it could be handled as a Thaumaturgical transformation on the ghost/spirit, and aiming for a "taken out" result to force it out of the physical body of the victim.

Any other ideas or thoughts?

12
DFRPG / Re: How would you stat Harry's crystal from Turn Coat?
« on: November 30, 2011, 04:55:21 PM »
I like it being a one-of-a-kind item of sort (that is also a one-shot-item), otherwise the characters could go around with these wherever they go. I lean towards classifying it as a "plot device", but it would be good to be able to replicate it using the rules in the game (somewhat, at least).

But again, after re-reading the books, I have come to the conclusion that not all things done in the books do have a functional mechanic in the game (or at least not one that would not be exploited by the players and used over and over).

13
DFRPG / Re: AP Podcast - City on the River
« on: November 30, 2011, 04:49:20 PM »
I just listened to Episode 3 - Part 2 and must congratulate you to an excellent episode, and most of all, a really well-played fight! It was also by far the most complex fight that I have heard in any DF AP podcast, that in combination with being accurate rules-wise, is a real achievement!  :D

It was also fun to hear the tactical discussions between the players, like "no, it is not worth spending a Fate point for that now because...".

Well done!

14
DFRPG / Re: How would you stat Harry's crystal from Turn Coat?
« on: November 30, 2011, 11:31:34 AM »
Some really good suggestions!

I really like the fact that the system is so flexible that there are multiple ways of handling it and I especially like the way Haru suggests (even though I perhaps would not solve it that way, despite being very elegant).

Technically, it might be possible to "pause" a Thaumaturgical ritual and then continue later ("activating the ritual/item"), but that would make Thaumaturgy way overpowered.

15
DFRPG / Re: AP Podcast - City on the River
« on: November 30, 2011, 09:24:49 AM »
One thing that you might already be doing, but have the players done any adjustments to their characters through the "Minor Milestones" (i.e. after each session)?

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