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Messages - Vine

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DFRPG / Re: To Build A Master Faerie List
« on: June 28, 2011, 12:41:24 AM »
My overall look at the court thing is as follows.
Some particular species have a natural tendancy.  Hobs are winter, gruffs are summer, etc.  Exceptions will exist (see below).
Many (most?) have no, or only a slight natural prediliction, and their associations and actions will generally determine a court if there is a calling of the wyldfae, but they will generally be left alone.
Many will choose to associate themselves with a court without needing to be born or compelled into one.

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DFRPG / To Build A Master Faerie List
« on: June 27, 2011, 01:15:12 AM »
I'm thinking of compiling a master list to help players of changelings.

Not counting the ones in the book, I want to try to accumulate an extensive list of various faeries and other fae-type creatures.
No need for a full write-up, just the powers that each one would have.


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DFRPG / Re: Giving teeth to enforcement of The Laws
« on: March 03, 2011, 12:23:01 AM »
Then you should have always been expecting your character to die. That's not surprise. Hell, did you put on pants? If yes then you were already tangling with death.

Pretty fair.

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DFRPG / Re: Giving teeth to enforcement of The Laws
« on: March 03, 2011, 12:15:48 AM »
I grew up in AD&D.
My DMs favorite creature was the basilisk.  Oh goodness did we get many, many "surprise your character is dead" usually for no better reason than your character was walking in front.  Generally people had the maturity to accept it and make a new one.
Now I'm not advocating the completely arbitrary system we had then where you died from one bad roll, but I think most players of a reasonable maturity can handle a hit to their refresh and major in-character consequences from a habit of massive destruction in a world that is not exactly accepting of blowing the mickey out of things.

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DFRPG / Re: Giving teeth to enforcement of The Laws
« on: March 02, 2011, 11:54:36 PM »
Is there no rational discussion between players and GMs?

I think if it is a problem you should talk it out with the players and express that lethal force spells will be expected to cause lethal hits.  The rules are all written with the basic principle that GMs and players are working together on the game.

The rules don't impose a penalty, as a GM, if you've discussed it and the player still doesn't reign things in or acknowledge the lethal consequences, maybe you should consider, and I know this will cause all sorts of trouble, imposing real consequences and ruling some of those hits lethal.

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DFRPG / Re: Frankenstein Inspired Campaign
« on: March 02, 2011, 02:29:40 PM »
Bah, why do people so often make scientists villains these days?

It's about attention span and understanding.  Things we aren't familiar with are scary and uncomfortable so anything sufficently complicated makes people uncomfortable, which makes it a good subject to villianize!  The other part is most American stories are very action heavy, science is long, and often tedious and doesn't lend itself well to a good american story, so it can be in the hands of villians with all the boring stuff off-screen.

By the way, The Sorcerer's Apprentice had a geeky sciencey main character.

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DFRPG / Re: Giving teeth to enforcement of The Laws
« on: March 02, 2011, 02:04:40 PM »
This tends to drift into the old D&D problem of "if it has stats I can kill it!"  Just because the rules allow for you to be throwing 8, 9, or 10 shifts of power into your aggressive evocations, why are you, especially around mortals?  Harry is in the top 20 or so wizards when it comes to raw power, often has a bit of fallout when it comes to his big spells due to his lack of control.  Why is every Tom, Dick and, uh, Melvin throwing around Senior Council worthy evocations all the time.  It strikes me that those big spells should be saved for situations that call for really big spells and dramatic effects.
Just my thoughts on the story-based issue involved.

Thoughts for keeping it in line:
Especially for White Council characters who intended to play it straight.  Invoke and compel those aspects against them.  Using lethal force against mortals should be unpalatable to most people and an act against their nature.
People who fling major power around indiscriminately should be regarded by people who know about them as maniacs and it will discourage people from working with and helping them.  A lot of the supernatural world is political and social, reckless use of magic will seriously damage your credibility in any sort of tactful situation.

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DFRPG / Re: Echanted defense and offense weapons
« on: March 02, 2011, 01:46:23 PM »
I thought when you spent excess enchanted item slots into existing items it only went into ONE of your items to power it up.

That was my thought. I just didn't have the book on hand to double check.

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DFRPG / Re: Reactive Evocation block
« on: March 02, 2011, 03:59:14 AM »
@Vine: The main reason not to allow a shaped or extended block as a reaction is that it makes a mockery of the action economy. Why would you ever spend an action on a block when you can just do it as a defence?

Took me a second, but I remembered one.  Starting off the fight with a decent sustained block does mean two chances to defend against those pesky incoming attacks.  Still not enough though, just throwing it in for the fun of technicality.

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DFRPG / Re: Reactive Evocation block
« on: March 02, 2011, 03:53:24 AM »
I think for a lot of wizards (practitioners in general) a more defensive stance at the beginning might be appropriate.  Hide, block, dodge, then just hit once and do it big.  Harry makes a reference to doing something similar in one of the sidebars.  I'm a little concerned with the mental state of a person who tends to spend the vast majority of their time and energy aiming at doing harm rather than preventing it, especially when magic is involved.

Wizards are mighty when prepared, and they spend a lot of time and energy getting prepared.

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DFRPG / Re: Reactive Evocation block
« on: March 02, 2011, 03:35:29 AM »
Yeah, as I was writing I knew there was something that was bugging me because when I started I had a different opinion, but didn't remember what it was.

Just ignore that whole part of it.

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DFRPG / Re: Reactive Evocation block
« on: March 01, 2011, 11:20:00 PM »
I'll be the first to admit I only skimmed most of the posts on this thread (I'm in a bit of a rush)

Here are my thoughts:

By all means allow the reactive magic block.  If I can throw my body out of the way I can throw my will in front of me (if of course I'm in the practice of quickly calling my will)

I'm abivalent about the any other details to the block.  I think a rote block should definitely be allowed.  I think you should definitely be allowed to pump more power into it in the next round to extend the duration.

I don't really see a strong reason not to allow a shaped or extended block to be used reactively.  They're already automatically taking at least a point of stress that wouldn't have been taken if a successful athletics roll had been made, so they get to use that energy however they want.  Especially when you consider that whatever energy they put into extending it in one way or another is another point not stopping the attack.

That being said I don't think it would be offensively unreasonable for a GM to rule that the spellcaster can only bring up their most commonly used block as a reaction, but it wouldn't be my preference.  I'm thinking in a dangerous situation I can imagine all sorts of different ways I'd want an attack to be deflected/absorbed/disrupted/whatever in a similar amount of time to me dodging out of the way.  In fact, I feel it would almost be faster since the typical (untrained) person's response to any sort of imminent disaster or attack is to throw up an arm and wish real hard for it to not happen...wishing real hard when you can use magic turns into a spell.

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DFRPG / Re: Offensive Defense
« on: February 27, 2011, 09:57:49 PM »
Just for an example for the riposte idea.
Let's assume a low-power character.
Four shifts of power in a shield.  Let's say the control roll was a 5.
What would the various attempts to riposte look like?

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DFRPG / Offensive Defense
« on: February 27, 2011, 02:15:00 PM »
I'm working on a character that uses a shield based on redirection to an extent that it might drive an incoming ranged attack into another nearby character.

I know the rules have the varient where a multiple turn shield can have the energy redirected into an attack if it hasn't been used as a shield that turn and then the shield comes down.  Does that seem to everyone to be the best way to handle something like this, so the shield would also have to be active at least two exchanges and be an exchange behind when it comes to redirecting or might there be a better way?

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DFRPG / Re: Champion of God (Mars)
« on: February 26, 2011, 03:17:48 AM »
*edited out due to relevance*

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