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Messages - Silverblaze

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1
DFRPG / Re: Social Combat Armor and Weapons
« on: July 17, 2019, 05:07:09 AM »
I kind of feel like the negative version of weapon 4: ( destruction of all you hold dear) should be a separate intimidate roll, a maneuver, or something else.  Also if a character is automatically believed to be able to do this...perhaps roleplaying without need for social combat is likely best.  Or when dealing with someone like Mab or other plot devices rolls are not needed...they have 8-12 + in skills and a weapon rating serves no purpose.

I assumed that is what maneuvers were for in social combat anyhow. 

OTOH I see no reason these can't exist... they just need tweaking.  And of course testing.

2
DFRPG / Re: Request A Character
« on: July 17, 2019, 05:00:03 AM »
I'm trying to use the program to create a template for a Guardian (Mercedes Lackey's Diana Tregarde, to explain what that is). What sort of other information do you need? (I don't know if you've read them so I don't want to explain something you already know :/ )


Yes mostly just power suggestions.  Are faith powers appropriate for someone who is playing for the side opposing capital G god, The character just also happens to be very anti Denarian.

3
DFRPG / Re: Request A Character
« on: July 11, 2019, 06:34:09 PM »
I'm not dead.

Just haven't played the system in a while.

Trying to stat up a foil for the Denarians from Lucifer's perspective.

Going for something like a mix of several tropes/existing characters that I can steal from then make it my own: Dante (DMC), Lucifer (TVshow/Gaiman's version), a generic knight of the cross if such a person were to fall from grace and get a second chance at life.  Long running redemption arc in mind with drastically changing aspects as the game goes on.

Aspects I have under control.

Thinking of a primary socialite, with a combat mode - similar to werewolves, or a devil trigger (DMC fame).


Seeking input and several versions of the character if people want to take a stab at it.  I'm fishing for ideas and cant find my books. Assume 6 refresh to spend ad a cap of +4 on skills.

4
DFRPG / Re: Mythic Bestiary
« on: June 17, 2014, 07:33:26 PM »
I feel stupid.  I tried a search and everything.

Thanks for the links.  I'll post stuff over there that I make then.

Thanks again.

5
DFRPG / Mythic Bestiary
« on: June 12, 2014, 02:37:02 AM »
I've decided I like the Dresdenverse and the Fate system enough to run a long term game based loosely on Highlander.

I'm starting it during the Bronze Age and plan on it winding up in modern times or near future times when I'm done.

I'm starting this thread for multiple reasons.

1) To have a place that all the mythical creatures can be contained

2) To help me with ideas and help with stat blocks for my game.

Feel free to put multiple versions of each critter in here. (Why? Then people can have weaker and stronger versions to challenge most refresh characters)  Stat up anything you like.  Feel free to discuss what beings could qualify as Fae even.  I'm starting with some Greek myths and the like so starting there would be nice :)

I'll post any monsters or beings I use in my game and if I use one someone posted here I'll let them know how it worked.

I'm thinking harpies, centaurs, satyrs, minotaurs, hydras, pegasuseseses (pegasi?).  I may even use "The Minotaur" or "The Nemean Lion". 

Thanks for any contributions in advance.  Thanks for the help, I no doubt will glean from this.

6
DFRPG / Re: Need help on a supernatural fight
« on: March 10, 2014, 10:01:37 PM »
Why not both recovery and the stunts long term?

Also, the conversation we ("WILL NOT HAVE"):

Easy way to explain it.  Powers shouldn't be made free.

+3 catches aside from immunity; make all the powers cost -1 refresh.
-2
-2 (-4) two more than the previous
-2 (-6) two more than the previous
+3 refresh
= 3

-4 means something was effectively free.

Oddly worded but I think it is more of a balance issue than a "makes sense" issue.

7
DFRPG / Re: Input on custom recovery-like power
« on: March 10, 2014, 09:51:26 PM »
I'd go with -2. but I err on the side of caution.  I think spellcasters are nasty enough if made properly.  Giving them another spell per encounter, which is what this can amount to...could be dangerous. 

I've always been in the minority on this opinion. 

Grain of salt and all that.

8
DFRPG / Re: Dexterity Powers
« on: March 10, 2014, 07:37:23 PM »
Personally, I'd have a dexterity grant a bonus to maneuvers with weapons, not attacks or stress.  To show skilled, somewhat flashy, uses of weapons skill.  The swashbuckler disarming his opponent, cutting the strap on their armor, that sort of thing.

Yeah.  My group wouldn't use the old version or the new one.  Still unbalanced in out opinions.  I agree with InferrumVeritas.  Bonuses to dodge or accuracy are better than just doing stress most times. 

9
DFRPG / Re: killing nicodemus
« on: January 28, 2014, 09:06:33 PM »
I could even see the plot being a clever ploy to trick the players into unmaking a coin, which would release the fallen angel inside. Nic (or any other nicklehead) maneuvers things such that the players hate him and have access to a means to unmake one of the coins. Or he learns that they have access to such a thing, and hatches the plot. Then he puts on a big show of trying to resist them, they win the day, and unknowingly play right into his hands by freeing a fallen archangel!

Played through a plot similar to this.  It was a lot of fun.  Then I got an ego after we succeeded in stopping the freed big bad (we had some help...).  I wanted to stop the Denarians by smoking all of them and dealing with said archangels.  Which thankfully was vetoed by my in-game party members.  Still was lots of fun, I encourage trying it out.

10
DFRPG / Re: "Pure Mortal" bonus
« on: January 19, 2014, 02:59:26 AM »
Initially I had no armor then got some pretty standard stuff.

The main armor I had late game:

Armor three with no penalty all the time.

Eventually I got an upgrade that allowed me to use it like an enchanted item for 6 armor once err maybe twice per session using the same "charges" rule as enchanted items.

Why?

I was too squishy to fight what others were fighting.  Even if I almost completely dodged I was sucking up a weapon rating between 6 and 10. Having no extra stresses made for a bad day....


Aside from durability I think Pure Mortals or mostly mortals (which lose that +2 Refresh) can keep up with the supernatural just fine.  Which is why my first post about the +2 being fine was made.  I also still stand by the opinion that the proposed changes aren't going to over power Pure Mortals.

11
DFRPG / Re: Stats For Gods
« on: January 19, 2014, 02:51:59 AM »
Gods need one other thing.

Believers.

Metaphysically speaking gods and tulpas are created from the thought and belief of those who see need for them, fear them, revere them, and/or worship them.

This should be tied into their power level.

Why don't Outsiders need believers? 

1) Maybe they have believers.
2) Maybe they are so foreign to us that is yet another rule they break.

12
DFRPG / Re: "Pure Mortal" bonus
« on: January 15, 2014, 07:10:57 PM »
I played in a long term game as a KoC.

I had amazing armor.

I still couldn't take the beating the guys with speed or toughness or both could. Let alone wizards with awesome enchanted items


Eventually, mortals with all the fate points in the world (exaggeration obviously) still lack the durability to fight some things.


13
DFRPG / Re: "Pure Mortal" bonus
« on: January 14, 2014, 09:19:53 PM »
Supernaturals are hiding from mortal humanity because they fear the strength of mortals in huge mobs--not individual mortals. There's a reason that one of the strongest mortals in the setting--Murphy--is never once shown as being able to slug it out with anything supernatural. Because a pure mortal without powers isn't supposed to be able to keep up one-on-one with supernatural creatures.

Personally, I think it's perfectly in keeping with the setting and the intent of the game that pure mortal characters are stronger at low levels, but can't keep up on an individual scale once you get into the high-powered game.

That is exactly my thought on the matter.  +2 is fine.  That said, the suggested system for trying to keep them more relevant, is likely not game breaking.

14
DFRPG / Re: question on healing
« on: January 11, 2014, 10:41:08 PM »
Sponsored Magic:

The sponsor takes care of the medical knowledge for such things.

I think sponsored Biomancy is the best route for healing.  The closest to point and click as you can get.  Summer Magic and Soulfire would be my go to for magic healing.  Especially considering they can do Thaumaturgy at the speed of Evocation.

Need help with difficulty?  No idea.  Gotta balance it to your game in particular in my opinion.

15
DFRPG / Re: Noob Question - Attack Defense Chart
« on: January 11, 2014, 10:37:01 PM »
Assuming no stunts are used:
Physical Combat:
  • Athletics: Defends against any physical attack.
  • Fists: Defends vs any melee attack.
  • Weapons: Defends vs any melee attack and thrown weapon attack.

Social Combat:
  • Discipline: Defends vs threats
  • Empathy: Defends vs lies
  • Presence: Defends vs any attacks targeting your reputation
  • Rapport: Defends vs any social attack

I assume melee attack in this case means armed or unarmed at a range of melee? Sword VS Fist for example.

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