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DFRPG / Re: Draconic Dungeons
« on: September 24, 2012, 09:33:11 AM »
How will you deal with Declarations and Fate Point Invoke for Effect?
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As far as permanent aspects, you can only have the seven (High Concept, Trouble, Background, Rising Conflict, Story, and two Guest Stars), though those can be changed at any milestone. You can however have any number of temporary aspects. Those are the aspects that you create through maneuvers and declarations, as well as consequences. Also you can make use of any aspect that you are aware of. Those would be aspects on the scene, other characters, or even the city.
The usefulness of every Power, from Addictive Saliva to Worldwalker, depends on the game. This ensures that no matter how well you balance things, actual play will throw you off.
So, in the game, you can get up to some pretty impressive levels of damage--powerful weapons, strength powers, spellcraft in general, so that any given character could theoretically be attacking and dodging at 5 (or even 6 or higher), and doing 5 stress or more each shot.
This, for me at least, makes it something of a challenge to create meaningful adversity in battle without resorting to giving the bad guys Toughness or Speed powers to compensate (I mean, even in the books, a handful of mortal goons can give anyone a little bit of trouble).
So what are some of the ways you guys even the odds against your PCs from time to time?
Now I'm getting funny ideas about the Pixie PC in one of my games.
Za Lord cavalry, perhaps?
You seriously have no problem with someone being able to change core concepts of your character with a few dice rolls?
Lets say you are playing a Wizard of the White Council. You also happen to be a strong advocate of PETA. You also think chivalry is not dead.
In a few games (or in theory a few social combats in one game) a social combat expert now has you convinced breaking laws of magic is fine. PETA in fact stands for People Eating Tasty Animals...or at least it does afte a few rapport rolls. Also, now chivalry is dead, your girlfriend is sorta pissed.
This is way more powerful than bluff checks and sense motive checks or diplomacy checks in the D20 system.
I think roleplaying over a large period of time should be able to slowly shape another character's thought processes and behavior. I think events in games should change characters outlook on life. Certainly not a few rolls or a social combat.
That is my problem with it.
I have recently had a conversation about social combat. I think I like the fact that it can solve an arguement. I also think it is kind of scary. Dice rolls can completely change the way a character thinks ("Join the Dark Side" "Change your political party or religion" "Broccoli in fact does taste good") and the player has to deal with that.
I am kind of the opinion it is never a good idea to force a player to take law breaker, considering even without becoming an NPC lawbreaking represent a massive character defining change that really shouldn't be forced on a player.
Which is bad game design, and creates false dichotomies during character creation. One character type should not be able to edge out the rest. It's fine to have specialties, but wizards don't have specialties - they're amazing at everything between thaumaturgy and evocation.