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Messages - CaptFisher

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DFRPG / Re: Most memorable Aspects?
« on: July 07, 2015, 12:20:44 AM »
Had a pyromancer who was high conviction but low disipline with the Aspect "you might want to take a step back."  Got compelled and used a lot.

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DFRPG / Re: Smith and Wesson 500
« on: September 04, 2011, 03:15:24 PM »


strange weapons I can't spell accurately

This is so going to be an aspect for my not so bright ninja character

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DFRPG / Re: Giving It Back: When A Changeling Chooses Mortality
« on: September 03, 2011, 02:04:58 AM »
In Summer knight Fix chooses to become mortal and seamlessly steps into the role of Knight of Summer (at least on screen)...I think the change and the gaining of new powers can be as easy or as difficult as you want it to be depending on your style of play and what your players think is fun.

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DFRPG / Re: campaign idea
« on: August 29, 2011, 12:46:11 AM »
NO is also of course famous for Mardis Gras...after Katrina a point was made to have it in the middle of the recovery....in our game it is an important tantric ritual...everybody leaves with a few minor mental or social consequences...if those are used to power something HUGE!!!

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DFRPG / Re: New to DFRPG, understanding game mechanics
« on: August 29, 2011, 12:00:59 AM »
For the most part I think what you outlined was correct and yes if the storyteller compels an aspect he gives a fate point to the player. 

I am relatively new to the game myself and i find using aspects to be one of the both simplest and hardest parts of the system...but it gets to be so much fun when fate points are flying...

I think the biggest thing is that the system is based on making a story not on how the world works so its used for making a lot of drama.(the good kind)

Between maneuvers and declarations and consequences all the aspects that can come in to play is a single scene is amazing...

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DFRPG / Re: campaign idea
« on: August 28, 2011, 02:30:17 AM »
So you have allmost hit upon the plot of our current NO campaign,

We added to it by having the white council banned from NO in the accords (the wardens swords risked freeing IT

Two of our city aspects are "bound desire" and "we're on our own out here"

NO has lots of cemetarys so ghosts...

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DFRPG / Re: Making diamonds
« on: August 21, 2011, 01:58:55 AM »
If you let them use divination then they don't need investigation any more...law breaking aside mind magics can make social skills unnecessary...the real question is why we want a diamond...does the magic death ray need one...or are we trying to get a resources skill without paying for it. 
In his own home a Wizard could have all sorts of nice conjured stuff...that he would have to re-conjure if his pipes break...with all the trappings of resources. In that situation I would tell my player to lose the stuff or buy the resources, but if the story needed a diamond and the getting of the diamond wasn't a big part of the plot...I don't see why it would be so hard...if i needed a specific diamond there are lots of reasons a magic one wouldn't work.

if the problem is a player trying to nerf the system...that is a complexity issue of the player not the diamond

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DFRPG / Re: Making diamonds
« on: August 21, 2011, 01:31:16 AM »
So since Thaumatugy can magic up a skill roll you don't otherwise have...wouldn't making a diamond just be a magic resources roll?  With a Superb resources roll I can afford a 100,000 dollar diamond. (that is quite the rock)  It seems as though that should be the difficulty of Magic-ing up one from coal.

Now turning said diamond into spendable currency might be another story in its own right...Pun intended

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DFRPG / Re: For the Wizard Who Wants Everything.
« on: August 19, 2011, 05:25:28 PM »
Oh, ha-ha. Here I am trying to have a serious discussion about fictional characters using their fictional superpowers to make fictional money so they can live like real people and here you guys are making jokes. Real classy, guys.

 

They could take these jokes and sell them to some comedians  :D

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DFRPG / Re: How do white council wizards resolve disputes between them?
« on: August 19, 2011, 12:50:35 AM »
As a long time Ars Magica player i say Certamen- a codified wizards duel where the victor gets a negotiated victory concession.  The laws of magic would not allow killing or transforming but a duel that didn't involve that should be fine.  It works for the Accords!  Given our example in the fiction it should be complete with seconds and a neutral arbiter.

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DFRPG / Re: For the Wizard Who Wants Everything.
« on: August 18, 2011, 11:11:36 PM »
For the ridiculously rich wizard a 1932 Rolls Royce with a driver...your far from the engine and the aging tech should hold up pretty well, an older model house with gas lights instead of electricity...a large estate with a separate outbuilding for your magical research...the servants wing of your estate should have electricity for the fridge ect...but don't go to that wing.

I suggest earning your money the really old fashion way and inherit it.

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DFRPG / Re: Conflicts of style and taste...
« on: August 17, 2011, 03:28:31 PM »
Playing along side literature is not easy in a game...my tabletop group is trying to play Dresden Adjacent, but as the players in the group are not Harry their take on things and how they deal with problems is different...only 2 of the 4 of us have read the fiction so playing a Dresden feel is really not possible for them...but i think our stories could be Dresden stories.

The real problem you seem to be having from your OP and what others have all ready said is finding a compatible group that matches your gaming style. They are out there.  Power gaming in a group of Power Gamers can be a good time...if you like that...if your more of a Role Player...you need to find a group that fits that style

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DFRPG / Re: Homebrew Stunts
« on: August 10, 2011, 09:48:03 PM »
Please go ahead and add SB as well

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DFRPG / Re: Stronger Aspects?
« on: August 10, 2011, 09:46:06 PM »
Could this aspect add to the power of the spell (like an emulated higher conviction) instead of adding to the control roll? A thunderstorm or an active volcano should give the wizard more energy to draw without using his own resources instead of giving him more control....

I think that this is inherent in the system...does throwing a fire blast in a volcano make your aim it better...no but it makes it do more damage because the fire is hotter...by getting a +2 to your discipline roll you do more damage...a story teller could also compel the aspect to have you lose control...to much heat there to control, getting caught up in...this stat determines power and this one is control i think bogs down the system with to much thinking...in your example adding to the conviction of a evocation attack would actually make it harder for the character to control...imo just give me the FP and lets do some property damage.

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DFRPG / Re: Inciting a crowd.
« on: August 10, 2011, 03:45:56 PM »
I would not even use it as a power...mob psychology is very real...but i would have it be an extended action taking several actions...The WCV uses his incite power at range to affect a individual in the crowd...then another...then a series of Presence rolls to "lead" the crowd in the direction he/she wants them to go...human nature takes over.
A -2 to affect the zone might be appropriate but because Presence is used to lead groups anyway I wouldn't use it that way

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