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Messages - gojj

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1
DFRPG / Re: Paranet Papers has a release date
« on: February 26, 2015, 09:04:18 PM »
Quote
Updated magical systems, including new material on soulfire, sponsorship, and thaumaturgy

Yay!

2
DFRPG / Re: My Suicide Squad as Monster Hunters - what do you think?
« on: January 27, 2015, 08:36:51 PM »
May be... Smt like From Dusk 'till Down. But considering power level of this "heroes", who is the strongest thing they can defeat?
It's also a bit difficult to judge their powers and abilities since they can shift from writer to writer, but I would say that as a group they are just as, if not more, capable than the group put together in Skin Game. I would say they could put up a good fight against almost anyone/anything baring Outsiders, the six Queens, and similarly powered people.

It would be fun playing a game where everyone was an anti-hero, I think it's a good idea.

3
DFRPG Resource Collection / Re: Custom Power List
« on: December 21, 2014, 03:46:08 AM »
They look cool. Is there a reason Additional Knowledge and evothaum aren't available to Druidic Magic? Would a player "upgrade" these to sponsored magics if they wished their characters to become more proficient spell singers, or would you allow them to take upgrades (e.g -X Additional Power)? Do these function as mortal magic in regard to Catches and Hexing?

I love little powers like these that can really add a unique flavor to a character.

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DFRPG Resource Collection / Re: Custom Power List
« on: December 20, 2014, 08:00:58 AM »
I like the power overall, it would be very cool on a Deadpool type character. That said, here are my questions/concerns.

1. One With The Weapon.
This is similar to Superior Strength (YS 183) in that it doesn't count for attack and defense rolls, right? As in (assuming you have Supernatural Skill), you wouldn't add three to your weapons rolls claiming that your athletics modifies your weapons roll, right?.

2. Parry Everything/Perfect Defense
I'm not a fan of these, because Dodging gets moved to Weapons, I see very little incentive to take Speed powers, as (arguably) the most useful trapping has been moved elsewhere. Also, while deflecting bullets is awesome, how would you parry a fireball? Or a giant boulder? Or an explosion?

What if instead the three levels are thrown objects/"Slow" missile attacks (arrows are the only thing that comes to mind)/Bullets. The second level stinks but you see what I mean. I just think there are some things that are simply impossible to block with weapons, no matter how fast/dextrous you are. I think that these trappings step on the feet of the Speed Powers just a tad too much.

3. Strike Like The Sunlight
I think this is very cool, and you are paying 6 refresh for the power at this point, but I'm unsure about the ability to make zone attacks on two separate zones with the ability to avoid any friendly fire that accompanies zone attacks. I like the ability to avoid hitting allies (as the user is merely moving from target to target instead just spinning in a circle haphazardly), but perhaps drop the ability to hit the second zone, and instead remove the -2 penalty on zone attacks. This still allows the user to clear out groups of people, but just not two zones worth of people.

This is by far my weakest objection, as it is motivated more of a gut feeling than anything concrete.

4.
Do you think you could expand these powers to Guns as well? As in, when taking the power the player can decide whether they want to apply it to Guns or Weapons? We've seen in movies people being able to shoot bullets out of the air, or blow away an entire room of people on a quick draw, and this power could be a good way to model a Kincaid type character.

You might have to tweak some of the wording on some of the trappings, but I think it could work nicely, what do you think?



Reading down I see that you guys have been talking about this for awhile. I don't think I talked about anything you guys have already discussed, but if I did I'm sorry.

Also, here's my two cents on a couple of points you guys were talking about.
What really worries me is something like a character with Mythic Skill, Inhuman Toughness, Inhuman Recovery, and a +3 Catch at Chest Deep. Legendary attacks at weapon 6, legendary defences against everything, and superhuman durability. Plus plenty of open skill slots, little gear dependence, the zone attack option, and the other side benefits of Mythic Skill. And that's without going for every available rebate.
Well the simplest way to prevent this would just be to not allow your player to take the Mythic level of this skill, or at least not at lower refresh levels. The fact that this power can be fully utilized with only one skill could be a problem, but you'd probably have to wait until one of your players took this skill in game to see how balanced it actually is.

As I stated early: yes, the wizard can output lots of damage in many zones but not without hitting himself or allies.
Remember that Wizards can pump up the weapon value of their attacks much, much more cost-effectively than a physical character can. Someone with Supernatural Strength and Skill is sitting on +2 weapons, +4 stress. A Wizard with Evocation, Thaumaturgy, and two refinements can easily reach +5 Control, +3 Power with Specializations and Focus items, and the gap widens the higher the refresh values get. Also, Weapons generally have an initial weapon value of 2 or 3, while magic generally starts at 4-5 at Submerged and above.

Basically, I don't think the Skill powers really rival magic in terms of raw damage output, it just closes the gap. As of now, the only real way a physically focused character can match a combat focused Wizard in terms of damage is to take an Item of Power.

Also, in case those last two paragraphs came off as overly critical, this is not me saying "Grrrr, Taran, you are so naive!", I just think you brought up a valid concern and wished to give my opinion on it.



Wow, this became pretty long, but hopefully I avoided being long-winded.

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DFRPG / Re: Fire Vs. Constructs
« on: November 14, 2014, 02:41:10 AM »
I'm not sure if I'm agreeing or disagreeing with Haru.

I think fire's cleansing properties is better represented as justification for attempting to counterspell with fire than as satisfying the catch for any construct. Zombies have a weakness to fire in many fantasy settings, but if someone makes a rock golem, or summons a demon, I don't think those would be inherently weak to fire just because they are a construct.

6
DFRPG / Re: Bad News for the Wiki
« on: November 07, 2014, 07:48:49 AM »
Have you thought more about the Kickstarter/Patreon as payment plan ideas? What would be easiest for you?

7
DFRPG / Re: Request A Character
« on: November 04, 2014, 02:48:25 AM »
I would like to do Indiana Jones and the protagonist of Parasyte, but the truth is I don't know much about either. I have a passing familiarity with each character, but neither is clear in my mind.

Could someone help?
Quick disclaimer, this summery is based off of the first three movies (Raiders of the Lost Ark, Temple of Doom, and Last Crusade) and from memory.

Indiana Jones (Henry Jones Jr.) is a vigilante archeologist. He locates rare and valuable archeological artifacts and retrieves them so they may be placed and preserved in a museum. He travels the entire world in search for these artifacts and is no stranger to risking his life to ensure their safety. When he isn't searching the world for rare artifacts, Indiana Jones teaches archeology at the local university. On several occasions, Indiana Jones has had to confront Nazi's, racing them to secure important religious artifacts.

Due to both his natural intelligence and his extensive knowledge of ancient artifacts, occult societies and the field of archeology in general, Indiana Jones is quite adept at avoiding the ancient booby traps that guard the artifacts he seeks. He is also extremely proficient at using a whip. He uses it to trip up enemies, disarm them, and to cross otherwise impossible distances. He also carries his trademark hat and a standard revolver to use in life threatening circumstances.

Indiana Jones thinks fast and frequently improvises. He is not easily intimidated and does not hesitate to throw a punch when he deems it necessary. He also frequently gets into trouble where women are involved. Unlike his father, Indiana Jones is not a religious man, despite coming into contact with multiple religious artifacts and witnessing their powers. Indiana Jones has faced many near death experiences over the years, and luckily his knack for getting out of trouble just exceeds his knack for getting into it.

His mannerisms are actually fairly similar to Han Solo from Empire and Jedi (they are played by the same actor, so I guess this isn't too surprising), so you can use that as a baseline.

Some quotes from the movies that I really like (some from memory, some from IMDB):
"It belongs in a museum!" | "Nazis. I hate these guys." | "X never, ever, marks the spot." | "I'm like a bad penny, I always turn up." | "I hate snakes Jock, I hate 'em!"

Hopefully this gives you a good enough idea of the character to get going. I would highly recommend watching Raiders of the Lost Ark, Temple of Doom, and The Last Crusade if you get the chance.The first and third are the best, but all three are very fun movies.

8
DFRPG / Re: Request A Character
« on: November 01, 2014, 04:00:54 AM »
I'm curious how you would build a Submerged Batman. Now Batman himself is obviously way above the Submerged power level, but I'm curious what aspects of his character you would keep and what you would downgrade or do away with.

Also interested in your take on what Indiana Jones based in the Dresdenverse would look like (any power level).

EDIT:
Just to be clear, I'm suggesting a Batman-like and Indiana Jones-like character, you don't have to actually and try to build those two specifically if you find it too limiting aspect-wise.

This should be fun, I like seeing what you come up with when you do these.

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DFRPG Resource Collection / Re: Custom Power List
« on: October 04, 2014, 10:11:40 PM »
I think specialization is already handled with aspects and just how someone plays a character. I think Wizards (or even Focused Practitioners) are already extremely strong and versatile without allowing them to min/max even more.

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DFRPG / Re: Bad News for the Wiki
« on: September 28, 2014, 03:41:36 AM »
Tiny update on the Patreon thing. Earlier this week I looked at their Creator FAQ and it seemed to be very focused on the idea of making sure the promised content is delivered, and since we aren't using it for content creation purposes (or at least not consistent content creation, I have no idea how often or to what extent the wiki is updated), I shot them an email giving an outline of the situation and asking if Patreon is set up for this kind of thing and I have yet to get a reply. However, if you plan on just moving this is probably just a moot point.

11
DFRPG / Re: Bad News for the Wiki
« on: September 23, 2014, 06:47:53 AM »
If we are going with the keeping it where it is and paying idea, Patreon could be the answer, but I have a concern. To be honest, I think hitting $5 a month would pretty easy. If we only got  a dozen people on board, that is only ~45 cents a person and although I do not want to assume anything concerning people's budgets, that should be a fairly easy number for people to commit to. My concern is if too much money is pledged. Is there a way to cap the money pledged? If more people want to pledge down the line, what then? I am fairly busy this week, but come Friday I can look into the Patreon idea if that still seems like a good idea.

12
DFRPG / Re: New Mod!
« on: September 16, 2014, 06:50:34 AM »
All the different resources you have created, managed, and proof read have been such a huge help, thanks for all the hard work and congratulations!

13
DFRPG / Re: are nagloshi human-spoiler
« on: September 06, 2014, 01:01:34 AM »
The original question still spoiler-y, I think it is best if the specific reference is just removed.

To answer the question, here's a quote from the Dresden wiki:
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A naagloshii or skinwalker is an immortal semidivine being with the ability to change shape. [...]The English word for semidivine doesn't really cover it. Most skinwalkers are just people—powerful, dangerous people.

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DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: August 29, 2014, 03:52:27 AM »
I definitely outlined a worse-case scenario, but even if someone wasn't trying to power game it could still result in at least two free refresh worth of refinements.

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DFRPG Resource Collection / Re: Sponsored Magic Master List
« on: August 29, 2014, 03:35:57 AM »
Regarding the extra benefit, I forgot to include that you do need at least Thaumaturgy to take this Magic. It's implied in the Description, but I'll make it explicit. It's functionally just one or two stunts. I'm a little confused by your reaction. It's powerful, but only in a fairly limited scope. I can't really think of anything I could do with it that I also couldn't do with, say, Spirit magic.
Say Joe takes this sponsored magic and a refinement, and he chooses to use all six slots for specializations. He now effectively gets six free specializations for any Evocation spell he casts, which amounts to three refresh worth of refinements.

Say Joe takes this Sponsored magic and decides to use all four focus item slots as focus items, +2 Deus Vitae Complexity and +2 Deus Vitae Control (Thaum). He now effectively gets +2 DV Offensive Power, +2 DV Defensive Power, +2 DV Offensive Control, and +2 Defensive Control for free, a total of four refresh worth of focus item bonuses.

If Joe decided to take this power and three refinements, and used them on 6 thaumaturgy specializations, and 4 thaumaturgy focus items, he gets a whopping seven refresh worth of evocation bonuses for free.

Maybe I am looking this in a different way than you guys, but this seems like a ridiculous amount of power for relatively little refresh.

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