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Messages - Timboman

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DFRPG / Re: "Physical Immunity" with a Catch of "Half all damage"
« on: August 11, 2012, 06:17:37 PM »
A more specific example would be a PC in my game who has +5 Superb Fists and was being insanely lucky all night and didn't roll anything less than a +2. This left him with a +7 just on his own. Combined with a second PC who is Pure Mortal that has fully embraced the support roll and does nothing else in combat but do maneuvers to benefit the other players he got nothing lower than a +9 to hit all night and since he had Inhuman Strength, all his Fist based attacks where Weapon:2.

So not counting the target's evasion rolls he made nothing but effectively 11 stress hits all night.

-Timboman

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DFRPG / Re: "Physical Immunity" with a Catch of "Half all damage"
« on: August 11, 2012, 06:03:15 PM »
I should say that when it comes to my +10 Fists statement I'm talking more about potential damage then the actual roll to hit, but I do have a couple players with +5 Superb in Fists and if you combine that with a decent roll and a couple invoked aspects you can easily surpass +10 to hit. When you consider things like getting Weapon:2 Fists from Inhuman strength, you can see how a range of 9-11 "damage" can (and does) happen frequently and though a chunk of it is mitigated by an opposed roll to dodge (or something else applicable) it can still translate into 5+ stress on one of my NPC's, which if they don't have Inhuman Toughness easily leads to some pretty brutal consequences even in the first couple rounds of a fight.

-Timboman

Edit: My players are rather coordinated and DO frequently set up one person with a lot of maneuvers for huge power attacks, but since they all like to role-play their characters while playing they do have a fairly constant flow of fate points to use when that strategy isn't viable.

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DFRPG / "Physical Immunity" with a Catch of "Half all damage"
« on: August 11, 2012, 05:19:28 PM »
Ok, here's what I'm trying to do.
I'm currently running a Submerged level game in NYC that is pitting my players up against mobsters that have gotten themselves a whole crap-ton of Items of Power.
There is a little more to it than that, but just in case my players happen to check the forums and read this, I'm keeping it as vague as I can.
With all the power at their disposal they have made short work out of several of the larger threats that I've thrown at them so far (I have a PC's that can routinely get 10+ on a Fists roll) and I'm looking to try and level the playing field a bit to give them a real challenge, thus we come to the purpose of my topic:

I want to make a NPC/Boss character that doesn't just have straight up Physical Immunity (Which in practice just turns into a game of "Hit it with everything until we find what damages it") but instead halves all the stress (rounded up) that would normally be dealt to him by ANY source of damage.

Should I simply use Physical Immunity for this with that as the catch? Does it even make sense if technically he's not really Immune to anything (just more resilient) and if so what would the bonus for this catch be exactly? Would it simply make more sense to just say screw it and make up my own custom power?

What do you all think?

-Timboman

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DFRPG / Re: How to handle a Involuntary Were-Change & other things
« on: September 28, 2011, 12:26:50 AM »
Well my party is currently in a very "Horde-y" mood with their FATE points, so if he DOES succeed the roll when he doesn't want to I could potentially give him the option of invoking his "Easily Angered" aspect to keep the rage flowing.
This solves that problem and gets rid of alot of his excess Fate points (since he seems to LIKE getting his character into trouble, he's accumulating quite a bit).

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DFRPG / Re: How to handle a Involuntary Were-Change & other things
« on: September 28, 2011, 12:15:43 AM »
Ya, that's kinda how I've been running it, if it makes things complicated or inconvenient they get the point, otherwise they spend one for the effect.
We're still a little new to the system as a group so I frequently muddle terminology and mix up compels or invokes verbally, but make sure to at least make the actions distinct mechanically.

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DFRPG / How to handle a Involuntary Were-Change & other things
« on: September 27, 2011, 11:51:35 PM »
One question that came up in my group was this:

We have a player who is playing a Were-Bear that has a +2 on his Human Form power because he only transforms when he's VERY ANGRY (Hulk Style). Since this is obviously quite different from what this bonus is intended to be used for (moon phase transformation etc.) we where at first at a loss on how to handle it during gameplay.

I'm the GM and how I've decided to rule things is that he has to FAIL a Discipline Roll against a set difficult to transform, and he has to keep rolling every round of combat (and After combat) to see if he calms down or not.
He is +0 in Discipline and has the aspects of Easily Angered and Compulsive Drunk both of which have been used as justifications a couple times as a means of self compelling a transformation without doing a roll.
If he gets into a situation where either he thinks (or I think) that he could potentially be made angry enough for a forced change, I usually set a difficulty and have him roll (ex. He gets hit while in physical combat, he gets insulted in a social situations, or other RP specific conditions)
Once he's in combat AND has transformed I try to make it easy for him to stay transformed.
We use the 2D6 system (one +, one -, add em, use result with bounds of -5 to +5) so when in combat I make it so he has to get a perfect roll of a +5 to suddenly shift back, and once things cool down he has to beat a +2 or +3 (depending on certain circumstances).
Also to give the transformation an additional drawback if he fails to "calm down" after combat ends he goes into a kinda of compelled berserker rage where he starts attacking allies and enemies randomly until he can be calmed (Since he also has the aspect of Easily Amused I've made it so that his his fellow party members (or Observant NPCs) can chose to use a fate point to compel him to calm down by distracting him with either alcohol or shiny things (heh)).

Most of these mechanics emerged from seat-of-my-pants game-play moments, but so far has seemed to work.
What do you guys think? Have I totally mishandled this, or does it work?

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