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Messages - Taustealthsuit

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DFRPG / Re: Help w/ 2 Mortal Stunts
« on: December 31, 2011, 05:59:48 AM »
The first one sounds great, I would say that he actually has to acting as a police officer maybe even pull his badge and arresting someone.  I don't think they have to be a criminal, but I think your character needs to think they are.

The second stunt is actually really cool.  It a very cop thing to do, and not something I have ever seen done in a role playing game.  It might take some tweaking to get just right, but it is defiantly worth trying.  You might want to require the character to actually encourage the target of his repport rolls to do something that is I the targets best interest.  "give me the gun, this only ends badly if you shoot that kid," or "let me help you here, just giveme something.  Just write down what happened on this pad of paper."

I don't know if those quotes were great.

Humans are so conditioned to follow rightful authority, especially cops, I think these stunts are great.  You might also say it only works on mortals, or characters with a positive refresh, you are appealing to humanity here.

This isn't exactly on topic, but I totally think this guy should be able to focus his belief through his badge.  Isn't a badge a powerful symbol of what this guy thinks is true and good.  Sounds as good as a cross to me.

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DFRPG / Re: Tags and Compels
« on: December 31, 2011, 05:43:30 AM »
I still think you aren't getting it Tau. Read this.

http://www.jimbutcheronline.com/bb/index.php/topic,24061.0.html

Cool, thank you for pointing that out to me.  In my defense, I haven't found that in the rule book, and that is mostly all I have read so far.  I have been on this forum for about 24 hours.

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Thank you all, this was very helpful, especially pointing out the orbits spell on page 249.  I knew there had to be more to than just putting a really nasty aspect on someone, and then spending fate points until they were dead, but nasty spells should exist in this world, I just needed to understand how they interact with the rules.

I get that it would suck to simply have a petrified aspect put on you and then you are a statue, but I needed more than, "dude hat sucks, you can't do that."

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Sure I can totally see the GM not allowing a maneuver that can drown someone because it is too powerful, but not really because it doesn't add to the game.  It is totally the sort of thing a DF caster could be able to do.  I actually think something like this happens in one of the novels.

I know I could do this with an attack, but for some reason, that just doesn't feel right to me.

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DFRPG / Re: Tags and Compels
« on: December 30, 2011, 08:46:09 AM »
Absolutely, players can only really suggest a compel, but the basically compele by spending a fate point as long as the GM agrees.

The larger point is that a invoke and a compel are different things, and an invoke is what you get from a tag and not a compel

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Let's say you want to do a water evocation maneuver that simply covers someone's mouth and nose with water.  It seems pretty straight forward.  If you succeed then you target is subject to the aspect, suffocating!  Sure I get a tag and I get a +2 the next round to punch him (or what ever else I want to do to him), as he struggles against the water pouring into his lungs. 

But what else happens, magical water is filling up his lungs, have I just found sure fire way to kill someone (who needs oxygen to breath). It might take a while for him him to die, he might even get a few shots off,  but I can pretty much just move on to his friends, and leve him to die a terrible slow death.

I guess the game mechanics question I have hear, is what sort of compels can I expect from this magical maneuver, I bet you would even be willing to spend the fate point to compel your opponent to drown.

This may sound like I am trying to abuse something here, but I can imagine this sort of situation to be pretty common in magical combat.  I mean why bother throwing attack spells back and forth if toucan just put a debilitating (or lethal) aspect on someone.

Even if PC's never do something like this I can imagine the first time they run into a really powerful wizard an NPC might try this.

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DFRPG / Re: Tags and Compels
« on: December 30, 2011, 07:38:23 AM »
We just need to go over some vocabulary

Invoke - here you spend a fate point to get a +2 or a reroll

Compel - here an aspect is used to do something far more story related, any where from causing a character to act a certain way all the way to losing an encounter.  Some people have stated that compelling is solely the pervew of the GM, how ever this is not true.  The rules specifically state that a player can spend a fate point to compel an aspect.

Tag - this is basically gets you a free invoke, because you either created th aspect or you assessed it.  However the rules for tagging never say that you can use a tag to compel for free.

So, let's say you perform a maneuver and put some aspect on one of your enemies.  If the maneuver is successful, you can then invoke the aspect once without spending a fate point, however, if you want to compele that aspect it costs a fate point.

I am not saying this how I play, or even how I think you should play, I am just explaining the rules as written, as I understand them.  However, if I am wrong I would be happy to hear it.  I am still trying to learn the rules myself.  I would just ask that you includ pg numbers where I can find my mistake in the actual rule books.

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