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DFRPG / Re: House Rules for a New Game
« on: March 19, 2012, 09:08:13 PM »This is going to lengthen conflicts a little, but as long as it's applied to everyone (PC and NPC alike) it should be fine.
Actually I was thinking about only applying it to PCs and major oppositions, I was hoping that at least if mooks fall easily then combat wouldn't seem so long. I'll let you know if I notice a major change.
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This worries me a bit as it would be relatively easy for someone to abuse this and simply kill off all opposition without them gaining a turn. Perhaps limit it to a single action per exchange.
Additionally I can see this being a bit more powerful for spellcasters than it is for everyone else as it allows them to extend spells without sacrificing an action (and extended blocks can be very powerful).
Good call, I will definitely keep that as a limitation. I'm not sure that Wizards will be using that a lot if only because they tend not to have a lot of fate chips to space, but I guess that depends on how much I end up compelling. Also I could simply say that 'maintaining' a spell really isn't appropriate use for the action. Really this is supposed to represent quick reactions not sustained effort.
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This is probably the one with the most far reaching consequences, and I have no idea what those may be. I worry about making guessing free, because it makes it a viable option with little downside (unless you are proposing that if they are wrong at all then they receive an aspect).
That was my intention for guessing, making it basically like blind tagging but with the risk of putting yourself at a disadvantage.