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Messages - PapaD

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DFRPG / Re: Twilight vamps
« on: January 22, 2013, 01:33:44 PM »
For Dresden like stories (with a British twist) try the Ben Aaronovitch Novels (Starting with Rivers of London)

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DFRPG / Re: Lawbreaking and Sponsored Magic
« on: December 20, 2012, 12:33:56 PM »
You may also want to consider the agenda of the sponsored magic (if soulfire, or similar - for the holy warrior style, then i'd argue that the rules of magic are pretty lightweight compared to the rules you would have to adhere to, as an agent of the almighty - you should possibly be considering a good long look at the behaviour and attitudes of the knights of the cross)

Also, If you are not an emissary of power, even if you decide that the lawbreaker rules don't apply - the white council may still consider you a mortal wizard, and react accordingly (if you are an emissary of power to a signatory of the accords, then the white council don't get a say in any punishments you may incur)

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DFRPG / Re: How to drive home the dangers of the Sight?
« on: December 06, 2012, 06:29:11 PM »
Things to remember

1. Things you see with your sight stay with you forever, clear as day, no fading over time - thats something you really want to consider when thinking up difficulties
2. If your player is really using the sight all the time, consider the other characters in your party - in mine, one guy carries a large ornate cross made from the original cross of jesus - this is not a simple think to look away from - i've had one guy open his sight to look at something, and forget to check who was stood in front of him at the time.
3. You can always decide a difficulty based on how troubling you think what is being seen will be to the character - if he's an innocent soul, then murder is likely to be more traumatising than it would be to a hitman.

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DFRPG / Re: Hexing! We got a problem
« on: December 06, 2012, 10:29:49 AM »
You may also want to consider which aspects of the gun were hexed

The basic mechanism of a gun, even a fancy modern one, are pretty simple and have been around for a while - unless the wizard predates world war II, or the gun is some super high tech thing, chances are the hexing won't do much (though your laser sight may be screwed)


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DFRPG / Re: Son of Thor.
« on: November 09, 2012, 11:04:13 AM »
Hmm, so are you talking Thor - actual norse mythology, or Thor, marvel comics version (if the actual norse myth, i'd disregard anything that Mjolnir does in the comics and check out something like the following:)

http://en.wikipedia.org/wiki/Mj%C3%B6llnir

(and considering the information there, i'd put the lightning control (channelling) and strength power in the hammer)

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DFRPG / Re: Son of Thor.
« on: November 08, 2012, 02:02:33 PM »
Ditch Mjolnir - if he's the son of Thor, and doesn't know it, why would he have Thor's hammer, or any specific Thor related items of power.

Strength, toughness, recovery, catch (magic) - breath weapon (lightning)


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DFRPG / Re: Thaumauturgy/Potions
« on: October 25, 2012, 09:15:10 AM »
Hmm

Rather than looking at the potion as giving you a skill rating for one use, i'd consider that it allowed the use of the power 'Supernatural sense - see through faerie glamours' for a scene.


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DFRPG / Re: Adding Aspects
« on: October 18, 2012, 11:25:32 AM »
For my party, i created an 'aspect cheat sheet' in excel, giving all of the PC's aspects - seems to work well as they definitely offer up a lot of suggestions as to how the aspects of other characters could be used.

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DFRPG / Re: cold iron claws, spikes , metal limbs?
« on: September 14, 2012, 09:22:37 AM »
You could possibly get away with it for something like a scion of Ogoun (Voodoo loa of fire, iron, politics, thunder and war), or Hephaestus - or some other type associated with similar entities

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DFRPG / Re: Veils
« on: September 07, 2012, 10:04:54 AM »
If they are aware of your presence, but can't pinpoint you - isn't there an option there for negative modifiers to their attack roll anyway - as if you were tagging the aspects 'you don't know where i am' and 'shooting/attacking' blindly

Not sure how exactly the rules would adjudicate such aspects, but i'm guessing its essentially compels against the attacker


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DFRPG / Re: Assessments: supplemental or full actions?
« on: August 28, 2012, 09:36:48 AM »
Re: spending a fate point to guess an aspect - you only lose the fate point if you guessed correctly, or if the negative response reveals something about the targets aspects that you wouldn't otherwise have known

Otherwise, the fate point is given back.

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DFRPG / Sponsored Magic and Hexing
« on: August 15, 2012, 09:12:23 AM »
One of the questions that my group has recently raised is whether or not someone with only sponsored magic (no evocation or thaum etc) would experience the automatic hexing that wizards suffer from.

Can the knights of the fae courts use technology, would someone who only had access to soulfire still be able to use computers and mobile phones?

Any thoughts?

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OK, so, I've just gone back and reread the whole sponsored magic bit, and you're right

However, sponsored magic does allow multiple elements for channeling - its just that all elements have to be related to the sponsor - so autumn magic has to be related to autumn (so, storms, decay etc, so the wind and fire stuff your Autumn knight did could still be viable. The fire coming from Autumn forest fires, cutting back the growth ready for the new growth to come in spring, and of course the wind is easy. You could also justify the use of lightning, rain, hail, or even some entropic stuff.)

The same would apply to Ritual - its not that you are limited to say, wards, or crafting, or summoning etc, but rather that you are limited to effects that you (and the player) can reasonably justify as falling within Autumn's remit. So, a ward against the other fae courts could be allowable, but a ward that also works against vampires, maybe not so.

Obviously, with things like hellfire - the element fire is pretty much inherent in the description.

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DFRPG / A Question about enchanted item slots
« on: July 19, 2012, 08:54:29 AM »
A member of my group recently asked 'how many magic items could a non wizard carry and use, assuming that they have the ability to be used by others'

He was wondering about items slots, and the fact that if you don't have some casting ability, then you don't have any item slots, but arguably you can use a potion brewed by someone else, and if someone else made an enchanted belt, you could potentially use that.

He then asked, how about a wizard, do items usable by anyone take up item slots - could he just make lots and lots of weaker items (1 strength reduced for being able to be used by anyone) and ignore the item slot limitations.

I argued at the time, that from a game balance perspective, the answer is no, but from a thematic perspective, i wasn't sure exactly why.

Can anyone help?

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I don't know about everyone else

But when it comes to make characters with sponsored magic, i have my players build them exactly as if they had taken evocation/thaumaturgy (either, or both, depending on the type of sponsorship chosen) - that way, an evoker still has to pick 3 elements, and still gets a specialisation, even if they are using summer magic - they just have to make sure the stuff they pick fits thematically.

Sponsored magic is essentially discounted evocation/thaumaturgy/both - with the discount being there because of the inherent limits of the sponsors agenda.

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