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DFRPG / Re: Sponsored Magic Question
« on: August 18, 2016, 05:55:06 PM »
I would say no, enchanted items must also fit within the sponsors realm of effect.
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Can critique stunts, though.Thanks!
This seems worryingly powerful.Yeah, it basically gives two actions for one. I'm not sure how to do this without making it too weak though. If the penalty were a -2, then you might as well just maneuver for the aspect. The idea here is that you spend a little extra time on your attack to make it extra powerful often staggering your opponent. Can you think of a good way to model that?
I think it would be better to take a stunt letting him wield that pistol with Weapons. This is one of those cases where optimizing makes the sheet feel more natural, if you ask me.Good call.
There probably shouldn't stack, at least not fully. That being said, I wouldn't blink if you wanted to make the sword weapon 3 normally.Stunts should be able to add 2 stress on the back end. Is it too broad of a bonus? The idea here is that there are actually two different weapons that you switch between for differing combat situations. A faster, weaker straight-sword and a slower, stronger great-sword. What if there were a -1 penalty on accuracy for this to model it's slowness? How would you add additional stress on the back end from that? Still 2 or would you bump it up to 3.
I can't say I like this maneuver-with-special-rules set-up. There's gotta be a better way to stat this kind of ability.Yeah, I was definitely playing fast and loose with the rules here. It should probably just be a static boost.
Also, I don't think taking supplemental actions in response to attacks works very well.
Feels weak. You can already make maneuvers, you shouldn't need a stunt to move people with KNOCKED BACK.I was thinking it was a common ritual, something that mortals can do without any supernatural powers. And I was under the assumption that if it's an odd sort of action your character takes regularly, you should probably make it a stunt; YS318 - Adjudicating Skills.
Also, this doesn't really feel like a mortal stunt.
Bag of Tricks doesn't work this way. It doesn't let you spend multiple slots on an item. Also, you can only spend 1 Refresh on more items.I didn't realize that . . .
Ritual (Crafting) and a Refinement will give you a similar amount of power, though. And it'll let you spend stress for extra uses.
Let’s get this clear up front: lycanthropes are not werewolves—though they share some traits in common. But where werewolves change their bodies, lycanthropes change only their minds, aligning their thoughts and senses with those of a beast.
Not really. Human Form denotes a change of, well, form. Earth elementals stay the same shape when they leave the ground. And Involuntary Human Form without changing form is just Limitation with a non-scaling cost.
Related question, would you allow a successful maneuver to be tagged for effect to make some defend at Mediocre, or skip their action for the round? Or would you require a FP?
Believe me we discussed A LOT about wether or not we should do it, we even had a Warden of the Council finally submit to the idea only to supervise we don't create a world shattering abomination
What if each element was better at a particular action? Like, each element can block/attack/maneuver/counterspell/veil but some are better than others.
Fire=attack
Air = maneuver
Earth = block
Water = counterspell
Spirit = veil
You're still better specializing in one element. For example, say Earth gives +1 Shift to Blocks. Which would you rather have:
+4 power/control for Fire
+2 Power/Control for Earth, and +2 Power/Control for Fire
The Fire specialist has +4 Shifts for Blocks, while the Earth/Fire generalist has only +3 shifts for Blocks. There's still no reason to mix your specializations.