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 Post subject: To Slip the Surly Bonds of Earth
PostPosted: Wed Jan 08, 2014 4:22 am 
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Joined: Fri Sep 27, 2013 1:06 am
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Location: Portland OR
Hi just a quick combat question.

There are potentially a number of combats with multiple primal casters with the ability to blind PCs. How many of the PCs does author (or other judges) think is fair or "fun" to blind at once?

Thanks!

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 Post subject: Re: To Slip the Surly Bonds of Earth
PostPosted: Wed Jan 08, 2014 6:02 am 

Joined: Fri Oct 11, 2013 5:01 am
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Following on from the actions/choices have consequences theme of many other topic areas I would (as a GM) suggest that it depends upon the group make up: if there are no casters then just a couple (maybe up to half) but if there are people capable of unravelling the thread or otherwise getting rid of it during the combat then I'd blind the entire party if they didn't react appropriately to my doing the first character. That being said, if the party is on the edge of getting frustrated then a couple of them may fail their casting rolls just to keep things fun.


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 Post subject: Re: To Slip the Surly Bonds of Earth
PostPosted: Wed Jan 08, 2014 7:06 am 

Joined: Fri Sep 27, 2013 11:41 am
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Location: Fort Wayne, IN
If you were a villain with similar abilities, trying to win a fifgr, is there a reason you would pull the punches?

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 Post subject: Re: To Slip the Surly Bonds of Earth
PostPosted: Wed Jan 08, 2014 7:30 am 
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mighty28 wrote:
If you were a villain with similar abilities, trying to win a fifgr, is there a reason you would pull the punches?


If GM's aren't playing a proactive role to use villain abilities in an effective way to make the fight challenging but also enjoyable for the players, we are back where many discussions about optimization ended: players will feel the need to optimize to survive. If I were a villain in most adventures who really wanted to defeat the PC's I'd direct all my minions and cohorts to immediately kill anyone who was vanquished. I think we can all agree that wouldn't be the best way to run adventures for the success of the system and campaign.

I think it's important to have villains use the tools at their disposal but because authors can't account for every party combination, some leeway needs to be exercised by the GM behind the villain.

John

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 Post subject: Re: To Slip the Surly Bonds of Earth
PostPosted: Wed Jan 08, 2014 9:48 am 

Joined: Fri Sep 27, 2013 8:36 am
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I fundamentally disagree with John here.

Forcing players to deal with new types of attacks such as blindness, is at the core what chronicleers are in the business of doing.force players to think and to solve problems other than "how much damage can i do"

Dealing with diminish senses IMO is ridiculously easy, its simply countered by "Restore Senses" or with a roll by "Unravel the Thread"

at the chroniclers discretion, one can spend a fate point to "do the impossible" to gain temporary use of a feat, ive seen this used very effectively by many people

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 Post subject: Re: To Slip the Surly Bonds of Earth
PostPosted: Wed Jan 08, 2014 11:04 am 

Joined: Sun Sep 29, 2013 4:12 pm
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That works fine as long as someone at the table has Restore Senses or Unravel the Thread. I've definitely been at tables without Restore Senses before. I don't think I've been at a table without Unravel but it's certainly possible (even if there are casters).

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 Post subject: Re: To Slip the Surly Bonds of Earth
PostPosted: Wed Jan 08, 2014 11:45 am 

Joined: Fri Sep 27, 2013 11:41 am
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Location: Fort Wayne, IN
John, I still think it comes down to villain motivation. For example, a gang of street thugs would probably not take the time to kill someone if the Hero had 5-6 friends still actively engaging them in combat. Dumb animals looking for a meal? Sure...until they are attacked again. Evil Lich Lord hell-bent on survival....probably.

In the case given, I dont think the shammies would "play nice just to make things fair". Alternatively, you could take the exact same stats, and have it as a group of Hinterlander Shammies who are just trying to get away...they would use everything debilitating they can before making a run for it. Same tactic...first example is "lethal", second is not.

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 Post subject: Re: To Slip the Surly Bonds of Earth
PostPosted: Wed Jan 08, 2014 12:14 pm 

Joined: Fri Sep 27, 2013 8:36 am
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Wilcoxcon:

at the chroniclers discretion, one can spend a fate point to "do the impossible" to gain temporary use of a feat, ive seen this used very effectively by many people

That feat could be "Learn spell: Unravel the Thread" or Restore Senses

and if your in a party with no casters.... well your going to have other problems

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 Post subject: Re: To Slip the Surly Bonds of Earth
PostPosted: Wed Jan 08, 2014 12:36 pm 

Joined: Sun Sep 29, 2013 4:12 pm
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SamhainIA wrote:
at the chroniclers discretion, one can spend a fate point to "do the impossible" to gain temporary use of a feat, ive seen this used very effectively by many people

That feat could be "Learn spell: Unravel the Thread" or Restore Senses

and if your in a party with no casters.... well your going to have other problems


Hadn't thought of using it to gain Learn Spell. Interesting idea.

Yes, if you lack spell casters completely, you're going to have a tough time in a lot of mods.

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 Post subject: Re: To Slip the Surly Bonds of Earth
PostPosted: Wed Jan 08, 2014 12:43 pm 

Joined: Sun Nov 24, 2013 9:12 pm
Posts: 609
SamhainIA wrote:
Wilcoxcon:

at the chroniclers discretion, one can spend a fate point to "do the impossible" to gain temporary use of a feat, ive seen this used very effectively by many people

That feat could be "Learn spell: Unravel the Thread" or Restore Senses

and if your in a party with no casters.... well your going to have other problems

How long do you get that talent maneuver or spell? I've had GMs say an action and others say a scene.


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