The Dresden Files > DFRPG

Answering some stuff about Crafting and Armor...

<< < (2/4) > >>

void:
Awesome, this fills in some of the perspective gaps I was struggling with. I can run with this from here, happily, but I'd like to point out a couple things which made it hard for us to arrive at these conclusions based on the PDF text alone.

Re: Persistent Blocks. For this, it probably doesn't help that the leather duster example specifically mentions an always available block as an alternative implementation (YS303). This should probably be removed, or receive some kind of notation (tho that page is ALREADY absurdly busy), if it's contrary to the intent.

Re: Armor and context. The (short) section on armor in the book (YS202) doesn't... really give any indication it's supposed to be situational, nor does it encourage one to try to have a 'it has a Catch' mindset like the game does for Toughness powers. This probably also warrants an aside somewhere, or possibly a direct alteration of the body text. I think that would resolve a lot of the confusion about the intent there.

Again, your perspective here is perfectly sensible, and I'm more than happy to run with it, I just don't think that what you intended to convey was there in what we got.

LCDarkwood:

--- Quote from: void on April 11, 2010, 07:02:03 AM ---Re: Persistent Blocks. For this, it probably doesn't help that the leather duster example specifically mentions an always available block as an alternative implementation (YS303).
--- End quote ---

Yep, looks like an artifact from before we realized that evo blocks needed to go poof when bypassed. So noted. That's a great catch.


--- Quote ---Re: Armor and context. The (short) section on armor in the book (YS202) doesn't... really give any indication it's supposed to be situational, nor does it encourage one to try to have a 'it has a Catch' mindset like the game does for Toughness powers. This probably also warrants an aside somewhere, or possibly a direct alteration of the body text. I think that would resolve a lot of the confusion about the intent there.
--- End quote ---

Yeah, that's a pretty busy section of the rules - there's always that issue where at some point, you have to stop going to war with the English language and let people read between the lines where they will. Or else you never finish, or write 1000+ page rulebooks. :) The passage says that weapon ratings are circumstantial, and that armor ratings work like weapons in that they're based on what they're ideally supposed to be protecting you from. I feel like that's enough room to justify the situational implication, but I agree it could be clearer.

I'll see what we can do for that text without causing reflow problems with the rest of the layout. Thanks!

Deadmanwalking:
Personally, I got that armor was supposed to be situational (kevlar only works vs. guns, etc.). What I didn't get at all was that it couldn't stack (or could only act as a modifier). That's never said anywhere and is actually rather important info.

LCDarkwood:
You're right, it doesn't say anywhere that armor doesn't stack. The game has no default rule about armor stacking. I have one.

I'm not entirely convinced the game needs a default rule about armor stacking.

But I'll throw it in the proofing list anyway, because hey, I could be wrong. :)

Hoar Grimnir:
Thanks for your input, I was sat on the fence for armor/toughness.
Cheers.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version