The Dresden Files > DFRPG
Some Guidelines for Thaumaturgical Shapeshifting?
Moriden:
I think part of the disconsolate is there aren't really any examples of doing things like supercharging your muscles, harden your skin, changing the ways your eyes work etc other then by taking the shape-changing or superhuman qualities. So we all try to do the easiest thing mechanically which would be emulating the powers that are similar.
If we had some kind of chart saying what the shift costs for things like [and this is of the top of my head] + to skills,+ weapons/armor ratings, altering your movement speed, getting extra stress boxes, then we could build these spells from the ground up and there would be much less confusion.
If there are costs for these listed somewhere then please forgive me, i just haven't found them yet.
iago:
--- Quote from: Moriden on April 18, 2010, 05:34:12 PM ---If we had some kind of chart saying what the shift costs for things like [and this is of the top of my head] + to skills,+ weapons/armor ratings, altering your movement speed, getting extra stress boxes, then we could build these spells from the ground up and there would be much less confusion.
--- End quote ---
Those are already pretty well laid out in the various spell effects found in the chapter, though. It's already clear that a block gets strength 1 for 1, armor gets a point on a 1 for 2, weapon gets a point on 1 for 1, etc; and from the rest of the book since when you take a sprint action you can move 1 zone (or overcome a border of 1) for 1 shift, that rounds out the movement stuff. Extra stress boxes would mainly manifest the way they manifest from increasing your Endurance (or Presence or Conviction) skill, I would think, though that's not normally something I'd bring into spells at all (I'd just go for the armor or block thing).
... so what are you looking for beyond that?
Moriden:
--- Quote ---... so what are you looking for beyond that?
--- End quote ---
Just bonuses to skill rolls i think, for example Inhuman strength gives you a +2 to might. Beast senses gives a +1 to sense rolls when appropriate.
I don't -think- that that is handled by a maneuver, block, attack, or weapons rating.
iago:
--- Quote from: Moriden on April 18, 2010, 06:00:42 PM ---Just bonuses to skill rolls i think, for example Inhuman strength gives you a +2 to might. Beast senses gives a +1 to sense rolls when appropriate.
I don't -think- that that is handled by a maneuver, block, attack, or weapons rating.
--- End quote ---
Right, that's something of a difference between things you pay refresh for (stunts, powers) and things which you *simulate*.
There's no simulation of bonuses (beyond what an Armor or a Weapon rating amounts to). Instead, you simulate the end effect: the effective rating of the rolled skill result. Because spells determine what the effect is, and then make it happen, rather than saying "I have an ability rating of Great, now let's roll to see what the level of the effect is".
So if you want to, say, simulate Inhuman Strength for lifting a heavy object (+2 to Might), really what you're looking to simulate is, say, a Fantastic (+6) result on a Might roll: i.e., spell power of 6.
Korwin:
How much shifts would those powers be worth?
* Aquatic
* Claws
* Diminutive Size
* Echoes of the Beast
* Hulking Size
* Pack Instincts
* Spider Walk
* Wings
* Supernatural Sense
* Beast Change
* Demonic Co-Pilot
* Gaseous Form
* Mimic Form
* Speed
* Strength
* Toughness
* Recovery
* Physical ImmunitySome I can guess (Claws, Thoughness), most I have no idea... (Aquatic? Fly?)
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