The Dresden Files > DFRPG
Keeping the game balanced
CaptianRowin:
Hello, I'm new to GMing Dresden games. Right now we are at a low refresh (7) but I keep hearing that Wizard quickly outpace other templates for power. Any GMs out their that have some suggestions to keep everyone on a equal level so that my non wizards don't feel left out? I have been DMing D&D for years and have a few tricks up my sleeve, but I am looking for some more specific ways within FATE.
Taran:
Welcome.
A few things to consider:
Wizards are pretty powerful in combat. They also have some flexibility with theumaturgy.
That said, they have no refresh left over for anything else. Most of the other PCs will have stunts that round them out or give them a specialty in other arenas like social situations and clue-finding/investigation. A pure mortal with high resources and a mitt full of fate points can do a lot the wizard can’t.
In my experience, shape shifters have it best. They get two sets of skill trees and can have a social build and a combat build.
So, offer problems that aren’t combat all the time is one suggestion.
Another is to compel the wizard with Laws of magic. “There are innocent bystanders, better be careful flinging around those fire balls”. Offer fate point to deal with the problem without magic or lower the weapon power of the spell so they don’t accidentally kill someone.
Also, most people don’t believe in magic and supernatural people tend to try to hide it. You could compel them to use more mundane methods, making the pure mortals or physical bricks better able to deal with the problems.
But yeah, combat against supernatural baddies is where wizards shine. But a drawn out fight is good too. They only have 4 or 5 spells before they start taking consequences to power spells. Lots of mooks spread out to absorb some of those spells can exhaust them. Your were-bear can keep going strong through a whole fight.
Edit: limit thaumaturgy. That can get crazy powerful if you let complexities get too high.
Sanctaphrax:
The biggest thing is to not houserule in their favour. There's a common mental quirk that leads people to cut magic more slack than everything else. Don't let yourself fall victim to it. This is especially important for thaumaturgy; using it almost always involves a lot of GM discretion, and an overly-permissive GM can easily make it overpowered.
Also, don't let people make mental attacks with evocation.
In combat, wizards tend to be fragile unless they're specialised in crafting. Just hitting them can go a long way.
whitelaughter:
--- Quote from: Sanctaphrax on January 31, 2018, 08:13:40 AM ---In combat, wizards tend to be fragile unless they're specialised in crafting.
--- End quote ---
Interesting exception. Why are crafters tougher?
Taran:
I’ll post a crafter from a game I GMd and you’ll see. Need to get to a computer
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