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Topics - TheMouse

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DFRPG / A problem with the rules, and a simple fix
« on: August 14, 2011, 03:07:23 PM »
The problem is the integration of difficulty modifiers with contested rolls.

The way it works now is simple enough. As per page 193, contested rolls are you rolling something and someone else rolling their thing, then you compare. Higher roll wins. Very simple.

We all know about fate points and Aspects and how those modify rolls. This isn't part of the problem, so it doesn't matter in this topic. This is because in contested rolls it modifies the roll, not the difficulty. So the math works out just fine.

Now, we have non-fate-point-driven modifiers. The rules for these start on 311. This section is a little hand-wavy, but it comes down to this: When factors are against you, the difficulty goes up, typically in units of +2. In a rush? +2 difficulty. Lacking some equipment? +2 difficulty. Very simple, again.

Now comes the problem. Turn to page 142 and check out the Stealth trapping Hiding. In a few words, it lays out the rules for hiding in a situation with difficulty modifiers from page 311. In short, you set the difficulty to hide, then your roll becomes the difficulty to spot you.

Why is this a problem? Well, low difficulties mean that low rolls can be successful. But that means that it's easier to spot you, because you rolled low. So your successful rolls, being lower, mean it's actually easier to spot you than if you'd rolled a barely successful roll against a higher difficulty.

For example, if the difficulty to hide is +0 and you rolled +2, it's easier to spot you than if the difficulty had been +2 and you'd rolled +3. Never mind that you've got 2 Shifts on the lower difficulty. You're easier to spot by 1.

This bugs me.

So I've come up with two simple ways to resolve this:

1. Modifiers to the difficulty during contests are multiplied by -1 and applied as a modifier to your roll. So a -2 to your difficulty (making it easier by 2) instead gets applied as a +2 to your roll (making it easier by 2). Likewise, a modifier of +2 to the difficulty (making it harder by 2) gets applied as a -2 to your roll (making it harder by 2).

2. Compare Shifts in contested rolls rather than the rolls themselves. If you beat your difficulty by 3 and the other dude beat his by 2, it doesn't matter that his roll is higher, because you have more Shifts. So you win.

They both accomplish pretty much the same thing: People can make contested rolls against different difficulties, and the degree to which you succeed matters. The first one sets all difficulties to the same baseline and the second counts degrees of success. These are more or less the same thing.

Thoughts?

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DFRPG / Refresh cost for teleportation
« on: September 26, 2010, 02:49:16 AM »
I've been playing around with a couple ideas for powers based on teleportation. I'm just not sure how much Refresh they should cost.

The easiest one is teleportation as a bonus to dodge things. This one is just a normal bonus based Stunt with supernatural spray paint. It gives a bonus to the dodge trapping of Athletics, the cost of which depends on the bonus.

A slightly more difficult one allows the character to extend its movement action. As a free action move, say, two zones. Add two zones to supplemental movement and sprints. Here's the part that's giving me trouble: Ignore all border ratings between zones, because you don't actually need to pass through them. However, if you cross over a threshold, treat it as a border rating you cannot ignore. Does that sound too worthwhile for 2 points? Good for 3?

Now we move out of the realm of tactical combat movement style powers. How about a power that can move you a mile? 10 miles? 50? It would most likely be a full action, probably with some roll to place yourself. It should probably cost some Stress to use. Other than that, I'm pretty lost on how much that should cost.

Thoughts? Opinions? Monkeys?

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DFRPG / magical bug out bag
« on: July 30, 2010, 03:29:44 PM »
For those of you not familiar with the concept of a bug out bag, the basic idea is that it's a bag full of the most basic survival supplies you'd need to stay alive for 72 hours. When shit hits the fan, you grab your bug out bag and run out the door. It stays packed at all times and is as light weight as possible, so it minimizes the amount of time it takes to get you out the door as well as the stress it puts on you as you basically run for your life.

There are a number of competing theories on what should and should not go into the normal versions of these things. I'd like to avoid such discussions if at all possible; I'm not really interested on where people stand on the water filtration/ chemical treatment debate, for example. Please try to keep this to magical supplies.

So, what goes into a theoretical PC's bug out bag to keep them alive from magical threats in an emergency situation, with little to no notice, for the period of roughly 72 hours?

Some thoughts:

* chalk (for circles, improvised wards, etc)
* a small bottle of holy water (a weapon against some beasties)
* light weight holy symbol of a religion you believe in (protection from said beasties)

Thoughts? Feel free to include items specific to local situations, although if you do so include the reason the item suits the situation. (For example, if the local faeries want you dead, an iron knife makes total sense.)

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DFRPG / story seeds
« on: May 21, 2010, 01:19:27 PM »
I figured I'd start a thread where people could share story seeds. The idea isn't to post complete scenarios or lengthy write ups. Instead, this thread is for people to write out a handful of sentences that communicate the most basic ideas for a story. Then other people can fill in the blanks to personalize the seeds to their groups and their cities and grow their own complete stories.

I've come up with a rough sort of template that helps me to focus my thoughts for things like this. Use it or not for your seeds. Either way, resist the temptation to fill in all the blanks or get really specific. Here's the template, with my story seed contribution:

The Problem: A body is found with its heart removed. Various clues make it likely to have been part of a mystical ritual. Local authorities are very interested.

Life gets worse: The victim was part of the local White Court's feeding supply. There is some evidence to tie the murder to a pack of werewolves living nearby. This creates more than a little tension between the two.

Life gets even worse than that: A federal task force shows up to investigate the murder. The lead investigator and possibly more seem to know about the supernatural, and not in a happy, friendly way. After another body shows up, the feds really ramp up their investigation.

The twist: The murders were committed by a Scourge of Black Court vamps who are sacrificing to a dark and ancient god to gain his favour (and some serious mojo). Can the PCs stop the final sacrifice and prevent the ritual's completion?


As you can see, this is far from a complete story. It doesn't include a number of vital details, including exactly who everyone involved is. That's meant to be left to individual GMs, so they can fill in NPCs from their cities and put clues appropriate for their group into place.

Your turn.

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DFRPG / sharing the good vibes
« on: February 27, 2010, 04:03:32 AM »
I've been cruising the net for DFRPG related interviews and the like. I just finished one at gameplaywright.net. I stumbled upon a quote by Fred:

"If I were to somehow distill it all I’d say the project has taught me that living life as a publisher with maximum transparency is all kinds of good for you. It gets fans on board and watching your back. It keeps people from feeling like you’re hiding a failure from them. It brings people into the circle with you, to where they’re with you along on that journey. So when you make big honking rookie mistakes — like we did — they understand, they forgive, and they help you get back on your feet."

And I just need to say, bravo. I really wish other game companies would learn this lesson. I'm not going to name names, but there's another gaming company I used to be a huge fan of that has totally put me off by being so opaque with their game design process; it's made things incredibly frustrating when something's obviously going wrong, but no one in the know will say anything about it. With Evil Hat, they just pop online and say what's up. It doesn't totally get rid of the frustration, but it makes it feel almost like you're on the same team since you know they're feeling the same frustration.

Thank you guys. I just wanted to say that you're doing it right.

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DFRPG / Changes to FATE from SotC to Dresden...
« on: August 06, 2008, 08:01:00 PM »
I'm curious what sorts of changes to the FATE system we can expect in the transition from Spirit of the Century to Dresden. I'm not talking about the addition of a magic system or the like, more basic changes to how stuff works.

The reason I'm asking is that I was reading the Starblazers preview and it does some things differently. For example:

* Stress tracks fill in a number of boxes equal to the inflicted stress, not just the box that many into the track. Also, there are four levels of Consequence (minor, moderate, severe, and extreme, corresponding to -2/-4/-6/-8 stress respectively).

* Aspects may be used to justify the use of an alternate skill for 1 fate point.

* Weapons add to the amount of physical stress, and armour takes away from it.

Should we expect to see many changes like the above in DFRPG? Thanks to anyone in the know who can answer my question. (:

To open up this discussion a bit, anyone not in the know should feel free to tell us what sorts of changes they would make (or have made, if you're running your own version of Dresden).

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DFRPG / group composition
« on: July 22, 2008, 08:46:09 PM »
This is sort of the offspring of the "what would  you make" and "what's your first story" threads. The basic idea is this: What do you think your group will make for its first round of characters? Do you think they'll all end up with the same character type? For the GMs out there, do you plan to try to convince your group to play a certain thing, and if so, what?

My game group is really dynamic, so I'm not sure who's going to be involved. As such, I can't really answer my first couple of questions.  For the last, I'm going to try to convince them to play humans with whatever degree of magical potential. Whether that be wizards, focussed practitioners, or emissaries of power, I'm not too picky.

So, how about you?

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DFRPG / what playable stuff are you hoping for?
« on: July 03, 2008, 05:17:03 PM »
What playable stuff -- other than wizards -- are you hoping gets mechanical support in the DFRPG? That is, what sorts of things would you like to see get robust selections of Stunts and such?

I'd like to see stuff to support non-wizard level magic practitioners. I like those one trick ponies who, none the less, possess potentially useful abilities. We've seen an ectomancer, a precog, and of course the Alphas.

How about you?

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