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Messages - molten_dragon

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1
DFRPG / Re: Casting more spells
« on: October 15, 2013, 09:55:20 PM »
Thanks for the good ideas.  Our group is still debating how we want to handle it.

One other idea we came up with was that if your control roll beats the number of shifts you are calling up by a certain amount (say 5 points), then you take no stress for that spell.  So basically you could cast weak spells with little risk (but not no risk) of taking any stress for doing so.

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DFRPG / Re: Casting more spells
« on: October 15, 2013, 11:25:03 AM »
There's always the highly abusable tactic of using Recovery powers to negate consequences from fallout/backlash.

Only use this trick if you're in a party with some really high powered characters, though.

I don't see how that really helps though.  Don't you still take the mental stress from casting the spell even if you botch the control roll and take fallout/backlash?

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DFRPG / Re: Casting more spells
« on: October 15, 2013, 01:00:11 AM »
I've heard different PoV and one that would allow for more spell casting is to break up scenes.  Everyone's stress track clears immediately after a scene, so if you were to look at some of Harry's fights as several mini-scenes, he'd have a little time to quickly catch his breath (clear his stress track), then continue fighting.

So maybe the PC's get ambushed, there's a quick skirmish and the enemy pulls back or retreats into another room or building.  The fight continues in the next room/building but then a new enemy blows the roof apart and flies in and starts fighting both sides.

This could be seen as one big fight or, 2 or 3 separate scenes.

scene 1: ambush
scene 2: new room
scene 3: New enemy arrives on-scene.

This, of course can be done at any level.  It just depends how drawn-out the GM wants the fights to be.

That is a good point actually, we do tend to go with pretty much one scene per gaming session every time.  I'll have to bring that up.

Of course consequences heal after a certain number of scenes too.  I'm not sure if that's a good or bad thing.

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DFRPG / Casting more spells
« on: October 15, 2013, 12:33:33 AM »
The DFRPG rules do a pretty great job of modeling the universe we see in the books.  There are a few exceptions though.  One of the biggest things I've noticed lacking in the rules is a way for characters to cast more spells over time. 

In the books, as Harry progresses and becomes a more powerful wizard, his spells grow more powerful, and he's also able to cast more of them before he starts getting worn out.  The rules do a good job of modeling the former, they don't do a good job at all with the latter.  In fact, there really are no ways to increase the number of spells you can cast.  You cap out at 4 points of mental stress with 3 points of conviction (which any spellcaster should be starting with), and there are no toughness powers for mental stress like there are for physical.  And as far as I've found, there are no ways to avoid the mental stress from casting a spell.

Has anyone else thought this was an issue in need of fixing and tried to come up with ways around it?  Basically, it seems like you'd need to either be able to cast some spells (likely pretty weak ones) without taking any stress at all, or somehow increase your boxes of mental stress.

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DFRPG / Re: Magic and Money
« on: October 15, 2013, 12:25:52 AM »
But remember that money for a wizard isn't necessarily what it would be for us. In the world of a wizard, the currency is favors and power, not money.

I'm not sure how well that really holds up.  Marcone is an excellent example of how to turn money into power, both mundane and supernatural.

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DFRPG / Re: The Appeal Of High Power Games
« on: October 15, 2013, 12:24:20 AM »
For me, that's the point of playing a low refresh character.  You don't try to play a character that's going to be exactly what you want.  You play a character that's going to BECOME exactly what you want. 

I'm okay with starting with a lower refresh and a character who will grow into what I want him to be, as long as the growth happens at a decent pace.  If you're using the pace of receiving refresh points that the rules suggest, it's pretty slow, especially in a group like ours that only plays for about 3 hours every two weeks.  If we ever want to get a chance to be more powerful, we have to either start higher, or advance faster.

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DFRPG / Re: Confused by toughness and the catch.
« on: September 23, 2013, 11:27:29 AM »
hat indicates that it builds from the left, and with the stress boxes that work for everything.  Also, look at the write-ups in YS for creatures/beings with Toughness powers.  The write-up for a Hecatean Hag on YS61 is relevant to this.

That one's kind of weird, because the way it reads, it seems like once the hag takes consequences, the toughness is gone until the consequences are gone.  It's not just that some things can bypass the toughness and others can't.

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DFRPG / Confused by toughness and the catch.
« on: September 23, 2013, 12:07:08 AM »
So I'm finally playing in my first Dresden Files game (which is awesome by the way).  My character is a Scion of a djinn and a mortal, and one of the things that seemed very fitting for the character was supernatural toughness, with the catch being true magic (based on the mythology that the djinn cannot be hurt by normal weapons and must be fought or trapped with magic).  Until recently it worked out fine.  Where we ran into an issue was when I fought my first magic user.

The DM and I were both having trouble wrapping our heads around how the catch interacts with the extra 4 boxes of physical stress capacity that supernatural toughness grants.

So my character normally has 3 boxes of physical stress capacity from his endurance, plus 4 more from supernatural toughness for a total of 7.  But if I get hit by magic I only have 3.  That's where we were getting confused.  So what happens if, for example, I get shot and take 3 boxes of physical stress, then get hit with a bolt of lightning for 3 more?  Am I taken out or not?  The 3 stress from the lightning would fill my 4th stress box (which isn't there when my catch is satisfied), but the physical damage I took first could fill the 4th box with no problems.

And does it matter which order I take the damage in?  If it was switched and I took the lightning bolt first and then got shot would it result in a different outcome?

9
DF Reference Collection / Re: What has Harry endured?
« on: February 10, 2012, 09:57:17 PM »
Please be more specific.

Harry is in the Car with Susan and Tera West.  They realize the Lycanthropes (the streetwolves) are following them.  Harry drinks the super coffee, jumps out of the moving car, and confronts them.  After it wears off, they beat him badly.

From his POV that's a Good Thing.

Probably so, but still, finding out that someone you loved and thought dead for over a decade has actually been alive the whole time and didn't tell you has got to be pretty traumatic.

Edit:  You also forgot watching the Loup Garou's rampage through SI in Fool Moon and everything I pointed out in Ghost Story.

Before Storm Front:  Growing up without a mother, His father dying when he was young, Being betrayed by Justin (and apparently Elaine), Being attacked by HWWB, Watching the gas station attendant murdered by HWWB, Killing Justin

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DF Reference Collection / Re: What has Harry endured?
« on: February 10, 2012, 11:35:07 AM »
Okay, just a few off the top of my head:

Fool Moon - beaten badly by the Lycanthropes, overused his magic to the point of not being able to use it for awhile, watched Carmichael and a bunch of other SI cops die horribly
Grave Peril - Besides Susan getting turned whatever the vampires did to him in the dark that he still has nightmares about, poisoned himself with toadstool, bad head injury, got a bunch of his magic taken away by the nightmare, died for long enough to leave a ghost to help him beat up the nightmare.
Summer Knight - Saw the queens with his sight, stabbed himself in the hand with a letter opener, found out Elaine was alive
Death Masks - tortured by nicodemus, Saw susan again and she told him it was over for good, Saw shiro die horribly
Blood Rites - Can't think of any besides what you mentioned
Dead Beat - Tortured and almost killed by Cassius, Leg injured and almost killed by corpsetaker
Proven Guilty - Watched the kid at the beginning get killed
White Night - Got fairly beaten up in the duel with Vito Malvora and the Raith guy
Small Favor - Failed to save Ivy from the Denarians, almost drowned in the fight at the Shedd, had his eyes frozen by Mab, Got his nose broken by the Gruffs, watched Michael get shot and almost killed
Turn Coat - Saw the Naagloshi with his sight, saw the Naagloshi kill Kirby and badly wound Andi, Found out that Luccio had been forced into a relationship with him and didn't want to date him anymore
Changes - Car got destroyed, house got burned down, broke his spine, Found out he had a daughter that Susan had hidden for him for years, Agreed to be the winter knight, fought in a magical war at Chichen Itza, killed Susan, got shot and nearly killed at the end.
Ghost Story - Found out he was dead (or thought so at the time), nearly got eaten by wraiths a couple times, Lost almost all of himself by using too much magic, hurt by seeing what had happened to all of his friends since he had "died".

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DFRPG / Re: Any projects for a Codex Alera RPG?
« on: November 03, 2009, 02:13:30 PM »
Well, my plan is actually to get rid of classes altogether, and make some major changes to the spellcasting system as well (no vancian casting, instead as use furycrafting, you get more and more tired).  It probably would be simpler to use a different system, but D&D is really the only fantasy rpg system I know well enough to do this kind of thing with.

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DFRPG / Re: Any projects for a Codex Alera RPG?
« on: October 27, 2009, 02:30:34 PM »
I've been working (in my very limited spare time) on coming up with homebrew rules for Codex Alera using D&D 3.5 as the core rules.  It's going pretty slowly though, since there's a lot of things about the system that need changed to make it match the books.

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Site Suggestions & Support / Re: Something wrong with the boards?
« on: May 25, 2008, 04:04:50 PM »
Okay, I haven't been on here sincde then so I didn't realize they were down.

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Site Suggestions & Support / Something wrong with the boards?
« on: May 25, 2008, 03:20:21 PM »
I just logged onto the boards and was searching for a thread I started a couple of days ago.  I didn't see it anywhere, and thought it might have gotten deleted or something.  Then I noticed that the most recent response on any of the threads was May 20th (5 days ago).  Did something happen and wipe out everything more recent than that?

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Display Case / Re: Things Harry Dresden Is No Longer Allowed to Do
« on: April 26, 2008, 08:41:12 PM »
I will not use the Swords of the Cross as portable light sources if the candles in my apartment burn out.

I will not offer Fidelacchius to the chef at the japanese steakhouse.  Just because he can do tricks with a ginsu knife and is asian does not make him a suitable candidate.

The fact that I am carrying Amoracchius does not permit me to make jokes about my "love sword"

I will not repeatedly inquire about Sanya's health every time I see him just to freak him out
 -- If I do so, I will not use the explanation that I'm trying to complete my hat trick


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