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Messages - Korwin

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76
DFRPG / Re: Workspaces
« on: May 05, 2010, 11:11:50 AM »
It means you can't reliably make declarations using Resources (YS 262, 2nd bullet under making up the lore deficit on complexity).

YS 140:
Quote
You use your Resources to set up the tools you need for your job. Your home may have, for free, a single library, lab, workshop, or arcane library or sanctum of a quality equal to two steps lower than your Resources.

Sorry, but my question is specifically:
What is an arcane library and an arcane sanctum for?

If its only fluff backround so that you can describe for your char an big library it should say so, but I get the impression (from the rule text) it should do something...

77
DFRPG / Re: Workspaces
« on: May 05, 2010, 06:38:26 AM »
It'll mean you don't have the materials or books on hand to do a lot of research. You'll have to go out to other arcane libraries or bookstores, talk to spirits and demons, etc, when getting your research together during preparation.

They don't interact at all. Research and Ritual Preparation are entirely different actions that have nothing mechanically, and not necessarily a whole lot conceptually, to do with each other.


So a Wizard doesnt need an Workspace?

Not for Research? Not for Item Crafting? Not for Thaumaturgy?
What is an Arcane Library good for? (Researching Catches and Weaknesses only?)
What is an Arcane Sanctum good for? (No idea???)

Seems like an waste of place if those things doesnt do anything usefull...?








78
DFRPG / Re: Workspaces
« on: May 05, 2010, 05:50:12 AM »
It'll mean you don't have the materials or books on hand to do a lot of research. You'll have to go out to other arcane libraries or bookstores, talk to spirits and demons, etc, when getting your research together during preparation.


Quote
As described in Scholarship (see page 142), the quality of a workplace determines the highest possible difficulty of a “question” or project that you can pursue there.

Quote
The quality of these workspaces determines the hardest possible question you can answer within them (so a question of Good difficulty requires a Good library or better).

I'm still unclear how the quality of the workplace and the hardes possible question relate to Ritual complexity.

I'm thinking of multiplying the effective Lore with the qualitiy of the Workspace to get the maximum complexity of an Ritual...

79
DFRPG / Re: Is high powered combat rocket tag?
« on: May 05, 2010, 05:43:03 AM »
Well Wizards can have the potentially best defense (with Magic Items) and those Defenses dont have an Catch...

80
DFRPG / Re: The Updated PDFs are Up
« on: May 04, 2010, 04:25:42 PM »
And with Short Story!

Great!

81
DFRPG / Re: What's the most munchkin character you can build?
« on: May 03, 2010, 04:08:01 PM »
Well Glamour has the advantage that it doesnt get you stress.
And with it you should get near enough to a target to use incite emotion.

I thought about only getting her 1 refinement and instead an immunity to Magic.

Ups about that skill pyramide.


82
DFRPG / Re: What's the most munchkin character you can build?
« on: May 03, 2010, 03:50:19 PM »
Oh sorry, didnt read crusher_bob's post correctly.
My posted Char. only has Refinement for extra Item Slots.

I was under the impression, after first reading he meant Item Slots need to follow the Collumn rule.
(But the Char. in question cant take refinement for anything but Items Slots)

And here is the relevant text about item slots.
Quote
The one restriction on the bonuses provided
is that they may not total to a number greater
than your Lore. So if your Lore is Good (+3),
you can have an evocation focus item that
provides +3 to offensive control, offensive power,
defensive power, or defensive control, or a focus
item that provides +1 to three of those, or +2 to
one and +1 to another, but you can’t construct
one that provides bonuses totaling 4 or more.

83
DFRPG / Re: What's the most munchkin character you can build?
« on: May 03, 2010, 03:43:36 PM »
Nope, there you are wrong  ;)


84
DFRPG / Re: What's the most munchkin character you can build?
« on: May 03, 2010, 12:54:49 PM »
Here is my try, of an unbalanced Char (for Submerged):


-3 Item of Power
+2 Item Bonus, a Cloak
-2 Glamours
-1 Beast Change*
-----
-1


* The Char turns into an D&D Succubus (with non-functional Wings).


-2 Ritual: Item Creation    


-4 Supernatural Recovery
+3 Catch: Salt   
-----
-1



+1 Human Form
-1 - Emotional Vampire**
-1 - Incite Emotion**
-----
-1


** When using this Powers, the Char. gains black Eyes and and the room temperature gets higher (think Withe Court, only warmer instead of colder), small Horns sprout…


-1 Refinement x 4   -4
-----
-4

(10 Focus Item Slots) +5 Item Crafting Power Focus, 10 Enchanted Item Slots.


Skills:
Superb 2: Lore, Resources
Great 2: Athletics, Deceit
Good 2: Presence, Guns
Fair 3: Alertness, Athletics, Endurance
Average 5: Conviction, Driving, Contacts, Fists, Discipline

After Beast Change:
Superb 2: Deceit, Guns
Great 2: Alertness, Athletics
Good 2: Endurance, Discipline
Fair 3: Conviction, Fists, Weapons
Average 5: Driving, Contacts, Investigation, Lore, Presence

Enchanted Items:
Knife: Opens a Door into the NeverNever.
(Strength 6, 5 uses per Session) --> 1 Enchanted Slot.
Shield Bracelet: +8 Block or +4 Armor (Duration 3 exchanges), 7 Uses per Session --> 4 Enchanted Item Slots.
An enchanted Chain: +10 Weapons attack (to Hit is with Guns), 9 Uses per Session --> 5 Enchanted Item Slots.




85
DFRPG Resource Collection / Re: New Power Levels
« on: May 03, 2010, 09:27:00 AM »
I would figure 15 might be better, since it'll almost get you those Senior Council members, but it's reasonable a group could cover 5 to 10 major milestones at least in a single story arc.

Um you know that Harry has at least 16 Refresh at the end of Small Favor?
(OW page 135)
And he is far away from an Senior Council member
(click to show/hide)

86
DFRPG / Re: Typo thread
« on: May 03, 2010, 05:52:40 AM »
Perhaps it would  be clearer with this wording:

The Toughness powers are bought as a whole suite, the Catch applies to them as a whole, with the exception of Physical Immunity (there you need or can use the stacked Catch).

---

Hmm, you need an stacked Catch on the Physical Immunity. Since you need an Catch, right?

87
Nicely done. Plus, it'll make a great reference for that Dresden Files/1632 crossover that I didn't know I needed to write until just now.  ;D

Do you mean this with 1632?
If yes, I hope you dont keep it for yourself!  ;)

88
DFRPG / Re: The First Law Question.
« on: April 30, 2010, 09:27:40 AM »
honestly its not a bad stunt to take piont wise. and if your intent is to kill a rampant murder you should probably have it, my objection is entirely based around the fact that the system says that you are unplayable if you have x levels of stunts. and that x is variable depending on gm fiat, in my opinion the pyromancer with full lawbreaker:first and hellfire should be the one that faces "went mad and cant be played" while the full wizard with 2 levels of refinement who "accidentally" breaks a law should not be. 

In my opinion too.

The existence of the Lawbreaker stunt implies that a Char. should be playable as long as he has enough refresh.
Thats not really the case...

89
DFRPG / Re: Any other settings you're planning to use this system for?
« on: April 30, 2010, 07:27:15 AM »
I'm tempted to try Shadowrun with it.

90
DFRPG / Re: Lawbreakers: Do We Need Them?
« on: April 29, 2010, 06:36:43 PM »
Yeah, I got the impression the Lawbreaker stunts are cumulative (if more than one Law is broken with it at once). I'm with the PDF's now and only the highest counts...

So I'll revise the build

-2 Channeling (Spirit)
-2 Lawbreaker Forth
-5 Refinement + 10 Focus items
----
-9

Superb Lore and Conviction
Great Discipline
+ 5 Offensive Spirit Controll Focus
+ 5 Defensive Spirit Power Focus
+ 2 Defensive Spirit Controll Focus


He uses Veils and Illusion by manipulating the Mind of the opponent (Law Violation).
In an fight, he uses his magic to put the enemies to sleep (Law Violation? Gatekeeper did it...)

An Block/Veil would be +10 with an +8 Controll roll (+2 Lawbreaker, +2 Focus)
An attack would be +5 Power and +11 Control roll (+2 Lawbreaker, +5 Focus)

Not as overpowered as the first (incorrect) version, but not bad...
And the Power comes mainly from the Foci not from the Lawbreaker.


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