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Topics - eberg

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1
DFRPG / Character Advancement
« on: January 11, 2011, 06:28:11 PM »
We've been at our DFRPG campaign for five months (15 sessions) and I'm finding the skill advancement to be a bit too fast. They've achieves six significant milestones and one major, so they've acquired seven points of skills above where they started. All of them now have a second Superb skill (we used the simple pyramid to start) which seems a bit much for less than six months. After a couple years of gaming, they are going to be on par with the Senior Council. Has anyone else had the same experience?

2
DFRPG / Spell Damage
« on: January 03, 2011, 03:57:55 PM »
Due to control bonuses from specialization and foci, it seems like magical attacks are disproportionately powerful compared to any other venue. Bonuses "to hit" are fairly rare in the system, except with magical practitioners. This gets to a point where a very powerful wizard's attacks are nearly impossible to dodge because of the control bonus on top of their Discipline when they cast. I am running a game with serious heavy-hitters on the NPC side and, as I was building the bad guys, became concerned at their damage potential.

My initial idea was to change it so that Weapon rating for spells took two shifts instead of one, like Armor. However, this hurt the PCs more than it did the powerful NPCs and also didn't address the "to hit" problem. What I ended up doing was house-ruling that the Control bonuses only applied to the roll for the purpose of controlling the Power summoned, but not for seeing if it hit. This retains the benefit of control bonuses in allowing you to successfully channel large amounts of power without it also making you hyper-accurate (and, thus, adding even /more/ damage from additional shifts). It also brings shields back to a level of effectiveness that, I feel, better parallels the books and closes the disparity between a powerful mage and a powerful physical combatant.

For example: Bob calls forth 7 shifts of Power and gets +4 for his Discipline roll. He has a +1 specialization control bonus and a +2 focus control bonus, so his Control roll is +7, just enough. However, he only compares the +4 to his target's defense to see if it hits.

3
DFRPG / Nevernever Bypass Wards and Threshold?
« on: December 08, 2010, 07:51:51 PM »
If a being enters a building through the Nevernever, are they still subject to the threshold and wards?

4
DFRPG / Social Combat
« on: November 05, 2010, 07:33:49 PM »
I'm eight sessions into my DF campaign and the only thing we are still getting hung up on is social combat. Basically, we find that it completely ruins the flow of role-play introducing the contest structure with exchanges and lots of rolls and keeping track of stress and consequences. I have dropped social contests entirely at this point, replacing them with a few skill rolls at good break points and winging it rather than using stress and consequences, which I feel is a pity because I /like/ some formality to social interactions. It prevents players from ignoring persuasive or scary opponents and lets me feel like my decisions about how NPCs react aren't quite so arbitrary. Anyone have advice on how to do social combat in a more naturalistic fashion? Should I just give up on social conflicts and use simple contests, instead?

5
DFRPG / Arcane Sanctum Rule Suggestion
« on: August 25, 2010, 02:18:50 PM »
I am considering allowing the rating of an Arcane Sanctum to count as shifts towards fulfilling the Complexity of Thaumaturgy rituals cast within it. It represents the accumulated tools and components, after all, so it is immediately accessible without extra declarations. Does anyone see this as terribly unbalanced?

6
DFRPG Resource Collection / Sample Combat
« on: August 16, 2010, 08:54:48 PM »
I wrote this up for my group to illustrate how the various systems work after they expressed some confusion after their first session. Thought it might be useful for others. Apologies for anything I got wrong or that's unclear.

Barry (a wizard) and Dave (a cop) have just stumbled on Voldemort (a sorcerer) and his henchman Igor (a ghoul) in an abandoned apartment building, about to disembowel some poor runaway in order to fuel 'Mort's dark ritual.

Initiative order is:
Igor (Alertness +3, +4 for the power Inhuman Speed = +7 total)
Dave (Alertness +2, +2 for the Alertness stunt On My Toes = +4 total)
Voldemort (Alertness +3)
Barry (Alertness +2)

Exchange 1

    * Igor attacks Dave. He has Fists at Great (+4), he rolls -1, so his effort is +3. Dave rolls Athletics (+2) to dodge, gets a +1, and also has effort +3. That means Igor hits. His claws are Weapon:4 so he does a 4-stress hit. Dave only has three spots on his track, so this would take him out. He decides to take a Mild Consequence instead (Nasty Scratches) which reduces it to a 2-stress hit, which he marks on his sheet.
    * Dave's first priority is the girl. He's going to put himself and his gun between her and anyone who tries to get near her. He rolls Guns (+3), gets +3, and so establishes a Fantastic (+6) block.
    * Voldemort doesn't think he can take Dave, so he throws up a shield of Hellfire, putting +5 shifts into it (costing him 1 mental stress, since his Conviction is +4 and his specialty in Fire gives him +1 to power). He rolls his Discipline (+4, +1 to defensive fire magic control from his ring focus = +5), gets a +1, and has an effort of +6. Since this is more than the power (+5), he successfully casts the spell without issue. He now has a Superb (+5) block against anyone trying to harm him.
    * Barry opts to screw defense and throws everything he has against the evil sorcerer. He puts +8 shifts of power into a force attack, to drive a lance of pure energy through him. His Conviction is +5 and has no boosters from his specialty or foci, so it will cost him a 4-stress mental hit which he soaks with a Moderate Consequence (Migraines). His Discipline is only +4 but his Force specialty gives him a +1 to control and his mighty rod gives him +2 to control offensive force magic for a total of +7. Unfortunately, he rolls 0 on the dice, so that's his effort. He can either soak another 1-stress mental hit to keep all the power on target, or let that last shift of power leak out as fallout. He opts for the latter, having already absorbed a consequence and given that it's only one shift. The +7 beats Voldemort's shield but he also gets a dodge roll. Alas, his Athletics is only Fair (+2) and he rolls a -1, for only +1 effort. The effect is +2 (+7 minus Voldemort's +5 shield) but it adds Weapon:7 (reduced from 8 because he couldn't control all the energy) for a total of a 9-stress hit. Voldemort takes a Severe Consequence (Shattered Ribs) to reduce it to a 3-stress hit and fills in the last box in his three box physical stress track. Also, since the attack beat his shield, it is gone. The GM decides that the fallout is that the excess force energy blows out every window in this and the adjoining rooms, alerting anyone outside that something's happening.

Igor: Physical OOOO
Dave: Physical OXO, Mild physical consequence (Nasty Scratches)
Voldemort: Physical OOX, Mental XOOO, Severe physical consequence (Shattered Ribs)
Barry: Physical OOO, Mental OOOO, Moderate mental consequence (Migraines)

Exchange 2

    * Igor, alarmed by the injury of his master, leaps at Barry. He rolls Fists (+4) and gets a +3, so his effort is +7. Barry rolls Athletics (+1) to get out of the way and gets an unfortunately -1, for 0 effort. Luckily, his protective amulet offers a Superb (+5) defense, put it only has one use per session, so its discharged. The effect is then +2 (+7 attack minus +5 defense) but it adds the ghouls Weapon:4 claws, so it is still a 6-stress hit. Barry decides, rather than being Taken Out (since the ghoul will almost certainly just kill him), he'll use his Severe Consequence (Gutted) to soak it.
    * Dave notes that nobody's attention is on the girl and so decides to take a shot at the ghoul that's trying to disembowel his friend. He rolls Guns (+3) and gets a +1 but spends a Fate point to invoke his Crack Shot aspect and another to invoke Nobody Fucks with My Friends for a total of +8. Igor rolls Athletics to dodge (+4, +1 for Inhuman Speed = +5), getting a -2, for an effort of only +3. That gives Dave a +5 effect (+8 - +3), plus the Weapon:2 rating of his pistol, for a 7-stress hit. Igor decides to take a Moderate Consequence (GSW to the Shoulder) to soak 4 and marks the remaining 3-stress hit.
    * Voldemort decides to get the hell out of dodge. He shifts a zone into the hall as a supplemental action and tries to fill the doorway with hellfire to prevent anyone from following him. He puts in +6 shifts of power into it, not really caring if some power leaks, and takes a 2-stress mental hit for it (since it is one higher than his specialty-boosted Conviction of +5). He rolls Discipline (+5 with his ring focus, -1 because he took a supplemental action = +4), and gets a +1, for an effort of +5. This isn't enough to control +6 shifts of power, but he just lets it be fallout. Thus, he establishes only a Superb (+5) block to movement out of the room through that doorway. The GM decides the extra shift of power sets the Building on Fire.
    * Barry decides that a good offense is the best defense and gathers power to pound the ghoul into the ceiling with force magic. He put in +5 shifts of power and takes a 1-stress mental (because it is equal to his Conviction) and rolls Discipline (+7 with focus and specialty), getting a +3, for an effort of +10. Dave offers his free tag of the consequence he inflicted, which Barry gracious accepts for another +2, or a total of +12. Igor rolls Athletics (+5 with Inhuman Speed), gets a -1, for +4 effort. With the Weapon:5 rating the power gives it, that's an 13-stress hit. Igor still takes a 5-stress hit even if he uses both his remaining consequences (Mild 2, Severe 6 = 8-stress absorbed), which takes him out. Barry decides the ghoul is crushed to a pulp by the powerful Force effect.

Igor: Taken Out, Mild physical consequence (Winded), Moderate physical consequence (GSW to the Shoulder), Severe physical consequence (Crushed Bones).
Dave: Physical OXO, Mild physical consequence (Nasty Scratches)
Voldemort: Physical OOX, Mental XXOO, Severe physical consequence (Shattered Ribs)
Barry: Physical OOO, Mental XOOO, Moderate mental consequence (Migraines), Severe physical consequence (Gutted)

Exchange 3

    * Dave picks up the unconscious girl, rolling Might (+1), getting +1, for an effort of Fair (+2), which the GM says is sufficient given the girl's weight.
    * Voldemort tries to make his way out of the building but Barry opts to use the free tag on his Shattered Ribs to compel him to collapse on the stairs, unable to catch his breath.
    * Barry, fighting his own severe injury and migraines, holds his guts in and gathers powers to counterspell the hellfire wall blocking their exit with raw force. He throws +5 shifts of power into it, takes the 1-stress hit (which fills his second box, because the first is already marked), and rolls Discipline (+7 with specialty and focus), getting a -2. This is still an effort of +5, which is sufficient to control the 5 shifts of power, which are just enough to destroy the Superb (+5) hellfire barrier.

Igor: Taken Out, Mild physical consequence (Winded), Moderate physical consequence (GSW to the Shoulder), Severe physical consequence (Crushed Bones).
Dave: Physical OXO, Mild physical consequence (Nasty Scratches)
Voldemort: Physical OOX, Mental XXOO, Severe physical consequence (Shattered Ribs)
Barry: Physical OOO, Mental XXOO, Moderate mental consequence (Migraines), Severe physical consequence (Gutted)

Exchange 4

    * Dave carries the girl out of the building, sprinting with Athletics (+2) modified by Might (it is +1, lower than Athletics, so it gives a -1) and a roll of 0 for an effort of +1. In order to get out completely (3 zones: upstairs hallway, downstairs hallway, outside, no border ratings because the front door was left open), he spends a Fate point to invoke Protect the Innocent to bring it to +3. He ignores the sorcerer on the stairs and hauls ass out of the building with the girl.
    * Voldemort pulls himself to his feet and tries again to leave. Barry spends his sole Fate point to invoke Building on Fire to declare that part of the ceiling collapses, on fire, blocking the way out. Voldemort draws himself up and turns to face his enemy. He draws +8 shifts of power, taking only a 3-stress mental hit because Hellfire gives +1 to power when used to hurt people. He rolls his Discipline (+4, +1 for offensive fire control from his staff = +5), but gets a -3 to the attack, for an effort of +2. In order to avoid detonating the entire building, he takes four of it as backlash, adding a 4-stress mental hit, allowing the attack to still be Weapon:6. The remaining two shifts will be fallout. Barry rolls his Athletics (+1) and gets +2, for an effort of +3. The attack misses him. The GM rules that it hits the wall at the far end of the hallway, blowing it out. New zone aspect: Hole in the Wall.
    * Barry is going to try to knock his opponent out with a carefully tuned mental attack. Mental attacks use the Spirit element, the same as Force. He puts +5 shifts of power into it, takes another 1-stress mental hit (now marking off his third box, because the two previous are marked), and rolls Discipline (+7 with specialty and focus, which still apply) and gets a 0, for an effort of +7. As a mental attack, it is resisted with Voldemort's Discipline (+4), and he gets a brutal -4, for an effort of 0. With the Weapon:5 rating, this is a 12-stress mental hit. Even if he uses his remaining Moderate and Mild consequences, that leaves a 6-stress hit which is more than enough to take him out. So, he falls unconscious from the brutal mental assault.

Igor: Taken Out, Physical OOOO, Moderate physical consequence (GSW to the Shoulder)
Dave: Physical OXO, Mild physical consequence (Nasty Scratches)
Voldemort: Taken Out, Physical OOX, Mental XXXX, Severe physical consequence (Shattered Ribs)
Barry: Physical OOO, Mental XXXO, Moderate mental consequence (Migraines), Severe physical consequence (Gutted)

Exchange 5

    * Dave tries to go back to help his friend, but sees that the way is blocked. However, he notes the new hole blown in the side of the building and tries to get the on-lookers attracted by the earlier explosion to get a blanket to catch him. He rolls Rapport (+3) and gets a +3, for a total effort of +6. The GM was looking for only a Fair (+2) result, so decides that the extra four shifts will move the default time of "a few minutes" down to "an instant", meaning that they are ready to catch Barry immediately. The GM says this will put an aspect on the zone of Soft Landing.
    * Barry tries to pick up the unconscious sorcerer but the GM hands him a Fate point and compels his Gutted consequence, saying he can't lift him. Barry could ignore it, but he used his last Fate point. Instead, he haggles with the GM. He really doesn't want to leave him to burn alive, so he proposes he does it but takes an additional mild physical consequence. The GM finds this acceptable. Barry keeps the Fate point and, since it was already negotiated, picks up Voldemort without a roll, but taking a new Mild Consequence (Exhausted).
    * The GM decides that with two fallouts having occurred and the propensity of Hellfire to want to hurt people, that Barry is going to have to resist an environmental attack. Since a total of three shifts of power went into setting the building on fire and adding one for the Hellfire, he makes a Great (+4) attack, rolling a +1, for an effort of +5. Barry is told to resist with Athletics (+1), as he tries to get through the burning hallway. He rolls a +2 for an effort of +3 and marks a 2-stress physical hit.

Igor: Taken Out, Physical OOOO, Moderate physical consequence (GSW to the Shoulder)
Dave: Physical OXO, Mild physical consequence (Nasty Scratches)
Voldemort: Taken Out, Physical OOX, Mental XXXX, Severe physical consequence (Shattered Ribs)
Barry: Physical OXO, Mental XXXO, Mild physical consequence (Exhausted), Moderate mental consequence (Migraines), Severe physical consequence (Gutted)

Exchange 6

    * Dave is still coordinating the assembled to catch Barry, who has finally appeared in the hole, shrouded by smoke from the roaring hellfire. He rolls Rapport again (+3), getting a +1, for an effort of +4. This lets him put an aspect of Well-Coordinated on the crowd.
    * Barry jumps, rolling Athletics (+1) to try and soften the impact. The GM says this will be modified by his Might (+0), so he has a -1. He rolls a +2. This effectively gives him Armor:1 for the fall, but its a ten foot drop and so will do a 5-stress hit. However, Dave's prepared and gives him the free tags on both the aspects he's set up, raising it to +6, for Armor:3. He marks the 2-stress physical hit on his sheet (in the third box, because the second is filled) and is down on the ground with the unconscious sorcerer.
    * The GM notes that sirens are fast approaching. He hands both Barry and Dave a Fate point. Barry, he says, it far too injured to leave the scene. He is compelling his consequences. He is compelling Dave on his Nobody Fucks with My Friends aspects to remain with his friend. Dave wasn't going to abandon him anyway, so it is a self-compel.
    * The conflict is over, so stress clears as people catch their breath. Only the consequences remain.

Igor: Dead
Dave: Mild physical consequence (Nasty Scratches)
Voldemort: Severe physical consequence (Shattered Ribs)
Barry: Mild physical consequence (Exhausted), Moderate mental consequence (Migraines), Severe physical consequence (Gutted)
 
By the time they are taken to the police station and interviewed, their mild consequences are recovered enough to no longer be a hindrance. Barry's migraines will continue for a few days but he'll be feeling the repercussions of his disembowelment for weeks, if not months. Voldemort will be dealing with those shattered ribs for just as long, provided Barry and Dave don't get him out of police custody and in front of a White Council tribunal, where he belongs.

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DFRPG / Two Questions: Thaumaturgy Time and Workspaces
« on: June 25, 2010, 06:47:49 PM »
1) Is there any guidance anywhere on how long Thaumaturgical rituals should take? Is it just arbitrarily determined by the GM? Also, is it possible to make up Complexity gaps by taking extra time (as per the sidebar on pg. 316)?

2) It seems like making Workspace rating equal to Resources minus two makes them next to useless unless you have Resources 2 or higher. Declarations have a base difficulty of Mediocre, after all.

8
DFRPG / UBcon game report
« on: April 17, 2010, 01:59:54 AM »
I was lucky to get a full six players, all of whom where fans of the books. Only one person was familiar with FATE (via Spirit of the Century), but even with having to explain the mechanics to everyone it went very smoothly. Everyone seemed to love the system. There was some concern about the Mental Stress cost of evocations prior to actually playing, but honestly there wasn't any problems with it during actual play. The magic was epic but serious injuries were sustained (one of the Wardens picked up a Severe, Moderate, and Mild Physical Consequence all in one hit from an Elder Gruff). Everybody was happy at the flexibility and, as per the game rules, we went with "describe what you want to do and figure the system out afterward" and it worked great. Nobody felt the magic was underpowered but, as stated, there were definitely real threats. Some notes:

1) I was impressed at how much variation I was able to get with six Wardens. Between Aspects, specializations, and careful spending of the couple free points of Refresh led to six very different characters: an Unseelie Changeling, a shapeshifter, a houngan marked by Baron Samedi, a master of fire magic, a swordmistress, and an ex-cop. Similarly, nobody felt like there character was underpowered compared to the others, even those with a couple mortal stunts instead of extra supernatural powers or Refinement.

2) I was very happy with how the Social Conflict went. It was an interrogation scene with a Red Court Vampire and showed off well the integration of role-play and mechanics. The Wardens got most of the information they wanted before the fire mage incinerated him out of vengeance, but realized later they had missed out on some key bits of information. The mechanics definitely made it easier for me, as a GM, to run. I've always had trouble imposing rolls on social situations and have been uncomfortable with how much is left to arbitrary GM judgment in the social sphere. It feels better for everyone when you can say "his Discipline defense roll easily beats your Intimidation roll, so he laughs off your threats" instead of just saying after fifteen minutes of menacing RP "he laughs off your threats because he's a badass" and having your PCs feel that their efforts were wasted because you'd already decided he's not going to talk.

3) I can't express how much I love the magic system. It is versatile without being arbitrary, combines all of the elements of magic in the books (gathering power, tiring, losing control) into a single roll, and integrates focus and enchanted items in a really cool way.

That's all I have for now. Happy to answer any questions or queries.

9
DFRPG / Spell Maneuvers
« on: March 30, 2010, 01:42:04 AM »
I'm a bit confused about spell maneuvers. Are they fragile or sticky depending on shifts like regular combat maneuvers or do you need to assign shifts to duration? Does this depend on whether or not they are scene aspects or personal?

Also, just curious as to when character sheets will be up for download. :)

--
Eric Christian Berg
(who is frantically working on his DFRPG game for UBcon in two weeks)

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