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Topics - Ihadris

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1
DFRPG / An aid to UK city building
« on: February 01, 2011, 08:03:23 PM »
Hey guys,

Just thought I would let you all know about a recent website set up by the government over here. It allows you to enter the name of a city, town or street; or a postcode and get a map with details of the levels and kind of crime reported in the area.
The address is http://www.police.uk/

I think it's a wee bit overloaded at the minute and there has been quite a bit of negative press so how long it will be around for I don't know but it's sure to come in useful for any groups looking to set a game in the UK.


2
DFRPG / Confusion over social conflict
« on: August 07, 2010, 07:43:20 PM »
Hey guys,

I've run three or four sessions of the RPG now and I've been struggling with social conflicts. A large part of I feel is coming from confusion over what skills to use. Also, several of the players really geared their characters for physical combat- it's not that they dont enjoy social combat; it's not that they dont want social combat just their characters are not very good at social combat.

So between struggling with how to balance encounters and with what the skills do in the first place it's fair to say that my social conflicts have been less then thrilling. Any advice or examples from your own experiances would be much appreciated.

Ihadris

3
DFRPG / Questions from first few play sessions
« on: June 18, 2010, 05:05:30 PM »
Hi guys,

This a set of more general questions, I dont mean to flood the board but I felt that there were enough might questions to justify its own topic.

-Is intimidation the only social attack skill?

-Im concerned about over use of Atheltics for characters/npcs with atheltics as an apex skill and/or supernatural speed. Obviously they have paid the points for this but I found it being used for manuevers both against the character themselves and opponents; defence against manuevers and defence against physical attacks. What are your views?

-Related to the above, I feel perhaps my maps are not big enough or my zones are too big. Characters with superspeed couldnt take advantage of their ability to put distance between themsevles and an attacker as there were so few zones/ the zones were so big that it was easily matched by who they were trying to get away from.

-Is it possible for an enemy that has not yet been seen by a character to use stealth and gain bonuses from the abush trapping when physical combat has already started?

-If a grappled opponent has incite emotion [touch] can they use it without having to break free of the grapple since they are already touching/being touched by the opponent?

-What is the max limit for stress tracks? One of my players took hulking size, supernatural toughness and has a high endurance so his physical stress track is ridiculous.  In addition to claws and supernatural strength it is very difficult to affect him even slightly in physical combat.

Thanks again
Ihadris

4
Hi guys,

A few questions concerning the use of might in physical conflicts. During the course of the first few sessions I have run, one of my players who has Might as one of his apex skills in a waist deep game, along with supernatural strength and hulking size has wanted to:
- Take out a supporting pillar/a piece of the floor or wall and use it as a thrown projectile
-Go up a floor in a building by wripping a hole in the ceiling
-Break an opponents sword

How would you have handled these?
I went for:
-Taking a guess and assinging a weapon value to the thrown object and him using fists aim
-Making him use a manuever to place an aspect on the scene but had also considered a roll against a difficulty in the reigon of 10
-A roll against the craftsmanship value of the weapon.

Throwing objects (maybe even people!) and breaking through things are that really seem to appeal to this particular player and his character is geared for that. I'm just not sure how to handle this or the damage to the building. (A scene aspect perhaps?)

Thanks Ihadris

5
DFRPG / Tools for running DFRPG Online
« on: May 17, 2010, 09:27:49 AM »
Hi guys,

I have a couple of tools to reccomend for those of you that are thinking of running a session online.

First and foremost is Googlewave- this has been an absolute godsend to us, especially as I'm currently living in Japan and the players are all back in England.It keeps everyone on the same page and is dead easy to use. Made City and Character creation an absolute breeze since everybody is able to edit and comment on each others posts.  Theres also a dice rolling bot with fudge dice pre-programed in. 

I realise that not everyone can get hold of googlewave as its in beta which is why its lucky that I have a bunch of invites. Consider it my gift to such a helpful community.

Secondly is Cacoo.com. Its a website where you can collaborativley draw pictures with others. Why is this useful? It has a suite of "stamps" which work exactly like word art does and has most of the same shapes and functions. Filling, colouring, adding text, grouping objects, sending objects forward or backward etc. On top of that you can save and export the drawings and have multiple tabs open at once.

Since everyone can view and everyone can edit creating zone maps takes barely any time at all and best of all you can create small icons to represent the characters that can be moved around the different zones which can really help keep track of how everything is going.

It requires sign up but it is free to do so.

Ihadris

6
Hi guys, Im hoping some of you might be able to help me figure out some mechanics here.

 After reading various topics here involving 'summoner' characters and one of my players approaching me saying he would like to build a character who is protected by a guardian construct that is bound to him, much in the same way as Wellington is to Evan Montorose, I have realised I have no idea of how to handle this sort of thing in game.

I have read the section on summoning and binding several times. I have read the section on Bob and I have read the forum thread over on RPG.net about familiars the difference here is that I am interested in players directing bound spirits in combat.

How should this be handled? My major concern is that it effectivly gives PCs two characters to play with in combat situations.

Thoughts I had-
-The gm playing the summoned entity rather than the player and the player having to use a manuever to direct the entity to defend him or attack specific targets for example
-The player having to make conviction rolls to keep the entity in check

Any advice you can give is much appreciated.
Ihadris

7
DFRPG / Ammunition, Reloading and the Fast Reload Stunt
« on: May 01, 2010, 08:03:11 AM »
Hi guys,

Ive been going through the use of guns and the gun stunts in game with one of my players and he asked a lot of questions that I felt myself unable to answer.

Firstly regarding the Fast reload stunt:
Quote
Fast reload: Provided you have a supply of ammunition, reloads are rarely an issue. You take no penalty when reloading as a supplemental action (page 213); if you're in a race to see who reloads first, or anything else having to do with your speed or ability to reload, gain a +1 on the roll.
- emphasis is my own.

No where else in the rule book does it mention supplies of ammunition or whether or not there would normally be a penalty for reloading. Indeed I see nothing for keeping track of ammunition. Now I love the simplicty of this system so I dont want to over complicate things but one of our characters is carrying a revolver, one throwing knives and another one of the players wants to make a character based on Kincaid.

Im certain that under normal circumstances that the knives would run out far sooner then any rifle Kincaid might carry and that the revolver would frequently have to reload. I hadn't even considered this anything other then perhaps narrative colour till the player pointed out the details of this stunt.

Also, in the books character sometimes carry custom ammunition.
(click to show/hide)
- Small Favour spoiler.  How would you handle this? A fate point decleration? A custom built stunt?

Any help you guys can give is greatly appreciated.
-Ihadris

8
DFRPG / Magical Manuevers
« on: April 15, 2010, 06:59:47 AM »
Ive been practicing with building rote spells and have become quite interested in placing temporary aspects, as a manuever, through the use of magic; just like Elaine's Whirlwind spell (YS: 295) and Evan's spell. (YS: 253)

As far as I understand the target gets a defence roll using a resisting skill correct? So, if I was wanting to place the aspect on an enemy rather than on the scene and wanted to be sure it would stick would I have to take into account their defence roll?  For instance the target has a resisting skill rated at +5, they could possibly roll a +4 result meaning the spell would take 9 shifts to be certain of at least placing a fragile temporary aspect.

Also, is the number of targets set at rote spell and enchanted item creation? Could an enchanted item or rote using 8 shifts of power as an attack against a single target normally be used to attack two targets with 4 shifts?

EDIT: Apologies for the premature posting.

9
DFRPG / Prolonging a rote spell?
« on: April 13, 2010, 01:55:54 PM »
Hi all,

This is in regards to the rules on prolonging evocations (YS:259). As I understand it you can use the standard action of a turn following the casting of an evocation to 'add more energy' to it and so increase the duration of the effect by casting another spell where each shift of power is equal to another exchange of duration.

I am wondering if it possible to use this mechanic to extend the duration of a rote spell. The reasons for this are that it says "...you don't have to sacrifice the efficacy of the original spell- it keeps the rating of the original roll." and the spell in the example is Harry's shield spell, which I believe is one of his rote spells.

The rules for rote spells say that "Any change in the parameters of the spell disqualifies it from being rote". Since the 'original roll' of the spell is not modified under the rules for prolonging spells that means it wouldn't change the rote spell either right?

10
DFRPG / The scope of Thematic Thamaturgy
« on: April 09, 2010, 05:38:52 PM »
Hi all,

Just looking for any advice on vetting the scope of a Thaumaturgy Theme. I've re-read the section of the rules several times and I'm struggling with grasping what would be too broard or too narrow for a theme.

Thoughts?

11
DFRPG / "Put them on the Clock"
« on: March 22, 2010, 04:53:23 AM »
Hi guys,

Ive been re-reading through the rules for Spirit of the Century in anticipation for Dresden. Unfortunatly I never managed to get a group together to play Spirit so I'm appealing to those with experiance of running fate games to help me out with this one.

How do you go about running a 'timed event' in your games? Im feeling that the same need for action is a common theme in Dresden, Harry rarely seems to get much downtime

The section of the rule book that references this stars on page 304. I understand the basics of it- that there be an immediate need for action to be taken by the players for whatever reason. One of the exmaples cited is players battling ontop of a train running out of track. Obviously saying to the players 'You weren't quick enough, the train runs out of track and you all die' isn't the best thing to do but I feel that if there was never any chance of the dire consequences actually happening that it would seem both obvious and fake.

So how do you measure the progress of the impending doom? Actual time? Rounds?

Thanks in advance
Ihadris

12
DFRPG / Characters with a powerful 'Dark Side'
« on: February 05, 2010, 02:23:35 AM »
Hey all,

One of my players has said that he would like to play a Wizard with a 'Darker side' of his personality that is normally surpressed through some form of magical intervention and when that is block is removed his character is more powerful then normal but also more likely to break the laws of magic.

 I think this request is coming from his fondness of the scenes
(click to show/hide)
Obviously power such as that is out of the question for a starting player but I want to try and accomodate my players as much as possible.

I tried to think of a couple of ideas of how to handle this-
- Changing around his skill pyramid when he 'lets loose'. As suggest at the end of the were-form write up
- Giving him access to a different list of more offensive, possibly lawbreaking, orientated rote spells
- Compelling the living hell out of his trouble aspect whenever he does this.

Im trying to make this something that will have consequences for his character and as such something that he has to think carefully about before going ahead with it. Any other ideas on how to go with this? 

13
DFRPG / Amount of spells?
« on: January 24, 2010, 02:32:20 PM »
Hi,

When looking back over older posts I stumbled across the stat block for
(click to show/hide)
. I noticed that he only has one spell despite his -11 refresh. For a normal game about how many spells would you be looking at for at for a PC? Does each spell cost points from their refresh?

I kno that you guys really don't want to talk indepth about the magic system so I understand if It isnt possible to answer my question!

Thanks

Ihadris

14
DFRPG / Explaining the origin of were-form characters' abilities
« on: January 12, 2010, 06:51:21 AM »
Hey guys,

Ive recently looked back across the character types and was thinking about examples I might create to show to my group when it comes round to playing. While I have a great idea for a Were-form character I had no idea how I would create a backstory for such a character other the power being present since birth.

Any ideas on how you might work in character suddenly, or only recently, coming into their abilities? Regardless of whether we go with Billy's or Harry's explanation for how it works there is definatly something out of the ordinary going on there!  :P

Thanks
Ihadris

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