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Messages - Dougansf

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DFRPG / Re: Social Combat: House Rules and Random Thoughts
« on: April 22, 2016, 12:44:12 PM »
You could take the Core skills for this. You've got provoke and rapport. Provoke is anything that is intended to provoke a feeling in someone else. Doesn't really matter which, angering someone would be done with this just as much as flirting. It's the social attack skill. On the other hand you've got rapport that's more like the social defense skill. It distinguishes mainly between how you actively make people feel towards you and how your general behavior makes them feel towards you. Empathy still exists as well, I think, but it's more of a social notice.

Agreed.  Fate Core got rid of the trappings, and merged a lot of the skills from DFRPG.  This made it much clearer (to me) about what skill does what, and it became easier to match it to physical combat mechanics.

Empathy is defense skill against Deceive, and also the Social Initiative skill, like Notice.

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DFRPG / Re: Fate More Kickstarter
« on: January 22, 2016, 08:01:12 PM »
Do we know how well something like this can be implanted into DFRPG Campaigns?

I haven't really looked at any of the other FATE books, because I assumed it was pretty different than the somewhat modified DFRPG version, no?

Like I think the newer editions of Fate Core lower the amount of player character Aspects maybe? I could be way off though.

Anyone able to shed some light on the compatibility of this (and other Fate books) with the three DFRPG books?

If you didn't know, Fate Core is the generic system.  Serving as a starting point to make other setting (and systems) from.  The Toolkit gives lots of good advice for how to change the system, and what effects that has on the game.

At base, PC's get 5 Aspects, 3 Refresh, and 3 Stunts.  They also get a 4,3,2,1 Skill pyramid, instead of the point buy of DFRPG.  In comparison, DFRPG has a few extra skills than the Core list.

Fate Core simplified the wording for dealing with Aspects.  I was having a hard time understanding how Aspects worked until I read Fate Core.  Then it finally clicked.

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DFRPG / Re: Help my bad guy!
« on: July 09, 2015, 07:22:17 PM »
When Harry beat the Chlorofiend, he had to get around it's magic immunity by using fire that came from a natural source, no magic involved at all.

I would say that magic created water would have the same problem.  It doesn't create a barrier for the Blampire, nor does it interfere with mortal magic.

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DFRPG / Re: Sense8 Characters (S1 Spoilers)
« on: July 08, 2015, 07:25:54 PM »
Yea, balance was a concern here.  The other cluster-mate in theory, mentally switches places or is in some sort of very basic autopilot.

Perhaps some sort of time limitation might help the balance.  They never seem to draw on each others's abilities for more than a minute at a time.  May a X uses/day sort of system additionally.
Initially it's just accidentally tapping into each others' senses.  As it person A is listening to loud music on her headphones, and person B a continent away thinks his neighbors are playing loud music.  Or seeing a different person in the mirror.  A combat example early is when one of the sensates- a bus driver in Nairobi- is getting attacked in a rural village.  He accidentally calls upon a clustermate, a Chicago cop, who is able to fire a gun with much greater precision than the original sensate.  It's literally only a single action.  Meanwhile, the Nairobi driver briefly sees himself in the Chicago PD station.

I recall there was also a scene where the African borrowed fight skills from the Asian while she was in a fight.  Other than some brief disorientation, the Asian kept her skill, and won both fights at the same time.  That would be a major problem in a standard game where they all get together into the same encounter.

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DFRPG / Re: Mental Toughness question
« on: May 19, 2015, 07:23:45 PM »
I thought self inflicted stress ignored armor?

That was certainly the ruling for the Conviction stunt that gave armor vs mental attacks.  But this Power description seems to allow it.  Especially considering the prerequisite powers.

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DFRPG / Re: Mental Toughness question
« on: May 17, 2015, 01:20:00 PM »
The power allows you to reduce casting strain.  It's why advanced casters can go longer with greater spells.

It's also why older wizards are hard to affect with mind magic, as mentioned in Turn Coat.

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DFRPG / Re: Ley Line Attunement
« on: April 16, 2015, 06:51:44 PM »
If it's not adding anything to the character - basically, from what you say it's just letting him cast spells normally - I'd say it costs nothing.

I'd allow him to take sponsored debt if he wants to get some extra bang for his buck.  This costs nothing because in return, he'll have to take compels, so it's a +/- 0

Wow, good points.  I figured the minimum would be -1.  But yeah, just a change/addition of an aspect for compels makes that work out pretty well.

Any actions that break his tie with the Ley Line(and prevent him from spell-casting) would be a compel on his High Concept based on the fact that magic is grounded out.

Attuning himself should be some kind of challenge where partial success creates lots of complications(maybe he's limited to how much power he can call up - or maybe faces some kind of threshold against his spell), failure prevents him from casting, and full success allows him to cast normally until someone/thing does something to break his connection.

Yup, I figured both of those.  Thanks for the reminder.

Page 292: Places of Power

At least that's what it sounds, like to me. Rather than having to be at a specific place it might be another condition that has to be met, but it costs -3 refresh rather than the -4 refresh of other sponsored magic, and if you have evocation and thaumaturgy it only costs -1. You could take it as a temporary power for 1 fate point per scene or pick it up for refresh as long as it is needed.

Ah, I was thinking Sponsored would be -2, thanks for fact-checking the lower cost for locations.
I considered the temp power system, but I expect it to last a couple sessions (climactic ending of the current arc), so that would be prohibitively expensive. 

Though, that could be amusing… each encounter that he can't put up a Fate Point, he takes a compel from the ley line to make up for it...

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DFRPG / Ley Line Attunement
« on: April 16, 2015, 06:30:54 PM »
In our current game, we're about to head over the ocean to attack an island base of the Formor.  It just so happens that there is a ley line running from the coastline to the base.

The plan is for the wizard to attune himself to the ley line, in order to maintain magic while on water, and under water at the base.

The question is, how much Refresh would that cost?  I was thinking -1 to be like Demense.  I'm not sure if it's worth Sponsored Magic, especially since that would put the wizard to 0 Refresh, and this is likely a one time trip (possibly multiple sessions, but not likely to return after the situation is resolved).

Thanks for the help

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DFRPG / Re: were-form
« on: January 16, 2015, 03:56:37 PM »
I had my Crafting spec Wizard create minor magic items for the rest of the party.  They all burned a Refresh on "Refinement" to buy the item slots.

The raven shapechanger had one of the slots dedicated to the (mostly cosmetic) benefit of storing her clothing, to get rid of the embarrassing nude scenes.  I think we put a limit on it, so she (as the party thief) couldn't store just anything in there.

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DFRPG / Re: FATE Core and Dresden
« on: November 29, 2014, 09:36:04 PM »
Linky pleasy?

Sure!  I have the comments turned on, so if you want to leave any specific feedback you can do so there.

https://drive.google.com/folderview?id=0BwouQYZcwYj2aDdORkgzeVNBa2s&usp=sharing

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DFRPG / Re: FATE Core and Dresden
« on: November 26, 2014, 08:47:45 PM »
I liked the consolidation of many skills.  The Pure Mortal in our party agreed with me.  Especially since the split of Conviction and Discipline only really mattered to Spellcasters, combining them into Will made folks happy.  But adding Spellcasting as a skill only for casters kept that skill cost to reduce their broad effectiveness.

Similarly, the thin line between DFRPG's Mental and Social Stress was made clearer by getting rid of Social.  Adding back a Magic stress track for casters maintains their limitations in a scene, but prevents their being Intimidated out of their spell power (which never made sense to me).

Stunts were similarly consolidated.  Most of the other Powers were essentially unchanged.

The wizard in the party is still plenty powerful, but I think the others are a bit closer in ability because of the consolidation.

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DFRPG / Re: FATE Core and Dresden
« on: November 26, 2014, 07:53:26 PM »
I put together the fan version, called Dresden Core.  We've used it for our games for a while now.  I've made some tweaks and changes over time.

I've gotten some feedback on the documents, so I know other people are at least reading it, if not also using it.  Do you have any specific questions about it?

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DFRPG / Re: Handling Uber Ghouls
« on: September 10, 2014, 04:16:14 AM »
I think at some point in that scene, the uber-ghouls may have switched from powerful NPC's to powerful minions.

Or you could use the fractal and make the mass of ghouls into a character with a stress track (which also cleared during the debated encounter breaks) and a recovery power.  Similarly, the gathered WCVs and the rescue squad might have become characters as well.

For a great example of what I'm talking about, read this Fate Accelerated rendition of The Avengers, and how it deals with the Chituari invasion of New York.  http://station53.blogspot.com/2014/07/avengers-accelerated-invasion-begins.html

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DFRPG / Re: Killing renfields with magic
« on: September 10, 2014, 04:03:41 AM »
I think this has been a great discussion so far.  It focuses on a thin line of the metaphysics, and what should be a common tactic of any bad guy going up against a wizard.

I just reread the Blood Rites chapter in question.

(click to show/hide)

I don't think that's a first law violation.  As the napalm was not magic, much less his magic, directly doing the killing.  This is further supported in Skin Game

(click to show/hide)

I do agree that the Law doesn't care if you kill in self defense, you get tainted either way. 
The White Council might be more lenient about their enforcement of the Law.

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As for the actual topic of killing Renfields with magic is okay or not, I'm not sure.  Even OW is vague about it.  I'm inclined to say that with no mind left for free will, there's nothing for a wizard to further steal from them.  So the Law might not taint the wizard, but the White Council might have different opinions, especially if they already have a bad reputation.

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DFRPG / Re: Are some vampire feedings protected under the Accords?
« on: August 27, 2014, 08:15:59 PM »
In my opinion, the willingness of the human victim doesn't really enter into it.  What matters more is territory or "ownership" of that human.

Essentially, it could be considered poaching to feed in someone else's territory, or someone's declared charge.  It would be a big deal if someone messed with Justine since she's "property" of the White Court in more ways than one.

To put it another way: no one is asking the cow for consent.  But steal another mans cow, and there will be repercussions.  :)

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