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Messages - CableRouter

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16
DFRPG / Re: Fudge Dice
« on: July 14, 2010, 09:43:56 PM »
Well it would appear that they did sell out and never updated their website. So its on back order and Im back to waiting.

How can this be out of stock everywhere???

Same here, it would have been nice if they had told me it was sold out before I placed the order.

17
DFRPG / Re: Taking Social Consequences as Backlash?
« on: July 13, 2010, 09:44:42 PM »
I guess the question currently at hand is how much an attacker can dictate the actions of the target.  The way I read the rules, the attacker can dictate WHAT the target does, within a pretty wide margin of reason, but not HOW.

A lot of the time, you're not even in the stage where taken out would even apply.

Imagine a thug losing a social conflict, rather than just get humiliated until he loses, he just starts punching and shifts the conflict to a venue where the thug has the upper hand.  One of the easiest ways to prevent any further social interaction on losing ground is for him to use his Fists vs Mr. Smart Mouth's physical defenses to put a sticky aspect and/or consequences on him like "Busted Lip" and tag it for social defense when needed.  "What was that?  I couldn't hear you through all that blood."  <POW>  "You spittin' out teeth now or what?"


18
DFRPG / Re: Fudge Dice
« on: July 13, 2010, 09:16:35 PM »
q-workshop.com is selling nice Fudge Dice.
they aren't specifically Dresdenized, but they are pretty.

http://q-workshop.com/products.php?lang=EN&sell_type=DETAL&currency=EUR&category=Special%20Fudge-D6

Those are some awfully expensive dice, $3.17 each on top of $4.95 shipping.




19
DFRPG / Re: So... a change in the shipping date for the DFRPG books.
« on: July 13, 2010, 12:01:00 AM »
Sigh. Yeah, UPS's updates to its tracking information has definitely exacerbated the situation here.

Billing information for my order was generated on the 5th, 7 days later and UPS isn't showing that they
were even handed a package yet.


20
DFRPG / Re: It finally came. 7/7/10
« on: July 11, 2010, 01:40:10 PM »
Sigh... still waiting.

I know how you feel, according to UPS they got the billing information for my shipment 7
days ago but Evil Hat still hasn't given them the package.  If the preorder page had told
me it would be more than three weeks after release before they even bothered to ship
it, I would have just bought it retail.

21
DFRPG / Re: Spell Compendium
« on: July 10, 2010, 06:57:26 AM »
Can't spells attack the social stress track? For example:

Unsettling Stare
Spirit Evocation, attack
6 Shifts
This spell undermines the target's self confidence, attacks the social stress track.

That's a clear Fourth Law violation "...any effort made to change the natural inclinations, choices, and behaviors of another person."

If you want a clean way to use magic for a social attack, use it as a sticky maneuver to affect your target in some physical manner.  Tag it for a +2 on a roll and invoke it repeatedly with fate points; the GM is likely to self-compel it too if you're clever enough.  For example, it would be really hard to take a gangster's threats seriously after you turn his suit into a clown costume.

22
DFRPG / Re: Fudge Dice
« on: July 10, 2010, 04:56:58 AM »
Custom dice get expensive but here is a link for one such site:

http://www.crystalcaste.com/custom.htm

Not so bad if you go in with your whole gaming group.  It's $3 a set if you order 7 or more sets at once.

The funny thing about crystalcaste pricing is that  26 dice are more than five bucks cheaper than buying
25 dice.  Who in their right mind wouldn't save $5.50 and just order one more die, even if they just toss
it in the trash when it shows up?


23
DFRPG / Re: (Rules Questions) Negative Refresh: Roleplay & Mechanics
« on: July 09, 2010, 10:46:10 PM »
Check YS p. 329. That is in fact, exactly how it works by the official rules.
  I confused, the only time the word refresh appears on YS p.329 is "If you want to make a really powerful adversary, you may need to give the NPC  additional refresh and skill points, as per character advancement (page 88).", the words fate, invoke and compel don't appear at all.

24
DFRPG / Re: Writeable/Safeable Char. Sheet?
« on: July 09, 2010, 10:37:10 PM »
Yea, in general Adobe isn't very good at working with others, but almost everyone has their reader and personally I've never had need to look into another reader. However, it sounds like this Foxit is a good one, so I'm going to give it a try. :)

Just wait until you see how fast it loads compared to Acrobat. :)

25
DFRPG / Re: Writeable/Safeable Char. Sheet?
« on: July 09, 2010, 12:28:30 AM »
hmm, I am using Adobe Reader, but it allows saving of the other fillable worksheets in this thread, so I just thought I would mention it. :)

Foxit works just fine on the sheets I created.  Acrobat won't open a sheet that's been edited and then saved with Foxit for some reason known only to Adobe.

That said, Foxit is the superior product and I give it a two thumbs up recommendation to anyone using my character sheet. :)


26
DFRPG / Re: How to decide if a PC knows a creature's catch
« on: July 08, 2010, 10:34:47 PM »
Harry very much has Lore.  He has a Lore at good (+3) at Storm Front.  That still doesn't change the fact that he has to use a mystical library (Bob) to do research.

Everyone with Lore does research, it's one of the trappings.  You just trade shifts you missed on your lore check for time in the library to find the answer.  The GM is under no obligation to tell you how much you missed it by so the player might not be sure how long they'll have to search for the right reference. :)

27
DFRPG / Re: Dresden Themed Fate "Tokens"
« on: July 08, 2010, 01:50:08 PM »
For about 40-50 chips, Id spend about 15 bucks...

Someone on the forums tracked down a site that does custom poker chips, the costs for a full design on the chip was about about $25 for 40 chips
with a 500 chip minimum.  For about 25 cents you could expect maybe a peel off label on the back of a walmart plastic poker chip (the kind that are
about $2.99 for a set of a hundred).  ;D





28
DFRPG / Re: Help Me Understand Victor Sells’ Heart Exploding Spell
« on: July 08, 2010, 05:44:47 AM »
Normal, non crazy people, normally get their added complexity for thaumaturgy from making skill declarations. 

here's some house rules I've written to clarify making declarations; normally you can make as many skill declarations as the GM and other players will let you get away with.

There is some neat stuff in there for thaumaturgy and the time it could take.

For my own game I've had to cap tags in general.  You can have an accountant with no powers and no combat skills at all end up one shotting a Dragon through skill declarations in an ambush, ending up with 16+ shifts on their stealth check to make them undetectable and generate another 30+ shifts of effect to decapitate Ferrovax with a briefcase.

I made it really simple for my players, you can tag a number of aspects for a single action equal to your Skill + 1; anything more than that and you'll have to spend fate points to invoke.  So a guy with no hand to hand training can only take advantage of one tag at a time in a fistfight unless fate steps in.

29
DFRPG / Re: Werebear for 7 refresh game?
« on: July 08, 2010, 05:27:32 AM »
Any help would be greatly appreciated!  Thanks.

One thing I used for my own campaign (a feet in the water campaign and someone wanted a werewolf), make them really new to the whole shape change thing.  My player didn't get a second set of skills, but does pick up the beast sense from Echoes of the Beast and had to make one of her aspects reflect the inexperience so I can compel it every now and then.  In return I put the cost of the power at -0 with the requirement that the first time she gets a point of refresh she has to use it to buy the full version and get the second set of skills.  This would let your Bear character add in Inhuman Strength and come in at -6 refresh.


30
DFRPG / Re: How to decide if a PC knows a creature's catch
« on: July 08, 2010, 05:16:34 AM »
So the following situation came up in a recent session: A party of PCs (built at chest deep) ran into some out of control red court vampires (in horrible bat-monster form, no flesh masks).  Our wizard decided to create a magical block against them, then the player said, "Hey, I'll make it a spirit block, making my pentagram (a holy symbol to my character) shine with bright light, to take advantage of the vampire's vulnerability to sunlight and holy stuff.  Wait, does my character even know about that weakness?  Do I need to roll lore first?"
Possibly.  I'd rule that anyone with Lore will know about the catches of anything supernatural you'd rate as commonly occurring within the supernatural world, which would certainly include Red/Black/White court vampires and Fae.

As for obscurity, anyone with Lore is going to know a +2 awareness catch without needing to roll.  A +0 catch can only be discovered through play, not necessarily in combat though, tracking down a former associate of the big bad to find out how to kill it might work too.  +1 catches are where the rolls would come in, I'd be generous to the monster; maybe making the difficulty equal to the sum of it's two or three highest skills or power costs (two for a general type of critter, three for extremely rare or unique individuals).  Per the Answers trapping under scholarship, if the Lore roll fails (and it should fail pretty big against things like major demons), it moves to the Research trapping, where shifts of time can make up the difference.  The reason I went with skill or power rather than a flat number is that more dangerous creatures are more likely to kill those who oppose them, leaving a very small pool of people who figured out their catch and survived to pass along the knowledge.

Of course, that assumes that the character in question even knows that kind of critter they are looking at.  A Lore check vs the target's highest skill or power cost would be reasonable to determine if they even know what it is; with a failure possibly misidentifying it as a similar creature.


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