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Messages - Haru

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31
DFRPG / Re: Dresden Combat Example
« on: August 01, 2016, 04:54:56 PM »
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Sorry, I was a bit unclear there, he wanted to take the consequences, I just decided what they were.
Ah, well then. Just wanted to make sure. I've seen this confusion a lot of times, where people (GM and players alike) thought you need to take consequences.

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He was attacking him because he had discovered too much about the mystery and his plans were to actually just straight up kill him.
At what part of the session/campaign was this? Seems like it could have been handled differently. Killing a character is the kindest thing you can do. Make him suffer instead. So for instance, the Winter Lady could be inclined to send her Knight in order to assist the wizard, but what he is actually doing is keeping an eye on him and steer him off course, if he gets too close.
Or better yet, turn it around and have the Winter Knight stir him in the completely wrong way, so the wizard now works towards the Winter Lady's goal while he thinks he is doing the opposite.

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I was having trouble on deciding either Block or Maneuver myself since it could go either way.
Rule of thumb:
If it sets up an advantage, it's a maneuver.
If it hinders someone from doing something, it's a block.

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DFRPG / Re: Dresden Combat Example
« on: August 01, 2016, 04:36:48 PM »
One important thing to remember: Characters don't have to take consequences. You say a number of times "I ruled that he takes a consequence", but that's for the player to decide. If you take 10 shifts of stress in one hit and don't want to take a consequence, you are simply taken out. Taking consequences is a way to stay in conflict, but you can always just call it a day and be fresh for a new fight.

Another thing would be the setup. Why did the WK attack the Wizard? There might be some factors that could put the conflict in a different light and it could have been handled entirely different. For example, did the WK want to kill or abduct the wizard? In the former case, I would have probably fought as hard as I could in place of the wizard. But if he wants to abduct me, maybe present me to his Lady, hell, that could be an interesting complication, I'll just let it happen. Better yet, grant the player of the wizard a compel and do it without any roll at all.

One thing I see that seems entirely wrong:
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The Wiz threw an Air spell to create a powerful wind barrier holding back the WK against the wall using 5 Shifts (Conviction 5, Discipline 4) and rolled a Great (+4) on his control, he took the backlash and totaling 2 Mental Stress. This put I ruled a Maneuver and gave him the Aspect of "Pinned Against Wall".

The WK rolled a Might check and I factored in his Inhuman Strength and resulted in a Fantastic (+6), which I allowed to negate the maneuver and that was his turn for the round.
You can always defend against an action targeted at you. So the might roll should have been the defense against the wind spell and the WK would have had his action left. Would have made all the difference, since from here on out the WK was in the defense.

Another thing: The way you describe it, a "powerful wind barrier", this sounds more like a block, not a maneuver. It can work as a maneuver, but still, the description suggests it's a block.

That would mean it's a 5 shift block either on the WK (which he could defend against) or on the wizard to help him defend against the WK.

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Sever Consequence of "On Fire"
Doesn't work. A consequence is something lasting. It's what happens as an injury from the fire, it isn't the fire itself. As a severe consequence, you could have "third degree burns", but you are not "on fire" as a consequence. You could do a maneuver to create the "on fire" aspect on someone, but that's something else. Again, this cost the WK his action, which lead to his defeat.

So yes, the WK would have had a lot more chance, but he didn't get to take it.

33
DFRPG / Re: Wizard build for Feet in the Water help
« on: July 29, 2016, 06:18:55 PM »
What ^ said. :D

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DFRPG / Re: Wizard build for Feet in the Water help
« on: July 29, 2016, 05:48:39 PM »
Anything below the 7 refresh template is, technically, not a wizard. But there are still some spellcaster options out there.

As rientelfon said, channeling and ritual would be the first option. You're either a focused practitioner or an apprentice that hasn't learned all that much yet and is limited in what he can do. You can later replace channeling with evocation and so on, once you have the necessary refresh.

You could also look into sponsored magic. Maybe your magic doesn't come from yourself but rather an outside source. Maybe the land you live on is a special place, so you only can cast spells inside the city limits. Or a powerful Sidhe Lady or one of the gods has granted you some powers, as long as you work for them.

Another option could be to link some powers to an item of power. Maybe you were injured in the war and now you can only ever cast spells when your staff is around. That could be an item of power worth +2 refresh that would allow you to drop the refresh cost down to 5 for the wizard template. But if you lose your staff, you're just a grumpy old guy that rambles a lot.

For your "brawler" character, maybe you can go another way altogether. Maybe he is so specialized that he only knows one or two spells of biomancy that allow him to transform himself a bit. You could say that your spells are giving you the strength of 10 men, and you just take inhuman strength and attach it to human form. Casting the spell would merely be the way you access the powers hiding behind "human form". You can, of course, add other powers to that as well, as long as they make sense to you and your GM.

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My point was more along the lines of "mundane investigation scene vs. ritual summoning".

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I wouldn't go with a modifier like that. Even a +1 modifier is really powerful. Hell, the free invoke on the consequence can be enough to send you down a spiral you can't recover from.

Though, adding to that:
Fate is rather robust towards hacking. I wouldn't do too much to the DFRPG, but if you want to play around with it, there's nothing stopping you. There's also the Toolkit, which suggests a lot of very interesting hacks for Fate:
http://www.evilhat.com/home/fate-system-toolkit/

Also, a version of the DFRPG based on Fate Accelerated Edition (FAE) is going to come out next year. I had the privilege of being able to playtest it, and so far, it works really good.

37
I suggested Fate Core. Dresden File is Fate 3, Core is Fate 4. Fate 2 is a whole other monster. :)

http://www.evilhat.com/home/fate-core/

38
b) What happens if a PC or NPC is being afflicted by multiple consequences of the same type? Mechanically.. does it work? Do you just upgrade the consequence until you find a free one and then they are taken out? Do you assign stress instead? Regardless of the conflict source... lets say you arm is broken, then something happens to blind you, and your leg may also get broken. Am I making sense? :)
Yes and no. Fate is a bit funny there.

When you are in a conflict, you take a consequence in order to stay in the fight. You don't just get one pushed onto you. There are situations where the negative outcome can be pre-determined. For example if you want to jump from a moderately tall building, the GM could say "well ok, that's an athletics roll with a difficulty of 5, but if you don't make it, you'll need to take a moderate consequence, since your leg will be broken."

That's basically the only way you can take consequences, conflicts and situations like that.

In a conflict, you take stress. If the stress overflows on your stress track, you are taken out. You can choose to take a consequence and reduce that stress (for example a moderate consequence reduced the incoming stress of one attack by 4 shifts), but you can't be forced to take a consequence. You can always say "that's it, I'm taken out", and that's that. If you take 1 shift of stress and you don't have your mild and moderate consequence, and you need to take a consequence to not be taken out, you would have to take your severe consequence. It reduces the attack by 6 shifts, but since there is only 1 shift in the attack, it might be a bit overkill. And yet, sometimes you just need to do this.

Keep in mind, absorbing 1 shift of stress with a severe consequence is still a severe consequence and should be something severe happening to the character. It's not a 1 shift hit, it's a severe consequence.

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I'd like to add a third question:

c) Thaumaturgy/rituals seem very powerful (rightfully I guess), as they both bake-in defeating the opposed roll (so basically skill level +4). However... this probably isn't very effective against powerful NPCs or players correct? They may be covered by a ward, happen to have a block up (fudge-spirit shield), enchanted items with blocks built in, or perhaps can even spend fate points... is that a valid understanding?  Or mechanically unable to improve your resistance to thaumaturgy/ritual ... (I hope you can).  This would at the very least downgrade the intended consequence/aspect/result if not cancel it outright.
A thaumaturgic ritual is, by and large, simply a scene to resolve a problem.

Take Fool Moon. When Harry tries to find out something, we get a scene about him doing a ritual to summon up a demon and ask questions.
If Murphy was the one looking for information, we would have gotten a similar scene, but with her going through Wikipedia and some police databanks in order to retrieve the information.

You can do the same here. You could have a scene with the characters fighting someone, or you can have a ritual scene to do that.

Personally, I don't think the high numbers for a ritual are all that interesting. What's far more interesting to me is having the right components at hand. So instead of saying "he's got a +4 ward around himself", I would rather say "he has a ward around himself, what are you going to do to counter it?"
If they have a vial of his blood, I'd just say the ward is null and void because of the good connection. With a piece of hair, it might be different.

Basically, set the scene of the ritual in a way that makes it awesome. Counting numbers rarely does that.

Determining whether or not you can kill someone with a spell can be done by other means. On the side of the player characters, that's usually a line that's not going to be crossed. And if it is, I will gladly accept that and explore where crossing the line leads, rather than try to figure out where to get the last 2 shifts of power from.

And after all that, I would give it a fixed difficulty. That can still be somewhat high (say 12-16 shifts), but not as high as I've seen some rituals be. Because everything has been accounted for and you can't really actively oppose a spell when it comes flying at you.

Well, unless you're a player character, then I would set up the scene for your to be able to counter it and fling the turkey into the vampire.

39
DFRPG / Re: Questions about Worldwalking & Supernatural Magic
« on: July 25, 2016, 08:12:57 PM »
Hello all!
Welcome. :)

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I do have a few questions though that I was wondering if anyone could answer.
1) For Worldwalking, YS283 stats that "Opening the way is a simple action against the target strength - it must meet or exceed the strength in order to open up." What kind of skill or power would a wizard, or any character capable, need to use? Would it be a Discipline check? Would it use magic power and cause Stress, like casting an evocation spell?
I think with Worldwalking it might be a Lore check, as anything with Worldwalking has to do with Lore. But that wouldn't be a spell. For anyone else, I could see making the roll depend on the location. That would explain why some creatures can cross at some places and not others.

For a wizard, it would always be a spell (unless he has the worldwalking power). It would basically be a "simple task" ritual to cross over against the difficulty of the place.

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2) For supernatural characters, say a Sidhe of the Summer Court, if he were to cast spells using his Seelie Magic power, does that cause Stress? Or is it only mortal practitioners of mortal magic that gain Stress from spellcasting?
Yes. Spellcasting powers always cost at least 1 point of stress when used for evocations. Thaumaturgy can but doesn't have to cost stress. Keep in mind though, that a lot of Sidhe probably have glamors or even greater glamors, which doesn't cost any stress. A lot of the magic they do can easily just be glamors, and those are as real as anything when cast by a Sidhe. Of course they can have something like breath weapon or toughness powers which represent some of their

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3) For a mortal character, would using Sponsored Magic like Seelie Magic cause Stress when he casts a spell? My character in the game is an Emissary of Power (Summer's Favorite College Boy) who has access to Seelie Magic. I've been operating under the fact that Stress is gained just like using regular mortal magic, but I wanted to check to make sure that was correct.
Yes, just like above. Using magic like that always costs stress.
However, sponsored magic has a few tricks up its sleeves. Namely "sponsor debt". With that, you can ask your sponsor for some additional benefits. When it comes to spellcasting, that can be a number of things. Are you a few shifts short? Take sponsor debt. Need to take more casting stress than you can handle? Sponsor debt. Want to increase the power of a spell? Sponsor debt.
It basically works like a fate point. You pre-accept a compel by your sponsor to make you do something and in exchange you get the equivalent of a fate point to work with. That means +2 to your roll, a reroll, your sponsor takes 2 shifts of stress off the casting stress, and so on. If you need more, you can ask for more, but keep in mind that for every point of sponsor debt you have, your sponsor can make you do something she wants.

That could be as simple as dictating a single action your character takes, making a decision for him or even sending him on a full blown mission. Anything that would make sense for the sponsor to want him to do. That doesn't even necessarily have to be a conscious order, but also just the nature of the beast. For example when Summer/Winter makes you act in their ways.

You can also use sponsor debt in other ways, if the GM is willing. For example, instead of spending a Fate point to declare a fact, you could take sponsor debt and do that. In that case, the fact you want to create is probably going to be colored by your sponsor. So if you want a getaway car and invoke Winter, you might get Lea coming around with a job for you to do.

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Thanks everyone for the help! I've really been enjoying DFRPG and FATE and I'm really excited for my chance to run the one-shot this Friday for the group I'm part of.
Hope I could help. If you have additional questions, feel free to ask.

40
Hello all, I've got a couple of questions that I believe you ladies/gents can help me with :)
Welcome. :)

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a) How do you generally deal with "sticky aspects", lets say like blindness, which make sense that they should be constantly affecting the afflicted, rather than requiring a fate point to take "advantage" of? The same goes for things like "knocked prone" or "stuck" or "mouth sealed shut".   These are aspects that would result from thaumaturgy as an example (This is probably more of my lack of experience here).
Aspects are true. They are not just a phrase that's stuck somewhere, it's describing a situation in the story. If someone is "blinded", they can't really do anything they would need their eyesight for. You can simply not allow a certain action if an aspect is in play that might prohibit it.

On the other hand, I would discourage "I win" aspects. If you "blind" your opponent, he's not incapacitated, he's just temporarily blinded. You can use the free invoke or spend Fate points on it to get an advantage on it, but you don't get a blanket bonus. Remember that the idea of Fate is not so much to emulate physics but story. When you use an aspect, it's kind of like mentioning it in the story you are telling, highlighting it. Now once or twice in a paragraph, it's fine to mention that your opponent is blinded. But mentioning it every sentence? That's going to sound really daft. It's assumed that if an aspect isn't invoked, it doesn't affect the scene. He might be blinded, but he is such a good fighter that he can still defend himself or even attack you. But you can, of course, invoke the aspect to work against him.

Since DFRPG was released, Fate has gone through quite some evolution. The current version is "Fate Core", which you can get on a pay what you want basis from Evil Hat. It explains the whole Aspects thing far better than DFRPG does, so you might want to check it out, I think it really helps.

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b) What happens when you are forced to take a consequence but you don't have the slot for it? Lets say you have a consequence from any of the various triggers that can cause it (thaumaturgy, conflict, etc...). You're stress track is empty, but you have a severe or moderate consequence, and some other conflict/effect/whatever forces you take a couple of more. What happens? You're not taking stress, you're just forced to take more consequences... are you taken out?
Usually in a case like this, the price should be known upfront, when you set the scene. When you do that, the players involved can say that they wouldn't be able to pay that price if it comes to it, so you can change it or take it to the next level. If you can't take a mild consequence, you'll need to take a moderate. And so on. If you are all out, come up with something else together. The cost of a scene doesn't always have to be consequences, there are lots of things that can happen to a character. Take their weapons, their loved ones, themselves.

41
DFRPG / Re: Power point threshold?
« on: July 24, 2016, 07:31:22 PM »
This is definitely red flag territory. A character build like that can make sense, but it seems like it's been built powers first, character and story second.

In your case, I would probably go and ask the player what he wants his character to be, other than powerful. With that, we can then build the character new from scratch. It might then be less powerful, but it'll work a lot better with everything else.

I've done exactly that a while ago, where the player had created a character based on enchanted items, which was kind of broken. We redesigned the character so that it still worked as a sort of magical Iron Man, but with other powers, not enchanted items. It worked way better.

It seems like it's very similar here. What's the character concept like? Other than "shapeshifter with an IoP"? I could see shapeshifting being linked to an item (Denarians?), but there should have to be a good explanation for why it is like that, not just "I get bonus refresh for that".

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DFRPG / Re: How hard is it to dm
« on: July 21, 2016, 10:40:14 PM »
Emphasizing this, for the opposite reasons stated by others. If you create a singular way to "win" a scenario, there's a very strong chance that your players will simply never see it. They will try everything else besides the "obvious" solution that you set up, and if you stick to it too strongly, it'll only lead to frustration for everyone.
In a way, Fate makes this incredibly easy to deal with.

- Problem
- Approach
- Resolution
- Aftermath

Hey, that could be a cool new acronym. Yay!

Sorry, I'll focus.

Basically, you present a problem to the players. You can have a solution in mind, but don't fixate on it. If the players go another way, roll with it. Once the problem is presented, the players describe how they want to approach it (or IF they even want to). Do they want to fight, sneak, talk, do a spell, etc.
Once that is set up, you know what both parties (Players and opposition) want and how they will go about it. At this point you can choose the resolution mechanic. If your players want to sneak past someone, a simple roll or a contest could be enough, no need for a conflict. They could go and talk in a social conflict (or a simple roll again, if the person isn't too important in a talking way). You then go and resolve the scene the way the resolution mechanic demands.
And finally, you deal with the aftermath. Different things happen depending on the outcome of the scene.

The approach bit is an important one (and one I sometimes forget myself. If you set up a cool opponent for a fight, you're kind of primed to go for a fight. But if the players have a cunning plan to sneak around that, you'll be robbed of that fight. At least sometimes it feels like it. So this is something to look out for and keep an open mind about. A non-conflict scene can be just as cool as a conflict, but it works very differently.
It also means that depending on the approach taken, the difficulties can be quite different. The two thugs might be pretty tough but rather dumb. You might be able to talk your way past them fairly easily, while fighting them would be a very bad idea. And other approaches to solve the problem can lead to scenes you might have never thought about.

43
DFRPG / Re: How hard is it to dm
« on: July 21, 2016, 07:32:29 PM »
And I always take it as a lesson to be very, very careful about not boxing players in... if they get a chance to escape, they will and will cause havoc.  Give them elbow room.  You'll all be better off for it.
Ask yourself: Are the players locked in with you or are you locked in with the players. :o

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DFRPG / Re: How hard is it to dm
« on: July 21, 2016, 06:29:26 PM »
I've long held with the old military axiom "No battle plan ever survives first contact with the enemy," which can also be read as "The best laid plans of mice and men oft times go astray."
I know it as "No GM plan ever survives the first contact with a player character", but the principle still stands.

Last week I was in a group playtesting the John Carter from Mars alpha. We managed to derail the sample adventure with the first action after the intro. That's a personal best. :D
We got attacked by sky pirates. The author of the story thought the players would flee, which is the only logical action to take. Our pilot decided to ram the pirates' carrier ship. Hilarity ensued. And battle. Mostly battle. :D

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DFRPG / Re: How hard is it to dm
« on: July 20, 2016, 04:42:01 PM »
Some of my best plotlines and games resulted from my players taking the clues I laid out and coming to a different conclusion than I'd originally intended, but made for a more interesting game.
There are also 2 spins on this that I really enjoy:

1) The players picking up on "clues" you never intended to be more than a bit of color on the scene and running with it.

2) Just putting in a lot of stuff and see where that leads the players and what they pick up. Sometimes I don't even know what exactly is going on myself, I just find out alongside the players. I like to call this the Tylenol method.

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