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Messages - Locnil

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1
DFRPG / Re: Sacred Guardian (old vs. new)
« on: July 01, 2015, 04:35:53 AM »
It's overpowered, basically, especially for non-spellcasting characters. Add hefty bonuses to your attack rolls, and bypass Catches, all for 1 Refresh.

Haven't heard any word on the new one, though. Did they update it in the Paranet Papers?

2
DFRPG / Re: Notes on Optimization
« on: June 23, 2015, 05:51:08 AM »
Yup, this looks like a good basic guide to character building. At least, I know I pretty much do all the above when making characters.

With regards to this, though
Quote
1. Specialize
If improving something you're good at costs the same amount as improving something you're bad at, improve the thing you're good at. Since you're good at it, you'll probably try to do it a lot. That'll give you more chances to use that improvement. For example, if you have a +1 spirit control specialization, a Refinement giving you +1 spirit power and control is better than one giving you +1 spirit and fire power. You'll cast more spirit spells than fire spells, so you'll use the spirit bonus more.
I'd add a caveat that if the thing you're bad at is important (Like a primary social attack roll in a game you just realised is heavily political) or critical (like defense rolls against attacks), then it might be worth it after all. It's all about value for Refresh

Also
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3. Have a plan
Make sure your powers fit together properly. Don't take Inhuman Strength and Channelling (Fire). Have a goal in mind, and build towards it. This is easy for some Templates like the Wizard, which have a good plan built in. It's not so easy for some Templates like the White Court Vampire, which inherently pull in multiple directions at once.
If you have a character concept that requires disjointed powers, it might be worth working something out with your GM to tie it into a unified set of rolls. In my games, for example, I allow wizards with Inhuman Strength to gain the benefits of it in their magic - so they inflict 2 additional stress when attacking targets with physical spells and gain a +1 to control rolls for such spells, and gain +4 complexity to spells aimed at moving heavy things or similar Might-replacement rituals. Fluff wise, the same force that empowers their physical bodies also empowers their magic (think Harry Dresden becoming stronger and more magically powerful after becoming the Winter Knight)

Also, I know this is a matter of opinion, but a general rule of thumb I use to determine if a power/stunt is good is to equate 1 Refresh worth of power/stunts to 1 free Fate Point every session. If it's at least equivalent in value, then it's a good buy. For example, a stunt giving a +1 to your primary attack roll will be used at least 3-4 times in a combat scene, so it's equivalent, all in all, to maybe a +4 bonus, or 2 fate points. Assuming combats occur somewhat frequently, then its value is as good as a free Fate Point per scene, so it's a good choice.

3
DFRPG / Re: Where I Read: The Paranet Papers
« on: April 12, 2015, 05:12:29 PM »
Woah, hold on. Been away for a while. Paranet Papers is finally out?

4
DFRPG / Re: New Mod!
« on: September 15, 2014, 02:09:44 PM »
Looks like I came back in time to congratulate you.  ;D

Though, in hindsight, we all should have seen this coming.

5
DFRPG / Re: sponsored magic
« on: July 10, 2014, 08:53:39 PM »
Yeah, I saw that bonus to both evocation and necromancy thing being more of an consolatory prize for needing both Evocation and Thaumaturgy, making a straightforward sponsored magic less than optimal.

6
DFRPG / Re: sponsored magic
« on: July 10, 2014, 10:01:50 AM »
eeerrr  debt? is that in the book  ???
Yes, in the sponsored magic section. Basically you gain the benefit of spending a fate point, but instead of actually spending one you gain a point of debt per fate point. Then at some future point, your debt will be compelled. Accepting the compel means you lose that debt, and do not gain any other benefit. Refusing a compel costs a fate point, like usual - but the debt remains, even after you pay the fate point.

7
DFRPG / Re: Golem and lightsabers
« on: July 10, 2014, 09:59:38 AM »
Not at all, why should it? My item of power can take pretty much any form desire, and in this case, I choose it to be a golem that walks next to me. I just like to get away from the idea that because you are playing a character concept that involves a "pet" of some sort, that you automatically have to have 2 separate characters, mechanically speaking. Especially in a system like Fate, you can deal with a situation like this much more fluid.

Wordmaker already pointed out the issue with this. Furthermore, enemies literally cannot target the golem, even if they wanted to, since RAW its only you there. Furthermore, you can't send your golem away to do whatever; at the very least you must stay with it.  Also, your golem can't act on its own; which might fit in with his particular concept but not necessarily with others. In short, you can still say fluffwise it's a golem, but in practice it's still gonna play like you have a suit of power armour - which means the "golem" bit is just so much fluff. I understand what you're doing, but FATE is not freeform enough to actually handle all the irregularities without actually creating two seperate characters.

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DFRPG / Re: Golem and lightsabers
« on: July 09, 2014, 05:47:09 PM »
Though in that case its a suit of power armour, not a golem.

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DFRPG / Re: Golem and lightsabers
« on: July 09, 2014, 01:19:51 PM »
so a item and/or  self-magic buffs, say a magic tattoo that grants me a permanent shield, say i have unlimited shifts. does a action like that fall under the normal refresh for Thaumaturgy. or would i need to add more refresh,

Also thanks for the help with Golems :)

Permanent duration spells aren't possible under the current system, though 12 shifts of duration (a mortal lifetime) might be good enough. And yes, RAW, you can make an infinite number of Declarations, effectively giving you unlimited shifts, so long as you're willing to keep rolling. You don't need anything more than Thaumaturgy either.This is probably the most houseruled thing in the game.

10
DFRPG / Re: Magic Systems
« on: July 09, 2014, 02:22:30 AM »
such as
 i mean it has decent rules for the creation of magic items spells self enhancement. it covers the time needed to do these things. Its rules allow for fast casting and normal casting by combing spheres you can use it anywhere for anything. Id love a way to make use of it in a modern version of ars magica. I know the world of darkenss mage game tried it but they screwed it up and world of darkness always ruins things with there goth/emo crap. Yes you can call dwn lightning but reality itself will attack you. (except everything else could use their magic without reality biting them in the ass.) Mage the awakening did a better job with more focus on rotes but still reality bites mages in the ass(but not the other criters)

That's one of the things that set the Mage games apart, though. The fact that your magic is literally rewriting the way reality works - to the point that reality itself hits you with backlash. It's also better from a verisimilitude point of view, since it explains why most still don't believe in magic. Plus it gives the whole Masquerade, hiding from mortals an ironic twist - unlike most supernatural beings who deliberately try to hide themselves, like vampires, the mages (the good ones, at least), desperately want to reveal themselves - but can't, becuase the universe literally will not allows it.

Oh, and for Ascension, the creators themselves outright stated that they weren't going to try for a modern version for Ars Magica, and never inteded to, though IIRC this came after they sold off the Ars Magica copyright. This brings up the old joke: When Mage: the Ascension came out, everyone was pissed because they were expecting a game about modern-day hermetic mages and instead got a game about consensual reality. When Mage: the Awakening came out, everyone was pissed because they were expecting a game about consensual reality and instead got a game about modern-day hermetic mages.

11
DFRPG / Re: Fixing Recovery powers.
« on: July 04, 2014, 04:30:20 AM »
Ah. Alright, then.

12
DFRPG / Re: Fixing Recovery powers.
« on: July 03, 2014, 03:32:34 PM »
Only just saw it, sorry; edits don't show in the new replies function.  :(

Anyway, that list seems off to me. Did you count only those moments where it was explicitly shown that Dresden used Listening, as in his (probably supernatural) ability, or every instance that just said he was listening carefully?

13
DFRPG / Re: Golem and lightsabers
« on: July 03, 2014, 03:28:47 PM »
Sanctaphrax created some summoning houserules here which can also be used for outright creation of supernatural beings. As long as you don't deliberately try to abuse it - like creating minions who create more powerful minions and so on - they should work fine.

Depends on how you rule thaumaturgic enchanting works. There's no hard rules for using rituals to give armor or weapon ratings, or enhancing skills or giving other powers to weapons. So you're pretty much stuck with enchanted items for magic weapons, armour, and other gadgets. which while a powerful option is still somehow balanced.

14
DFRPG / Re: Picking up and losing powers mid-session
« on: July 02, 2014, 01:46:33 PM »
Gojj's suggestion was the first thing I thought of as well. I'm not sure if I like the idea of a milestone happening right before a fight, but that could work. Especially as that seems a cool story.

Edit: Huh, odd. gojj and Arcane posted at the same time, as did me and Jack. Interesting. Anyway, to expand on what I said above, gaining powers for a scene requires a fate point per Refresh gained, so it seems fair that it could work backwards - losing them for a scene, so long as they'd actually be relevant, should give fate points (maybe, in this case, representing the "burst" of free will gained after giving up a coin. Defeating the Denarian should probably be enough for a milestone in any case, so he could then reorder his Refresh.

15
DFRPG / Re: Magic Using Physical
« on: July 01, 2014, 01:23:02 AM »
To be honest, like Belial said, I always preferred to rule the physical part as just fluff for a standard evocation.

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