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Topics - Dan from Chicago

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DFRPG / How would you handle differences between elements?
« on: July 26, 2010, 07:25:23 PM »

So it's definitely possible to get similar results using different elements. In the books, different elements have been used to create blocks:

Harry's spirit shield
Carlos's water/entropy shield
Elaine's Air Hyperawareness

Where would you rule that you can't use an element to create a result? Obviously fire wouldn't be used to pull something to you, whereas you could use air or spirit you pull it to you pretty easily, and earth has some potential(using a wave of earth, or maybe a tree).

Would you say it's more difficult to use one element rather than another to get some effects? Would that translate into additional shifts of difficulty?

I'm trying to get an idea of how the thematic differences of the elements would translate into mechanical game differences. I feel as though they shouldn't be perfect substitutes

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DFRPG / theoretical powergaming: maxing out an evocator
« on: July 26, 2010, 06:24:08 PM »

Take 11 refinements, apply them all to evocation upgrades. There are ten 'slots', control and power for air, earth, fire, water, and spirit. After 10.5 refinements(2 to open up new slots with one bonus each, 8 refinements providing 2 bonuses, 1 refinement providing 1 bonus and 1 focus slot), you get the following:

1 at +4
2 at +3
3 at +2
4 at +1

as far as I can tell the progression stops there. Without another slot, there's no way to move up farther. At this point the character has received at least 11 skill points(probably 2-3 times that many). Should be more than enough to get all three relevant stats to 5, if not higher. Assuming you use focus item bonus to balance out imbalances between control and power, you can toss out the equivalent of 9-10 shifts as a rote without breathing hard. In your weakest element you'd run at 6 shifts.

Granted the character is minimum -18 refresh. Still pretty scary though :)

Of course, you'd be completely neglecting half of wizardry

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DFRPG / Do Toughness abilities ALWAYS require a catch?
« on: April 07, 2010, 06:54:43 PM »
It doesn't seem clear:

Quote
Toughness abilities require you to define the
circumstances under which the ability is effective—
this is represented by a stunt attached
to your toughness abilities called the Catch,
defined below.

The Catch can be something that doesn't give you a rebate, like True Love for the White Court. Other templates get toughness abilities, but don't have a catch associated with them. If I take a Lycanthrope character, do I need to invent a catch for it's inhuman recovery?

Thanks

4
DFRPG / Dependencies and involuntary change refresh discounts
« on: April 01, 2010, 06:58:39 PM »

Heyo,

FTR, this is entirely based on incomplete information, so please be kind :)

So, I've had a lycanthrope character in my head for a while now(but not it's rage spirit, thankfully :)), but looking at the powers download, it seems as though the character type may come at a significant disadvantage. The refresh for the mandatory powers: echoes of the beat, pack instincts, inhuman strength, speed and recovery, come to a refresh of -8. There is no mundane form in the powers download, but there is a 'regular joe' which I'm assuming covers the 5 out of 28 days power availability of the inhuman stats. That appears to come with a refresh discount of +1. Does the discount apply to each power? If so, the refresh cost of a lycanthrope, based on the aforementioned incomplete information, would be -5. If it only applies once then the lycanthrope would have a refresh of -7. A Changeling could pick all those powers for -8, and have them 'on' all the time, whereas a lycanthrope has them available less than 1/5 of the time.

Anyways, this is all Theorymachine, and I'm sure the book explains it well, but if somebody in the know wanted to fill in more details, I would be grateful.

Thanks,
Dan 

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DFRPG / A theoretical question regarding advancement
« on: April 02, 2009, 05:23:36 PM »
So, there will be character advancement in the Dresden RPG and Player characters must have positive refresh according to what's been revealed so far. Changeling characters loose refresh when they take additional powers, and get closer to becoming full out fae. Wizards can become more powerful over time, which might include buying additional powers, and losing refresh.

So does character advancement include increasing a character's refresh at certain points? If so, could a changeling become fae, or at least buy more fae powers over time without becoming an NPC. If not, does that imply that certain levels of Wizarding power are locked away for NPCs only(i.e. Merlin is always an NPC, so no PC will ever stop the entire Red Court attack with a single ward)?

It would make sense to me that advancement would increase refresh ... lycanthropes could have better control of their rage(more refresh means it's cheaper to spend fate points avoiding compels), Werewolves could buy a more powerful wolf form(the previews from Turn Coat suggest Billy's gotten more powerful then he used to be). Wizards could buy additional powers, or have more fate points to power up the powers they already have.

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