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Messages - LCDarkwood

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76
DFRPG / Re: Magic and Overflow
« on: April 09, 2010, 02:37:51 AM »
By default, this doesn't track with the internal logic of the magic process. You call up a certain amount of power, and you have to control it. If you exceed the control, that doesn't give you more power - the amount you summoned is the amount you summoned. However, what you're suggesting is not expressly forbidden by the rules, and I'm okay with that.

I guess my only real comment is, I would calculate the stress penalties for summoning power as cumulative for the exchange, because he's drawing the mojo in such a short span of time. So, if I have a Conviction at Good (+3), and I summon a 4-shift evocation, and I roll a Fantastic (+6), I take a 2-stress hit.

If I wanted to use those overflow shifts to do a second evocation attack at Fair (+2), I'd charge *another* 2-stress hit for power, because I've channeled a total of 6 shifts in that exchange. I don't think you should get the price break for having a second action, as far as summoning power is concerned - you just don't have to worry about the control.

Make sense?

77
DFRPG / Re: OK, about shifts
« on: April 09, 2010, 12:15:14 AM »
Shifts are just a concise way of measuring how effective your particular attempt at something is, or a particular effect is.

On a dice roll, it's the difference between the difficulty and what you rolled. So if you need a Fair (+2) to succeed and you get a Great (+4) roll, you succeed and have two shifts.

For some actions, it's important to have shifts (like pretty much everything in a conflict), because they govern how much damage you do with an attack, or how far you can move, etc. It just depends contextually on the action. For some actions, it doesn't matter as much, or having shifts lets you do something quicker than usual, or some other special effect.

For stuff like magic, you just talk about shifts directly without making a roll, and they just have a certain effect depending on what kind of action you're performing. So, like, when you summon power for an evocation attack, you just state it as a number of shifts. Those shifts translate directly to damage.

So I want five shifts of power for my attack, right? That means my spell will do at least 5 stress damage no matter what I roll, provided I hit my target.

Does that make sense? Do you have a specific question I can answer that might help more?


-L

78
DFRPG / Re: An Idea: Tagging for Continuous Damage
« on: April 08, 2010, 10:15:17 PM »
Sure, sure. I agree, there are some interpretive voids in the text. Some of that comes from my value judgment and from the spirit of the books - how often do people just set each other on fire and wait for them to die? Like, it just isn't a case that comes up, even when you have a wizard who liberally uses fire magic. And it's a pretty anticlimactic ending for a fight - fitting for a group of henchies/thugs, maybe, but certainly not for named characters. For all that Jim sometimes uses verisimilitude to make his hero look smart, the Dresden Files still has a bunch of conceits from adventure fiction in it.

(Here's the funny part - we could bring this full circle and say that if you're going to set the "On Fire!" aspect on someone, the purpose of it should be to compel it to end the fight without doing any more rolls, or to compel someone to take action to put out the fire before attending to any smart combat stuff.)


-L

79
DFRPG / Re: Free Will among the Wild Fae?
« on: April 08, 2010, 10:04:36 PM »
As far as I understand the setting, being a full faerie is sort of an exception to the refresh rule - they're incapable of acting contrary to their nature, so it doesn't really matter if they have a positive base refresh or not. Full Red Court and full Black Court vampires are kind of the same way.

That's a conceit from what the Jim sayeth, though - until now, those characters have always been either opposition or heavily in the "supporting cast" role in the books. There's simply just no going back for them.

However, I fully expect that people will do high-refresh and/or "anything goes" kind of games, where the only requirement is a positive refresh and a stronger enforcement of high concept compels. And hey, that's cool. My assertion was that people would feel really put upon by the idea of a compel you simply cannot refuse and that can actually force you to respond a certain way, which is what the loss of mortal free will would effectively mean.

I stand by that assertion. But, you know... I could be wrong as far as your group is concerned.


-Lenny

80
DFRPG / Re: Clarifications requested for Feeding Dependency
« on: April 08, 2010, 09:44:48 PM »
Not sure I understand what you are saying.  "not getting a chance to roll hunger" means that you automatically suffer stress or that this exertion isn't enough to cause any hunger at all?

My bad. I meant that if you don't get the opportunity to make a Hunger check in a scene, you don't get an opportunity to remove the stress - you've still participated in the scene, and only a successful check makes the stress go away.

So, basically, "casual exertion" just maintains the status quo.


-Lenny

81
DFRPG / Re: An Idea: Tagging for Continuous Damage
« on: April 08, 2010, 09:42:50 PM »
Ongoing damage also just seems like it should be something theoretically available to PCs without needing a workaround. Particularly PCs with Evocation.

Right, my point being, I wouldn't call it a workaround. The tools are available. You just have to make sure your intent tracks to them. The models given are just that - models.

And with Evo, you could theoretically pay maintenance on an attack and have it last for a bunch of rounds, right? Check out the Orbius spell on 295. Why can't that be fire damage?

[EDIT: By no means do I have an issue with the house rules in this thread, by the way. They're cool. I just think the basic argument doesn't actually hold up.]


-Lenny

82
DFRPG / Re: An Idea: Tagging for Continuous Damage
« on: April 08, 2010, 06:38:08 PM »
So, I was looking on RPGnet, and they were discussing a potential problem in realism for FATE, which can be summed up as follows: You can maneuver to place the Aspect "On Fire!" on someone, and yet they will not take damage from it by default.

Okay, so, here's the problem I have with this argument - it assumes that the people at the table aren't evaluating the aspects they want to place in terms of intent and circumstance.

As a mechanic that functions primarily off of conversation, I can't honestly see how in play, the group would accept any aspect as a maneuver that didn't make sense in context. Intent precedes mechanics, right? The idea that you'd say, "Oh, I want to burn this dude up, so I'm going to place a maneuver on him that says 'On Fire!'" is kind of ridiculous on the face of it, because the clear intent of setting someone on fire is to continually inflict stress and consequences, which a maneuver by itself does not do.

On Fire! is, by contrast, a great scene aspect, because it can logically function to do all the things a scene aspect needs to do - modify and restrict certain actions and color the narrative.

So, if I wanted to set someone on fire, I would look to create a "targeted" environmental hazard using the rules in Running the Game, because that's the tool the rules have to match my intent. Asking the GM if I can do that with a maneuver instead of inflicting an aspect? That's fertile ground for an at-the-table call. (I'd allow it, but I'd prolly make it hard.) Or, I'd try to modify a grapple to apply, because that can also do stress every round. It'd depend if I had a flamethrower, or if I was just setting someone on fire.

Just sayin'. The fact that you can describe anything as an aspect doesn't mean it's always the best tool for the situation.


-L

83
DFRPG / Re: Spellcasting and Stress
« on: April 08, 2010, 06:07:40 PM »
Question: The mental armor 1 provided by the Conviction stunt Tower of faith would reduce spellcasting stress wouldn't it?  and we know from the books that one can have faith in magic, so as long as you did the equivalent of praying (probably a quick meditation or an extended drawing up of power) you could cast the easy stuff basically at will.

Ha, cute! Given that the context of the passage says, "Strongly held beliefs enable you to protect your mind from the aggression of others," I'm assuming it wouldn't count for anything self-inflicted. The passage in Evo says the absolute minimum is 1 stress. No exceptions are offered. (Except sponsorship, like I said.)


-L

84
DFRPG / Re: Clarifications requested for Feeding Dependency
« on: April 08, 2010, 05:46:35 PM »
I'd look at it this way:

Losing a power means you can't use it willfully anymore. That doesn't mean you don't have it, that means if you use it, you lose control. From the player's point of view, that's the same as losing it. Either the Hunger spirit inside you simply doesn't have the mojo to let you do what you want to do, or it does, but if it grants it to you, it's taking over. So that's how it matches up to the books - vamps in a hunger frenzy going balls out with powers are explicitly not being PCs at that point, and Thomas in a near-frenzy doesn't call upon his powers because he's afraid of that consequence.

I don't have a problem with hunger checks being manipulated by the player, because it means they've willfully made the choice not to use powers to keep their hunger in check. That means you can coast through a whole session with only a small potential fraction of your effectiveness - sounds like a fine tradeoff to me. Especially when I, as the GM, throw opposition at you that will make you need your powers.

Also, I'd interpret "heavily exerted" very tightly - if you use your Inhuman Speed to beat someone in a race to a door, or declare you get somewhere first, and then don't use any other powers... eh, I probably wouldn't even give you the chance to roll hunger against that. That's not heavy exertion, right? So no healing for you. I'm happy leaving that to group interpretation, because it allows people to set their own standards for how nasty they want hunger to be. (I'd be really mean about it.)


-L

85
DFRPG / Re: Spellcasting and Stress
« on: April 08, 2010, 05:22:26 PM »
Yeah, check out "The Dark Powers" sidebar - I'd head that under "draw more than a single invocation" stuff.

And I'd consider the once per session/scene limit thing a suggestion, rather than a rule.

(In other words, I'm telling you that it might read a bit differently when it goes to print and we update the PDF.)


-Lenny

86
DFRPG / Re: Spellcasting and Stress
« on: April 08, 2010, 08:43:43 AM »
Food for thought, with heavy spoiler blocks just in case:

* Almost every example in the books I researched for the game had Harry getting off about four or five spells before the description starts to talk about his fatigue, as a general rule. Longer fight scenes, he pushes to his absolute limits, which suggests consequences to me. I suggest you look at the
(click to show/hide)
You'll note it's not as many spells as you probably think.

* In big fights, Harry uses his force rings, which cost him no immediate resources. In later books, these have multiple uses per session. Enchanted items are a smart wizard's friend.

* Harry has been
(click to show/hide)

Hope that helps clear up some stuff about how the novels influenced the final design.


-Lenny

87
DFRPG / Re: Items of Power and Enchanted Item Slots
« on: April 08, 2010, 01:02:23 AM »
Hm. So, this reply is coming in two parts: my gut reaction as a prospective Dresden Files RPG gamemaster, and then the rulesy bits to actually address your issue. If you don't want the soapbox, skip to the part below the "***".

As written, I'd have a real problem with this character concept for one main reason: magical items are seldom easily transferred in ownership from one party to another.

Most enchanted items are only usable by the crafting wizard, and most items crafted for others are either crafted specifically for others or simply too valuable to part with. And if they're parted with, mortal money certainly isn't the medium of exchange - the supernatural world works in boons and favors and bartered goods. Often, too, magical artifacts are sponsored by an entity, like the God of Abraham and the Swords of the Cross, who simply may not like the new bearer.

Any compromise I could think of asking for keeps the character from being Pure Mortal in any fashion. He could be a Ritual Crafter who knows how to magically "claim" ownership of "found" goods (meaning, taken from the original owner's dead body). He could be an Emissary of Thoth or something, who could usurp the use of enchanted items via innate ability.

More interestingly, he could "pay" for the use of the items he gets in another way, like via a soulbinding. He finds or commissions an item that he wants. The owner/enchanter of that item can magically "sign it over" to him for a price - a supernaturally related favor of some kind, like a contract killing. He has to enact the favor to be able to use the item, and can keep it when the job is done. (I can easily think of a forest full of potential trouble aspects for such a character.)

But there's no way you get away with "I'm a rich monster hunter who buys magical artifacts" in my game. Just sayin'.

***

Rules-wise, the easiest way to get at the character you want is to just take Items of Power. You say the guy can't make new items, so he's stuck with what he's got - so define what he's got and be done with it.

If you're suggesting he has a collection of enchanted items like wizards do, without actually being a wizard, then I'd just invent a custom power. Because he's not a real wizard or other practitioner, I wouldn't allow the rate that Refinement gets - my eyeball figure is -1 refresh for two enchanted item slots. And then I'd just give him Lore skill, because that's all you really need to determine effect strength anyway, right? And he's a monster hunter, so he'd have it anyway, right?

A third option is a custom power similar to Mimic Power - you "reserve" a number of refresh points to have powers available to you, with the limitation that you must predefine them at a time that is amenable to your group. They represent your bevy of items.

So there you have it.


-Lenny

88
DFRPG / Re: The Catch for Fairies
« on: April 07, 2010, 05:21:43 PM »
Yeah but who knows that Bram Stockers book is a manual? Those who allready know the Iron weakness of fairies?
Another thing, the RPG is written in-Game. So it exists In-Game? So there is an manuall for fairies (and Red Court, etc.) too...  ;)

Enough people know Bram Stoker's Dracula is a manual to have caused the near-extermination of the Court. So sayeth the Jim. Beyond that, I got nothing else; the Jim sayeth, I abide. :D

The in-world status of the game past the draft the RPG represents is uncertain. The implication we gave is that there's still a draft left to go, where all the names need to be changed to protect people and certain paragraphs need to be redacted. So we don't, in fact, know whether the RPG even got out. And even if it did, assuming the RPG exists when you're playing the RPG is... ow, my brain. :D

Quote
At the moment it would make sense for an Char. to have Iron weapons as an precaution.

I agree! But that character probably has Lore, or someone with Lore, to tell them to do so. Or a library. Or whathaveyou. I mean, you're a PC, right? It's your job to know these things or learn 'em quick, otherwise you wouldn't be the star.

The costs for The Catch are more player-facing than they are anything else. So for me, +1 for "accessibility" means that you, as a PC, are not going to have every Tom, Marsha, and Brent in the campaign trying to kill you with cold iron on sight, but you can count that if you're going up against a wizard or someone routinely capable of doing research or identifying your nature, they'll probably have taken precautions.


-L

89
DFRPG / Re: going off the beaten path and then new books
« on: April 07, 2010, 08:46:23 AM »
So, by this can one infer that material (such as the Archive and its knowledge, or lack thereof, of electronic only information) is canon up to the divergence of the RPG-verse and main-verse?

Well, you have to take into account the following:

* It may not be canon in the actual Dresden Files that Billy wrote this game.

* Even if it were, the contents of the game represent Billy's best educated guess on how the universe works, and that's it.


-Lenny

90
DFRPG / Re: The Catch for Fairies
« on: April 07, 2010, 08:21:52 AM »
You can find out about the whole cold iron thing on wikipedia, of all places.

I know you winked, but just for posterity and archiving, in case anyone cares:

Sure, but look at that quote and what surrounds it on links.

"In terms of protective charms, cold iron is the most familiar, but other things are regarded as detrimental to the fairies: wearing clothing inside out, running water, bells (especially church bells), St. John's wort, and four-leaf clovers, among others. Some lore is contradictory, such as Rowan trees in some tales being sacred to the fairies, and in other tales being protection against them."

(From 'cold iron' entry)

""Cold iron" is sometimes asserted to repel, contain, or harm ghosts, fairies, witches, and/or other malevolent supernatural creatures... Iron, particularly "Cold iron", was employed as a protective substance or charm against faeries. In various folklores, Supernatural creatures are held to hold an aversion to iron or even be harmed by the touch of iron. Conversely, amongst Asian traditions, there are tales of ironworking fairy."

"In mythology, the term "cold iron" is sometimes only applied to cold-worked iron of meteoric origin, or having fallen from a meteor, as such metal has never been heated by human agency. Mined iron must be smelted first, so such iron may or may not be considered "cold iron", depending on the source consulted."

***

Does that really make a reliable jump to a solution for when a thing that's vaguely monstrous (which you probably can't identify from a casual encounter, BTW) is about to eat your face? 'Cause, hey, according to your "research", if the fae is from Asia, the iron thing may not work. And hey, what is actually cold iron anyway? Does my chef's knife count?

Misinformation, rumors, and contradictory information can damage the "availability" of a fact just as sure as being sequestered in a library can. It's easy to find just about anything out. It's harder to find out if anything is verifiably true.

(Side Note: The Stoker's Dracula thing is specifically called out in the setting as being practically a manual for the killing of Black Court vampires. So a concession has to be made there to what the Jim sayeth. Otherwise, I'd probably put vampire weaknesses in the same category as the factual efficacy of cold iron - material commonly written about it, with not a whole lot of it reliably lining up and therefore damaging the potential to verify anything except through detailed supernatural research. Hence, +1.)


-Lenny

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