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Topics - Watson

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16
DFRPG / Perfect Fate Point tokens
« on: August 25, 2011, 05:37:56 PM »
I just wanted to share how I will have my players keep track of their current Fate Point. I found a site that sells real metal coins that I think are perfect for keeping track of Fate Points in the game. The coins are rather small, but have a really nice weight to them and they feel very solid. I chose coins that had a "I" on them, to prevent the players commenting that some have "5" or a "10" on them. The main coins, in "silver", (bought 50 pcs) will be used for tracking Fate Points (should be enough for four players). I have not yet found a good way of using the "copper" ones (I bought ten of those). They cost 7 AUD for ten coins, but they are definately worth it (even if one includes the cost of the freight).

I also bought a nice bag to store the coins from a tarot-type shop here in Sweden (I also bought a nice note book with a pentagram on the cover).





http://www.campaigncoins.com/

17
DFRPG / Starting Power level
« on: August 23, 2011, 09:23:32 AM »
What are your thoughts about the starting Power level in relationship with the number of players in the group? What I mean is that the general opposition that the player characters will be facing is essentially based on the total Power level of all the player characters. I would like not to have a situation where I as a GM will be forced to throw very powerful NPC at the player characters, just to create a balanced level of opposition (at least not initially). I do want some relatively powerful player characters, but not too powerful so that I am forced to throw Denarians at them (or something similar…).

I have four players in my group. This means that if I let the players go with refresh 10 characters, the theoretical power level is 9*4=36. If we instead go for refresh 8 characters, the theoretical power level is 7*4=28, about 25% “less power”. Refresh 8 is also high enough that they can choose among all of the Templates in the book.

Anyone regretting that they did allow the players to choose refresh 10 characters? Am I just over-analyzing the situation, or have anyone out there been thinking the same?

18
DFRPG / Body armor
« on: July 27, 2011, 10:30:22 AM »
How would rules handle characters wanting body armor on their characters (like a kevlar vest)?

The most simple way would perhaps be to say that the character has an Armor value of 1 or 2, but that seems too good, as they could wear it all the time (under clothes), with no negative aspects (!) and as there are no hit locations, there is 100% that the armor will work against any attack - too overpowered, in my opinion.

Would it simply be simulated by an Aspect (WEARING MY KEVLAR VEST), so that the player have to spend a Fate point to essentially get a 2 point worth of protection?

The kind of problem comes as a modern vest is relatively light and easy to wear. I could see that a full chainmail could provide 1-2 points of protection all the time, but have an aspect like HEAVY ARMOR, that can be compelled when running etc.

What is your take on using body armor in the game?

19
DFRPG / Illusion magic
« on: July 26, 2011, 09:37:22 AM »
I have been thinking a little regarding illusion magic after reading most of Ghost Story. Without spoiling anything in the book, there is a wizard who, in combat, casts a spell that creates a handful of copies of the wizard with the intention to confuse the attackers (the copies fights with “guns” but cannot affect the opponents, so they tend to “miss” a lot). How would you do this in the game?

First off, the copies are neither real nor physical, so we are not talking about conjuration. The first idea is that it is made a kind of veil affecting an entire zone (assuming that the five copies are in the same zone). One can veil an entire zone using an Evocation Block (+2 Complexity for an entire zone). What I am against using the route is that it would in that case be possible to create any number of copies in that zone for a mere +2 Complexity. A note – the copies move around and “act” individually, it is not one big “thing” (that a zone-wide veil can be seen as).

If it is modeled as Thaumaturgy, one could go this route: Use a base complexity of whatever the difficulty would be to visually see through the illusion (basic strategy for any veil). Add +2 for extra sense that is affected (in this case, sound is definite added). Add +2 for each extra copy (i.e. +2 for a total of 2 illusions, +4 for three illusions etc). For five Superb copies of the wizard using sight and sound, the Complexity would be 15. Really, really, hard to do using Evocation, but not impossible using Thaumaturgy.

How would you do such a spell in the game? 

20
DFRPG / Declarations - Help me understand some of them
« on: July 20, 2011, 11:04:15 AM »
One of the things that I am not really fond of in the FATE-system is certain Declarations. I understand the theory behind Declarations, and some "types" of Declarations are perfectly fine - the player states something about the game world, rolls the dice, and if successful, the statement is true (most likely resulting in an Aspect).

I have no problems in Declarations relating to Contacts, Resources or knowledge-based skills like Scholarship. My problem comes when dealing with skills like Investigation to "add" stuff to the scene. For example:

Quote from: YS116
For example, if your character has a strong Alertness or Investigation skill, you might use a declaration to add features to a scene for you to use to your advantage—when the fire starts, your character just “happens” to notice that the janitor left a bucket of water in the hallway.

The fact that you can roll Investigation to "add" a bucket of water just by looking for it is the part that I don't really like. What I mean is that, to be able to do that, one has to establish that there is a bucket of water there to begin with, and that the skill roll is to find it (not to add it). Technically, one could then use Investigation to "find" the characters new shiny car using the same philosophy (sure, Resources would be the proper skill to use here, stating that you have previously bought the car).

Don't get me wrong, I don't really dislike the use of Declarations in this way. I want to understand how it is intended to work, to see that I understand the rules as intended.

Or is the problem with certain Declarations (such as Investigation based ones) more of how you get to the point where you roll the dice? Two examples:

Player: “I really could use a bucket of water to extinguish the fire. I am rolling my Investigation to make a Declaration about me finding one.”
GM: “OK, roll against difficulty 4.”

Player: “I really could use a bucket of water to extinguish the fire. Is there one that I can find?”
GM: “There might be, roll your Investigation against difficulty 4.”


The first example is what I kind of don’t like. The second one is more what me as a GM would like to see, but that is more of an Assessment than a Declaration… or?

Thanks for your help.

21
DFRPG / Meta plot ideas?
« on: June 08, 2011, 05:02:57 PM »
I really like the scenario creation chapter in Your Story. However, it does not give any ideas in regards to creating a meta plot for the whole campaign. It does a good job of helping the GM to create single scenarios, but not a story arc that goes beyond that, which could take multiple scenarios to find and put a stop to.
 
An example of such a meta plot is an organization that would like to create chaos and put a stop to the White Council. Another could be an ancient organization that would be working towards awaiking an ancient evil being that would threaten the world as we know it.

Do you have any ideas for a good meta plot that you want to share, or have ideas about how to create one?

22
DFRPG / Using existing scenarios for DFRPG?
« on: June 02, 2011, 12:59:23 PM »
Anyone that have any ideas for other RPG's, which have suitable scenarios that can be adapted to be run with the DFRPG?

23
DFRPG / Scenarios in the style of a DF novel
« on: May 30, 2011, 10:43:54 AM »
I will start up a DFRPG campaign after the summer, and have been thinking a little about what makes a DF-story special, to be able to as good as possible try to copy the concept from the novels. I thought that this could be a good discussion point. If it has already been discussed, please show me the thread. Here is something to start with:

Several threads - Many parallel story elements tend to be active at the same time. At the end, they might merge into one (but not necessarily). In the game, this can be done by letting each character have it’s own side story, and then weave them together midway. I think this is one of the most important key elements.

People are behind – The force behind the opposition is people (or supernatural creatures). We do not see the effects of, for instance, a natural disaster being the main focus of the story arc.

Here and now – Most of the novels are taking place during a short time frame (a few days), and very seldom do we see any significant time jumps (like “three weeks later…”).

Supernatural presence – In all cases, there main threat is of supernatural nature (or related to the supernatural).

In over his head – For the first half or so of the novels, Harry seems to be facing overwhelming opposition or that the problems are too many or too big for him to handle. But after taking several beatings, he does manage to overcome the opposition.

24
DFRPG / Magical "lockdown" as in Blood Rites
« on: May 26, 2011, 05:56:55 PM »
In Blood Rites, Harry wants to get the magic of one of his enemies “locked down”, and I am thinking about how he would go about doing that by using the rules. I assume that it is Thaumaturgy, and that the strength/complexity of the ritual acts like a block against magic. Complexity is based on the strength of the block, the area covered (+2 per zone?) and the duration.

If so, would it negate all magic inside the area (unless the power of the spell cast is equal or higher than the block strength? Would it be possible to target only one individual and block just that person’s magic (given a proper symbolic link) within the area? Would it even be possible to create an effect so that the magic of the target would be blocked regardless of if he or she moves away? In that case, it seems like a bit too powerful, given that a Wizard with Discipline 5+ can cast very high Complexity rituals with little or no real risk of failure.

25
DFRPG / "High Concept Ideas" for DF Campaigns?
« on: April 16, 2011, 02:11:58 PM »
I am wondering if anyone have any good lists of "High Concept Ideas" for campaigns in the Dresdenverse? What I mean by that is short, high-level, non-location specific, ideas from which to form a campaign, from which one then can generate separate scenarios.

The best is if they are directly tied to the Dresdenverse, but they could also be more generic (i.e. external links or such), and then be adapted to fit the Dresdenverse.

Has this been discussed before?

26
DFRPG / Enchanted items - overpowered?
« on: February 08, 2011, 09:21:31 AM »
In my current preparation for starting up the DFRPG I have looked a bit into a few aspects (!) of the game that I think that can be abused by the players. My recent finding is the enchanted items, when maximizing the rules. What about this one?

The player creates a Wizard, and sets Lore to +5 and chooses Crafting (Strength) as the specialization for Thaumaturgy (meaning that all items will have a default power level of 6, and that the maximum power level is 10 (or is it 12?)). He then chooses to have all four focus items to be replaced by eight enchanted item slots, and creates two items; one wand (offensive fire evocation, strength of 6) and one duster (defensive spirit block, strength of 6).

He then sacrifices two enchanted item slots to increase the strength of the wand to 8. Finally, he sacrificed the last four enchanted item slots to increase the strength of the duster to 10. Both items can only be used once (but he can take one mental stress to increase the number of uses by one for each point of stress).

This means that, for one point of mental stress, he can make an attack of strength 8 – without risking any backlash/fallout (if this were considered a Rote spell, just as a comparison, it would be equivalent of having an effective Conviction and Discipline of 8 ). In regards to the duster, he can for each attack choose to activate the defensive spells equal to a block of strength 10 – without risking any backlash/fallout (if this were considered a Rote spell, just as a comparison, it would be equivalent of having an effective Conviction and Discipline of 10!). A defensive block of 10 would avoid most attacks, and if they went through, he could use it as Armor 5 instead – for just 1 point of mental stress, without any roll!. In combat, why should he ever bother using “normal” magic?

Please let me know in case I have used the rules in an incorrect way, or if you don’t think this is overpowered.

27
DFRPG / Reactive Evocation block
« on: February 07, 2011, 11:44:47 AM »
In the rule book (YS253) there is an optional rule where, if the GM allows it, a practitioner can replace his regular Athletics roll to avoid being hit with a defensive block evocation (like raising a quick shield). I think this is an interesting rule and want to get some comments on my thoughts about it. The rules say that this replaces the PC’s standard Athletics roll, which raises some questions.

1) Would it be allowed to use this “reactive evocation block” in an exchange that you have already acted? (I would say no)

2) In case the block is overcome, the rules say that there is no other defense roll allowed (“no defense aside from that”). Would that mean that the difficulty to attack a target (whos block has been bypassed) will be Mediocre (+0)? (I would say yes)

3) Would it be possible to do a reactive evocation block by using an enchanted item (designed to create a defensive evocation block)? (I would say yes)

4) The same question as 1) above, but done by activating the enchanted item from 3) - Would activating the enchanted item reactively (once you are attacked) use up your action in the current exchange (i.e. you can't do this in case you have already acted this exchange)?

Note that the enchanted item in 3) and 4) is designed to do a block (not act as armor).

28
DFRPG / Physical appearence of a Changeling
« on: December 21, 2010, 11:40:57 AM »
In the Template for the Changeling (YS74), the rules say:

"In play, this means that any time a changeling purchases new powers, it comes with a clear alteration of the changeling’s body, moving him towards a more fae appearance in line with that of his faerie parent (like suddenly growing horns or hooves and so on)."

Does this mean that most of the Powers taken by the Changeling affects the physical appearence of the character (when applicable, of course)?

I would assume that the character ought to choose "Glamours" as one of the abilities in case he or she would like to be able to move around among "normal people".

29
DFRPG / Held at gun point
« on: November 30, 2010, 11:20:08 AM »
After reading the section in Blood Rites, where Harry is being held at gun point by a, presumably unskilled, shooter I started to think about how to handle that situation in the game. In the book, Harry is afraid of being killed by a single shot, before he can put up his defense magic, so I thought that the same feeling should be able to be created in the RPG.

Going by the book, Harry should not be afraid of getting killed by a single bullet (which is odd). Even if the shooter (not named here, not to spoil some of the story) has had time to place some Aspects on Harry or himself/herself, a single bullet can technically not kill some one, even in that situation.

How would you handle it, to make it a lethal situation for PC in the same situation? Would you assume that the PC is already assumed to be “taken out” (meaning that the NPC would be able to kill him right away, without rolling the dice)? Any other ideas?

30
DFRPG / Compelling an Aspect created through Evocation
« on: November 23, 2010, 11:36:47 AM »
I have a question about spells as maneuvers: If a spell is cast as an evocation maneuver, it basically places an Aspect on the target – does it actually do anything else (in terms of rules mechanics) than to give the target an Aspect? And what about players compelling that Aspect?

As an example, if you use the Whirlwind spell (YS295) to place the Aspect “KNOCKED PRONE” on the target, does anything actually happen to the target or is someone required to spend Fate points for the target to physically stay prone? If a Fate Point is required to actually make the target stay put (through a compel), would it really be that simple to take out a target by spending a Fate Point, compelling the “KNOCKED PRONE” Aspect and then have the target locked in place?

If the "KNOCKED PRONE" Aspect is not good enough for taking someone out of combat, one could change that Aspect to "LEVITATE OFF THE GROUND". Can a player then simply compel that Aspect to have the NPC hanging helpless in the air? In that case, taking out any target with negative Fate Point scores (i.e. most powerful NPC’s!) is extremely simple…

Or how would you otherwise treat such a spell that places such an Aspect on a target? Is it only there to provide an opportunity to get a +2 modifier or a re-roll (Invoke)?

Or is it fair to say that if the players want to use (read: exploit!) such an Aspect (except getting a +2, re-roll or invoking for effect to state a minor fact), then the player must compel the Aspect (thus costing a Fate Point, and passing the approval of the GM)?

I can see that in case one wanted to lock targets in a zone in place, creating a Block is much more suitable (but as I can’t really get a grip on the Aspect placed by the spell and compelling that Aspect, I ask the question). And afterall, the "Whirlwind" spell is in the rule book...

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