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Messages - Ryan_Singer

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16
DFRPG / Re: DFRPG in Space!
« on: March 20, 2011, 10:50:22 PM »
John Coase (Not his real name)

Template: Custom
High Concept: Fallen God of FATE
Trouble: Old-Timer doesn't begin to describe it
Aspects:
Centuries Preparing
Cassandra's Tears
Contemplate slowly, Act quickly
Powers:

-3 Thaumaturgy
-1 The Sight
-0 Soulgaze
-0 Wizard's Constition
-0 Cassandra's Tears
-? Unknown unrevealed powers and stunts

Skills:

Superb (+5): Lore, Scholarship
Great (+4): Discipline, Conviction
Good (+3) Alertness, Endurance
Fair (+2): Presence, Athletics, Rapport
Average (+1): 5 unknown unrevealed skills

Base Refresh: 10
Adjusted Refresh: 6
Current FATE Points: 6 (after Minor Milestone Refresh)

17
DFRPG / Re: DFRPG in Space!
« on: March 20, 2011, 10:47:24 PM »
Mallard Filmore

Template: Duck
High Concept: Duck
Trouble: Bit sad...
Aspects:
The Smartest Duck Is Smarter than the Smartest Human
The Suit Makes the Duck
Give Me Something, I Can Make it
No Opposable Thumbs
The Errant Fowl is a Damn Fine Ship...
Destined for Greatness (Per Cassandra's Tears)
Powers:
 
-1 Aquatic
-1 Flight
+1 Robot Suit (Item of Power)
-4 Supernatural Toughness
+3 The Catch: Electricity
-5 Modular Abilities (3 refresh in powers, full action to reconfigure)
 
Skills:
 
Superb (+5):Craftsmanship, Scholarship
Great (+4): Rapport, Pilot
Good (+3) Empathy, Guns
Fair (+2): Alertness, Conviction, Athletics
Average (+1): 5 Undefined Skills
 
Base Refresh: 10
Adjusted Refresh: 3
Current FATE Points: 3 (after Minor Milestone Refresh)

18
DFRPG / DFRPG in Space!
« on: March 20, 2011, 10:45:39 PM »
Hi Everyone!

Thought you might be interested in hearing about the new campaign I'm playing in. We're using the DFRPG system, but it remains unclear as to whether the game is set in the Dresden-verse.

It all started as a one-shot. The GM said: "We are going to start a game using DFRPG. There are no limits to character concept, and we are going to do on-the-fly character generation. Everyone pick a high concept and a trouble."  One of the players, eager to test the "no limits" part, said he wanted to play a duck with genius-level intelligence in a robotic human-suit. The GM said yes. I decided to return to a character I loved in my first play-through of Mutants and Masterminds, and chose a retired God of Destiny/Fate, who was now walking the world in human form. The last player in our group chose a Zen Stoner like the main character in The Big Lebowski.

This is when the GM threw us a curve ball. He started us in a 1950's style diner/cafe, in a free-floating space station! The space station was soon under attack by insectoid hive-minded aliens, and we had to survive. I blew them up with a complexity 17 ritual that we paid off by burning many, many fate points, and we escaped the devastation aboard the Duck's ship, The Errant Fowl.

Session 2 is on Tuesday.

19
DFRPG / Re: Dresden Files MUSH
« on: January 25, 2011, 07:14:05 PM »
I would love to play.

20
DFRPG / Re: Counterspell Specializations?
« on: January 07, 2011, 05:33:08 PM »
Focus items do improve Offensive or Defensive, but they still apply to Manuevers and Blocks as well as Attacks. I'd just use the Offensive part of the foci, since you are 'attacking' the spell you wish to counter.

I agree. Counterspell is an offensive use of magic.

21
DFRPG / Re: Counterspell Specializations?
« on: January 07, 2011, 05:23:05 PM »
I was under the impression that counterspell is a type of action, not an element. For example, you can counterspell with Spirit, Fire, Airm Earth or water. You would then use your specialty in that element.

22
DFRPG / Re: Thinking about buying this...
« on: January 03, 2011, 06:21:06 PM »
DFRPG itself is the best fiction to RPG conversion I've read.  It does an excellent job of playing like the books read.  The heroes are going to get beat up and compelled before they come back and stomp on the bad guys.  I highly recommend it!

I think ts is the operative advice. In DFRPG, early in the adventure, characters are heavily influenced by their nature and personality. Later on, they use the story points they've saved up to take control of the narrative and accomplish their goals.

It's currently my favorite RPG. I used to be a heavy Mutants and Masterminds player, which has a similar but less fully formed mechanic: The Hero Point economy.

23
DFRPG / Re: Spell Damage
« on: January 03, 2011, 06:17:21 PM »
Due to control bonuses from specialization and foci, it seems like magical attacks are disproportionately powerful compared to any other venue. Bonuses "to hit" are fairly rare in the system, except with magical practitioners. This gets to a point where a very powerful wizard's attacks are nearly impossible to dodge because of the control bonus on top of their Discipline when they cast. I am running a game with serious heavy-hitters on the NPC side and, as I was building the bad guys, became concerned at their damage potential.

My initial idea was to change it so that Weapon rating for spells took two shifts instead of one, like Armor. However, this hurt the PCs more than it did the powerful NPCs and also didn't address the "to hit" problem. What I ended up doing was house-ruling that the Control bonuses only applied to the roll for the purpose of controlling the Power summoned, but not for seeing if it hit. This retains the benefit of control bonuses in allowing you to successfully channel large amounts of power without it also making you hyper-accurate (and, thus, adding even /more/ damage from additional shifts). It also brings shields back to a level of effectiveness that, I feel, better parallels the books and closes the disparity between a powerful mage and a powerful physical combatant.

For example: Bob calls forth 7 shifts of Power and gets +4 for his Discipline roll. He has a +1 specialization control bonus and a +2 focus control bonus, so his Control roll is +7, just enough. However, he only compares the +4 to his target's defense to see if it hits.

One thing you might want to note is that nerfing the groups most effective attacks doesn't just hurt the mage, it takes down the combat effectiveness of the whole group.

That said, yes, Wizards are much more powerful than any other character concept in the game. Tanks focused on grappling are the only ones that come close, and they lose effectiveness when forced to fight more than one enemy at a time.

You basically have two options:

1) Many human opponents. Laws of Magic tend to tie up the wizard into playing support for the other characters in combat encounters against human opponents.

2) Nerf Wizards, as you suggest. This completely changes the dynamic, though.

24
DFRPG / Re: Online Game
« on: December 29, 2010, 10:45:04 PM »
They're only guaranteeing it up through the end of the year; past that, it's anyone's guess, but it'll probably get closed down.

Only sorta true.

What is happening is that Google Wave development is becoming an Apache Project, which is very exciting. Google will keep it's wave service open for the forseeable future, until the Apache project is either:

a) Going Strong

or

b) runs out of juice

Either way, it will be up for months, at least, and is a great platform for pen and paper RPGs.

25
DFRPG / Re: How do you create a familiar?
« on: December 29, 2010, 10:40:42 PM »
You can use skills for Declarations also - Alertness or Lore would fit the familiar depending on whether you're sending it on a scouting mission or using it to help with spellcasting.  Depending on what the familiar is, you might allow other skills as well. 

This is a beautiful mechanic for familiars.

26
DFRPG / Re: Online Game
« on: December 29, 2010, 09:37:58 PM »
I am involved in a few games on Google Wave.

This one is recruiting.

27
DFRPG / Re: Eberron and other fantasy settings
« on: December 23, 2010, 05:57:44 AM »

28
DFRPG / Re: DFRPG Player's Guide (Rough Draft)
« on: December 23, 2010, 02:37:50 AM »
I very much hope you make a PDF at the end that I can easily give to my players.

29
DFRPG / Re: "Sticky" Blocks
« on: December 22, 2010, 11:50:42 PM »
Hiding behind the car is a great way to dodge at first; but continuing to cower for 3 exchanges isn't very cinematic. The system rewards trying new things every exchange.

30
DFRPG / Re: Using magic to increase abilities
« on: December 22, 2010, 05:03:07 PM »
Thaumaturgy can be used *instead* of any skill; but it's a separate casting for each simple action. Check out "Solve Improbable or
Impossible Problems" on page 263 and "simple actions" on page 264.

Actually changing a skills value is a transformation, and is probably not something your character wants to do.

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