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Messages - Moriden

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31
Having to try and keep the power level of pcs balanced wont be a problem, just make sure to have a few well fleshed out npcs that she can call in when needed. Possibly start a few aspects short as your world suggests for just such a situation. Personally i would suggest encouraging her to play a wizard of some kind as they are generally agreed to be near the top of the power scale, and its best to have a more than average power level character for solo games.

32
DFRPG / Re: Sponcered Magic ideas.
« on: February 27, 2011, 10:16:22 PM »
Cost: Due to the extra potency of soulfire, the
base cost is 1 higher (5 total, instead of 4—
reduced to 3 if you have both Evocation and
Thaumaturgy).
Benefits: Standard sponsored magic benefits
(page 288), with a potentially gentler agenda
(though this may come with a tighter credit limit
on the matter of debt). Soulfire downgrades the          -2
Toughness ability of any supernatural creature

by one step when employed (Mythic Toughness
becomes Supernatural, Supernatural becomes
Inhuman, Inhuman goes away), and it may fully
satisfy the Catch (page 185) for some creatures              -1
vulnerable to “holy” sources of damage.
With
some creatures (even those that operate on a
“plot device” level), it’s still potent enough to get
their attention.
The full scope of what soulfire can do is not
clear to us at this time. In evocation, soulfire                 Channeling fire, implied by novels to be able to aid 
functions most like the element of fire (though                    nearly anything.
it’s possible other element equivalents may
exist),
and in thaumaturgic application…well,
we don’t know really, so for our current purposes
consider it to provide the full range of thaumaturgy           Full thaumaturgy -1
spells
(those which are agenda-compatible,
at any rate).


Soulfire appears to be a bit finicky in this model, by the current pricing it should probably be a base 6. so either we are missing something or they decided to downgrade it to five after playtesting.

33
DFRPG / Re: Sponcered Magic ideas.
« on: February 27, 2011, 09:06:15 PM »
Back to the topic of breaking down sponsored magic. i took the time to attempt to break down the ones in the book using the current system.

Seelie: Cost:  4 which can be reduced by -2
*Reducing the effectiveness of a specific type of creature's toughness powers [1]
*Broad types or themes of thaumaturgy at evocation speeds [+1]  upgrade to standard
Access to Rituals for the sponsor's theme [1]
Access to Channeling for sponsor's element [1]

Unseelie:  Cost:  4 which can be reduced -2
*Reducing the effectiveness of a specific type of creature's toughness powers [1]
*Broad types or themes of thaumaturgy at evocation speeds [+1]  upgrade to standard
Access to Rituals for the sponsor's theme [1]
Access to Channeling for sponsor's element [1]

Kemmlerian Necromancy: Cost: 4 -2 for not receiving the standard benefits.
*Bonus of +1 (power or control) and complexity to more than one type of magic (i.e., hellfire applying to any damaging spell) [2]
*Specific types of thaumaturgy at evocation speeds [1]
*The ability to use a specific thaumaturgical school's complexity bonus on evocations that fit the theme [1]
Does not receive the standard benefits -2

Helffire:  Cost: standard 4 which can be reduced -2
*Bonus of +1 (power or control) and complexity to a specific type of thaumaturgy [1]
*Specific types of thaumaturgy at evocation speeds [1]
Access to Rituals for the sponsor's theme [1]
Access to Channeling for sponsor's element [1]

Soulfire:  5 -2 if applicable.
*Reducing the effectiveness of all creature’s toughness powers [2]
*Broad types or themes of thaumaturgy at evocation speeds [+1]  upgrade to standard
*The ability to serve as a common form of catch [1]
* Access to Thaumaturgy [+1] upgrade to standard
*Access to Channeling for sponsor's element [+0]
this is zero because it already gives you all forms of thaumaturgy at evocation speeds so a specific element for channeling is redundant.


Example place of power:   4 -1 if applicable, -2 if applicable.
*Intellectus [2]
*Bonus of +1 (power or control) and complexity to a specific type of thaumaturgy [1]
*Specific types of thaumaturgy at evocation speeds [1]
*If the sponsor can only be accessed occasionally - either because it is a place of power or some other reason the GM agrees with - reduce the cost by one.
Should be noted that it does *not* receive the standard access to rituals or channeling for sponsors theme.

34
DFRPG / Re: Seeking Assistance with enchanted items
« on: February 26, 2011, 05:02:00 PM »
Duration in this instance is largly up to st whim. keep in mind though that it is likely to replace your stealth roll with a result of 3, not give you a +3.

35
DFRPG / Re: I know it's been done before but....
« on: February 23, 2011, 02:23:52 AM »
Interestinngly, if the wow player is a "top" raider and an officer he likly has remarkably high discipline, conviction, and endurence as well as several social skills necesary to keep a guild going and play for 10+ hours a day on top of a minemum wage job.

36
DFRPG / Re: I know it's been done before but....
« on: February 22, 2011, 10:52:06 PM »
If you permit them to make themselves as "they would be" if they had grown up in the dresdenverse it can be very satisfying. ie got a player whos spent *way* to much time studying the occult? let him have a minor talent that he just hasn't told you all about. Have a player whose really charming? White court member. Ect.

37
DFRPG / Re: Sponcered Magic ideas.
« on: February 22, 2011, 06:32:26 PM »
Ren have you considered that by doing this kind of thing your player is telling you that he wants you to take the kiddy gloves of?

The big bad now has 4 more fate points then when the combat started. this should be on topof every fate point the pcs have used against its minions up to this point.

If its okay for the pcs to unload fate points in such a way its equally okay for the bad guys to do so.

If high teen level evocations are the norm, then there is no reason why level 20-30 thaumaturgical prep spells aren't as well. Give the big bads some kind of defensive ritual with 1-2 charges that has a block rating of 25.

If 22 some strength evocations are common for the pcs to use there is no reason that npcs with comparable stats shouldn't be doing the same.

What he did, bad math aside, is completely in the rules. Its just that most players/sts don't want to deal with an "arms race" scenario so tend to agree not to go that direction.

Hopefully something in there will be of help. if you would like advice on how to stat and implement vilains just let me know im pm and ill see what i can do.


38
DFRPG / Re: Sponcered Magic ideas.
« on: February 22, 2011, 03:49:00 AM »
Quote
He only targeted one. Though with those numbers he could have targeted the entire group of baddies and taken them out!

Sure and his party to. theres no method to target a zone that doesn't hit your allies as well.

Is the problem that the other players are feeling like they don't matter. That you cant seem to stat things that could survive that kind of punishment. that you can but your afraid the rest of the party would get killed, or something else? If we can identify what part of this situation is the problem maybe we can give some more constructive advice.

39
DFRPG / Re: Will the Dresden file RPG have supplements?
« on: February 21, 2011, 10:27:19 PM »
Quote
Honestly I'm a bit mystified there. Powers are concatenated stunt effects, by and large. So you already have the rules.

I believe its the difference of exactly how much better a supernatural power should be then a stunt that people have trouble with.

40
DFRPG / Re: Sponcered Magic ideas.
« on: February 21, 2011, 09:30:46 PM »
Quote
2 of what he was aiming at
If he was targeting two separate targets he has to split the base power and assign shifts of control to each. so wed be looking at a power 4/5 control 11/11 

Akso if theyve fough these things before do the bad guys know that this pcs can do this? haveing them set up aspects such as Waiting for the nuke, Prepare to dodge, ect would make perfect sense. Remeber that navel gazing maneuvers aren't just for good guys.

Id also suggest haveing every bad guy attack this player the second he does this, with full intent to kill.

41
DFRPG / Re: Sponcered Magic ideas.
« on: February 21, 2011, 09:17:33 PM »
Okay cool, wanted to make sure i was dealing with the right numbers. so here is how i would suggest breaking it down to discourage abuse.



Quote
So here's the breakdown, as far as I recall;
Shift 6 spell declared, well within the range of his conviction (+4) + focus item(s) to control and cast.
The roll nets him +2 for a total of +8
Power 6 Control 8  one mental stress       All is well and good.

Quote
power increased by three. one mild consequence taken. Power 9 Control 8  Two mental stress
Make sure he is aware that this is an increase to power not control.

Quote
Accepted one point of sponsor magic to invoke his high concept. Power 9 Control 10  Two mental stress, one mild consequence.
Sticking to a one sponsor debt per spell will help keep the numbers down.


Quote
Used four fate points to tag his own aspects or other available ones in the scene. Power 9 Control 18  Two mental stress, one mild consequence, 4 fate points
Honestly if hes got 4 fate points to burn on this spell i don't see it as a problem, finding aspects to use shouldn't be all that hard. I am curious as to how a caster has that many laying around though, i know i never have more then one.


Quote
2 Wool-gathering Maneuvers for the additional +4
So the total ended up at 39.
Quote
Took the first free tag of off 2 aspects created in this scene. Power 9 Control 22  Two mental stress, one mild consequence, 4 fate points, two tags previously set up by himself or other pcs.

Little blip on my math, he tagged 2 aspects here not 4, fixed it in the above quote.

So what where looking it is a player who has saved up 4 fate points, either had the time to set up two tags or 2 other players are helping in this spell somehow, and taken a mild consequence.for a power 9 controll 22 attack

Assuming hes fighting a big bad level boss, we'll reduce hit by 8 [its assumed defense roll] bringing us to a power 9 control 14 attack. You mentioned that this attack bypassed the big bads toughness powers so hes only got a 4 box stress track. bringing it down to a four stress hit and 19 more stress to handle. an extreme +8, severe +6, moderate +4,  minor +2. brings it down to a 3 stress hit.

If its toughness had counted it wouldn't have taken several of those consequences, [as many as half]

Consequence of this attack are that the player is presumably out of fate points, and out a minor consequence slot. A very easy way to avoid this player one - three shotting your bosses is to give them goons, or even have a five bad band instead of just one major villain.

42
DFRPG / Re: Sponcered Magic ideas.
« on: February 21, 2011, 08:12:51 PM »
Let me try to break this down. let me know if i have it right please.
Quote
So here's the breakdown, as far as I recall;
Shift 6 spell declared, well within the range of his conviction (+4) + focus item(s) to control and cast.
The roll nets him +2 for a total of +8
Power 6 Control 8  one mental stress

Quote
He takes 3 more mental stress voluntarily then takes a Mild Consequence to pay off 2 of those, thus another +3
total is now +11
power increased by three. one mild consequence taken. Power 9 Control 8  Two mental stress

Quote
Tagged at least 4 separate aspects; two or so on himself and two or so others from other are tags available. So that's +8 more
Total is now +19
Im assuming from your post above this is where he tried to tag four of his aspects for free, so im ignoring this step

Quote
Used 4 points of Sponsor Magic for another +8
Total is now 27
Accepted one point of sponsor magic to invoke his high concept. Power 9 Control 10  Two mental stress, one mild consequence.

Quote
Dropped 4 fate Points for another +8
Total is now 35!
Used four fate points to tag his own aspects or other available ones in the scene. Power 9 Control 18  Two mental stress, one mild consequence, 4 fate points

Quote
2 Wool-gathering Maneuvers for the additional +4
So the total ended up at 39.
Took the first free tag of off 4 aspects created in this scene. Power 9 Control 26  Two mental stress, one mild consequence, 4 fate points, Four tags previously set up by himself or other pcs.

43
DFRPG / Re: Where does the system break down in terms of power level
« on: February 20, 2011, 05:05:21 PM »
Quote
I like Thaumaturgy and Sponsored Magic they add flavour and options.

Certainly that doesn't change the fact that they very rapidly break the system.

44
DFRPG / Re: Where does the system break down in terms of power level
« on: February 20, 2011, 03:02:52 PM »
The second you allow thaumaturgy or sponsored magic.

45
DFRPG / Re: Gamemaster Evaluation
« on: February 18, 2011, 05:12:10 PM »
this is a difficult situation to handle. From what little you've given us it sounds like you have a player whose looking for a different style of game then the others. Can you give us a bit more detail,  perhaps describe the moral dilemma you gave him and what his reaction was to it?


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