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Messages - InFerrumVeritas

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16
DFRPG / Re: Notes on Optimization
« on: July 29, 2015, 01:40:58 PM »
I think it's valid to note that there's optimization within a concept too.  So for Donald Morgan, that concept is "Warlock Hunter" essentially.  Given that, I'd build him with the idea that his excellent evocation skills center around maneuvers and counterspells rather than direct attacks.  For direct attacks, he'd use his sword.  To optimize this, I'd have a way of him using his sword without the Weapons skill (stunt to replace with Discipline or Athletics, rewrite of the Warden's Sword as an IOP, or something).  But yeah, swords and magic are a sub-optimal combination systematically.  In the context of the novels, it's one that we see.

17
DFRPG / Re: Whats the final verdict on magic
« on: July 29, 2015, 04:15:43 AM »
Even if they are possible within the current system, they are broken.  Virtually everyone who has GM'd a game with them says so.  If you want to use them, there are ways to do so that do not break the game.  Please see the above suggestions.

Outside of those, I do think Magic is still a little unbalanced.  I think you simply get too much with spellcasting.  Enchanted Items are extremely strong, especially defensively, if focused on.  Foci+Specializations+Skills all adding to a single roll is more than any thing else in the game, making magical attacks the strongest.  In play, it's often not too bad, but you tend to see well build spellcasters punching a few steps above their weight class.  I have a houseruled system that I think fixes all of this and have used in Fate Core versions of the game. 

That being said, I think the RAW system works pretty well.  Its balance issues are not horrid and can be planned around if they crop up.  We didn't really see a problem with them for quite a while, and some custom powers for the non-spellcasters fixed things nicely.  The fact that I like the system doesn't stop me from trying to improve it (especially to my groups' particular tastes), which is a sentiment that I think Sanctaphrax echoes.

18
DFRPG / Re: Thaumaturgic Tattoos
« on: July 28, 2015, 12:37:30 PM »
I'd allow it with a stunt.  Not being taken away (but being disrupted as described above) is still a benefit, especially for foci.

19
Here's how I ran mental attacks:
In order to make a mental attack, you had to invoke an appropriate aspect on the target.  So for most mental characters it meant that they were making the attack every other turn, or spending fate points to keep invoking (limiting the amount of damage they could do).  If I were doing it again, I'd probably change the mechanics a bit.  Instead of Accuracy+Weapon like a normal attack evocation, I'd make the attack roll equal to Power with a Weapon 0.  But that's because I don't want mental toughness to become a "must take" power for everyone.

20
DFRPG / Re: Most memorable Aspects?
« on: July 08, 2015, 02:20:49 AM »
Maybe plan Z will work?

21
DFRPG / Re: Whats the final verdict on magic
« on: July 08, 2015, 02:10:42 AM »
The two things that are a bit too strong are Evocation (foci and specializations stacking, control bonuses adding to attack rolls) and enchanted items. 

Ultimately, they're not too overpowered, but they're stronger than almost anything else in the system.  They don't break the game, or make playing other types of characters un-fun though.

Skill shuffling is also a bit broken, on the non-magic side.

22
DFRPG / Re: Viability of Vanilla Mortals in a Multiple Wizard Game
« on: June 13, 2015, 12:50:31 PM »
How high of refresh are you talking about?  Submerged?  More?

Fate points are, in most cases, the way that vanilla mortals shine.  But they're tougher to play, because most wizards have an answer for it.  Thaumaturgy rules really need to be followed in regards to how long things take to do for it not to overshadow other characters' skills.

23
DFRPG / Re: DFRPG MIB Theorcrafting
« on: June 11, 2015, 12:25:57 PM »
I really like the idea of it being a non-military, non-intelligence organization.  It keeps it away from the normal power structures of government (how many presidents are about libraries, or even the IRS's day to day operation).  It also helps keep things away from escalation of firepower.

For as to how they operate, I take a page from Warehouse 13 and "The Librarian" and its sequels.

Also, make the British Museum antagonistic allies (i.e. the British Museum still assumes it has jurisdiction over this sort of thing for the ENTIRE PLANET).

24
I wouldn't allow human form in this case.  He's human in appearance as often as he wants, so there's no reason for him to give up his powers to look human.  The way it's being used is contrary to the design intent, and the rebate isn't a limitation.

I don't think his powerset fits his flavor very well at all: fetches don't seem to be able to shapechange at will, but rather are limited by the fears of their victims.  By the rules, you have to have an aspect which justifies taking powers.  Changelings are about a choice between human and fey, and he has no reason to make that choice because he can literally become either at will.

I also don't allow Physical Immunity for PCs, except for things like "Immune to Fire".

25
DFRPG / Re: Dresden Files Accelerated Magic?
« on: June 09, 2015, 04:31:34 PM »
Before I had to drop out of the playtest, I got to see the first document.  They have an interesting new mechanic that essentially divides characters into tiers.  Magic allows a character to perform an action at a higher tier.  Success and failure mean different things when different tiers interact (so you can't shoot Mab in the face and kill her).  It needed some work, but I'm really excited to see how it finally polishes up.

Casting didn't involve stress, but a different mechanic based around the FP economy.  And I think that's all that can be said without violating the NDA.

26
I could see this being done with any element, so long as you can make the proper assessment.

Spirit: See into the world beyond and pull it closer
Fire: Burn away the veil
Water: entropy breaks down the walls of reality
Earth: part the physical bounds
Air: create a magical vacuum

27
DFRPG / Re: running consequences
« on: April 17, 2015, 12:28:07 PM »
When you don't have the stress to take a hit, you're taken out.  Consequences are a way to avoid this, but they represent an advantage your enemy can use (free tag when they inflict one).  They can also be compelled by the GM, like any other aspect, but given their nature these compels are often more negative than others.

28
DFRPG / Re: The Take-Out Chain Game
« on: March 14, 2015, 01:49:57 AM »
The laser tears open a hole in space and time in addition to blowing up the planet, sending a few lucky people through to another world. The offworld tourist happens to be one of those people.

A foul thing from beyond our dimensions ages someone by a thousand years. Weapon 30, accuracy 18.

That person is reincarnated over and over, but retains their memories because of the short space of time it happens in.

A person steps on a land-mine, Weapon 10.

29
DFRPG / Re: Building a Devil's Trap and Anti-Possession Tattoos
« on: February 21, 2015, 11:02:07 PM »
I'd just make them an aspect. Spend a fate point to invoke.  They don't come up that often.

30
DFRPG / Re: Fate Core/ Alchemy Stunt
« on: February 19, 2015, 02:01:16 PM »
I don't see much point to that. It's not like there's any rule stopping you from using Lore advantages with Resources, and +2 to a specific kind of roll once per session is strictly worse than just having another Fate Point.

Then change it to +4 or once per scene. 

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