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Messages - RedRobe

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31
DFRPG / Re: D&D Races
« on: January 07, 2015, 07:26:39 PM »
Ahh, I see. I was just making sure I was understanding. Thanks for the help. I don't know when I will get around to trying a D&D style game, but at least I will have a starting point. I am trying to work out some ideas for a DF game set in my town first before I try anything else.

32
DFRPG / Re: D&D Races
« on: January 07, 2015, 06:17:46 PM »
Taran, when you say that Keen Senses is good as it is a blanket bonus, what did you mean? I wrote it to only apply to the Passive Awareness trapping of Alertness. Would that still be a blanket bonus, or should it be bumped up to +2 due to limited usage?

33
DFRPG / Re: D&D Races
« on: January 06, 2015, 03:53:41 PM »
This is all starting to gel finally. So taking a look at some of the racial traits above, could any of them be considered stunts so a character could take advantage of the Pure Mortal refresh bonus? For example if a dwarf wanted to be a strait-up warrior, could he still take Hardy and Darkvision, and still be Pure Mortal?

34
DFRPG / Re: D&D Races
« on: January 06, 2015, 05:01:18 AM »
So bearing in mind that I haven't actually played a FATE game before, and am teaching myself from the DFRPG books, here are my attempts at D&D/Pathfinder races.

Dwarf - Stonecunning: +1 to rolls related to working with stone or metal (Craftsmanship, Scholarship, Survival)
              Hardy: +1 to Endurance rolls versus poison
              Supernatural Sense (Darkvision): see in the dark up to one zone away, in black and white only

Elf - Keen Senses: +1 to Alerness (Passive Awareness trapping)
       Resist Enchantment: +1 to Discipline (Mental Defense trapping)
       Supernatural Sense (Low-light Vision): see in partial light up to 2 zones away, full    color

Gnome - Small Size: as Diminutive Size, but all penalties and bonuses are halved (minimum 1); only -1 to physical stress you inflict per attack instead of only inflicting 1 stress
     and choose either:
              Supernatural Sense (Low-light vision) and
         Keen Senses

          or Echoes of the Beast: Low-light vision and Gnome-themed stuff

Half-Elf - Adaptability: Choose one Mortal Stunt
and two of the following:
              Keen Senses
              Resist Enchantment
              Supernatural Sense (Low-light vision)

Half-Orc - Supernatural Sense (Darkvision)
                Intimidating: +1 on Intimidation rolls (Threats trapping)
                Orc Ferocity: +1 Endurance (Physical Fortitude trapping)

Halfling - Small Size
                 Keen Senses
and one of the following:
                  Sure-Footed: +1 Athletics (Climbing trapping)
                  Fearless: +1 Discipline (Emotional Control trapping vs. fear)

Human - Pure Mortal +2 to starting Refresh
      +1 Fate Point

Sorry about the formatting. I tried to make it as easy to read as possible. Any helpful critiques are welcome!

35
DFRPG / Re: D&D Races
« on: December 16, 2014, 06:51:01 PM »
I found a website that is an attempt to FATE-ify DragonLance. Do a browser search for Fate of the Lance. It seems interesting, though I am not versed in Fate Core magic systems.

36
DFRPG / Re: D&D Races
« on: December 11, 2014, 04:33:42 PM »
I appreciate all of your suggestions!

37
DFRPG / D&D Races
« on: December 09, 2014, 09:21:16 PM »
I saw a YouTube video of a group playing a FATE fantasy game set in Eberron. I thought something like that would be a cool change of pace for one of my groups. How would I go about setting up characters who are not human, but shouldn't be beyond human power level? Basically how would I represent demi-human racial traits? Is there a FATE supplement with guidelines for stuff like this?

38
DFRPG / Re: Running the Age of Worms Adventure Path using the DFRPG
« on: August 28, 2014, 05:08:50 PM »
Taran, is that dungeon crawl posted somewhere?

39
DFRPG / Re: Running the Age of Worms Adventure Path using the DFRPG
« on: August 26, 2014, 10:07:19 PM »
I left out the dungeon crawl because it didn't really fit the overall feel of a Dresden/Supernatural adventure. Plus there wasn't a very good way to shoehorn a dungeon built by a long lost race into a mining town in modern day New England. If you want to check out my description of how the adventure went down, you can find it at the Paizo message boards under Older Products and then under Age of Worms.

40
DFRPG / Running the Age of Worms Adventure Path using the DFRPG
« on: August 26, 2014, 09:50:24 PM »
So I have run the first adventure of Wizards of the Coast's Age of Worms Adventure Path in a Dresden/Supernatural mash-up world using the d20 Modern rules. However, it didn't have quite the feel that I wanted. I have been studying the DFRPG rules for a few weeks now, and want to take a stab at converting the second module, The Three Faces of Evil. I am looking for advice on how to do so. I don't intend to keep every aspect of the adventure, just the bits that fit DF and Supernatural. For example, I left out the dungeon crawl in The Whispering Cairn, and kept the interaction with the ghost, the confrontation with the local thugs, the exploration of the abandoned observatory and final showdown with the necromancer. I am aiming for an on-the-road type game, so building the "city" is a bit daunting, and I don't know where to start. If any of you fine folks have had any experience with the Age of Worms, or running a DFRPG game that doesn't stay in one city, I would appreciate any advice you might have to offer. Thanks in advance!

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