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Messages - Richard_Chilton

Pages: 1 ... 94 95 [96]
1426
DFRPG / Re: [Rules Clarification] Throwing Distance
« on: August 24, 2010, 03:43:43 AM »
The problem with using math for throwing things is, well, the math can get complex.  How aerodynamic is the object? Air resistance can really rob something of forward motion.  Throwing something like a car could crush someone, but cars aren't designed to be thrown.

I can see someone with super human strength tossing a javelin or shot put far farther than any human could, but I can't see them throwing something bulky beyond a zone - at least not well enough to hit a moving target.

Richard

1427
DFRPG / Re: Running a game for a large group.
« on: August 22, 2010, 09:04:09 PM »
I don't have as much experience with FATE as others on the board, but the game doesn't lend itself to wallflowers.  In D&D someone can always swing a sword on their turn, but FATE can be more about aspects, which means that some players can get crowded out.

On the other hand, 12 players mean that 11 of them can assign tags while the 12th comes in and invokes all 11 tags... and I think that the system breaks down at that points.

Richard

1428
DFRPG / Re: Council entrance exams and becoming a warden...or not
« on: August 22, 2010, 08:54:45 PM »
White Council Test:
They test your magical ability.  If you have enough then you're in.  If not, then you aren't a White Council mage BUT must obey all the laws of magic or the Wardens will come and cut off your head.  In one of the books Dresden notes that there are wizard types out there who have been at it for much longer than he has and will never be on the White Council because they will never have the right level of power.  At least one person threw the test, registering as much lower magically than she is.

Warden Test:
At the moment, it seems to be appearing loyal to the White Council and being able to handle yourself in a fight.  I'm sure that there were more qualifications before the war with the Red Court, but since the White Council needs Wardens they are recruiting combat capable mages (Dresden) and trying teenagers.

Training from the White Council / Wardens:
Traditionally someone tested by the White Council get to be an apprentice to someone.  Wardens to be get taken to training camps in remote places to train - but those camps get attacked regularly (at least twice in the books).  They also get lectures and training from Senior Wardens - like Dresden.

Richard

1429
DFRPG / Re: The Laws of Magic and Loss of Refresh
« on: August 22, 2010, 08:35:55 PM »
The way I see it, if breaking a law of magic takes you to 0 or below then you become one of those out of control warlocks.  For example, that kid executed in Proven Guilty lost his freewill and had to break the law over and over again while Molly's player had a couple of refreshes in reserve so Molly stayed above 0 when she broke the law.

(click to show/hide)

That said, I think there needs to be a bit of leeway over the intent.  When Dresden burnt down that house to kill the vampire the poisoned humans were probably already dead (and if not they were dying).  If any had been alive, well, Dresden didn't mean to kill them and metaphysically he didn't break the laws of magic, but if a certain Warden had been around then I could see Dresden getting his second trial - this one ending in death.

Another thing to remember is that while the game maps well to the books, the books weren't written with the game in mind.  Jim Butcher writes stories to entertain us and while he more or less keeps things at consistent he uses plot devices were needed.

Richard

1430
DFRPG / Re: Workspaces: Arcane Spellwork & Ritual / Arcane Sanctum?
« on: August 20, 2010, 01:59:50 AM »
Ah - the question has already been asked.

Thanks for the links!

Richard

1431
DFRPG / Workspaces: Arcane Spellwork & Ritual / Arcane Sanctum?
« on: August 19, 2010, 11:23:25 PM »
Hi.

So maybe I'm blind or something, but I can't seem to find something in the rules.

Resources: Workspaces list Arcane Spellwork & Ritual / Arcane Sanctum, but I can't seem to find the rules for them.  There's the bit where Dresden mentions having a sub-basement, bathrobe, and he shops at Walmart, but there aren't any rules there (unless I've missed something) that link Resources to building spells.

So, have I missed something or was that something that was (at one time) planned and later dropped from the book - except for that one chart?

Richard

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