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Topics - devonapple

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31
DFRPG / Help Me Get Out of These Ropes
« on: February 01, 2011, 04:28:24 AM »
I can see several factors coming into play when one character binds another, such as with rope, or handcuffs. Generally, I think most of us can assume that being bound like that is most likely an element of a Concession or being Taken Out, and the bonds will come off when it comes time. Conversely, the right Aspect means that a bound character could just buy his way out at the right time with a Fate Point.

But having rules for escaping such bonds could suit plenty of character archetypes, so if a GM opted to make it an option, how would we rule it, without creating too many rules?

I can see the Escapee's Athletics, Stealth and Might possibly coming into play. Manufactured bonds would just be a Static difficulty assigned by the GM. Actual rope-tying would be some sort of test between the binder and the victim, and I imagine the binder would use Scholarship or maybe Craftsmanship. How would we build a Stunt for people who are good at slipping bonds?

Then again, maybe it is best if this remains a function of Aspects, Compels, Concessions and Fate Points.

32
DFRPG / Guidelines: Water Thresholds
« on: January 18, 2011, 11:58:17 PM »
Here is a rough guideline I developed on Water Thresholds based on multiple sources here on the boards:

Water Sources as Thresholds:
1-3: a shower, stream or shore, as well as most rainstorms you will ever face
4-5: a massive river, or a bay/inlet, or a tropical storm
6-7: deep ocean, or a waterspout

0:   Light rainshower
1:   Normal rain
1:   Shore (already counts as stepping in a significant water source)
2:   Stream (already counts as stepping in a significant water source)
2:   Heavy rainstorm
3:   Tropical storm
4:   Bay inlet
5:   Massive river; coastal ocean
6:   Waterspout
7:   Deep ocean

Situational Modifiers:
Being submerged, showered, or otherwise actively doused is +2 to the threshold.
Anything other than full immersion is +1 to the threshold.
Stagnant water is -1 or -2 to the threshold, but the threshold is always a minimum of 1.

+1:   Stepping in a significant water source
+2:   Partially submerged
+3:   Mostly submerged
+4:   Actively doused or fully submerged
-2:   Slow-moving water source
+2:   Cumulative difficulty for a spell effect that crosses a Zone within a body of water

And my compiled notes:
Running water "shorts out" magical energies that try to cross over or through it: imagine that the molecules of water erode away the "particles" of magic as they flow away.
Rain is running water and it erodes magic, making casting in a rainstorm extremely difficult.
Magic doesn't travel over/across bodies of water all that well, and acts as a zone border, acting as a free-standing block that sets a minimum difficulty level for the success of any affected supernatural actions.
Many spell effects and some supernatural abilities will erode or completely disappear if they are subjected to or carried across running water, losing a number of shifts of effectiveness equal to the strength of the threshold.
Stagnant, slow-moving water is less of a threshold than faster moving river water, for example, but never entirely 0.

33
DFRPG / Magical Creation and an Alternate Summoning System
« on: January 13, 2011, 08:08:50 PM »
So, we have Conjuration, Crafting and Illusions, all of which make an effect.

For each of these, we have several of the following factors: Size, Quality, Number and Animus.

  • Should these be unilaterally aligned?
  • Should Crafting be just like Conjuring, but factoring in greater time for better quality and relative permanence?
  • Should Illusions be like Conjuring, but cheaper because they are insubstantial?
  • Should the AI of a golem be treated the same as the interactibility of an illusion? Is an illusion (in effect) a phantom conjuration?
  • How expensive should Powers, Skills and Stunts be?
  • Is paying to give the Golem the Demonic Copilot power the simplest way to animate it, without having to "program" the AI? Obviously programming your own AI is more reliable than the Demonic Copilot, but how much of a discount should it be to rely on the forces from the "Deep Deep South" for cheap labor?

I have a thread on Conjuring, there is another on crafting golems and other magical pets.

We may be close to getting some sort of unilateral method for adjudicating these thaumaturgical effects. What are your thoughts? Excluding, of course, "why bother?" because that is not what this thread is for - GMs will remain free to specify the difficulty of these things as they see fit in their own games. This is for those who do want some sort of guidelines. And hopefully we can make them simple and scalable.

34
DFRPG / Conjuration and Construct Creation
« on: January 13, 2011, 03:10:06 AM »
Edit: Here is a link to the GoogleDocs PDF of the system I compiled.

I came up with this table using the size/weight charts from "Strands of FATE" as well as "Mutants & Masterminds," 2nd edition. I also used the "Mutants & Masterminds" progression table for a guideline on how to escalate the scale of duplicating objects. I extrapolated Ritual Complexity using the Conjuration suggestions on YS 274, and provided two methods for pricing the ritual:

Method 1: a more aggressive, higher-cost option for GMs who want to make the players work for these effects.
Method 2: a less granular, more lenient cost which is in closer alignment to the somewhat loose guidelines provided on YS 274.

Category Example Height Weight Method 1
 Cost
Method 2
 Cost
ColossalAirplane, Large House, Battleship64-128 ft.250K- 2 mil. lbs197
GargantuanDragon, Tank, Small House32-64 ft.32K –250K lbs.175
HugeElephant, Car, Small Shack16-32 ft.4K –32K lbs.153
LargeBear, Large Motorcycle, Table8-16 ft.500-4,000 lbs.133
Medium (human)Adult Human, Door, Barrel4-8 ft.60-500 lbs.113
SmallHuman Child, Chair, Small Dog2 ft.-4 ft.8-60 lbs.93
TinyHandgun, Toaster, Cat1-2 ft.1-8 lbs.71
DiminutiveBaseball6 in.-1 ft.0.25-1 lb.51
FineMice, Knife3 in.-6 in.0.9-0.1 lb.31
MinisculeGrasshoppers, Coins3 in. or less1 oz. or less11
WeeSmall Gemstones, Seeds, Pebbles----33
GranularAnts, Fleas, Grains of Sand----73
ParticulateParticles of Dust or Powder----115
MicroscopicBacteria, Nanites, Viruses----157

For creating multiple copies of a thing:

Duplicates,
    Method 1
Method 1
      Cost
Duplicates,
    Method 2
Method 2
      Cost
222 to 92
5410 to 494
10650 to 2496
258250 to 9998
50101,000 to 4,99910
100125,000 to 24,99912
2501425,000 to 99,99914
50016100,000 to 249,99916
1,00018
2,50020
5,00022
10,00024
25,00026
50,00028
100,00030



Modifiers:
These modifiers are consistent with the guidelines on YS 274:

Simple object; 1-2 moving parts at most: +0
Believability: +X shifts to increase roll needed to notice the conjured object is fake
Animated: +2
Complex: +2 (may be taken multiple times - perhaps each level indicates another feature or Aspect)

35
DFRPG / How Would You Price This? Wizard Walkie-Talkie
« on: January 11, 2011, 06:50:07 PM »
Distance communication is an issue with spellcasters. Some wizards have forged mental links with close associates (
(click to show/hide)
), while others have an item they can use (
(click to show/hide)
).

If the spellcasters in a group all had a shared Aspect reflecting their teamwork, shared training, etc., I could simply ask them to spend a Fate Point to Declare that this Aspect allows them to communicate using their minds using an unspecified rote spell of some sort.

If we wanted to go the item route, though, here is what my thoughts are so far...

If we go with Thaumaturgy as solving a mundane problem with magic, I read that a Resources skill of +2 is enough to get a cell phone, which would generally do the job of keeping a team in communication, but for the risk of Hexing.

The question then is how to beef up this imaginary cell phone so it can be used casually by spellcasters? Sounds like using Thaumaturgy to solve an impossible problem. An imaginary, heavy-duty, EMP-shielded combat communication device would probably require a total Resources skill of +4.

I opt to establish that this type of ritual ability would probably have a base duration of a scene/half an hour - long enough for an important conversation or to keep a tactical team in contact during a quick infiltration mission.

So the Complexity is currently:
Thaumaturgic equivalent of a Cell Phone: +2
Thaumaturgic equivalent of boosting that Cell Phone to resist Hexing/etc. +2
Base duration of a scene/half an hour: +0
Each member of the communication network (Circle) requires one of a set of ritually associated elements (example, multiple teeth from the same creature), each of which will contain or incorporate ritually significant elements from each member of the Circle (hair, or something like that).

Total Lore requirement: +4 for a 1-use Enchanted item granting communication with any/all members of a particular Circle, all of whom must also have this item.

How does the community feel about this item? Too generous? Too strict?

36
DFRPG / DFRPG Cheat Sheet - input requested
« on: January 06, 2011, 05:45:06 PM »
There is already a 4-page, very concise cheat sheet for DFRPG out on the Internet (functionally only 2-3 pages):
http://hammerand.com/goldenh/DFRPG%20cheat%20sheet.pdf

There is also a fine 2-page printable quick reference sheet from the back of Your Story:
http://www.dresdenfilesrpg.com/wp-content/uploads/2010/03/DFRPG-Reference-Sheets.pdf

I'm looking to create a one-page cheat sheet with just the most commonly needed and/or most confusing rules items which all the players would need - something to hand to a player at a convention and say "here are the rules."

What would you, as GMs and players, advocate be on such a cheat sheet?
Is there already a great one-page FATE cheat sheet that can be slightly modified for DFRPG?

For spellcasters and magic, one could simply hand a player page 2 from the above-referenced document. But we could probably make a streamlined cheat sheet for that, too. What would be your thoughts on that sheet? The Evil Hat site for DFRPG has a link to a fan-created one-page spellcasting cheat sheet here:
http://www.dresdenfilesrpg.com/wp-content/uploads/2010/03/Spellcastering.pdf

37
DFRPG / NPCs and Consequences
« on: January 05, 2011, 12:09:48 AM »
The rules recommend that nameless NPCs not ever take consequences: taking out a Stress track should be enough to wipe them out.

But what about nameless NPC Monsters with Toughness powers and such? It seems like they should - how far do you usually go with these? Should I just not be making "nameless" -8 Refresh monsters?

38
DFRPG / Urban Street Chase: Bicycles versus Cars
« on: January 03, 2011, 11:22:11 PM »
If you had a group on bikes pursued by a group in a car, would you run it as an Extended Challenge pitting the cyclists' Athletics rolls against the driver's Driving rolls? Or would the cyclists need Driving as well, perhaps complemented by their Athletics?

Would it be a game of players and GM competing with Declarations to accumulate advantageous Aspects to represent alley chokepoints, traffic conditions, etc.?

Would the bicycles themselves be Resources Declarations which can be free-tagged once, and then subsequently in exchange for Fate Points? Do they even count as anything other than a justification for pitting Athletics against Driving?

Strands of Fate has some intravehicular conflict rules, but they don't go smaller than motorcycles.

39
DFRPG / Milestones and Game Play Hours
« on: December 27, 2010, 11:16:22 PM »
Gamers can vary greatly in how much time they can devote to an RPG. Some people can fit in a monthly game of about nine hours, others maybe have weekly or semiweekly games of only 3-4 hours.

I'm trying to plot game time investment against the Milestone setup in Dresden Files RPG, but the values are pretty subjective. Has anyone come up with a mechanism for determining when Milestones happen? Major milestones can happen once every 2-3 Sessions (which I assume are about 5-6 hours each) as well as at the conclusion of a scenario or major plotline equivalent to one of Harry’s case files.

If you had a plotline you considered equivalent to a Dresden case file, and it was resolved in about 6 sessions (about 5-6 hours each), would you have given a Major Milestone halfway through, and then another at the conclusion? Or, depending on the quality of the gameplay, three Milestones?


40
DFRPG / Flavored Fate Points
« on: December 27, 2010, 06:55:00 PM »
I am pondering the value of assigning particular affinities or flavors to Fate point rewards. This would generally require the GM to have a variety of tokens to hand out, of course.

For example: a player earns a Fate point for self-compelling an Aspect that would infuriate him (let's say, having to let a criminal go on a technicality), and instead of getting a white poker chip, the GM provides an "anger-flavored" red poker chip. Later, that player gets into a conflict - perhaps even with the criminal from the earlier self-compel - and spends a Fate point to get a bonus to a roll that is in line with venting that anger/fury/etc.: could the system stand allowing that player a +3 for using an anger-flavored Fate point for an anger-flavored action? Would you propose a lesser benefit of some sort: possibly an automatic success one one or more of the dice used in the roll?

I would not propose making the flavored Fate point less useful for actions that are opposed to the flavor - just a benefit for redirecting that energy back out into the universe - a sort of Fate point Aikido.

41
DFRPG / Pulling on the Barbed Wire on Someone's Soul
« on: December 15, 2010, 02:05:16 AM »
One of my Wizard Apprentice players wanted to replicate Harry's trick of using The Sight on a victim of a powerful mental spell, and acting to unravel the spell causing the effect.

I ran The Sight as Normal. He was waffling his Lore checks to learn Aspects, but he was acing most of his Discipline checks to avoid Mental Stress - he was in there for a good 4 or 5 exchanges.

I opted to run his efforts to remove the spell construct as a series of Evocation attacks and maneuvers, with the goal of Taking Out the ritual. He didn't get far (ambulances showed up to take the comatose victim away, so they will have to try again later).

How have you handled such a situation?

42
DFRPG / Social Conflicts Like Pulling Teeth
« on: December 07, 2010, 08:17:26 AM »
I'm having a hard time running Social Conflicts. It may simply be that the players haven't prioritized Social skills, but whenever I have an NPC who needs to be won over with social graces, the game just bogs down: the players roll poorly, and end up having to squander Fate Points. Any good threads, resources, or words of advice?

43
DFRPG / Venomous Claws
« on: November 24, 2010, 10:52:19 PM »
A strict reading of the rules would indicate that a creature with Venomous Claws could do either of these things, but not both:
1) roll an attack to cause physical Stress using the Claws power
2) roll a maneuver to place a deadly Poisoned aspect on the target

Are there GMs who are combining the two abilities into one attack? Poisoned is nasty enough without the added physical stress.

44
DFRPG / Refreshing one's Rote Spells
« on: November 23, 2010, 10:10:58 PM »
Over time, players may opt to change their Conviction or Discipline ranks.If they improve these skills, it's not a serious source of concern, but if either of those skills are downgraded, or if they opt to modify their Focus Items at an appropriate Milestone and switch out one they needed for a rote spell, such rote spells could end up requiring more Discipline than the player can muster, and becoming unavailable.

Do they get a chance to refresh/upgrade existing Rote spells to match their current capabilities, or are they stuck with the same rote spells they created in their first adventure? I have reviewed the Milestone rules and could not see anything covering rote spells.

45
Empathy [Reading People] allows you to make an Assessment to discover one of a target's unknown Aspects (YS 129).

Deceit [False Face Forward] allows you to provide a false Aspect to the reader attempting to use Reading People on you (YS 126).

On YS 114, the rules explain that if you get duped by a target who used Deceit to fool you into believing he had a particular Aspect, then you may have wasted your Fate Point, depending on whether the deceiver wishes to "place a temporary aspect on you... representing how he managed to snooker you."

My confusion:
If you Assess a target's Aspect normally, don't you get to free tag it (YS 115 "you don't have to worry about the usual time limit... for tagging until the first scene where you encounter the target of your assessment")?

So... why is a duped person being obligated to pony up a Fate Point if they ostensibly have a free tag coming to them?

Or is this only in cases when the duped person is spending a Fate Point to Compel the target/deceiver using that bogus Aspect?


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