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Topics - RonLugge

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DFRPG / Oh Mab, How Do I Love Thee? Let me count the double crosses...
« on: November 12, 2016, 07:30:00 AM »
So due to a number of previous bad judgement calls, our campaign has kind of been devolving for a while.  At this point, we're up to full-out Outsider Armageddon via an outsider who can 'infect' and then co-opt people, and the party winds up in some fun fights wherein they win back a little bit of time for the world.  This, naturally, draws all sorts of supernatural attention to them -- namely, Queen Mab.  So she shows up, icing the remaining outsider-infested humans menacing the party currently.

One of the party members starts mouthing off at her for killing the humans under 'his protection'.  I think about it, decide *not* to press the matter here and now -- Mab is subtle, and she doesn't have an 'in' on him yet.  She's pissed and will balance the books for his yelling at her, calling her a failure, and insulting her to her face, but not... just... yet.

She invites the party to take refuge in her kingdom, with the rest of the human beings she's saving -- basically everyone she can that isn't already infested.  She also makes a few pointed hints about the fact that she's working with some other heavy weights who *specifically* want the party involved in the plan.  Because in a week or so, the Archangels will blow their trumps and 'purge the world by fire'.

Mr. Big-Mouth then proceeds to blow up in her face even more angrily, but whatever.  She simply turns and starts throwing compels at each party member to Follow The Damned Plot Hook.  Guess who decides to resist and take off on his own?  So she takes most of the party with her and they get to watch an evacuation occur, with humans being herded in through a portal into Arctis Tor -- along with all the foodstuffs she can get her pretty little hands on, *especially* things like cows, sheep, dogs, cats, rabbits, etc etc.  She makes an off-hand comment comparing this to Noah's Ark -- don't remember the exact wording, but part of it was to call him a piker.  (This also helps cement for the party that This Is A Serious Situation)

They then see the people fighting the retreat -- members of her army, the local Knight (ex-player), and a group of monsters of various forms -- a massive, half-dog half-rhino, an obsidian bird, a woman with a bad hair day (razor sharp hair, that is), and a man flying on shadowy wings.  The 30 monsters are the last ones to retreat as Mab shoos the (remaining) party through the portal, then calls on her power to cover the retreat -- basically calling up ice walls and gusts of wind so that the fey and allies can retreat and leave the field to the Denarians.

Nicodemus comes in to retreat, then bounces away from the portal.  Mab smiles, then looks at him.  "As I said, I will allow those who bear the coins into my domain.  The coins will have to remain behind, however."

Double cross number one has the party blowing their lid, in a good way.  They liked it.

Then one of them made a comment about wanting to watch the fate of the council -- she's a warlock, wants to watch them all die.  So Mab smiles, and says "I do happen to have an opening in my court...  for a new winter knight.  You can find out all about the council's fate if you take up the job."

Player accepts, and Lloyd Slate is dragged out to die.  Bingo, new Winter Knight in town, and the player is now playing a Creepy Witch Knight.  And Mab takes the party along to a chamber in Arctis Tor where a man stands waiting.  At her nod, he opens a portal... and in start streaming a number of wizards from Edinburgh.  Then wardens.  Then 6 individuals in purple stoles, just in time for Gatekeeper to slam shut the door.

Oh the look on the Witch's player's face.  Oh the look.

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DFRPG / Evocation Revamp Ideas
« on: April 25, 2016, 05:04:45 PM »
I have a full-length text document explaining a good chunk of my thought processes, so this is going to be the TL;DR version.

First, I feel that the mechanical balance between power and control doesn't create the desired narrative from the books.  Second, I've got players pushing to 'balance' wizards by removing the to-hit bonuses from control specialization.  I came up with some ideas on how to adjust this, and would like to provoke a discussion.  The below are given as starting points to help the conversation along.  Tables should try to intelligently mix-and-match to find the right balance for your personal table.

Idea 0: Remove control bonuses to your to-hit rolls with evocation attacks (common 'fix' included as reference)
Idea 1: Roll excess control into power at a 2:1 ratio.
Idea 2: When taking backlash, only 'recover' 1 shift of power for every 2 shifts you prevent from going to fallout.
Idea 3: Combine 1&2
Idea 4: Remove weapon values from evocation attacks, and instead let the shifts of power add to your to-hit roll.  Assumes Idea 0 included.
Idea 5: Halve the weapon value of evocation attacks

=== My Opinions ===

Idea 0 on it's own is a flat nerf to wizards that puts, IMO, too much emphasis on power over control.  It weakens control significantly, but offers little in return.  But it can be combined with other rules to create interesting results.

Idea 1 is probably my favorite, in a lot of ways.  It makes control just as useful for maneuvers as attacks, and mixes very well with Idea 0.  You can create a character who focuses on maximum power at the cost of taking stress, or a character that focuses on control at the cost of raw power.   Or even just pick a balance of the two.  Combined with Idea 0, I think this is something that should trigger a re-discussion on the balance of mental toughness and spellcasters.

Idea 2 introduces an interesting mechanic that I think is worth experimenting with, but is also a flat nerf.  As such, I wouldn't include it with Idea 0, though it technically works well with it.  If you do go that route, I'd argue that you *need* to allow wizards to take mental toughness or otherwise buff them a bit.  Please note that this actually places a large premium on wizards doing manuevers, which *is* something I'd consider a net positive.

Idea 3, as per my notes, is probably not a good idea.  1 or 2 in isolation is interesting, but this really just creates a muddy mess.  It definitely puts a much higher emphasis on either taking control of maneuvering to make best use of your power, but...

Idea 4 is an interesting idea.  Wizards can still get their massive attacks and massive accuracy, but probably not at the same time.  Instead of choosing up front if you want massive weapon values or perfect aim, you get 'both' -- but the more you need the aim, the more the weapons value goes away.  Frankly, I don't think this one works well, I'm just including it to spark further discussion.

Idea 5 is something someone else came up with.  It's an interesting idea worth considering, but it puts the emphasis on power for maneuvers again, which doesn't fit my original desires.

My personal option would probably be a mixture of ideas 0, 1, and 5, but I love idea 2 even though I know I'd never it get it past my table.t my table.

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DFRPG / High Fantasy Conversion
« on: December 04, 2015, 09:40:06 PM »
I've got some friends who are interested in RPGs, and have been having fun with 5E D&D.  Unfortunately, several of them are struggling with the rules-heavy nature of D&D -- and it's simply impossible for me as the DM to remember all the rules of every feature for them.  Just too much text.

DFRPG, on the other hand, is much lighter on the rules, and the 'exact text' rarely matters as much except as a clarifier for the basic concept.  It's easier to learn, easier to teach, and I think the fudge die approach is much better than a generic D20 roll.  Especially with fate points flying around.  Character sheets are a lot easier to read and understand, and there's a lot less 'inventory management' hassles.

That said, there is a lot of setting-oriented material to plow through, and I don't want to try and drag them all through it.  Most of them will read the actual books, eventually, and I don't want to spoil it for them -- and I'm simply too lazy to repeatedly info dump for some of the others, who will probably need a reminder every single time.  So I don't want to use the basic setting.

I went and looked, and as far as I can tell there aren't very many high-fantasy FATE systems currently.  (Found a referenence to one, but it was discontinued).  So -- as I imagine is obvious by now -- I had the bright idea of hacking DFRPG into a high fantasy system.

I'd love the advice of people more familiar than I am to extend, revise, and improve the basic conversion.

Here is a link to the google doc, please let me know what you think.  Thanks in advance.

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