Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Jeckel

Pages: 1 ... 7 8 [9]
121
DFRPG / Re: Some Sample Characters
« on: May 03, 2010, 03:55:17 AM »
Very nice, those are just spectacular. I've been referencing this thread whenever I need an example of non-canon characters. Good job mate. 8)

122
DFRPG / Re: Online Character Worksheet - Alpha
« on: May 03, 2010, 01:14:00 AM »
1. The skills are selected by clickable arrows ... to instead use dropdown fields like you used in the Stress field?

Yea, the current widget is called a spin control and I was just a little excited to find it on the web so I put it in there without proper consideration. Since it isn't really needed, for the next version I already have it replaced with drop-down boxes, like in the stress section.

2. is it possible to have the Stress field automatically calculate your stress based upon powers and skills?

It is possible, and I plan to implement this, but I haven't decided for sure, so we'll have to see how things go.

On the whole though, this is an outstanding effort! Thank you for the hard work!
(you wouldn't happen to know how to program an iPad/iPhone app would you?)  ;) ;D

Without getting into the Mac topic, I will just say, no, I don't support, or program for, any Apple product for pure ethical reasons.

I wish to support mobile devices from the browser side of things as much as I can though, so I thank you for your input about viewing the page on a mini touch screen and appreciate the support in general. :)

----------------------------------------------------------

I'm back to work on the next, much improved, version and hope to have it posted this week some time. :)

123
DFRPG / Re: Online Character Worksheet - Alpha
« on: May 02, 2010, 03:06:05 AM »
This is excellent, I'll be looking over this to see if I can offer suggestions, thanks for putting in the effort on this, really, I appreciate it.

I love suggestions and appreciation is what us free open-sourcers survive on.

Looks good, how many lines of text can you input into the background and phase fields?  Will you be posting this on Mythweavers or some other character hosting site?

I haven't put in any limit on the number of lines and a quick test worked for over a hundred or so lines. As for where it will be hosted. For development it will stay where it is, but when it reaches a reasonably usable point, the goal is for anyone to be able to download the files and run it from any computer or website they wish.

For those that care, it will be released under the Creative Commons Attribution, Non-Commercial, Share-Alike license. Basically, don't make money off it and give credit to me for making it.

This is brilliant! I love online forms. I wish my groups used them more... Would save on lost character sheets...

I love anything that simplifies record keeping, cause I'm lucky if my players write down a single word through-out an entire campaign.

Looking good so far. You need to allow positive figures in the Stunts and Powers section though, to allow for The Catch etc.

Good spotting that and fixed. Stunts and Powers can now have positive and negative values.

---------------------------------------------

Thanx to everyone. I'm taking the weekend off for family obligations, but will post an update Monday or Tuesday. :)

124
DFRPG / Online Character Worksheet - Alpha
« on: May 01, 2010, 12:00:19 AM »
Worksheet to output Dresden Files RPG characters into various formats such as, TXT, BBCode, HTML, and XML. Currently, Character and Player Name, Template, Musts, High Concept, Trouble, all five Phases, the twenty-five canon Skills, up to ten Stunts, up to ten Powers, and general notes can all be entered into the form. The values of Skills and the cost of Stunts and Powers can all range from ten to negative ten.

The entered data can be automagically formatted into TXT, BBCode, and HTML output. The output in XML format is under development and the loading in of data from output XML will also be supported. In addition, the output can be of either the simple type, which includes only Aspects of each Phase and omits all unset values, or of the full type, which includes all data fields and substitutes a single question-mark for all unset values.

The page is broken up into different sections, similar to the official character worksheet in the source books. Each section is made up of a header and a body. The visibility of the section body can be toggled at any time by clicking various places on the header, allowing sections to be hidden when they are not needed, and shown when they are.

The Worksheet page is written entirely in JavaScript, so if you have JavaScript disabled then you will have to enable it for the page. There are no advertisements of any kind and all scripting is done to provide the functionality of the page without requiring the page to constantly reload.

This project is in an active alpha stage of development. This means that the page may change. New things may appear and vanish just as quickly, the layout or colors may vary, but this will not happen often as the majority of development and testing is done offline. If something does happen, and the page blows up on you (or its just not there), just wait a few minutes, a new subversion is probably being uploaded and tested.

Online Character Worksheet - v2 Alpha (v2.0)

I seem to have a lot of problems connecting to this site, and I like to keep notes, ideas, and progress on my project threads, so I started a temporary one elsewhere. It contains random details of the page, what I'm working on, and various example outputs and what they look like when displayed. I will update this post, and add a new post about progress, when I can, but the following linked thread is where you can find the most up-to-date info.

OCW Information

125
I don't know what the opinions are now-a-days, but last I heard the reason for the rule about not fighting on holy ground was a practical one.

When immortals fight, they both release quickening into the surrounding area. If neither die, they both regain their quickening, but if one dies, all the released quickening goes into the winner. However, if the fight is on holy ground, then the holy ground itself draws in all that released energy, regardless of the outcome of the fight, leaving both immortals (or the winner in the case of one immortal losing his head) weaker then when they interned the fight.

As a GM, I would have both immortals put a one or two (the same for both opponents) fate points on the table. If they both live then they get their point or two back, if one dies the other gets all the points. If the fight is on holy ground then the outcome doesn't matter, those two or four fate points are lost completely.

126
DFRPG Resource Collection / Re: New Power Levels
« on: April 30, 2010, 11:35:02 PM »
for 18 drowning

waaaay later at like refresh cap 35, scuba diving
40 Aquatic ?
Desden-Level:  18 Refresh 45 Skill points (This is roughly the power level of Harry after Turn Coat give or take a refresh)

Epic-Level: 30 Refresh 60 sill points (This is for playing a Denarian or senior council member.)
45 area= Sleepin with da fishes
50=BIG FISHIE!!!!!nice
50 Benthic
60 Abyssal
70 Summon Bigger Fish
75 = Lower than whale poop?
100+ = Marianas?

Thanks to all of you for your suggestions. 8)

However, before I start listing out the extensions above PL10, a few things need to be laid out.

1) How does Refresh Rate grow after PL10?

Seeing as the canon stops growing by +1 at PL7-8, and then uses +2 for PL8-10, I'm guessing the devs decided that once you reach PL8, +1 refresh isn't big enough. So should the refresh grow by +2 for some amount of levels (ie PL10 -> PL12 -> PL14 -> etc)? Or, since the extension adds PL9 making it +1 up to PL10, should +2 be ignored completely and +5 used instead (ie PL10 -> PL15 -> PL20 -> etc)?

2) We need a cutoff for now, so what should it be?

Conceptually I see no need to place an upper limit on how larger a PL there can be, but for the purposes of developing these new levels, we need to place some limit and work to it, then place a higher limit and continue up to that, and so on.

The first limit will depend on the answer to the first question.
Lets say we decided to increment the refresh rate by +5 per power level. How high do we want to use +5 before we start incrementing the level by, say, +10? If we want to use +5 till PL 50 and then use +10 from PL50 up, we could say PL50 is the current cutoff.

----------------------------------------

My suggestion would be to use +2 from PL10 to PL20, giving 5 additional new Power Levels.. or +5 from PL10 to PL40, giving 6 additional new Power Levels. But that is just off the top of my head, and I'm not to sure about how special each new fate point would be at these levels.

----------------------------------------

On a final note about the suggestion of new level names. The names must fit the theme of water, and more specifically "the character" and water.

----------------------------------------

Keep up the good work guys. There is a lot of good information on this forum and I think a community developed standard extension to the Power Levels is a good place to start in building other extensions to the wonderful system we've been given. :)

127
DFRPG Resource Collection / Re: New Power Levels
« on: April 30, 2010, 10:19:11 PM »
Better name for PL9 would be Up To Your Neck

Yea, that was the first one I picked, but if you notice PL7 is exactly the same. I'm trying to avoid formulaic similarities between the names of different levels. I agree it would be ideal to have the word 'head' or 'neck' in the PL9 name, but I can't think of a good one that doesn't just madlib one of the other names.

And lower than PL6 I think would be... too difficult.

That is basically the same thing my players said back in the day when I told them to start our new OWoD campaign without choosing anything that a pure mortal wouldn't have. After we had played for a month (RL time) and they had taken control of the hood from the gangs, only to find out that vampires are real and are the real power behind the area, their characters developed into supernaturals based purely on story/character development. After the whole campaign was over, they had characters that had developed from pure mortal, through supernaturals, and up to deities.

Everyone agreed that it was one of our best campaigns because the players didn't just decide they wanted to be vamps or whatever, instead their characters got to make choices that led to them becoming vamps or whatever. In the end, any power level can be to difficult, or to easy, if the GM doesn't balance the opposition correctly.

128
DFRPG Resource Collection / New Power Levels
« on: April 28, 2010, 11:51:19 PM »
I'm working on extending the Power Levels to cover each Refresh Rate from 1 to 10.

In the table below, the canon items are prefixed with a * character. The new items each list two names, the first follows the theme of water and the second follows the theme of transitioning from away from water to being "submerged".

I'm looking for opinions on which theme of names is better, as well as any advice or suggestions about the names, refresh rates, skill points, and skill caps. This is meant to be an extension, not a replacement, for the Power Levels, so changing the canon items is not an option. :)

EDIT: I've decide on a few of the names below, and have striked out the other name in those cases.
NamesRefresh RateSkill PointsSkill Cap
Hydrophobic and Proud or Under the Covers110Fair
Rain Doesn't Scare You or Out of the House210Fair
Playing in the Tub is Fun or Stuck in Traffic315Good
Almost Ready to Swim or Nearing the Shore415Good
King of the Water-park or Walking the Beach520Great
*Feet in the Water620Great
*Up to Your Waist725Great
*Chest-Deep830Superb
Out of the Shallows or Into the Deep935Superb
*Submerged1035Superb

Update (Friday, July 30, 2010): Tbora posted a nice Custom Power Level list on the second page of this thread. Though ideally an extended list wouldn't move any of the canon level names around, I totally understand the choice to do so since it makes the thematic path of the names up the levels tons easier. Good job and much thanks to Tbora. 8)

Here is the table for power levels I set up, because I could not really find a good way to work with the ones given in the books given what I was trying for.So I said to hell with it, and just built from the ground up.Hope you find it useful.

Custom Power Levels

NamesRefresh RateSkill PointsSkill Cap
Hydrophobic And Proud110Fair
Rain Doesn’t Scare Me210Fair
Playing In the Tub is Fun315Fair
Nearing the Shore415Good
Walking the Beach520Good
Feet in the Water620Good
Up To Your Knees725Great
At The Waist830Great
Chest Deep930Great
Neck High1035Superb
Submerged1135Superb
Bottom Of The Pool1240Superb
In Need of A Snorkel1345Superb
With The Fishes1445Fantastic
SCUBA Gear Time!1550Fantastic
Big Fish, Bigger Ocean1650Fantastic
Punched a Shark in the Nose!1755Fantastic
Wish I Had a Submarine...1860Fantastic
I Spy Atlantis!1960Epic
Swimming In Weeds2070Epic

129
DFRPG / Re: Any other settings you're planning to use this system for?
« on: April 25, 2010, 07:14:22 PM »
I've been working on a late copper age, early bronze age setting for a while now, so I decided to use that for the first DFRPG campaign. So far it is the easiest time I've ever had taking a system from the time period it was written for and moving it to a different time period. At some point, I would love to see how it handles in a far-flung future setting.

The current campaign is soon going to be focusing around Deities and the struggles between them, so I'm going to be supplementing a lot of the "Plot Device" level beings in DFRPG with stuff from the In Nomine setting. Its focus around story telling should make transition to DFRPG fairly easy.

I'm also planning to port a lot of the original World of Darkness setting into the later parts of my campaign. I especially want to increase the variety of vampires by breaking them up into clans where appropriate and introducing new vampires where they don't fit the Dresdenverse courts. I personally don't foresee any problems with these ports either as when you get down to it, both systems are Skill vs. Difficulty based, the difference just being how the result to compare to the difficulty is calculated.

I'm not doing it now, but at some point in the future I'm sure I'll run a game in the AD&D Forgotten Realms/Spelljammer setting.

130
DFRPG / Re: Writeable/Safeable Char. Sheet?
« on: April 24, 2010, 06:15:45 AM »
..., but the data entry for powers is going to take a while, especially with having to reword descriptions so as not to infringe on copyright. ...

I don't think you have to reword any of the descriptions. According to this article there should be no need to reword descriptions as per the Creative Commons Attribution, Non-Commercial license. Basically, just give credit to Jim B. and the The Dresden Files RPG where it is due, and don't try to make money off it, you should be good.

However, I am not sure how this applies to information taken from the pre-order PDFs. I personally am planning to hold off on releasing anything that includes blocks of text (like power/skill/etc descriptions) until after the books are officially released.

Short of Fred or another developer speaking to the contrary, I'm sure plenty of us would rather you got to spend your time making the workbook instead of rewording what the devs have already written. :)

131
DFRPG / Re: Custom Fate Tokens
« on: April 22, 2010, 08:08:47 PM »
Heck, I'd buy them just so I could fling them at my players during compels.  ;)

Pages: 1 ... 7 8 [9]