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The Dresden Files => DFRPG => Topic started by: ways and means on April 22, 2012, 05:14:31 PM

Title: Powers = Tools ?
Post by: ways and means on April 22, 2012, 05:14:31 PM
I was wondering how many people would argue that powers have there own context and using them out of context is wrong? and how many people would argue the reverse that powers are tool to achieve an effect and the context is up to the individual character to describe the context for how he has that power. I have two examples of what I mean the first is inhuman strength which can be justified with magic with bizarre biology or even with mechanical contraptions the context for the power would be completely different depending on the high concept of the character using it.  The second example is Sacred Guardian a rather poorly balanced power which allows a boost to rolls at a cost of mental stress, if you look at this power like a tool it could be used to represent a great number of different feats such as biomantic boost (using magic to augment your body), certain mystical techniques, channeling a co-pilot etc. So I was wondering is it right to use powers as a tool secondary to character concepts or should the powers context come first?
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 22, 2012, 06:42:09 PM
This is going to be a rather volcanic topic I reckon.

I'm going to say that the question feels loaded.  In some systems, allowing any power to be rewritten to fit any concept/template/class - works fine.  In others it can/will crate thematic problems.  In others it can/will create game balance issues.

I'm going to preface my opinion with a disclaimer; then go to town on the topic.

People are going to do what they want at their table as they see fit.  People are going to ignore our opinions and topics if they see fit.  Many people who play this game likely do not even go to this forum.  I see nothing wrong with house rules.  I use them all the time.

Ok, now that I "covered my ass", we can get down to business.

I think allowing every character to have the justification to do what every other character can do, grants an incredible amount of freedom. That is very nice for some people.  Freedom can be overwhelming though.  With so many options; making those decisions on what to play and what to spend refresh on becomes ever so much harder.  It can also make chracter cration and spending refresh take so much longer with so many options available.

Harder because some people like to be unique.  The option of every power being just a tool and able to be remade to fit any build removes such unique-ness (um, yeah, that is a word now 8) ) possibilities. 

It also makes character roles in games sort of less important.  I don't have to play the groups "fighter/tank". Anyone can do it as well as I can or better.  While I suppose this can promote a player to  buy things with more freedom, it can also create a feeling of not mattering.

The options freedom grants certainly makes for a vast number of playble options however.  I suppose there is something to be said for that.

I think it can be a paradise for munchkins both benign and malginant.  (See, I can make munchkins not seem all bad)  I think the former sentence bears a lot of thought.  The number of powers and stunts that can interact widens dramatically and could in theory damage a game (while making a player or players feel very badass).

 Ultimately, some players need limits.  My group has a player that does indeed need such limits and will gladly admit it.  I have met too many people who ignore concept and template and simply buy powers and stunts that are the most efficient.  I've even been tempted to do the same thing.  My opinions on this matter remain colored by that.

I honestly think some powers should remain the domain of rare beings and or creatures (or only be in the hands of the GM even).  I may be in the minority but, such is my opinion. 

So I suppose I believe that certain powers regardless of retooling should be disallowed to certain concepts, based on the following:

First and foremost - game balance: The GM must be able to challenge all players (unless the gameer group disagrees).  Every player should feel like they matter to the story and if possible the action at hand.  Some power combinations on some characters can hamper this.

Second - concept should be followed: I think this encourages roleplaying and makes the game feel more immrsive.  (again, YMMV)

Third - limits can spark creativity as much as it can hamper it and some players straight up need limits (again YMMV)

I tried to be as concise and non confrontational as possible.  I can't guarantee this will prevail all the time as this conversation will likely heat up.  Hey  I tried! ;D
Title: Re: Powers = Tools ?
Post by: Harboe on April 23, 2012, 02:08:43 AM
If I was to make a Power that was mechanically identical to an existing power, but with different flavour text, I'd simply be wasting space on the page. You can call it Inhuman Speed or Prescient Evasion, but either way you get a bonus to dodge.

Superman can be (and, actually, has been) strong due to the radiation from the sun or due to telekinetic talents. Either way, he can lift a car. The details are unimportant for the most part.

Of course, before encountering FATE, Savage Worlds was my go-to system and since that's a universal system, conversions by giving things a paintjob seems like the easiest thing to do.
Title: Re: Powers = Tools ?
Post by: ways and means on April 23, 2012, 02:36:58 AM
Harder because some people like to be unique.  The option of every power being just a tool and able to be remade to fit any build removes such unique-ness (um, yeah, that is a word now 8) ) possibilities. 

It could be argued that context is what provides the uniqueness not the mechanic of the power which is the same whoever uses it. Toughness, strength and speed powers (one or all) are almost universal to the non-casting supernaturals yet you couldn't call a werewolf the same as a red court vampire just because they share inhuman speed. 
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 23, 2012, 03:46:11 AM
It could be argued that context is what provides the uniqueness not the mechanic of the power which is the same whoever uses it. Toughness, strength and speed powers (one or all) are almost universal to the non-casting supernaturals yet you couldn't call a werewolf the same as a red court vampire just because they share inhuman speed.

Those are generic super powers though.  Thats why everything has them.
Title: Re: Powers = Tools ?
Post by: Tsunami on April 23, 2012, 07:04:47 AM
I think it's different for different powers.

It has already been said that some powers are quite generic. Strength, Speed, Toughness for example are so basic that their expression in the game can vary a great deal. Others are a lot more loaded with innate "flavor". Blood Drinker or Addictive Saliva for example.
Most, if not all, of that flavor is derived from what we have seen in the DF Novels, it therefore fits to the creatures we have seen there.

Gameworlds will differ from the DF-Novelverse, some more some less. Strictly limiting powers that have some innate flavor to their original roles in the Novels will likely be to limiting to model the Game-Worlds that differ greatly. Therefore most powers should be tools to model a character concept.

However, some powers have been built with their innate flavor being a somewhat limiting factor, balancing their technical effect. The Swords of the cross are a good example here, as is the Sacred Guardian power mentioned by the op.
When fitting those powers to different character concepts, one should not forget the original flavor. As to not make them into balance problems.
The flavor can be changed, but the limiting factors should still be there.

If you intend to create a world that is extremely close to the Novels, then it is helpful to cleave to the inherent flavor of powers.

In the end the answer is: Yes, and No... it depends.
I know... very helpful  ;D
Title: Re: Powers = Tools ?
Post by: Harboe on April 23, 2012, 12:34:19 PM
Quote
It has already been said that some powers are quite generic. Strength, Speed, Toughness for example are so basic that their expression in the game can vary a great deal. Others are a lot more loaded with innate "flavor". Blood Drinker or Addictive Saliva for example.
Well, if I was to mimick the Blood Bond from World of Darkness vampires, I'd use Addictive Saliva to mimic that. Same for Stargate SG-1-esque mind-control devices (melee range, little physical harm, sometimes addictive).
Or how about being a demon, whose touch attempts to rip the soul straight out of your body (thus, mental damage)?

Quote
The Swords of the cross are a good example here, as is the Sacred Guardian power mentioned by the op.
Actually, if people have a proper concept and are willing to pay an increased price, I'd gladly let them buy, for example, All Creatures are Equal Before God.

So if you're the Scion of the Grim Reaper and your goal is death, death, death (Also known as a "Killf**k Souls**tter") I might let you take something like:

Now, he's got powers from the Minor Practitioner, Emissary of Power, NPC-only and Knight of the Cross Templates and still works just fine. Sure, he could be called a form of Changeling, Scion or Emissary, but who cares what metagame term is used to describe his "I deal with death"-sthick?
Title: Re: Powers = Tools ?
Post by: Locnil on April 23, 2012, 01:56:27 PM
I'll Reap God should be With strange eons even death may die instead. Though that might be construed as too emo.

Personally, I think that if a power wasn't meant to be a generic power for it's price, or be out of the hands of PCs, there should be a note saying so.

Also, there should be such a note on ACAEBG and Sacred Guardian.
Title: Re: Powers = Tools ?
Post by: ways and means on April 23, 2012, 02:08:32 PM
I'll Reap God should be With strange eons even death may die instead. Though that might be construed as too emo.

Personally, I think that if a power wasn't meant to be a generic power for it's price, or be out of the hands of PCs, there should be a note saying so.

Also, there should be such a note on ACAEBG and Sacred Guardian.

Interestingly Greater Glamors has such a note (limiting it to true fae) and it is the only power that does have an explicit restriction on who can use it.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 23, 2012, 04:10:47 PM
Interestingly Greater Glamors has such a note (limiting it to true fae) and it is the only power that does have an explicit restriction on who can use it.

Now that I agree on fully.

The writers should have really put that restriction on more powers or not bothered with that one.
Title: Re: Powers = Tools ?
Post by: Becq on April 23, 2012, 08:17:38 PM
As the game is written, 'context' is actually part of the balance for powers.  The game designers included ACAEBG as a component power of the Sword of the Cross, balancing it with a "Catch" making it useable only when God deemed it fitting.  Can a custom power/IoP/whatever recycle this concept?  Sure, but the balance of the resulting power still needs to be examined carefully.  I've seen ACAEBG priced generically at -3 refresh, but I'd say it's more accurately a -4 to -5 refresh power with a +1 to +2 refresh Catch.

I only use that as a convenient example, but on a more general note there are balances built into RAW in terms of character template, too.  No character was intended to have free reign to shop at will through the power list; character concept (template and/or high concept) was meant to limit the choices there.  A wizard with Toughness powers might be appealing, but that's not an option on the wizard template.  (Take a wizard in a high refresh game and add in the Winter Knight as a second template -- along with all of the baggage that entails -- and the situation changes.)

So yes, players should feel free to customize the power list and build new templates/concepts beyond those listed examples in the book, but the table needs to look at the result and decide if it fits as written into their game, or if it needs to be revised/balanced.

(Just my thoughts.)
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 23, 2012, 08:25:37 PM
As the game is written, 'context' is actually part of the balance for powers.  The game designers included ACAEBG as a component power of the Sword of the Cross, balancing it with a "Catch" making it useable only when God deemed it fitting.  Can a custom power/IoP/whatever recycle this concept?  Sure, but the balance of the resulting power still needs to be examined carefully.  I've seen ACAEBG priced generically at -3 refresh, but I'd say it's more accurately a -4 to -5 refresh power with a +1 to +2 refresh Catch.

I only use that as a convenient example, but on a more general note there are balances built into RAW in terms of character template, too.  No character was intended to have free reign to shop at will through the power list; character concept (template and/or high concept) was meant to limit the choices there.  A wizard with Toughness powers might be appealing, but that's not an option on the wizard template.  (Take a wizard in a high refresh game and add in the Winter Knight as a second template -- along with all of the baggage that entails -- and the situation changes.)

So yes, players should feel free to customize the power list and build new templates/concepts beyond those listed examples in the book, but the table needs to look at the result and decide if it fits as written into their game, or if it needs to be revised/balanced.

(Just my thoughts.)

I agree, but I think we may be in the minority. 
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 23, 2012, 09:26:52 PM
...powers are tool to achieve an effect and the context is up to the individual character to describe the context for how he has that power.

This is correct. Groups should have the freedom to narrate as they please. So if they want to narrate their Strength as the assistance of tiny fairies, they can.

I see no way to avoid this approach without imposing a one true way on people playing the game. The need to avoid inflicting a one true way on the players makes this the one true way for the writers.

@Silverblaze: You're mostly right, but there are a couple of problems with what you just said.

First, making all powers available with various flavourings does not diminish uniqueness. No matter how you flavour Strength and Toughness, the dude with them is a tank.

Second, there's no danger to game balance from reflavoured powers. Because balance is mechanical, and flavour is flavour.

The danger comes from unintended interactions, which should be stopped with mechanical techniques. If ACaEBG is unbalanced when used with spellcasting (and I think it probably is) then not being usable with spellcasting should be part of ACaEBG's mechanics. Using narrative things to keep it away from casters is not a good solution at all, since players have the freedom to narrate as they wish. They shouldn't have to worry about having the mechanics crap out on them as a result.

Sometimes a mechanical limitation can look like a narrative one. As an example, I present to you the possibility that spellcasters be prohibited from taking ACaEBG. Looks narrative, but it's mechanical.

@Becq: That just isn't true, dude. Divine Purpose isn't a Catch, it's a guide to Compels. It says so right in the description!

Also, the templates aren't balanced. At all.

The optimal Wizard, Sorcerer, and Crafter builds are some of the strongest things in this game, and they're all allowed with canon templates. No matter how hard I munchkin, I can't really exceed the level set by the canon templates.

There are also some distinctly suboptimal templates. I'm thinking of White Court Vampire here.

This is not a problem, by the way. If someone doesn't want to optimize, they shouldn't have to. A WCV, though suboptimal, is just as valid a character as a Wizard or a Bloodthirsty Weapon Bearer (http://www.jimbutcheronline.com/bb/index.php/topic,29604.0.html).

Adhering strictly to the templates given makes the game less balanced, not more.

This fact is quite important to the game's balance. If you include templates in the game's balance, then people making non-traditional characters have to be careful lest they accidentally break the game.

And the more likely one is to accidentally break the game, the less well balanced the game is. (This principle is behind much of my posting.)
Title: Re: Powers = Tools ?
Post by: ways and means on April 23, 2012, 09:52:57 PM
I only use that as a convenient example, but on a more general note there are balances built into RAW in terms of character template, too.  No character was intended to have free reign to shop at will through the power list; character concept (template and/or high concept) was meant to limit the choices there.  A wizard with Toughness powers might be appealing, but that's not an option on the wizard template.  (Take a wizard in a high refresh game and add in the Winter Knight as a second template -- along with all of the baggage that entails -- and the situation changes.)


Well a wizard could take an IoP to get his toughness, if Madrigal can find a IoP with physical immunity over the net then a Wizard who has been round a while could almost certainly have found one that grants toughness. 
Title: Re: Powers = Tools ?
Post by: Tedronai on April 23, 2012, 10:00:12 PM
Or gain it by way of skill with transmutation magic, possibly even as represented by Modular Powers (alongside True Shapeshifting) to represent the kind of skill seen from LTW.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 23, 2012, 10:14:49 PM
Well a wizard could take an IoP to get his toughness, if Madrigal can find a IoP with physical immunity over the net then a Wizard who has been round a while could almost certainly have found one that grants toughness.

Can't use what happens in books as a basis for agame.  Authors do what they want; (as well they should) games have at least some rules.

Or gain it by way of skill with transmutation magic, possibly even as represented by Modular Powers (alongside True Shapeshifting) to represent the kind of skill seen from LTW.

I tend to agree here.  I do know a charactr with modular abilities and a fair bit of casting + refinement would be a very efficient character.  This could be good or bad depending upon the game.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 23, 2012, 10:34:25 PM
@Silverblaze: You're mostly right, but there are a couple of problems with what you just said.

First, making all powers available with various flavourings does not diminish uniqueness. No matter how you flavour Strength and Toughness, the dude with them is a tank.

Second, there's no danger to game balance from reflavoured powers. Because balance is mechanical, and flavour is flavour.

The danger comes from unintended interactions, which should be stopped with mechanical techniques. If ACaEBG is unbalanced when used with spellcasting (and I think it probably is) then not being usable with spellcasting should be part of ACaEBG's mechanics. Using narrative things to keep it away from casters is not a good solution at all, since players have the freedom to narrate as they wish. They shouldn't have to worry about having the mechanics crap out on them as a result.

Sometimes a mechanical limitation can look like a narrative one. As an example, I present to you the possibility that spellcasters be prohibited from taking ACaEBG. Looks narrative, but it's mechanical.

First: The more common powers are just that. Common. I'm referring to things like : holy powers, spell casting (which is borderline for rarity to be honest), shapeshifting, and powers listed only on items or NPC's in the Our World book.

Second:If you reflavour some powers they cease to be the same power. 

Back to the narrative thing? 

Fine. 

 "The player can narrate a they wish"  - (I am tempted to say "No they can't" but I'll tone it back.)

Only within reason; within the confines the game set up in the rules.  This is where the narrative and mechnics blend.  When a narrative starts to effect the mechanics (which it will in any game) and that narrative breaks the game.  The player losesthe ability to narrate as they see fit.  it ruins/breaks the game.

You see, here is where reflavouring becomes a problem.  If a power is intended  to be limited in scope by (narrative, theme, compels, or the rules simply saying - no) the book should say so.  What we have here is in my opinion a series of mistakes on behalf of those who wrote the DFRPG. 

To me it is clear holy powers should not be reflavoured to fit every character.  They are unbalanced when combined with certain powers.  Greater Glamours says only Fae may take this power.  Why doesn't Sacred Guardian - ACAEBG - Super Potent Emotion - Myrk etc.?  Lack of foresight?  Assumption that players would not try to reskin them?  Maybe in playtesting no one played Lenny the  mythic strength holy giant 1/2 temple dog with evocation and sponsored magic and 42 points of refinement who uses custom stunts and dual wields swords of the cross...because the character concept is rediculous. 

The rules allow for as much freedom as you can take.  Or as much freedom as you can hang yourself with.  Depending upon how you look at it.

At a certain point you have to limit your players and yourself and say; this doesn't make sense.  This will break the game. This should not happen. You need to look at context and say, this must have been an oversight in the writing process.

I've played in games with that kind of character.  I've played in games where if everyone didn't do that they got sidelined or became wall paper.  I learned how to do it.  That is not fun for me.  I don't play with people like that anymore. 


Title: Re: Powers = Tools ?
Post by: Becq on April 23, 2012, 11:20:34 PM
@Becq: That just isn't true, dude. Divine Purpose isn't a Catch, it's a guide to Compels. It says so right in the description!
I guess I was hoping that putting "Catch" in parentheses would be enough to make it clear that I wasn't talking about a literal The Catch but rather a more mitigating Catch-like feature.  I guess not.  But in any case, I agree that Divine Purpose is not a The Catch (heck, only Toughness powers officially have The Catch, amirite?) and I agree that compels are the mechanism by which Divine Purpose operates.  But I absolutely think that Divine Purpose is a balancing feature that plays a role in making the Swords work right.  Ie, a balancing feature.
Quote
Also, the templates aren't balanced. At all.
Also, I never claimed that the templates were entirely balanced (or even nearly so).  I'm claiming that the use of templates is a balancing feature.  You know, as opposed to not having them.  Because a optimal wizard with Inhuman Recovery would be far worse than an optimal wizard without, and an optimal wizard with Inhuman Mental Recovery would be worse than either.  Luckily, both of those require house rules and/or an additional template added to the character.
Quote
Adhering strictly to the templates given makes the game less balanced, not more.

This fact is quite important to the game's balance. If you include templates in the game's balance, then people making non-traditional characters have to be careful lest they accidentally break the game.
This bit mystifies me entirely.  Noting that I have never supported "adhering strictly to the templates given" (RAW allows for custom templates, dual templates, and changing templates, all of which I'm fine with if done judiciously and with an eye to preserving both fun and fairness as best possible), how does putting thought into balancing a character concept (in terms of the template used for the concept) in advance make it less likely to result in a balanced character than not giving even a moment's thought to it?

All I'm saying is that a WCV can bump Inhuman Speed up to Supernatural Speed without much of any discussion.  A wizard who wants to add Inhuman Strength needs to convince the GM that his new custom "Genomantically Engineered Wizard" template is reasonable.  And at the very least, the fact that the GM can now use the character's new high concept to make compels relating to the strain that the magically powered musculature puts on the wizard's otherwise mundane system is a balancing factor.  Not necessarily 100% balanced, but more so than just slapping the power onto the sheet without any thought whatsoever.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 24, 2012, 02:26:29 AM
@Becq: You need to pick better examples. Putting Inhuman Strength on a wizard is incredibly stupid from an optimization perspective. A better balancing factor for it would be to add the +2 stress to spell damage.

Inhuman Recovery is better, but I'd still rather have Refinement. (Amusingly, Inhuman Recovery on a wizard is totally legal by the canon templates. Just have a fast-healing parent.)

Using templates is not the same as putting thought into a character. Templates are recipes, they make some narrative and mechanical choices for you. That's all they do.

Some of them are stronger than others. If you adhere strictly to them, those imbalances will be locked into your game. But if you ignore them, then you need not worry about such imbalances.

Divine Purpose does not make a Sword weaker. Compels are not bad, Divine Purpose is just compels. Divine Purpose has no more effect on your power than CODE OF HONOUR as a trouble aspect does.

@Silverblaze: How can narration break a game? That ought to be definitively impossible, on account of it being narration.

There are balance mistakes in the game. They can not be fixed narratively. They can be fixed mechanically, and without too much trouble.

Greater Glamours is poorly written, as are most of the powers and stunts in Our World.

And yes, reskinning powers can make them look very different. This is good, it makes a wide variety of character types possible.

Optimizing a DFRPG character does not encourage you to make an incoherent character all. So you don't need to worry about that, the game is better-designed than that.

PS: I'm not saying that every character concept should be allowed to take every power in every game. I'm saying that no character concept should be prohibited from taking any power by the rules. Leave working out the narrative limits of the game to individual groups, and make sure that there are no wrong decisions for them to make.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 24, 2012, 02:53:08 AM
I can agree with everythign you said but this:

"I'm saying that no character concept should be prohibited from taking any power by the rules."

We'll have to agree to disagree.  Perfectly fine at your table for a random guy to have temple dog powers reskinned.  Not at mine.  Some rare circumstances sure...not just any concept.

"@Silverblaze: How can narration break a game? That ought to be definitively impossible, on account of it being narration."

I can see how some maneuvers or aspects can mess with a game  or declarations made by spendign a fate point - for instant success.  That is still narration and could mess with a game.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 24, 2012, 03:33:22 AM
That ain't narration. Once FP spending gets involved, you move into the area of mechanics. And a GM is well within his rights to disallow invocations that seem too potent.

Even if you don't want to allow my Mystic Martial Artist to use Sacred Guardian, you shouldn't try to write that into the rules. Just say, at your table, "that isn't justified by your high concept".

PS: At my table, I don't think I'd allow anyone to take Sacred Guardian. I did once, and I think it was a mistake. So even Temple Dogs will have to do without.
Title: Re: Powers = Tools ?
Post by: ways and means on April 24, 2012, 03:34:16 AM
I can agree with everythign you said but this:

"I'm saying that no character concept should be prohibited from taking any power by the rules."

We'll have to agree to disagree.  Perfectly fine at your table for a random guy to have temple dog powers reskinned.  Not at mine.  Some rare circumstances sure...not just any concept.


Just because a power is only referenced once certainly doesn't make it unique so foo dogs have sacred guardian an ability that lets them spend mental stress to boost there fist skill well maybe they are the only creature with that particular power but we have no evidence to conclude this perhaps there are many other spiritual creatures can use this power and perhaps so can their scions.  There are a large number of character concept that could use this power and its current context sensibly within the Dresden file universe (Demonic Scion, Angel Scion, Spirit Avatar and my personal favorite the were human foo dog). So by balancing over strong power by narrative you make certain character concepts more appealing.
Title: Re: Powers = Tools ?
Post by: ways and means on April 24, 2012, 03:35:32 AM

PS: At my table, I don't think I'd allow anyone to take Sacred Guardian. I did once, and I think it was a mistake. So even Temple Dogs will have to do without.

Really ? unless you attache it to a feeding power it is still inferior to casting mind you when attached to a feeding power, a stunt, a fist boost power it is probably the most broken thing in the game  ;).
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 24, 2012, 03:39:28 AM
I don't really agree.

Its defensive and Catch-satisfying effects are huge.

And it's super cheap. 1 Refresh!

Plus, casters can't boost accuracy with stress.
Title: Re: Powers = Tools ?
Post by: ways and means on April 24, 2012, 03:43:45 AM
I don't really agree.

Its defensive and Catch-satisfying effects are huge.

And it's super cheap. 1 Refresh!

Plus, casters can't boost accuracy with stress.

Well I agree it is too cheap I really like the power itself the idea of mental stress for a boost appeals I might just up its prices to two refresh and have done with it (Assuming most combat runs for 5 rounds or more then the bonus balance out).

The catch part I always ignored ghost aren't really that prevalent in any of the game I played.

PS: Casters have exclusive access to focus item and specializations which can far exceed the max +4 bonus for sacred guardian without costing extra stress.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 24, 2012, 03:54:13 AM
Well, it's not totally clear if casting or Sacred Guardian melee is superior in the long run.

Casting has such a high cap, you can just keep improving it. Melee caps out earlier.

But I can't imagine making a melee character without Sacred Guardian, if Sacred Guardian is available. It's just so powerful.

(Especially if you take a stunt giving 2 mild mental consequences that only work with it. Which technically follows the guidelines in YS, despite being super broken.)

And at lower levels, melee can actually compete evenly with spellcasting. Things only get really imbalanced after people invest 7ish Refresh into pure attack power.

PS: I don't have OW on hand, but can't you also use Sacred Guardian with Guns attacks and Athletics defences?
Title: Re: Powers = Tools ?
Post by: ways and means on April 24, 2012, 04:05:10 AM
Wow it actually just says attack and defense so there is no reason a foo dog couldn't use on his social attacks (barking loudly), uhm well actually looking at it again it needs serious reworking to be balance and a higher price tag (even for foo dogs).
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 24, 2012, 05:16:26 AM
Wait, it doesn't specify physical attacks and defences?

Holy cow. I must have blocked that out because it's so unreasonable. Take what I said about it being broken and double it.
Title: Re: Powers = Tools ?
Post by: Viatos on April 24, 2012, 11:03:17 AM
The custom Stunt guidelines explicitly allow taking a Trapping from one Skill (its original context) and putting it into another Skill. In the examples? Using bullets to BLOCK. Powers are ramped-up Stunts which you are also explicitly allowed to make up. Also: Templates, again explicitly called out. DFRPG is a toolkit, not written in stone. Context is not implied to be sacred. Powers are tools. Everything is a tool.

If some tools are grotesquely superior to others, that's a game balance issue and need not involve narrative at all.

Wait, it doesn't specify physical attacks and defences?

Holy cow. I must have blocked that out because it's so unreasonable. Take what I said about it being broken and double it.

It implies them. It doesn't specify because whoever wrote it wasn't thinking about it using it in an argument or a Soulgaze. This is just bad design. It's not terrible design; terrible design are things like Zeal and Void Avatar Prana in Exalted, which are the DFRPG equivalent of one random writer inventing a power called "The Other Writers For This Game Are Lame: Pay one point of Stress to receive fifty times your Conviction in shifts to cast an Evocation rote with. [-2]". But it is bad, and saying "only Temple Dogs were ever meant to have it by the guy who wrote it without specifying that and in direct contradiction of the explicit assumptions of the game system as a whole" doesn't excuse it.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 24, 2012, 12:10:26 PM
Wait, it doesn't specify physical attacks and defences?

Holy cow. I must have blocked that out because it's so unreasonable. Take what I said about it being broken and double it.

I'm sure that was not intentional.  Sometimes players need to look at the spirit of the rules and assume the writers just had an oversight.   

"This only applies to flying monkey demons, or foo dogs, or swords of the cross.  "
"This only applies to full fae"
"This attack bonus only applies to physical bite attacks"

and so on...
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 24, 2012, 12:15:42 PM
I'm still confused as to how ignoring context (which is what allows things like Sacred Guardian and ACAEBG to be used on things other than Foo Dogs and Knights of the Cross) is promoting balance, while retaining context (which is what would keep those two powers from combining) promotes munchkining.

Is it really that terrible to look at a power that's described as something a Foo dog can do, not listed anywhere else, and appears to be an entirely custom power for the foo dog, and saying, "You know, I think it's only supposed to be on foo dogs."?

Are we using two different definitions of munchkin, perhaps? You seem to be working from the definition that a Munchkin is someone who creates a ridiculous character concept to justify his power set. I don't think the narrative is what makes a munchkin; to me, a munchkin is someone who decides powers based solely on their benefit, regardless of the context and narrative justifications of those powers.
Title: Re: Powers = Tools ?
Post by: ways and means on April 24, 2012, 01:01:28 PM
Is it really that terrible to look at a power that's described as something a Foo dog can do, not listed anywhere else, and appears to be an entirely custom power for the foo dog, and saying, "You know, I think it's only supposed to be on foo dogs."?

It is not a bad thing to assume what ever you want, though I would disagree with the logic that just because something only shows up once in the book means that it is unique in world.
Title: Re: Powers = Tools ?
Post by: Locnil on April 24, 2012, 04:04:56 PM
Even if context became part of the argument, unbalanced powers are still unbalanced.

So let's say Sacred Guardian was amended to only work for Food Dogs. Except, when someone builds a custom power, that power is usually based off existing powers. That's the recommended approach. So what's to stop our friend A.Munchkin from taking a power exactly similar to Sacred Guardian, but only works for minitiarized giant space hamsters instead, or whatever bullshit concept he's trying to sneak past the table? Granted, the GM could just say no way, but in that case, there would be no point in restricting Sacred Gurdian anyway, since the GM wouldnt allow it even without that note.

Personally, I think Sacred Guardian should just be rewritten. Foo Dogs []ishould[/i] have a power like it, but it should cost a lot more.

As an aside, I'm not entirely sure it's out of context, exactly, to allow Sacred Guardian to apply to social and mental conflicts. If hat was intended, though, then yeah, it should cost a hell lot more.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 24, 2012, 04:06:07 PM
It is not a bad thing to assume what ever you want, though I would disagree with the logic that just because something only shows up once in the book means that it is unique in world.

So by that logic.  Other people should be able to use :

The Bark?
Title: Re: Powers = Tools ?
Post by: Locnil on April 24, 2012, 04:11:54 PM
Werewolves can have an equivalent called The Howl. Wizards, Blast of Power, to represent what the Merlin did to calm down the Council in Summer Knight. Werehyenas, The Laugh. That's the point he was trying to make, I think.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 24, 2012, 04:22:11 PM
Yeah.

Yeah, I know.

I just don't know what to think honestly.

I feel like Dr. Ian Malcom in Jurassic Park.   "Yeah, but your scientists
(click to show/hide)
were so preoccupied with whether they could that they didn't stop to think if they should."

That is what I feel like.  It is a very apt statement that aplies to this so much...and life in general I suppose.  Dr. Ian Malcom should be named a Saint.
Title: Re: Powers = Tools ?
Post by: Locnil on April 24, 2012, 04:28:02 PM
And it especially applies to playing in Exalted. ;D

To be honest, though, in this situation the solution seems simple. Leave it to the table if adapting a certain power would be good or bad. Especially for games that aren't quite default, which seems to be a lot of them.

In a campaign that focuses on the Humanity Fuck Yeah aspect of the Dresdenverse, a team of characters munchkined for combat and toting Sacred Guardian and Swords of the Cross would be expected, even if such characters would be banned on other games. On the other hand, campaigns that focused on Fight Smarter, Not Harder instead, would definately not allow such characters, but the amount of stuff they'd let their thaumaturgists and Superb Resources & Contacts powerbroker get away with would be considered insane.

P.S. Note that all example are just examples.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 24, 2012, 04:32:49 PM
Curious.

How much should a PC cost a Foo Dog to have the following powers?

Ability to use tools -?
Walking upright -?
Human Speech-?

I need refresh costs.
Title: Re: Powers = Tools ?
Post by: Locnil on April 24, 2012, 04:39:14 PM
No change in refresh. They are just swapped out for greater strength, improved sense of smell, and a natural coat of fur to protect from cold.

Ability to use tools, in particular, would be exchanged for a set of sharp teeth.
Walking upright is changed to walking on fours, allowing greater intensity of speed and increasing ability for stealth & camouflage.
Human speech is changed to pack instincts and maybe the ability to better communicate with others of it kind. Also, compels.

If you are that keen to play a Food Dog with all those, just play a were-Foo Dog. Human Form rebate is exactly enough to cover Beast Change.
Title: Re: Powers = Tools ?
Post by: Tedronai on April 24, 2012, 04:41:28 PM
Ability to use tools -?
None.  Note even -0.  Buttloads of compels.
Walking upright -?
None.  Note even -0.  Maybe a compel once in a blue moon.
Human Speech-?
None.  Note even -0.  Buttloads of compels assuming that the character doesn't have equally effective means of communication.
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 24, 2012, 04:41:57 PM
Curious.

How much should a PC cost a Foo Dog to have the following powers?

Ability to use tools -?
Walking upright -?
Human Speech-?

I need refresh costs.
Beast Change and Human Form would do that job.

Also, it just occurred to me that in my Mega Man X-themed game, one of the characters had something that works a lot like Sacred Guardian (though I didn't realize it at the time), but a little more limited. He got a +1 to both the attack roll and weapon stress at the cost of one "Mental" stress, but additional "Mental" stress only boosted the Weapon rating further, not the attack roll. The power cost -2, but only because it had an additional trapping of allowing Telekinetic maneuvers rolled from our equivalent to the Conviction score. All in all, at a 10-12 refresh game, it worked out fairly well.

Something like that might be a good alternative to the canon Sacred Guardian, because I agree with Locnil, Foo Dogs should have something like that because we've seen it used in the canon.
Title: Re: Powers = Tools ?
Post by: Locnil on April 24, 2012, 04:46:53 PM
Like I said. Anyone up for a game where everyone is a were-Foo Dog? ;D

On the subject of compels though... I'ma little leery of using them in that manner. After all, If it's a valid compel, giving you fate points, for simply being unable to do something your concept doesn't support... taken to the logical extreme, it's going to get a little silly.
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 24, 2012, 04:50:29 PM
The problem with enforcing those things solely with compels is that compels can be bought off. So if you compel the foo dog to say "You can't talk," and they pony up the fate point to buy out of it, what then? A sudden onset of "What boy? Toot Toot's stuck in a well?"
Title: Re: Powers = Tools ?
Post by: ways and means on April 24, 2012, 05:44:26 PM
So by that logic.  Other people should be able to use :

The Bark?

Wouldn't surprise me if hellhounds also had a version of the bark or black dogs or spectral hounds or scions of Cerbrus etc
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 24, 2012, 05:55:24 PM
I was kinda hoping peopel would just say "play something that already walks on two legs..."

Ah well, the answers we still useful.  Thanks.


This all leads me to one major question though.

I seriously don't understand and honestly am looking for answers here.

If you can modify every "race" (fae, vampire, foo dog, uh...human..etc.) why ever play the base ones at all?  Why play a Fae that has a catch of iron?  Why not just play a human with glamours?  Why play a white court who feeds on emotions, when you cna just play a mutant who can incite lust or fear?  Then you don't have to worry about True Love or Courage shutting you down or protecting people.

I know the narrative isn't supposed to serve a purpose in game balance, but.. it seems it does.  If you step far enough from the narrative and setting there are no limits.  Ergo, there is no game balance.

If someone wants everythign a Foo Dog does but wants to be a person...your first instinct isn't to ask them why they don't wanna play a foo dog?  I know the were form food dog works, in fact i like it but...

I apply the KISS and duck principles as well as occam's razor.

Keep it simple
if it walks like a duck, talks like a duck...you get the picture
the simplest solution is usually the right one.

You can say this hampers creativity and to some extent it does...but at some point... ask yourself why use the setting at all?
Title: Re: Powers = Tools ?
Post by: Viatos on April 24, 2012, 07:47:59 PM
Quote from: Silverblaze
I'm sure that was not intentional.  Sometimes players need to look at the spirit of the rules and assume the writers just had an oversight.

The spirit of the rules is explicitly "do what thou wilt (so long as thou hast sufficient Refresh)". I agree that it wasn't intentional, but that's bad design and needs rebalancing. There's no reason players should have to ignore it, and there's no reason why any power should ever be off-limits to players.

The one template-tied power (Greater Glamours) is also, by the way, bad design. Someone made a power they couldn't balance, and rather then fixing it by changing how it works, got lazy and left it in. These are things that should be corrected. Preferably by errata, but I won't hold my breath, so realistically by houserules.

The solution is not "well, let's just take this one random thing and slap a no-PC tag on it". That undermines the core values of the system and lessens DFRPG as a whole.

If you can modify every "race" (fae, vampire, foo dog, uh...human..etc.) why ever play the base ones at all?  Why play a Fae that has a catch of iron?  Why not just play a human with glamours?  Why play a white court who feeds on emotions, when you cna just play a mutant who can incite lust or fear?  Then you don't have to worry about True Love or Courage shutting you down or protecting people.

First of all, you don't get to ignore Catches and such by switching template. You might not be bothered by Cold Iron, but maybe Ice is a problem now. True Love might not safeguard a target, but True Self-Awareness takes it place.

Second of all, people play templates because they want to. A changeling or White Courtier can be mechanically optimal without breaking template. Sometimes that's all someone is looking for. Sometimes they want to be a faerie or a vampire, end of story. Sometimes someone wants to play a living shadow with vampiric and fae traits both. It's just about preference.

I know the narrative isn't supposed to serve a purpose in game balance, but.. it seems it does.  If you step far enough from the narrative and setting there are no limits.  Ergo, there is no game balance.

This is nonsense. You are limited by your Refresh, as always. You never were limited by narrative. Even if you have an especially thickheaded GM who insists you only use the templates in the book, the Scion is one of those. You may freely create your own narrative without limitation and still expect game balance.

If someone wants everythign a Foo Dog does but wants to be a person...your first instinct isn't to ask them why they don't wanna play a foo dog?  I know the were form food dog works, in fact i like it but...

Because they like the mechanics of what a Foo Dog does without necessarily enjoying the narrative. Maybe they want to play a "hero"-type who can pay mental stress for bonuses and instantly raise people's awareness with a psychic equivalent of the Bark.  Foo Dog powers are just powers, like any other. Broken, but not inextricable from their context.

I apply the KISS and duck principles as well as occam's razor.

Best of luck! I personally don't think DFRPG is that kind of game. I've had great success with "How can I make this fun?", even if it does involve a little extra work from time to time.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 24, 2012, 08:16:34 PM
Someone could tell you "best of luck" with running or playing a game where everyone has carte blanche.

 As in I hope you never find problem players that you like in RL and will offend if you don't let them play what they want (yet still want some game balance). 

That is my issue, not yours.  I will say  though it can happen to anyone.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 24, 2012, 08:20:48 PM

This line of thinkign only applies to those who don't have a use for templates.  I know plenty of people do.

If there is no reason to use templates.  Why bother with the setting at all?  I'm sure some people don't, I guess.  I just find it odd that people want to play the DFRPG, if everything/most everything they play is either not in the cannon setting or modifies the cannon setting drastically.  There may be better systems to create the things they want.
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 24, 2012, 08:35:15 PM
Thinking about it, you should be able to adapt and reflavor powers.

But...

The context and narrative of those powers should be retained in some form. If you're going to have something as powerful as ACAEBG, you might not have to be an agent of the White God wielding one of the Swords, but you should have some kind of super powerful being sponsoring that power, along with the rights and responsibilities governing it, if not equal to, then at least approaching the limitations and considerations a Knight of the Cross should have to face. Same with Sacred Guardian.

If someone wants ACAEBG, the GM should ask them, "Okay, which extremely powerful being is letting you use it?" If they want Sacred Guardian, it should be, "Okay, what part of the character's ancestry justifies it?"

In whatever case, the powers simply cannot be boiled down to their strength and cost--the description is as much a part of a power as the mechanical effect.
Title: Re: Powers = Tools ?
Post by: ways and means on April 24, 2012, 08:40:26 PM
This line of thinkign only applies to those who don't have a use for templates.  I know plenty of people do.

If there is no reason to use templates.  Why bother with the setting at all?  I'm sure some people don't, I guess.  I just find it odd that people want to play the DFRPG, if everything/most everything they play is either not in the cannon setting or modifies the cannon setting drastically.  There may be better systems to create the things they want.

Every game of DFRP is different from Butchers DF's and different people get different things from the setting, one character I want to play at some point is a Data Demon (demon born on the web) I know it is not book canon but I still want to play it in the modified Dresden files setting of whatever game I am playing at that time. Mind you I think each game makes there own canon and there own version of the setting and trying to follow the books to strongly could be a bad thing, if your PC are at Archangel during the attack then the it should be possible for Archangel to end differently IMO.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 24, 2012, 09:09:03 PM
Quote
If it's a valid compel, giving you fate points, for simply being unable to do something your concept doesn't support... taken to the logical extreme, it's going to get a little silly.

That's the point.

By giving compensation whenever concept causes a problem, you make it possible for people to play incredibly restrictive concepts like "Foo Dog" without screwing themselves.

If you buy off the compel, you narrate some way to communicate without talking. Maybe you scratch words into the ground.

The description is not a part of the power that must be preserved when reflavouring. If the power is well-written, there's no problem with getting rid of its original concept.

Not very attached to the canon setting. The fact that the system can operate outside of it is a good thing, in my eyes. And fortunately, making the system non-specific to the setting does not require you to make it any worse at running the setting.

There's nothing wrong with picking powers purely for mechanical reasons. (No wrong way to play, remember?) The game should not become ridiculous or unfun when you do it.

PS: What the heck does Sacred Guardian have to do with being a Foo Dog anyway? I don't recall Mouse ever doing anything that resembled it.
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 24, 2012, 09:15:05 PM
It's that thing where he starts glowing in some kind of St. Elmo's Fire thing. It's only popped up once or twice in the series thus far.

I'm not saying that a reflavored power has to have the same description--just an equivalent one.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 24, 2012, 09:17:08 PM
This line of thinkign only applies to those who don't have a use for templates.  I know plenty of people do.

If there is no reason to use templates.  Why bother with the setting at all?  I'm sure some people don't, I guess.  I just find it odd that people want to play the DFRPG, if everything/most everything they play is either not in the cannon setting or modifies the cannon setting drastically.  There may be better systems to create the things they want.

I apperently wasn't clear.  I'm not sure how to get my point across any clearer.  Very close to giving up trying honestly.  Just take this group of people.

Person A: doesn't like the Dresdenverse vampires, Fae, monsters, or wizards.  Overall the setting isn['t for them.  They have agroup that wants to play this system.  They make a non cannon character because they don't care for it, but still want to play with friends.

Person B: doesn't like the Dresdenverse vampires, Fae, monsters, or wizards.  They do like the setting.  They make a non template character.

Person C: likes the Dresdenverse vampires, Fae, monsters, or wizards.  They make a template character and feel underpowered since custom powers and reskinned powers mixed on non template characters are usually more powerful.  There is no incentive to using a template.  This person finds that upsetting.

Person D: is a copy of Person A but also a malignant munchkin

Person E: is a copy of person B but is a bengin munchkin.

Person C: now wishes they made a different character 

Various persons have various concerns about the game...mainly person C.

Person F: is running the game and is in a bit of a pickle.  How does person F solve this problem?

I guess part of what i am pointing out is at this rate tehre is little point ot play cannon races etc.

Yeah; do what you want at your table.  Yeah you can reskin powers.  Anyone who read my first post in this thread knows I'm fine with both of those things.

I'm not fine with actualy cannon template beings getting left in the dust.  (Disclaimer: your story and players should be paramount to everything in the game...I just think ignoring cannon critters and template feels like anotehr setting may suit those players better.)
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 24, 2012, 09:19:54 PM
How do you fix a character who played a character for a long time and was left in the dust, mechanically?  They matter to the story too much to make an all new character.

They may have follishly played a cannon archtype.
(foolishly, seriously foolishly so it seems at times)

They may have been awesome at the start, but can't justify buying the powers they need to get tougher.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 24, 2012, 09:24:32 PM
Person C: likes the Dresdenverse vampires, Fae, monsters, or wizards.  They make a template character and feel underpowered since custom powers and reskinned powers mixed on non template characters are usually more powerful.

What?

No they aren't.

Not if the powers are well written.

You seem to be under the impression that "no templates" means "take whatever is mechanically optimal". But it doesn't. If someone is going to do that when they have no template, they'll do it when they have a template as well. And they'll be equally strong either way.

I play with no templates, and only some of my characters are even slightly optimized. If I were to add templates to my game, all of my characters would look more or less the same except for one, and that one is not optimized at all.

And how does "glows like St. Elmo's fire" translate into "spends mental stress to boost attacks and defences and to satisfy Catches"?
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 24, 2012, 09:32:38 PM
I meant in the books there's a part where Mouse does something that makes him able to hit supernatural creatures harder. The "like St. Elmo's Fire" just describes what it looks like.

There's got to be some reason that Nicodemus is scared of Mouse, and I doubt it's his ability to be an alarm clock on demand.
Title: Re: Powers = Tools ?
Post by: Viatos on April 25, 2012, 12:15:41 AM
Person C: likes the Dresdenverse vampires, Fae, monsters, or wizards.  They make a template character and feel underpowered since custom powers and reskinned powers mixed on non template characters are usually more powerful.

This never happens, though, since custom and reskinned powers are not more powerful on non-template characters. It's not an issue. Person C never feels unhappy, and goes on to have a great game with Person A and B, if his only concerns are how powerful his character is.

If he has narrative issues with Person B's Blue Court Vampire, that's a different thing entirely. Person C should probably lighten up in that case, since Butcher has noted there are several smaller Courts he hasn't introduced, and since in a kitchen-sink setting it's hardly unreasonable to make up your own breed of vampire.

EDIT: Also, let's please not throw the term munchkin around. It's as insulting and pointless as calling narrativists "drama queens". Understanding how to play a game well does not need a perjorative. Being good at chess doesn't make you a munchkin, and neither does being good at DFRPG. It's a skill, not a failing.

If someone uses that skill to be disruptive to the party, that's another thing entirely.

How do you fix a character who played a character for a long time and was left in the dust, mechanically?  They matter to the story too much to make an all new character.

They may have follishly played a cannon archtype.
(foolishly, seriously foolishly so it seems at times)

They may have been awesome at the start, but can't justify buying the powers they need to get tougher.

Well, the same way you help any player who's falling behind - ask them if they'd like help, and offer guidance as to how they can play more effectively. I have never actually had this problem in FATE, but it comes up a lot in systems with notoriously wonky balance like DnD. Roleplaying games do require skill and intelligence, but usually not too much.

And, of course, you can always make use of forums like this one to improve your playing.

I do have a question, though: what powers do you use to represent the cannon archetype? Channeling (Artillery)? I think a sentient cannon would be an interesting character, but I'm not really sure how you'd define them beyond the moment of bombardment.

I meant in the books there's a part where Mouse does something that makes him able to hit supernatural creatures harder. The "like St. Elmo's Fire" just describes what it looks like.

There's got to be some reason that Nicodemus is scared of Mouse, and I doubt it's his ability to be an alarm clock on demand.

I actually was surprised that Mouse doesn't have All Creatures are Equal. I think that would have been much more elegant then Sacred Guardian.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 25, 2012, 12:20:53 AM
what powers do you use to represent the cannon archetype?

Powers do not.

Templates represent cannon archtypes.
Title: Re: Powers = Tools ?
Post by: Viatos on April 25, 2012, 12:23:02 AM
what powers do you use to represent the cannon archetype?

Powers do not.

Templates represent cannon archtypes.

Oh, you don't...oh.

The word is canon. You keep saying cannon, which is a form of gunpowder-based artillery. I was making a joke.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 25, 2012, 12:26:14 AM

Oh, you don't...oh.

The word is canon. You keep saying cannon, which is a form of gunpowder-based artillery. I was making a joke.

Is it really? I had no idea.

The word is a typo.

 My sincerest apologies.

 You are quite correct I didn't get the joke.

 Again, my sincerest apologies.

Templates, not powers make archtypes.

Also in the spirit of typos.  Trolling and flaming makes me want to shoot people out of a canon. (see what i did there?) ::)
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 25, 2012, 12:31:19 AM
This never happens, though, since custom and reskinned powers are not more powerful on non-template characters. It's not an issue. Person C never feels unhappy, and goes on to have a great game with Person A and B, if his only concerns are how powerful his character is.

If he has narrative issues with Person B's Blue Court Vampire, that's a different thing entirely. Person C should probably lighten up in that case, since Butcher has noted there are several smaller Courts he hasn't introduced, and since in a kitchen-sink setting it's hardly unreasonable to make up your own breed of vampire.

EDIT: Also, let's please not throw the term munchkin around. It's as insulting and pointless as calling narrativists "drama queens". Understanding how to play a game well does not need a perjorative. Being good at chess doesn't make you a munchkin, and neither does being good at DFRPG. It's a skill, not a failing.

If someone uses that skill to be disruptive to the party, that's another thing entirely.

Well, the same way you help any player who's falling behind - ask them if they'd like help, and offer guidance as to how they can play more effectively. I have never actually had this problem in FATE, but it comes up a lot in systems with notoriously wonky balance like DnD. Roleplaying games do require skill and intelligence, but usually not too much.

And, of course, you can always make use of forums like this one to improve your playing.

I do have a question, though: what powers do you use to represent the cannon archetype? Channeling (Artillery)? I think a sentient cannon would be an interesting character, but I'm not really sure how you'd define them beyond the moment of bombardment.

I actually was surprised that Mouse doesn't have All Creatures are Equal. I think that would have been much more elegant then Sacred Guardian.

This does happen in our current game.  The disagreements between players A,B, and C. for, for hte most part those very reasons.  I'm speaking from experience not just pulling random scenarios out of thin air.  So obviously it can/does happen.

I'll only keep using the term munchkin (though I did differentiate between malignant and benign ones) as long as I get trolled for typos.  Seems I struck a nerve with the munchkin phrasing.  Yeah my nerve got srtuck also.  I really don't care for my intelligence to be insulted due to typographical errors. 

I feel I should apologize howver, sicne this is the least civil I've ever been on here.  This place is generally free of most of the trolling and flaming most forums devolve into and I hope it can stay that way for the most part.
Title: Re: Powers = Tools ?
Post by: Viatos on April 25, 2012, 12:52:06 AM
This does happen in our current game.  The disagreements between players A,B, and C. for, for hte most part those very reasons.  I'm speaking from experience not just pulling random scenarios out of thin air.  So obviously it can/does happen.

Well, your responsibility as a GM is to make sure custom powers are appropriately designed and areas where the system is weak are shored up. If you give me examples of where you're having problems, I can offer you my advice on how to deal with them.

Restricting things to canon archetypes DOES NOT PRODUCE A BALANCED GAME. Wizards are far more powerful then other archetypes - four times a fight (much more with consequences and enchanted items), they can produce nearly any effect imaginable at 7 to 12+ shifts of power, depending on how they're built. Nobody can keep up with that combination of overwhelming power and freeform versatility except another wizard. White Court Vampires can destroy incredibly powerful enemies in a few exchanges with mental assaults; they get to ignore all Toughness powers and attack an area in which only dedicated spellcasters have a good defense (and even then, they have an offensive advantage). A shapeshifter can't keep up in combat with either of them, even with more room for stunts and powers. These are totally canon characters!
Title: Re: Powers = Tools ?
Post by: Haru on April 25, 2012, 12:57:18 AM
For me, Powers and Templates are both tools. I want to portray a character, and I should be able to describe the character with his aspects and the story behind them. If a power can not be derived from the aspects, and if the aspects just don't fit together, something is off and I would tell the player to go back to the drawing board.
Harry's "Wizard Private Eye" aspect pretty much sums up his powers: he's got the powers of the wizard template, plus stunts to round out his private eye part. The same goes for everything else, if the powers and the aspects don't harmonize, the character is going to feel off.

On the whole, I am not so much concerned about how a specific power is represented mechanically, as long as it fits the characters style. The faith powers for example are all very much different than most other powers, because you have to spend a fate point for most of them to work. But if you take into account the way a true believer should behave, it makes perfect sense. He is (usually) working in a strict code, resulting in all kinds of compels, but in return he can call upon a higher power to aid in his struggle against the darkness.

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I actually was surprised that Mouse doesn't have All Creatures are Equal. I think that would have been much more elegant then Sacred Guardian.
On the contrary, it is way more fitting this way. ACAEBG is an outside power, the white god is leveling the playing field for his champions. Sacred Guardian on the other hand is an inherent power of the Temple dogs, because of what they are and where they come from.

Of course any power taken should be within the powerlevels of other powers. Which I think is totally in line for Sacred Guardian. Channelling let's you do pretty much exactly that, only at a much more efficient rate. Sacred Guardian is less efficient, so it costs less. The catch satisfying part might be pretty powerful, but at the end of the day, I don't see it being that big a deal. But I have not had a foo dog in a game, I might be wrong.

Templates represent canon archtypes.
Hmm, I would have to disagree here. To me, the aspects (especially the high concept) represents the archetype. You usually are a "Warden of the White Council" or a "Werecat investigator" or things like that. The main traits of the archetype are defined in this concept. The reason I would not stop there, is that I would also allow things like "Wereparrot Wizard" or "Werewolf by night, Sylph changeling by day". They are not allowed if you strictly keep to the templates in the book, but they could be fun to play, so if a player would come to me and asked to play something like this, I would look at my toolbox (aka the powers list) to see how we may manage to realise such a concept.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 25, 2012, 01:26:24 AM
Maybe archtype is the wrong word then.

However, templates represent what types of things we see in the novels. (Fae and Vampire courts, Scions, Denarians, knights of gof knights of Fae and so on.)  This helps create the setting the game takes place in. Use what word you prefer for this.
Title: Re: Powers = Tools ?
Post by: Tedronai on April 25, 2012, 02:35:30 AM
And that setting not only allows for, but DEMANDS that custom templates be available, templates which, as they are not currently represented in the RAW, may have need to appropriate powers from other templates that would otherwise have a sole claim.
Title: Re: Powers = Tools ?
Post by: Locnil on April 25, 2012, 06:05:07 AM
Exactly. Limiting people only to what have appeared in the books makes the game a lot more boring.
And besides, it's hardly a good fix. Jade Court Vampires, Raksasha, and Scions, just to name a few examples, do not have clearly defined abilities. Even if you limit templates to only those in the RAW, munchkins can still play a scion of some weird, obscure being and get whatever powers they want that way.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 25, 2012, 07:40:16 AM
I'm not saying that a reflavored power has to have the same description--just an equivalent one.

Are you trying to say that reflavouring can make a power stronger? Or is it that people who reflavour in ways that you dislike are playing wrong?

Because both are completely false.

I meant in the books there's a part where Mouse does something that makes him able to hit supernatural creatures harder. The "like St. Elmo's Fire" just describes what it looks like.

There's got to be some reason that Nicodemus is scared of Mouse, and I doubt it's his ability to be an alarm clock on demand.

But that has nothing to do with Sacred Guardian. Sacred Guardian cannot harm Nicodemus.

(Swords Of The Cross can, though, which probably isn't how it is in the novels.)

Sacred Guardian is less efficient

Not so. At least, I think it's not so.

Restricting things to canon archetypes DOES NOT PRODUCE A BALANCED GAME. Wizards are far more powerful then other archetypes - four times a fight (much more with consequences and enchanted items), they can produce nearly any effect imaginable at 7 to 12+ shifts of power, depending on how they're built. Nobody can keep up with that combination of overwhelming power and freeform versatility except another wizard. White Court Vampires can destroy incredibly powerful enemies in a few exchanges with mental assaults; they get to ignore all Toughness powers and attack an area in which only dedicated spellcasters have a good defense (and even then, they have an offensive advantage). A shapeshifter can't keep up in combat with either of them, even with more room for stunts and powers. These are totally canon characters!

The point is correct, but the examples are bad.

Other character types can compete with wizards. They're very strong, but not necessarily the strongest thing around. White Court Vampire is a weak template. Shapeshifters can be pretty hardcore.
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 25, 2012, 12:16:59 PM
Are you trying to say that reflavouring can make a power stronger? Or is it that people who reflavour in ways that you dislike are playing wrong?

Because both are completely false.
I'm saying that powers, like the ability to completely negate any toughness power at the cost of only one fate point, should have adequate justification for working within the fiction. If the powers were meant to just be cost vs. effect, that's all that would be listed and the Sword of the Cross wouldn't come with a whole list of guidelines for how a character could and couldn't use it.

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But that has nothing to do with Sacred Guardian. Sacred Guardian cannot harm Nicodemus.

(Swords Of The Cross can, though, which probably isn't how it is in the novels.)
I'm assuming that's just referring to the second line, otherwise I'd have to question why you think an ability Mouse has in the novels to hit things harder with his spiritual abilities has nothing to do with the ability on the Foo Dog's character sheet that lets them use their spiritual abilities to hit things harder.

You don't know that Nicodemus is immune. His Fallen may very well count as a "spiritual creature" that would fall prey to Mouse's abilities.

(And I'd say there's a good chance the Swords can, in fact, get through his invulnerability in the novels--again, there's a good reason he keeps trying to destroy the things, and why the prospect of facing Shiro gave him pause.)
Title: Re: Powers = Tools ?
Post by: Viatos on April 25, 2012, 12:20:30 PM
I'm saying that powers, like the ability to completely negate any toughness power at the cost of only one fate point, should have adequate justification for working within the fiction. If the powers were meant to just be cost vs. effect, that's all that would be listed and the Sword of the Cross wouldn't come with a whole list of guidelines for how a character could and couldn't use it.

Swords are Items of Power, which have agendas.
All Creatures are Equal is a power, which does not.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 25, 2012, 01:11:05 PM
All this talk about templates and powers and balance brings up a question.

A player presents a concept/custom template with a fantastic background and personality; not to mention great aspects - that you as GM think would provide great compels and story complications/fodder... do you think about the implications it can have in the long term on your game?

This is more about me trying to gauge how people think, than anything else.

My example: would be a mortal shapeshifter/nephalim

reasoning: could be a very well written and roleplayed character.  Would also have a huge pool of powers to choose from (most in the book/s could be justified).  I would be inclined to allow the character into a game, but I would be concerned about what it could evolve into.

My Solution: Lay out a loose template including whatever reflavouring needs to be done (which with this particular concept [ not a lot of reflavoring would be required]).

  Divide powers available into 3 categories.

Yes: Powers that make perfect sense for the character to have and should have some of at the beginning.

Maybe: Powers that make sense but aren't immediately justifiable or powers that could easily unbalance the character in the game

No: Powers that barring fantastic explanation or in game reasons that arise as the game moves forward are barred from the character.

How do people feel about this approach?
Title: Re: Powers = Tools ?
Post by: toturi on April 25, 2012, 02:15:31 PM
Other character types can compete with wizards. They're very strong, but not necessarily the strongest thing around. White Court Vampire is a weak template. Shapeshifters can be pretty hardcore.
Spellcasters can be very powerful if given time to prepare. WCVamps can be very powerful psychic attackers, they can do it without prep and can do it all day long, whereas wizards have limited ammo. Shapeshifters run the gamut though; Beast Change type shifters aren't really all that powerful IMO, but True Shapeshifting and Modular Abilities are very versatile and loses only to spellcasters in terms of versatility but beat them hands down in terms of prep time and usage frequency.
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 25, 2012, 03:00:01 PM
Swords are Items of Power, which have agendas.
All Creatures are Equal is a power, which does not.
Correction. All Creatures are Equal is a power that is part of the Sword of the Cross (and described as pretty much the whole purpose of the Sword of the Cross), which has an agenda.

Or are you saying that you would allow someone to take a power that lets them completely ignore, at will, any and all supernatural toughness as well as mundane armor, without any justification beyond "I just can, okay?"

That's what I'm talking about. The power has to come from somewhere. Something powerful enough to let a mortal bring down a Dragon has to come from something extremely powerful.

If all you need is to spend 3 refresh to be able to bypass every single defense in the game without consequence, restriction, or anything limiting its use beyond spending one fate point, then I ask you, why would anyone ever not take the power?
Title: Re: Powers = Tools ?
Post by: ways and means on April 25, 2012, 03:09:29 PM
Spellcasters can be very powerful if given time to prepare. WCVamps can be very powerful psychic attackers, they can do it without prep and can do it all day long, whereas wizards have limited ammo. Shapeshifters run the gamut though; Beast Change type shifters aren't really all that powerful IMO, but True Shapeshifting and Modular Abilities are very versatile and loses only to spellcasters in terms of versatility but beat them hands down in terms of prep time and usage frequency.

My Opinion of the templates in Order of Power

Wizards/ Sorcerers  
Thaumaturgist are broken given prep time and imagination (and a lax gm).
Evocators who have invested in one element are overpowered in physical combat on the fly (if you allow mental stress even more so).
Both tools are versatile and powerful making the Wizard the most powerful template (sorcerers get less refinement options).

Scions/Changeling
Lots of choices of power and room for maneuver, a Scion/Changeling can focus very effectively and can be brilliant one trick ponies this would be lower on the list if it wasn't for Sponsored Magic being pretty effective usually more so than Channeling.

Focused Practitioners
Evocation Power allows domination of physical combat (if you allow mental stress doubly so) at much lower refresh than a wizard (but which peaks earlier).
Focused Thaumaturge can be very powerful and game breaking, depending on the GM summoning could go from game breaking to mediocre (from what we saw of binder it should be very strong) and crafting focus is one of the most powerful builds in the game.
 
Shape-shifters
Shape shifter can be brilliant social bunny with high contacts and resources and also be a brilliant melee fighter which makes them far more versatile than any other canon concept except for perhaps a well built changeling/scion or a wizard who seriously abuses thaumaturgy. 

White Court Vamps
Could be very effective as a mental canon but very inefficient refresh wise as the bulk of a white courtiers powers are purely physical and give very little benefit to mind magic.


Title: Re: Powers = Tools ?
Post by: Viatos on April 25, 2012, 08:10:52 PM
Correction. All Creatures are Equal is a power that is part of the Sword of the Cross (and described as pretty much the whole purpose of the Sword of the Cross), which has an agenda.

No correction necessary. As I said, ACaE has no agenda, the Sword does.

Quote
Or are you saying that you would allow someone to take a power that lets them completely ignore, at will, any and all supernatural toughness as well as mundane armor, without any justification beyond "I just can, okay?"

Nah, they'd need a little justification, like "I'm a were-Temple Dog" or "My distant dragon ancestry lets me channel the all-devouring flame something something quantum mechanics something something primal forces of the universe" or "The Horseman of Death has chosen me as its servant and casual girlfriend" or "I am the Horseman of Death". But then, everything needs a little justification. I'd ask about Inhuman Strength on an otherwise normal character too.

ACaE is fine by itself; it gets into trouble interacting with other things that boost damage. At that point, I usually talk to the player about why that would be bad for the game and how we can preserve the concept and feel they want without specifically using that power. Stunts that allow more damage to certain targets or in certain situations tend to be the go-to.

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If all you need is to spend 3 refresh to be able to bypass every single defense in the game without consequence, restriction, or anything limiting its use beyond spending one fate point, then I ask you, why would anyone ever not take the power?

Because 3 Refresh is the same cost as Thaumaturgy, or a bunch of cool Social Stunts, or Spirit Form? Not everyone is looking for what it does. It's not even useful to the average "hunter" character because you could get more effective abilities for dealing with lesser horrors for the same Refresh. It only really starts to pull its weight once we're talking Mythic levels of defense. It's a power I expect on dragonslayers, not everyone.
Title: Re: Powers = Tools ?
Post by: ways and means on April 25, 2012, 08:27:42 PM
Really once you have your holy iron great-swords powered by true faith (got to love aspects) in the God of Battles and your spare silver dagger given to you by your dad you are pretty much covered for the majority of monster you will ever have to face without ever spending a point in powers.
Title: Re: Powers = Tools ?
Post by: Viatos on April 25, 2012, 08:33:03 PM
How do people feel about this approach?

I don't lay out anything. I work with the players as they build and gain more Refresh. If something comes up that appears to be problematic, I talk about that specific thing.

I will even work with a player who wants to go outside template. If they want to start as a Wizard in a Chest-Deep game but eventually be cursed as a werewolf so they can play with Beast Change and the like, I'll work with them to arrange that. So long as they don't harm game balance and I can make narrative sense of it within the Dresdenverse (which, as a kitchen sink, is very easy - look at Harry, he's crossed at least five or six templates and maintained multiple of those at the same time) it's all fair game. Whatever's fun.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 25, 2012, 09:26:08 PM
Um, until Changes Harry had only had the Wizard Template - then (since Changes is beyond the game I'll spoiler it)
(click to show/hide)
Title: Re: Powers = Tools ?
Post by: Viatos on April 25, 2012, 09:53:48 PM
Um, until Changes Harry had only had the Wizard Template - then (since Changes is beyond the game I'll spoiler it)
(click to show/hide)
I guess those are the only templates proper. He's also been
(click to show/hide)
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 25, 2012, 10:08:33 PM
I don't lay out anything. I work with the players as they build and gain more Refresh. If something comes up that appears to be problematic, I talk about that specific thing.

I will even work with a player who wants to go outside template. If they want to start as a Wizard in a Chest-Deep game but eventually be cursed as a werewolf so they can play with Beast Change and the like, I'll work with them to arrange that. So long as they don't harm game balance and I can make narrative sense of it within the Dresdenverse (which, as a kitchen sink, is very easy - look at Harry, he's crossed at least five or six templates and maintained multiple of those at the same time) it's all fair game. Whatever's fun.

In my experience some players need the structure.  I'm glad you found people that don't.  That's not a slight or an insult or incredulous at all.  It's honest. 
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 25, 2012, 10:21:53 PM
I guess those are the only templates proper. He's also been
(click to show/hide)

In order:
He wasn't possessed.  At most he gained an Auspect ("Lash's Host") as opposed to taking the nickelhead template.
Wizards can tap sponsored magic - which is one of the things that make them so versatile.
(click to show/hide)
Looking at OW where it charts his advancement I don't see him picking up powers that don't fit the Wizard's Template.

Note: generally the spoiler tag is only used for things beyond the scope of the game (i.e. the books and short stories not listed in the game).  Aftermath, Changes, Ghost Story, and Even Hand are the ones it currently covers - but once Paranet updates the setting it will only cover Ghost Story and beyond.

Richard
Title: Re: Powers = Tools ?
Post by: Tedronai on April 25, 2012, 11:03:16 PM
What nickelhead template, Richard?
I thought you were of the opinion that the existence of custom templates equated to 'house rules'.  Was there a miscommunication, here?
Title: Re: Powers = Tools ?
Post by: devonapple on April 25, 2012, 11:34:58 PM
What nickelhead template, Richard?
I thought you were of the opinion that the existence of custom templates equated to 'house rules'.  Was there a miscommunication, here?

Okay, now this just looks like baiting.

Nickelheads/Denarians are a canonical creature/faction in the setting. They vary so wildly in power that a template would be hard to develop, but not impossible. That and they tend to not have free will anymore. So while there may not be a RAW template on the books in YS or OW, they exist, we kinda know what they should be capable of (a lot), so it's not the same as inventing, say, an Ice Cream Elemental.
Title: Re: Powers = Tools ?
Post by: Viatos on April 25, 2012, 11:40:38 PM
Well, we also know that there are flying monkeys who throw flaming dung and can combine to form Voltron Kong. And after the chlorofiend I'm not sure an ice cream elemental would be out of place.
Title: Re: Powers = Tools ?
Post by: Locnil on April 26, 2012, 03:44:18 AM
Well, the way I read the books, it seems like Mr Butcher and Evil Hat went out of their way to develop a setting where literally anything is possible.

Also, about limiting powers to your template only, I'ld just like to note that from a certain point of view, you can justify just about anything with "Wizard".
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 26, 2012, 08:03:39 AM
That's what I'm talking about. The power has to come from somewhere. Something powerful enough to let a mortal bring down a Dragon has to come from something extremely powerful.

If all you need is to spend 3 refresh to be able to bypass every single defense in the game without consequence, restriction, or anything limiting its use beyond spending one fate point, then I ask you, why would anyone ever not take the power?

I like the latter point, I use it often to demonstrate that something is undercosted or unbalanced.

Which is what you've demonstrated here. (As stated before, the power needs to be prevented from being used with massive damage effects.)

But the former point is problematic. You see, what constitutes an appropriate justification for a power is not something that should be dictated. It should be left up to the people playing.

Would you allow someone to have ACaEBG with the justification that their attacks were actually aimed at the target's Fate? I would, it sounds cool.

Would you allow someone to have ACaEBG for no clear reason, with the source of the character's abilities intentionally mysterious? I would, it'd be a good plot hook.

But you don't have to allow those things if you don't want to.

This subjectivity is a big part of the reason that such things should not be dictated.

Because 3 Refresh is the same cost as Thaumaturgy, or a bunch of cool Social Stunts, or Spirit Form? Not everyone is looking for what it does. It's not even useful to the average "hunter" character because you could get more effective abilities for dealing with lesser horrors for the same Refresh. It only really starts to pull its weight once we're talking Mythic levels of defense. It's a power I expect on dragonslayers, not everyone.

ACaEBG negates mundane armour. That's very useful.

But the basic point is sound. Those 3 points could be spent elsewhere. Possibly better spent, depending on character and circumstance.
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 26, 2012, 12:06:16 PM
I like the latter point, I use it often to demonstrate that something is undercosted or unbalanced.

Which is what you've demonstrated here. (As stated before, the power needs to be prevented from being used with massive damage effects.)
Yes. It's unbalanced if you take it out of its normal context (used by an otherwise-non-powered Mortal, putting aside the Faith powers of the template because as I recall none of them affect damage or defense)

Quote
But the former point is problematic. You see, what constitutes an appropriate justification for a power is not something that should be dictated. It should be left up to the people playing.
Agreed. But it should still be there.

Quote
Would you allow someone to have ACaEBG with the justification that their attacks were actually aimed at the target's Fate? I would, it sounds cool.
With an appropriate reason for how someone can actually aim at Fate, yes (probably some ancestry or sponsorship by a major deity of some kind).

Quote
Would you allow someone to have ACaEBG for no clear reason, with the source of the character's abilities intentionally mysterious? I would, it'd be a good plot hook.
Definitely yes--but it should be in someone's mind where the power comes from, and the source of that power should come into play.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 26, 2012, 12:12:27 PM
Definitely yes--but it should be in someone's mind where the power comes from, and the source of that power should come into play.

Not in one of my games. I'm fine with making something up later. And if it never comes up, then whatever. No damage has been done.

See, this sort of benign difference between players is the second-biggest problem with such narrative requirements. I'm not playing the game wrong here. The game shouldn't get in my way.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 26, 2012, 02:29:40 PM
Not in one of my games. I'm fine with making something up later. And if it never comes up, then whatever. No damage has been done.
See, this sort of benign difference between players is the second-biggest problem with such narrative requirements. I'm not playing the game wrong here. The game shouldn't get in my way.

Bolded section: You may well be in the minority.  Rules should not be written and costs changed just for your games.  You can house rule the cost in your games if you like.

Underlined section: Not wrong, but very possibly contary to intent of creators.  Please keep in mind I said possibly.  Very much outside the setting the rules are based on.

Pretty sure that's why games have rules.  To balance and limit players.  In that sense all games have rules that get in the way. 

I'm done discussing my opinion on the topic, it is clear where the opinions stand.  it is also clear people aren't changign their mind.  I hate to be the guy saying this all the time, but talking in circles is no more productive than not talking.
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 03:03:44 PM
Bolded section: You may well be in the minority.  Rules should not be written and costs changed just for your games.  You can house rule the cost in your games if you like.

Er, he's the one NOT advocating house rules - game as written, they're unnecessary. You would need a houserule and a setting alteration to STOP someone from taking ACaE on a Faerie Knight. I would suspect the majority of people use the game mechanics as designed and written, which would put Sanctaphrax in the majority.

Quote
Underlined section: Not wrong, but very possibly contary to intent of creators.  Please keep in mind I said possibly.  Very much outside the setting the rules are based on.

No, it's perfectly in-setting. There is absolutely no narrative contradiction because it's just a power, it can be reskinned to model parts of the setting without changing anything.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 26, 2012, 03:34:02 PM
Er, he's the one NOT advocating house rules - game as written, they're unnecessary. You would need a houserule and a setting alteration to STOP someone from taking ACaE on a Faerie Knight. I would suspect the majority of people use the game mechanics as designed and written, which would put Sanctaphrax in the majority.

No, it's perfectly in-setting. There is absolutely no narrative contradiction because it's just a power, it can be reskinned to model parts of the setting without changing anything.

I do not feel that is factual in all circumstances, even in the game.  I know only Swords of the Cross have this function in the Dresdenverse.  Therefore it is not  canon setting the game is based on.  I feel you express your opinion as fact.  It is clearly not.
Title: Re: Powers = Tools ?
Post by: ways and means on April 26, 2012, 03:38:01 PM
I do not feel that is factual in all circumstances, even in the game.  I know only Swords of the Cross have this function in the Dresdenverse.  Therefore it is not  canon setting the game is based on.  I feel you express your opinion as fact.  It is clearly not.

No you don't there could be all kind of Ultimate Weapons lying around the Dresden Verse that we haven't seen yet.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 26, 2012, 03:53:04 PM
No you don't there could be all kind of Ultimate Weapons lying around the Dresden Verse that we haven't seen yet.

I know it as well as I know Harry Dresden is not a drug dealing murderer psychopath who targets schoolgirls.

http://www.jimbutcheronline.com/bb/index.php/topic,29901.msg1269254.html#msg1269254 (http://www.jimbutcheronline.com/bb/index.php/topic,29901.msg1269254.html#msg1269254)

-Thanks Richard btw.

I know it as well as the fact that nicodemus is the only one with the Noose.

I know it as well as Ferrovax is the strongest of his kind.

I know it as well as I know the Laws of magic.

I know it as well as : etc etc etc (facts from novels insert here).
If it changes later, then sure, the setting and rules change...currently.  My assessment is true.
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 04:10:19 PM
But what you don't seem to know is that ACaE is a power. Anyone with 3 Refresh to spare can take it. That is factual, not anyone's opinions. It's rules as written. Your assessment is irrelevant; there's no canon on who might have a given generic power.
Title: Re: Powers = Tools ?
Post by: ways and means on April 26, 2012, 04:13:23 PM
I know it as well as I know Harry Dresden is not a drug dealing murderer psychopath who targets schoolgirls.

http://www.jimbutcheronline.com/bb/index.php/topic,29901.msg1269254.html#msg1269254 (http://www.jimbutcheronline.com/bb/index.php/topic,29901.msg1269254.html#msg1269254)

-Thanks Richard btw.

I know it as well as the fact that nicodemus is the only one with the Noose.

I know it as well as Ferrovax is the strongest of his kind.

I know it as well as I know the Laws of magic.

I know it as well as : etc etc etc (facts from novels insert here).
If it changes later, then sure, the setting and rules change...currently.  My assessment is true.

In order yes we know Nicodemus is the only one with the noose though we certainly don't know he is the only one with a invulnerability artifact (actually given how many ways there are to become invulnerable in Dresden files it seems unlikely).   

As for Ferrovax is the strongest of his kind that is debatable given there is every hint that Drakul (Dragon) might by a Dragon and might be stronger or at least more menacing.

As for the laws of magic we have seen both the enforcement and the corruption directly in the books so yes we know it exists as far anyone know anything exists in the setting.

What we know about the Swords of the Cross is that they are very important holy artifacts which can equalize a fight between incredible powerful individuals nothing about that knowledge precludes the existence of other very important holy artifacts (Spear of Loginus, Angel Weapon etc) which fulfill a similar function, actually given what we know of the setting there are probably some very powerful relic of the outsider wars floating about somewhere which could even be more powerful than the swords.   

Title: Re: Powers = Tools ?
Post by: Locnil on April 26, 2012, 04:15:23 PM
But what you don't seem to know is that ACaE is a power. Anyone with 3 Refresh to spare can take it. That is factual, not anyone's opinions. It's rules as written. Your assessment is irrelevant; there's no canon on who might have a given generic power.

Well, technically, the 3 refresh cost was extrapolated from the swords write up, and is not RAW. Also, technically, you need at least 4 refresh, even if you could take it as a [-3] power.
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 04:16:31 PM
Well, technically, the 3 refresh cost was extrapolated from the swords write up, and is not RAW. Also, technically, you need at least 4 refresh, even if you could take it as a [-3] power.

That's why I said 3 Refresh to spare.
Title: Re: Powers = Tools ?
Post by: Locnil on April 26, 2012, 04:17:04 PM
Right. Sorry. Comprehension mistake on my part, there.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 26, 2012, 04:23:28 PM
But what you don't seem to know is that ACaE is a power. Anyone with 3 Refresh to spare can take it. That is factual, not anyone's opinions. It's rules as written. Your assessment is irrelevant; there's no canon on who might have a given generic power.


You seem to like to ignore that text states many powers are designed for NPCs and may not be appropraite for PCs.

Why can't I assess things opposite to you?  Because you don't like my viewpointor opinion? 

You also seem to think that things that can exist on an item translate well to a character without an item to grant the power.

Therefore your assessments are equally irrelevant, in that they are opinions and interpretations of what you have read.

In order yes we know Nicodemus is the only one with the noose though we certainly don't know he is the only one with a invulnerability artifact (actually given how many ways there are to become invulnerable in Dresden files it seems unlikely).   

As for Ferrovax is the strongest of his kind that is debatable given there is every hint that Drakul (Dragon) might by a Dragon and might be stronger or at least more menacing.

This is supposition. Not yet fact, may never be fact.

As for the laws of magic we have seen both the enforcement and the corruption directly in the books so yes we know it exists as far anyone know anything exists in the setting.

What we know about the Swords of the Cross is that they are very important holy artifacts which can equalize a fight between incredible powerful individuals nothing about that knowledge precludes the existence of other very important holy artifacts (Spear of Loginus, Angel Weapon etc) which fulfill a similar function, actually given what we know of the setting there are probably some very powerful relic of the outsider wars floating about somewhere which could even be more powerful than the swords.   



Thank you. Then we also know every other statement written in the books as factual to the setting until something proves it otherwise.
Title: Re: Powers = Tools ?
Post by: ways and means on April 26, 2012, 04:36:01 PM
Thank you. Then we also know every other statement written in the books as factual to the setting until something proves it otherwise.

Which doesn't preclude the existence of other holy artifacts of power, Harry said the Swords of the Cross where incredibly powerful and important he never said their weren't other artifacts equally so, there is nothing in the books that preclude the existence of a Spear of Loginus with the exact same power compliment as the Swords of the Cross. There is no way to know such an artifact does not exist and given what we have seen of the Swords of the Cross (crucifixion relics bathed in the Lords blood) the spear actually fits in quite well. I personally think it is a bad idea to assume anything not shown in the Dresden verse does not exist in the Dresden verse.
Title: Re: Powers = Tools ?
Post by: devonapple on April 26, 2012, 05:20:40 PM
How conversations like this used to go:
Poster 1: I want to do this cool thing. What do folks think?
Poster 2: Well, it sounds like it wouldn't work for [insert reason]
Poster 1: Gosh. Well, how about this modified cool thing?
Poster 2: Well, I wouldn't allow it at my table, but this seems alright.
Poster 3: That's great! I want to use that.

My observation lately:
Poster 1: I want to do this cool thing. What do folks think?
Poster 2: Well, it sounds like it wouldn't work for [insert reason].
Poster 1: You are wrong! There is no rule specifically forbidding this cool thing!
Poster 2: Well, there wouldn't be. You can't write rules forbidding the infinite variety of things people can invent.
Poster 1: Then this cool thing is allowed by RAW by the fact that it isn't disallowed!
Poster 2: Well, no, it shouldn't be allowed because of [insert reason].
Poster 1: That's just setting and has no impact on mechanics! This cool thing is allowed by RAW!
Poster 2: Umm... why are you playing in this setting again?
[interminable argument]
Poster 1: Fine. How about this?
Poster 2: Well, I wouldn't allow it at my table, but this seems alright.
Poster 3: That's great! I want to use that.
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 05:21:09 PM
You seem to like to ignore that text states many powers are designed for NPCs and may not be appropraite for PCs.

What text is this? The text quoted by Richard, which exists to actively enforce the reality that any power is appropriate for a PC if they want it? The text written to explain that clearly, lest anyone get the wrong idea that NPC-only powers existed? That text?

Quote
Why can't I assess things opposite to you?  Because you don't like my viewpointor opinion?


You can assess all you like. It's just irrelevant when we have RAW to work from.

Quote
You also seem to think that things that can exist on an item translate well to a character without an item to grant the power.

Of course. That's how the game works. All an Item of Power is is a chassis for powers external to the character. It provides a +2 Refresh bonus and is an unbreakable piece of equipment, and in exchange you can lose it and the powers attached to it, and it has a purpose whose agenda you must consider when wielding it.

You can houserule differently, but that's literally all an IoP is. It's built with the same rules characters use.

Quote
Therefore your assessments are equally irrelevant, in that they are opinions and interpretations of what you have read.

They're not - they're explanations of DFRPG as it exists today. Completely factual before opinion or interpretation enter into it. Things like "clearly some powers SHOULD HAVE BEEN reserved for NPCS" or "clearly templates SHOULD NOT BE created with the rules to do so" are opinions and interpretations. They're not relevant to the RAW or even the RAI, since they're your opinions and not the authors', which are stated to be "we won't limit your game with RAI".

Quote
Thank you. Then we also know every other statement written in the books as factual to the setting until something proves it otherwise.

For example, that a wizard can take True Shapeshifting or
(click to show/hide)
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 05:24:42 PM
How conversations like this used to go:
Poster 1: I want to do this cool thing. What do folks think?
Poster 2: Well, it sounds like it wouldn't work for [insert reason]
Poster 1: Gosh. Well, how about this modified cool thing?
Poster 2: Well, I wouldn't allow it at my table, but this seems alright.
Poster 3: That's great! I want to use that.

My observation lately:
Poster 1: I want to do this cool thing. What do folks think?
Poster 2: Well, it sounds like it wouldn't work for [insert reason].
Poster 1: You are wrong! There is no rule specifically forbidding this cool thing!
Poster 2: Well, there wouldn't be. You can't write rules forbidding the infinite variety of things people can invent.
Poster 1: Then this cool thing is allowed by RAW by the fact that it isn't disallowed!
Poster 2: Well, no, it shouldn't be allowed because of [insert reason].
Poster 1: That's just setting and has no impact on mechanics! This cool thing is allowed by RAW!
Poster 2: Umm... why are you playing in this setting again?
[interminable argument]
Poster 1: Fine. How about this?
Poster 2: Well, I wouldn't allow it at my table, but this seems alright.
Poster 3: That's great! I want to use that.

There's a difference between "RAW does not forbid", "RAW specifically enables", and "RAW offers no commentary on". RAW doesn't forbid me adding 25 Refresh to my character because I want it, but it DOES enable me to take powers in the Powers section and make new ones, and it offers no commentary on free will outside of Refresh 0 situations.
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 26, 2012, 05:30:39 PM
I think Our World has a sidebar somewhere along the lines of, "Hey, Zombies are only -8 refresh, does that mean I can play one?" "Not really. Just because it's possible to have positive refresh doesn't mean it has free will."
Title: Re: Powers = Tools ?
Post by: ways and means on April 26, 2012, 05:39:37 PM
My observation lately:
Poster 1: You are wrong! There is no rule specifically forbidding this cool thing!
Poster 2: Well, there wouldn't be. You can't write rules forbidding the infinite variety of things people can invent.

I am pretty certain the debate hasn't been about custom powers (I have made a fair few broken power I am not defending them) but powers the Dev's built themselves which should be balanced.


My observation lately:

Poster 2: Well, it sounds like it wouldn't work for [insert reason].

The crux of this debate is that the insert reason is the narrative interpretation of poster 2, narrative is interpretative and it is perfectly possible to come up exposition to support any power combination etc making this argument come down to value judgements.

Value judgment arguments never come to a conclusion and so get repeated a lot I imagine you remember how bad the Lawbreaker argument got before people gave up on it. 


Poster 2: Umm... why are you playing in this setting again?
[interminable argument]


Because I like the Dresden verse setting I like the openness of it and the fact that anything could happen, I like the fact that it is a unexplored world which I can add to as I see fit. I like White Council politics, the black council threat, the monsters who are not monsters and the humans that are. I also like the fact the world is in constant flux and what is true today might not be true tomorrow, also outsiders and scions are cool.
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 05:42:56 PM
I think Our World has a sidebar somewhere along the lines of, "Hey, Zombies are only -8 refresh, does that mean I can play one?" "Not really. Just because it's possible to have positive refresh doesn't mean it has free will."

Spectres. Page 57. It just confirms that a spectre doesn't get free will from having positive Refresh. For that, you need an Aspect. If you want free will at all, of course.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 26, 2012, 05:48:44 PM
I've lost track of the conversation again. So: disjointed points.

-When a supposition is not supported directly by canon, you have to look at how plausible it is. The existence of a non-Sword superweapon that can kill anything seems plausible to me, given the sheer about of weird stuff in the setting. (It's certainly more plausible than the supposition that Harry's a serial killer.) But it's far from certain, there could just easily be nothing like the Swords.

-In order to accommodate both myself and Silverblaze, the game should dispense with narrative requirements for powers. But it should, and pretty much does, have a note saying that powers need to be plausibly justified in the eyes of the table. That way everyone's happy.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 26, 2012, 05:51:27 PM
What text is this? The text quoted by Richard, which exists to actively enforce the reality that any power is appropriate for a PC if they want it? The text written to explain that clearly, lest anyone get the wrong idea that NPC-only powers existed? That text?

The bolded part is simply incorrect.

Please reread that text - specifically the part that says a GM might allow someone to pick an "NPC-type" power.
Notice that it doesn't say "players have the right to take any power they wish" but instead says that GMs might decide to bend the intent of the rules to allow a PC to take an "NPC-type" power.

In other words, the PCs do not have a right to take any power they wish to.
 
You can houserule differently, but that's literally all an IoP is. It's built with the same rules characters use.

Not all of them.  The RAW say that the Sword focus the belief of worshipers around the world to do what they do - which implies that if you can't focus that same level of belief then you're SOL when it comes to that power.

For example, that a wizard can take True Shapeshifting or
(click to show/hide)
Actually, in the RAW wizards cannot take True Shapeshifting.  Assigning True Shapeshifting was a work around suggestion from Fred when Small Favors came out.  A "the rules don't allow someone to do that, so you can adopt them this way to reflect the change in canon" type thing.

Because when it comes to DFRPG, Jim's canon trumps everything.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 26, 2012, 05:57:25 PM
Richard, that's a seriously bad post.

I'm not sure how to go into detail without being rude.

I'm not even sure what you're trying to prove, but your arguments are obviously and grievously flawed.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 26, 2012, 06:10:46 PM
What I'm going at is that there are some powers that were written with NPCs in mind.  I'm basing it off of this sentence:
"the GM will be looking at this chapter when building creatures and foes to oppose the PCs—and in some games, she might even see a few “typically NPC” powers she’d be entirely happy to let the players get access to."
- which clearly implies that in most games (as opposed to some) she won't.
- even in the games where she sees a few powers she's happy to allow the PCs to, "few" implies that that there are many such powers that she won't let the players have access to.

Feel free to PM me with your opinion if you feel it is too offensive for the board.  I'd like to know what problem you have with the above argument.

Richard
Title: Re: Powers = Tools ?
Post by: devonapple on April 26, 2012, 06:21:30 PM
I am pretty certain the debate hasn't been about custom powers (I have made a fair few broken power I am not defending them) but powers the Dev's built themselves which should be balanced.

First of all, "cool thing" isn't exclusively about custom powers. It can be anything which isn't plainly laid out in the rules. A character concept, for example, like playing a Fae. They aren't in the player-recommended Templates section, even though Fae are a huge part of the DresdenVerse. They certainly weren't left out for space considerations. They were left out because, all things being equal, they are considered by the canon to be tantamount to forces of nature, and unplayable by most PCs in a way that remains true to the setting.

But that doesn't mean nobody can try. That doesn't mean nobody *should* try. But that's a table decision.

But certainly, those elements have been catalyzing factors. Yet I feel that the drift of threads like this has ultimately been about tolerance and uncertainty (and, conversely, intolerance and stubbornness).

There are elements of the RPG which are left vague. This causes uncertainty. "What should I do?" Sometimes setting (or extrapolating from the setting) can inform the vagueness, but other times it just can't. There are elements of the RPG which are roughly outlined, but as they are ultimately still governed by "Your Table, Your Rules", they persist as guidelines, not rules. The setting often supports these guidelines, but because the DresdenVerse still has so much unexplored territory - and can, by extrapolation, support a vast multitude of ideas - that it can be easy to discount what the setting *has* established, and extrapolate *limitations* from there.

There's nothing wrong with approaching this uncertainty with Hamlet's notion that "there's more things in heaven and earth, Horatio, than are dreamt of in your philosophy". GMs should always say "yes" if there isn't a compelling reason to say "no".

But when there is feedback from community members that something *shouldn't* be, for [insert narrative/setting reason here], don't just dismiss it as negativism. Take the feedback, on its own merits, and if you still want to do go forward with your character concept or rules interpretation or whatever, you're free to say "I see where you're coming from. I can see how the setting/rules can be interpreted that way. Nevertheless, I still feel confident that I can make [insert cool thing] work in *my* game, but I'll keep your feedback in mind. If you have any thoughts on how to do it right, I'd love to hear them."

But you have to understand that, as far as Evil Hat is concerned, THIS forum *is* the errata. It is precedent. Which is why the people in the unfortunate position of saying "no" to [insert cool idea here] are holding the line as strongly as they are: because they feel they will have to live with it if they say "alright, sure, go for it."
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 26, 2012, 06:27:39 PM
What I'm going at is that there are some powers that were written with NPCs in mind.  I'm basing it off of this sentence:
"the GM will be looking at this chapter when building creatures and foes to oppose the PCs—and in some games, she might even see a few “typically NPC” powers she’d be entirely happy to let the players get access to."
- which clearly implies that in most games (as opposed to some) she won't.
- even in the games where she sees a few powers she's happy to allow the PCs to, "few" implies that that there are many such powers that she won't let the players have access to.

Feel free to PM me with your opinion if you feel it is too offensive for the board.  I'd like to know what problem you have with the above argument.

Richard

You put far too much stock in implication. If it's not stated outright, it probably isn't a rule.

Honestly, it seems that you're trying to make the rules support a preconceived conclusion here.

Jim's canon is not important. There's seriously no good reason for it to matter.

Wizards can certainly take True Shapeshifting, even when using templates. They just need a second template. I suggest calling it Druid, after the D&D class.

Okay, I think that was fairly respectful.
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 26, 2012, 06:45:12 PM
Considering it a bit more, I think what that sidebar should have said was, instead of "typically-NPC" powers, "typically bad guy" powers. Because aside from the Mythic level powers (one of which, I don't recall, says something like, "You're usually only going to see this on NPCs), most of the places it mentions something like, "a PC wouldn't usually have this," or "a GM should think carefully about this," are on powers that are, well, bad--things like Domination, or Mimic Powers ("evil-people-eater power," quoth Billy).

The rulebook seems to assume that players are going to be playing generally good folks--people like Harry, Murphy, Billy, or Michael, and bases its PC/NPC power distribution advice (what little there is) based on that.

So it's less straight up "A PC shouldn't have this power," and more, "This power tends to end up on mustache-twirlingly-evil characters, so be careful with it."
Title: Re: Powers = Tools ?
Post by: devonapple on April 26, 2012, 06:50:01 PM
Jim's canon is not important. There's seriously no good reason for it to matter.

Except, of course, for all of those players and GMs for whom it *totally* does matter.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 26, 2012, 07:00:47 PM
I'm going to reply to something slightly out of order - because it's the biggest point where we disagree.

You put far too much stock in implication. If it's not stated outright, it probably isn't a rule.

We once again run into the setting verses the hard mechanics debate.  That sidebar makes it clear that there are “typically NPC” powers.  The rules only explicitly identify one such power (Greater Glamour), but there are others that would be covered by the "Look but don’t touch?" sidebar.

Wizards can certainly take True Shapeshifting, even when using templates. They just need a second template. I suggest calling it Druid, after the D&D class.

Query: where in the RAW does it allow you to take multiple Templates? There's some text on switching templates - Changeling to Pure Mortal, Pure Mortal to something else - but nothing on having more than one template at a time.

Jim's canon is not important. There's seriously no good reason for it to matter.

And here is our major bone of contention.

The people at Evil Hat could have released a DFRPG in 2003 when they got the license.
They could have released it right after Spirit of the Century.  Indeed, there's an ad in the back of that game that says DFRPG will be out in 2006.

So why wasn't it released until 2010? Because they weren't just releasing a generic game, they were attempting to model the Dredenverse.  There's that blog post where it explains how they put every magical effect ever seen in the books on index cards (which multiplied as every new book came out) and tried to come up with a magic system that could duplicate each and every effect.  Go back in the forum to when the game was released and you'll see posts from Fred saying "we couldn't cover <blah> because Jim hasn't defined <blah> yet" - clearly showing that the mechanics are shaped by the narrative.

In short, the game is completely dependent on the setting and as Jim changes the setting (rapid shapeshifting in Small Favors) it affects the game (Fred saying to use Shapeshifting to simulate the power - and explaining it as internalised Thaumaturgy rituals).

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 07:34:25 PM
I think the problem is you keep making stuff up, then saying "these are the rules". It fosters disagreement in some people when you make a habit of that. You might find yourself better received if you stop that.

We once again run into the setting verses the hard mechanics debate.  That sidebar makes it clear that there are “typically NPC” powers.  The rules only explicitly identify one such power (Greater Glamour), but there are others that would be covered by the "Look but don’t touch?" sidebar.

Yes, that sidebar makes it clear that there are "typically NPC" powers in the same breath that it makes clear that PCs can have them. Keep that in context at all times: that is the sidebar that says PCs can have those powers. You keep using language to talk about it that creates false implications nowhere extant in the text. Refer to your own post if need be, but you're getting way off course with that.

Quote
In short, the game is completely dependent on the setting and as Jim changes the setting (rapid shapeshifting in Small Favors) it affects the game (Fred saying to use Shapeshifting to simulate the power - and explaining it as internalised Thaumaturgy rituals).

No, the game is not dependent on the setting. No, changes to the setting do not affect the game as it exists. Where are you getting this? Because Fred thought up a way using the existing rules to model something players wanted? It's just a game based off a book series. It models it to an extant, but not perfectly, not completely, and certainly not reactively.

You can pick up DFRPG and play it without reading the books. It's independent, and Jim's changes don't result in errata. It's a complete game, and as an open toolkit, it actively supports you in changing or expanding its setting, so no, you don't need to go by Dresdenverse rules if you don't care to. You're still playing DFRPG, though - the DFRPG supported by its designers. You are given explicit license to mess around.

Like Sanctaphrax, I have no desire to insult or offend, but you seem to be pushing your arguments farther and farther without noticing the crumbling base. This thing above is less of a rules quibble like "Is All Creatures are Equal Before God broken?" and more of a dangerously misleading statement that could cause a lot of trouble for, say, a new player who didn't know better then to trust you. I'm thinking this is maybe the point where we drop the discussion altogether before things progress to the inevitable conclusion.
Title: Re: Powers = Tools ?
Post by: devonapple on April 26, 2012, 07:56:19 PM
Query: where in the RAW does it allow you to take multiple Templates? There's some text on switching templates - Changeling to Pure Mortal, Pure Mortal to something else - but nothing on having more than one template at a time.

YS 72: "It may be possible to combine some of these templates, if you can afford each template’s musts. However, it will be rare that those costs work out. We haven’t seen a Wizard-Lycanthrope-Red-Court-Infected-Changelingpotamus in Harry’s casefiles, and you certainly won’t see one as a playable character in this game. For good reason—bring that much mashed-up mojo to bear in one character and you’re on a fast train to negative refreshville."
Title: Re: Powers = Tools ?
Post by: devonapple on April 26, 2012, 07:58:03 PM
Also, while I'm on YS 72:
"Regardless, while the [template] choices listed here are hardly the only ones available in the Dresdenverse, they represent what we think are the best options for the would-be heroes of your game world. Enjoy!"

There. Game designer intent AND latitude to design new templates.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 26, 2012, 07:59:48 PM
Yes, that sidebar makes it clear that there are "typically NPC" powers in the same breath that it makes clear that PCs can have them. Keep that in context at all times: that is the sidebar that says PCs can have those powers. You keep using language to talk about it that creates false implications nowhere extant in the text. Refer to your own post if need be, but you're getting way off course with that.

Again, it says that the GM can say yes to those power - which means that the default is no.

From your bolding, I take it that you don't see sidebars as equal to the other parts of the RAW.  Just as you seem to hold the margin notes of "no, they don't have freewill so you can't play them" as irrelevant because it's a margin note.

No, the game is not dependent on the setting. No, changes to the setting do not affect the game as it exists. Where are you getting this? Because Fred thought up a way using the existing rules to model something players wanted?

I'm getting it from Fred's post.  Read the archive from when the game was being released.  Read where people asked "How do we do blah when blah is not allowed by the rules and happens in the book" and you'll see him answering with workarounds.  Things like allowing Wizards to take greater shapeshifting and Worldwalker to simulate the powers of Senior Council members.

I'm getting it from the fact the next big book "Tales from the Paranet" will up the game to handle the setting changes.

If the game wasn't modelling the books it would be FATE 2.0 Urban Fantasy, not the DFRPG.

I think that this difference in philosophy is at the root of most of the heated debates here.  Some have called it "crunch vs fluff".

You have read the "Look but don’t touch?" sidebar countless times, but since it doesn't reference mechanics you don't see anything implying that there are “typically NPC” powers that the GM has the option of saying yes to.

You have read the "Monsters have Nature, Mortals have Choice" section of the rules, but because it has no mechanics you feel that the RAW allow PCs without freewill.

As for my constant references to the RAW, we both see the game as toolbox that can be added to, but since we both would add different tools from that box (and we don't have copies of each others toolboxes) the only common reference point we have is the RAW.   Which is why I try to get people to talk about where they are coming.
For example, in the "do you add the +2 pure mortal refresh bonus to the changeling template" some people answered yes.  Later, in another discussion, it became clear that they wouldn't add it to the template because they don't use templates.

Richard
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 26, 2012, 08:02:40 PM
YS 72: "It may be possible to combine some of these templates, if you can afford each template’s musts. However, it will be rare that those costs work out. We haven’t seen a Wizard-Lycanthrope-Red-Court-Infected-Changelingpotamus in Harry’s casefiles, and you certainly won’t see one as a playable character in this game. For good reason—bring that much mashed-up mojo to bear in one character and you’re on a fast train to negative refreshville."

I missed that. 

Also, while I'm on YS 72:
"Regardless, while the [template] choices listed here are hardly the only ones available in the Dresdenverse, they represent what we think are the best options for the would-be heroes of your game world. Enjoy!"

There. Game designer intent AND latitude to design new templates.

I've never said that new templates were not allow.

But I'll never know what your group wrote for a custom template for X, and that may not be (well, probably won't be) identical to what another group wrote for X.

Which is another way of saying the RAW is the only common ground we have for that discussion.

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 08:19:03 PM
I've never said that new templates were not allow.

You've strongly implied it, repeatedly.

Quote
But I'll never know what your group wrote for a custom template for X, and that may not be (well, probably won't be) identical to what another group wrote for X.

Which is another way of saying the RAW is the only common ground we have for that discussion.

Yes. RAW is that you may make or even combine templates, so that's all we need to have discussion around. If someone says "Can I take Evocation, ACaE, and Domination on one character" you can say with absolute confidence "Yes, either play a Scion or make a template for it" and then maybe add helpful things like "but ACaE doesn't mix very well with Evocation or things like Inhuman Strength, so here are some alternatives your GM might prefer" or "but Domination is difficult to use in actual play, if you want mind-invading powers you might find a modification of Incite Emotion more your speed".
Title: Re: Powers = Tools ?
Post by: devonapple on April 26, 2012, 08:25:15 PM
If someone says "Can I take Evocation, ACaE, and Domination on one character" you can say with absolute confidence "Yes, either play a Scion or make a template for it" and then maybe add helpful things like "but ACaE doesn't mix very well with Evocation or things like Inhuman Strength, so here are some alternatives your GM might prefer" or "but Domination is difficult to use in actual play, if you want mind-invading powers you might find a modification of Incite Emotion more your speed".

And here is where the community comes in.

You *could* say yes, but you, as a GM, are not obligated to.

Edit: also, to make sure I'm crystal clear on this - are folks advocating lifting the ACaEBG trapping from the Sword of the Cross and treating it as a -3 Refresh power? Or just making an alternate version of the Sword of the Cross (like the Spear of Longinus)?
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 08:32:14 PM
And here is where the community comes in.

You *could* say yes, but you, as a GM, are not obligated to.

That's a helpful thing that the community could say, definitely. But if they ask for the RAW, the RAW is "yes". "Yes, but" is of course a courtesy to the player and his GM both. To be clear, there are mixes I would personally not advocate and explain my reasoning against if I saw them, including my own example. It just wouldn't be reasoning based on "the RAW says no".

Quote
Edit: also, to make sure I'm crystal clear on this - are folks advocating lifting the ACaEBG trapping from the Sword of the Cross and treating it as a -3 Refresh power? Or just making an alternate version of the Sword of the Cross (like the Spear of Longinus)?

Both, actually. "Alternate version" also includes artifacts not powered by the White God - a tooth of Ferrovax, an Unmaking from a Faerie Mother, the scythe of Death, et cetera.

Title: Re: Powers = Tools ?
Post by: devonapple on April 26, 2012, 08:37:52 PM
Both, actually. "Alternate version" also includes artifacts not powered by the White God - a tooth of Ferrovax, an Unmaking from a Faerie Mother, the scythe of Death, et cetera.

Yeah, alternate versions, maybe. Trying to untangle elements from the Sword of the Cross and make something else? I'd have to see your math first.

Edit: excuse me, your RAW math.
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 08:57:39 PM
Yeah, alternate versions, maybe. Trying to untangle elements from the Sword of the Cross and make something else? I'd have to see your math first.

Edit: excuse me, your RAW math.

True Aim and ACaEBG have a combined cost of -4 Refresh. True Aim must be at least -1 and thus ACaEBG cannot be higher then -3. Given that True Aim is exactly designed (notably more powerful then a stunt, but with two moderate drawbacks, must use *that* weapon and must be in accordance with purpose) according to the RAW guideline for building a -1 power, assigning the remaining -3 to ACaEBG is logical.

Costing it at LESS then -3 seems like a really bad idea, since you'd be overcosting True Aim and since ACaEBG is so effective.

EDIT: Holy is, as Sancta notes, a subject of some debate. Holy Touch is a -1 power, and saying Holy is free complicates that.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 26, 2012, 09:00:36 PM
Richard, the system is not strongly tied to the setting. It's a fairly generic game, all things considered. You could use it for almost anything.

I know this, because I've written up characters from other settings in the game. They work well.

But honestly, even if canon was important, I'm not really sure what it would have to do with the topic at hand here.

We are treating ACaEBG as a -3 Refresh Power because given the -5 cost for IoPs and the presence of Holy and True Aim, that's the cost that makes the most sense. It could also be a -4 Refresh Power if you think that Holy is free, but that's not terribly relevant right now.
Title: Re: Powers = Tools ?
Post by: devonapple on April 26, 2012, 09:10:11 PM
True Aim and ACaEBG have a combined cost of -4 Refresh. True Aim must be at least -1 and thus ACaEBG cannot be higher then -3. Given that True Aim is exactly designed (notably more powerful then a stunt, but with two moderate drawbacks, must use *that* weapon and must be in accordance with purpose) according to the RAW guideline for building a -1 power, assigning the remaining -3 to ACaEBG is logical.

No, they have a combined Refresh of -5 (as Sanctaphrax points out). Edit: sorry, didn't realize you had costed "Holy" as -1 and quietly dropped it from the equation.

YS 168: "Discount Already Applied. As an Item of Power, the sword already includes the one-time discount (page 167). This means that if the character possesses more than one Item of Power, the one-time discount will not apply on that second item. If the Sword of the Cross is the second or subsequent artifact the character gains, the refresh cost is –5."

The Item of Power discount for the Sword is -2, not -1, because it is big and bulky.

Also, the "Divine Purpose" trapping is a clear limitation, but provides no listed deduction. So the isolated Refresh value of ACaEBG could be as high as -4 to -6.

Also, some of these things were balanced based on narrative impact and not just point balance. Do you know why Warden Swords are Enchanted Items and not Items of Power? Because no Warden could afford them otherwise.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 26, 2012, 09:16:05 PM
Divine Purpose is just compels. It does not provide a rebate.

-4 is the upper end of what ACaEBG can cost.

Also, narrative balance is a terrible thing. Warden Swords, honestly, are more narrative than I like.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 26, 2012, 09:18:41 PM
But honestly, even if canon was important, I'm not really sure what it would have to do with the topic at hand here.

We are treating ACaEBG as a -3 Refresh Power because given the -5 cost for IoPs and the presence of Holy and True Aim, that's the cost that makes the most sense. It could also be a -4 Refresh Power if you think that Holy is free, but that's not terribly relevant right now.

I'm looking at the stated mechanics behind the power.  The Swords work the way they do because they focus the belief of billions.  I see that amount of belief (or something with the power to duplicate that sort of belief) to be necessary for the power to work.  As a prerequisite before someone could spend the refresh for it, a bit like how being a True Fae is a prerequisite to having Greater Glamor. 

Yes, the "True Fae" prerequisite is explicitly stated in the power, but ACaeBG doesn't have its own power write up.  It's given an effect of a certain item of power, not it's own power (which is why we don't have an official cost for it).

Speaking of the point cost, how many positive refresh is Divine Purpose worth? It disqualifies large chunks of the population from using it - Marcone couldn't.  The average gangster couldn't.  I don't think that the average person walking the street could swing a sword with a "true selfless purpose".  With anger" Sure.  In revenge? Of course.  But use a lethal weapon on another a "true selfless purpose"? I don't know if I would be capable that except in the weirdest circumstance.

And even those people who can generally use it can have each use of the Sword examined.

Is that sort of restriction worth +1? +3? Because each point of refresh it is worth is another that can be added to the cost of ACaeBG.

Richard
Title: Re: Powers = Tools ?
Post by: devonapple on April 26, 2012, 09:20:35 PM
Also, narrative balance is a terrible thing. Warden Swords, honestly, are more narrative than I like.

It is what it is. It's in the book, it's RAW. You don't have to like it, but if the RAW drum gets beat, it gets beat for those, too.
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 09:21:53 PM
No, they have a combined Refresh of -5 (as Sanctaphrax points out).

If Holy is not meant to be equivalent to Holy Touch, a -1 power, which wouldn't make sense considering they do the same thing. If Holy were free, why would Holy Touch exist? You could just declare yourself Holy.

Quote
Also, the "Divine Purpose" trapping is a clear limitation, but provides no listed deduction. So the isolated Refresh value of ACaEBG could be as high as -4 to -6.

All Items of Power have these. Check the basic template - you unmake an item by perverting its purpose, and holding an IoP is not enough to use it. You need to follow rules and make deals...like, say, a Divine Purpose. It's not a rebate, it's part of the package.

Quote
Also, some of these things were balanced based on narrative impact and not just point balance. Do you know why Warden Swords are Enchanted Items and not Items of Power? Because no Warden could afford them otherwise.

No, Warden Swords are Enchanted Items because someone had an idea they thought was cool and someone else wasn't paying attention during editing. They make no sense within the rules. You shouldn't get a +6 Lore item without +6 effective Lore, or the system stops working. "I'm part of an ancient order of riflemages who get AK-47s that make Weapon:12 attacks against any three zones of my choosing." I'd never allow a player who couldn't make a Warden Sword to have a Warden Sword, and it would always cost appropriate slots.

By RAW it's there, yes. Can't fight city hall. Warden Swords for every PC with Channeling or better. Just note that you found one or killed a Warden or made out with a Warden or whatever.
Title: Re: Powers = Tools ?
Post by: devonapple on April 26, 2012, 09:23:45 PM
No, Warden Swords are Enchanted Items because someone wasn't paying attention during editing. They make no sense within the rules.

Bold statement.
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 09:27:22 PM
Bold statement.

I realized. Updated to clarify. Warden Swords make me really angry because everything else was going so nicely on my first read of DFRPG, but whatever. It's not Exalted Zeal, at least.

TL;DR I don't always like the RAW, but I'm not afraid to call my houserules houserules.
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 26, 2012, 09:28:52 PM
You can't dismiss a rule you don't like as "someone wasn't paying attention." Especially when they clearly were, as evidenced by the margin comments addressing your exact complaint.
Title: Re: Powers = Tools ?
Post by: ways and means on April 26, 2012, 09:29:32 PM

Is that sort of restriction worth +1? +3? Because each point of refresh it is worth is another that can be added to the cost of ACaeBG.

Richard

Wow if we assumed the purpose thing was worth a rebate (a disadvantage which isn't all that disadvantageous for the sort of character that would own such a weapon) and you applied it to other IoP that could be quite broken especially the +3 (+5 total rebate more than the difference in refresh between the weakest and the strongest template). I like that idea a lot ;)

Also Warden Swords are Enchanted items because they are enchanted items aka item enchanted by magic, yes they for some reasons get an unfair exception to the normal crafting rules but that is clearly an example of narrative taking precedence over mechanics.
Title: Re: Powers = Tools ?
Post by: Viatos on April 26, 2012, 09:37:32 PM
You can't dismiss a rule you don't like as "someone wasn't paying attention." Especially when they clearly were, as evidenced by the margin comments addressing your exact complaint.

It's my most charitable interpretation of how that passed printing.

The sidebar isn't even helpful. "Comes with job responsibilities" except it doesn't, no Must: Aspect or note that only Wardens can have them. They're limited in supply and only get GIVEN to Wardens. Great. But Wardens die, lose things, offer their loved ones some tangible form of protection...there's another bit of commentary I really wish had a rule attached.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 26, 2012, 09:51:23 PM
It's my most charitable interpretation of how that passed printing.

No one was being lazy.

The Sword was legal under a previous version of the rules.  When those changed they tried to fit the sword into the new 'enchanted items' rules and couldn't.  When face between working within the mechanics or modeling the world, they took the obvious choice and went with the latter.

Wow if we assumed the purpose thing was worth a rebate (a disadvantage which isn't all that disadvantageous for the sort of character that would own such a weapon) and you applied it to other IoP that could be quite broken especially the +3 (+5 total rebate more than the difference in refresh between the weakest and the strongest template). I like that idea a lot ;)

In this case the purpose prevents it from being used. Glancing at the genetic IoP write up, I don't see "purpose" as one of the musts.  Instead it talks about:
Simply possessing the Item of Power is not enough to use the abilities. Rules must be followed, bargains must be made.

It doesn't say that you can't assign a positive refresh to represent a bargain that dramatically limits who can and cannot use it...

But there's another way of looking at it.  The Swords are linked to the Champions of God template.  Just add that templates Musts as "Musts to use ACaEBG", which adds another -5 to the cost and keeps them in the hands of those who serve a divine power and goes with the "Rules must be followed, bargains must be made" bit.

Richard
Title: Re: Powers = Tools ?
Post by: atavistic on April 26, 2012, 10:10:31 PM
Warden's swords are really powerful, they're 7 strength of enchantment (+6 with one purchase of '2 additional uses')  and they're listed as costing 2 slots if you're not Luccio.  But you can't just announce "I have one cause I found it", because they arn't so much 'given' to just wardens as they are 'made for' specific wardens.  Both by RAW and in canon only the person from whom it was forged can wield it.  By RAW an enchanted item cannot be loaned to another (except potions) without spending one strength on that feature (which this item hasn't had). In canon the non-transitory ownership of the swords is stated and demonstrated (Luccio after body swap uses it as proof of identity to Morgan).

If you feel it is a broken rule in the book, I would like to point out that it is implied that all warden swords are like this and that any warden my get one for two item slots, that is never explicitly stated.  The "Example enchanted item" warden sword is a 2 slot legendary lore item, while Harry's force ring is a two slot good lore item.  No one assumes that a character may have 'Harry's force ring' at 2 slots at good lore just because they pick it, theirs would be a force ring like Harry's which would be at their lore rating.  By the same virtue, the slight ambiguity of the RAW can let a GM say that your warden issue enchanted sword is likewise not a "Warden sword" but rather similar but at the character's lore ratings.
Title: Re: Powers = Tools ?
Post by: ways and means on April 26, 2012, 11:32:59 PM
It doesn't say that you can't assign a positive refresh to represent a bargain that dramatically limits who can and cannot use it...

But you see the sort of person who would have the sword would also be the sort of person who could use it, so the refresh rebate would give a massive bonus merely for playing in character.
Title: Re: Powers = Tools ?
Post by: devonapple on April 26, 2012, 11:40:06 PM
But you see the sort of person who would have the sword would also be the sort of person who could use it, so the refresh rebate would give a massive bonus merely for playing in character.

Conversely, I would like to see a massive penalty for a character who wanted this type of item/power without the same or equivalent moral/ethical restrictions on its use.
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 26, 2012, 11:51:08 PM
It's my most charitable interpretation of how that passed printing.

The sidebar isn't even helpful. "Comes with job responsibilities" except it doesn't, no Must: Aspect or note that only Wardens can have them. They're limited in supply and only get GIVEN to Wardens. Great. But Wardens die, lose things, offer their loved ones some tangible form of protection...there's another bit of commentary I really wish had a rule attached.
I think, and I know this might be a long shot, that the writers figured the players and GMs could look at something called the Warden Sword, the description about how they're in short supply and made for the Wardens, by a powerful Warden, and conclude that you'd have to be a Warden to use one.

Also, as atavistic pointed out, you don't get to use a Warden Sword just by finding one.

"I'm part of an ancient order of riflemages who get AK-47s that make Weapon:12 attacks against any three zones of my choosing."

...

By RAW it's there, yes. Can't fight city hall. Warden Swords for every PC with Channeling or better. Just note that you found one or killed a Warden or made out with a Warden or whatever.
Also, can we please avoid this needless, ridiculous hyperbole and at least take it as a given that we're intelligent enough that we wouldn't allow something so utterly broken and, again, ridiculous?
Title: Re: Powers = Tools ?
Post by: toturi on April 26, 2012, 11:54:43 PM
Also, can we please avoid this needless, ridiculous hyperbole and at least take it as a given that we're intelligent enough that we wouldn't allow something so utterly broken and, again, ridiculous?
Can we not? I'd allow it.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 27, 2012, 01:54:23 AM
I'm looking at the stated mechanics behind the power.

That isn't mechanics, it's fluff. There are no rules associated with it.

Speaking of the point cost, how many positive refresh is Divine Purpose worth?

0. It's just a guide to compels. Compels are not bad.

It is what it is. It's in the book, it's RAW. You don't have to like it, but if the RAW drum gets beat, it gets beat for those, too.

I know.

See, I don't particularly like the Warden Sword. But I understand the reason for the way it was made, I think. (And no, it's not overpowered to balance out the job requirements. Harry has those with no Sword.)

Let me quote myself ranting about narrative mechanics:

Quote
If you assign a mechanical value to a narrative decision, then everyone ought to make that decision. So you don't do that, ever, unless you're trying to force people in a certain direction for some reason.

The Warden Sword is probably the way it is in order to push people in the direction of being a sword-swinging Warden. It kind of has to be overpowered to do so, because taking Weapons on a character with Evocation is not a great idea.

If you take it as a precedent, then the whole thing collapses. Which is part of why I dislike the thing.
Title: Re: Powers = Tools ?
Post by: Becq on April 27, 2012, 01:57:41 AM
Mmmm, pie.  Tasty, tasty, pie...
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 27, 2012, 02:02:43 AM
Huh?
Title: Re: Powers = Tools ?
Post by: Becq on April 27, 2012, 02:06:27 AM
I like pie.  I just thought I'd remind everyone.
Title: Re: Powers = Tools ?
Post by: Tedronai on April 27, 2012, 03:54:45 AM
Pie's pretty good, but I prefer cheesecake.
Title: Re: Powers = Tools ?
Post by: Becq on April 27, 2012, 04:11:58 AM
What?  How can you possibly support cheesecake!  It's not RAW -- er, nemmind.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 27, 2012, 05:54:56 AM
That isn't mechanics, it's fluff. There are no rules associated with it.

Again we disagree.

There are two basic types of games - generic games and those set in specific worlds.

D&D, GURPS, FATE - those are generic games.

Empire of the Petal Throne, Shadowrun, Vampire: the Masquerade - those are set in specific worlds.  yes, the systems could be moved to other worlds, but those games are set in specific worlds where the setting and mechanics intertwine.

I place DFRPG firmly in the "specific world" category.  The fact that FATE had to be twisted so much to find the world shows that the system is intertwined with that world.  That setting pushed mechanics.

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on April 27, 2012, 06:41:38 AM
There are many more then two types of games. The setting is, as always, a backdrop to the rules, but Dresdenverse proper does not interwine with DFRPG mechanics. That's why you're allowed to do things like kill off Harry or make up an Autumn Court and still be supported by the game.
Title: Re: Powers = Tools ?
Post by: Locnil on April 27, 2012, 10:00:05 AM
Thing is, even though it's an altered version of FATE, it's still FATE. There are many setting elements, but the core of it is still a generic system. Forgotten Realms, Dragonlance, Eberron, etc are all sperate games, but in the end use a generic system.
Title: Re: Powers = Tools ?
Post by: devonapple on April 27, 2012, 03:58:43 PM
Thing is, even though it's an altered version of FATE, it's still FATE. There are many setting elements, but the core of it is still a generic system. Forgotten Realms, Dragonlance, Eberron, etc are all sperate games, but in the end use a generic system.

Alright. Can you provide an example of an RPG in which the setting and game system ARE completely intertwined, so we know how to draw a difference between that and DFRPG?
Title: Re: Powers = Tools ?
Post by: Mr. Death on April 27, 2012, 04:11:21 PM
See, I don't particularly like the Warden Sword. But I understand the reason for the way it was made, I think. (And no, it's not overpowered to balance out the job requirements. Harry has those with no Sword.)
Yeah, but that's Harry. The world exists to make his life painful. Him having the responsibilities without the sword is just another symptom of that.

Quote
The Warden Sword is probably the way it is in order to push people in the direction of being a sword-swinging Warden. It kind of has to be overpowered to do so, because taking Weapons on a character with Evocation is not a great idea.
Inasmuch as the sword is part of what sets a Warden apart from your average Wizard, yes. Though I'd also add that it's probably the way it is to reflect (as nearly as possible) its affect in the stories.

Quote
If you take it as a precedent, then the whole thing collapses. Which is part of why I dislike the thing.
Depends on what you're taking as precedent. If the precedent is "A wizard can have a really powerful enchanted item without the stats to justify it," yes, that's bad. But if the precedent is, "A wizard can have a really powerful enchanted item without the stats to justify it, provided a very good reason for that item," that's not so bad.

Honestly, once again I feel compelled to suggest that if a problem arises from taking a power or item out of its narrative context, the thing to do would be not to take it out of that narrative context.
Title: Re: Powers = Tools ?
Post by: devonapple on April 27, 2012, 04:26:52 PM
Honestly, once again I feel compelled to suggest that if a problem arises from taking a power or item out of its narrative context, the thing to do would be not to take it out of that narrative context.

In this setting, I tend to agree, despite assertions that a system and a setting are and/or need to be considered separate entities.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 27, 2012, 10:59:31 PM
Thing is, even though it's an altered version of FATE, it's still FATE. There are many setting elements, but the core of it is still a generic system. Forgotten Realms, Dragonlance, Eberron, etc are all sperate games, but in the end use a generic system.

I don't see  Forgotten Realms, Dragonlance, Eberron as separate games.  The core mechanics are the same with each world adding a bit of difference to the flavor of those rules.  You can take a PC from Forgotten Realms to Eberron to any other D20 world and you have the same PC interacting other PCs who are basically built the same.  Maybe a difference in regional feats, maybe another difference here or there, but the rules don't change.

Take a character from Spirit of the Century into Dresden and you have something that doesn't look like  the other PCs.  It will have no High Concept, no Trouble, and 10 Aspects.  It will have stunts that are formed into stunt trees with the higher level stunts effectively being powers.

Why?

Because in order to make a game that reflects the DV, the people at Evil Hat had to twist FATE into an unfamiliar shape.  They had to change character creation, flatten the stunt trees, add all sorts of powers, come up with a magic system, then come up with a that better reflected the DV, and finally come up with a that even better reflected the DV.  Along the way they scraped the game and started from scratch once or twice because the game they had developed didn't reflect the DV the way they wanted it to.  That's why they didn't release in 2003 when they got the license or 2006 when they said they would.

They spent seven years rewriting FATE to produce a game that could model the DV - that's not a generic system but one modeled around a specific setting.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 28, 2012, 07:44:27 AM
Depends on what you're taking as precedent. If the precedent is "A wizard can have a really powerful enchanted item without the stats to justify it," yes, that's bad. But if the precedent is, "A wizard can have a really powerful enchanted item without the stats to justify it, provided a very good reason for that item," that's not so bad.

I don't think that would be a good idea. As a guy who optimizes by instinct, I'd always have a good reason. And my characters would be busted, without me doing anything wrong.

I'm especially invested in this because I have a very powerful spellcaster character in my PbP game who has at least two excellent reasons to have a massive defensive Enchanted Item. (I'm not saying she could find reasons, I'm saying she has them.) Giving her such a thing would be terrible. But by your suggestion, it'd be appropriate.

Plus my character concepts would be altered by me having to have good reasons.

Honestly, once again I feel compelled to suggest that if a problem arises from taking a power or item out of its narrative context, the thing to do would be not to take it out of that narrative context.

No problems arise from taking a power out of its narrative concept. You could use the Knight Of The Cross Template to represent something very unlike a Knight and no problems would arise.

The problems come when you take something out of its mechanical context.

The obvious solution is to not take it out of its mechanical context. Which requires you to adjust the mechanics so that they not allow unacceptable context changes. Which is what I've been advocating for ACaEBG.

Alright. Can you provide an example of an RPG in which the setting and game system ARE completely intertwined, so we know how to draw a difference between that and DFRPG?

Exalted.

They spent seven years rewriting FATE to produce a game that could model the DV - that's not a generic system but one modeled around a specific setting.

A long development cycle does not make a game non-generic. What about the system is modelled around the setting? I can think of the Lawbreaker powers and that's about it. Maybe Addictive Saliva or the Warden Sword? But those are all kind of tacked-on.

Most of the changes from Spirit Of The Century were, as I understand it, just improvements to the system.

In this setting, I tend to agree, despite assertions that a system and a setting are and/or need to be considered separate entities.

Why?
Title: Re: Powers = Tools ?
Post by: Viatos on April 28, 2012, 11:11:51 AM
Yeah, if I could have an enchanted Gundam with multiple-use attacks, blocks, and maneuvers all worked into it for a few slots at far more power then I could craft, and the only penalty was that I had to make my character more interesting, and the GM would need to give me more face-time and Fate Points to balance it out...

...well, it's not really a hard choice. Being a Warden comes with drawbacks (the Warden Aspect's compels) that are perfectly balanced by its advantages (the Warden Aspect's Fate Point stream and invokes). Getting an extra-powerful magic item that no other Aspect can provide doesn't make any sense in terms of balance or narrative.

If your Lore is +3 and you want a Warden Sword, you can make an enchanted item that functions as a Weapon:3 and counterspell +3. That's fair. The +6 for literally no drawback or downside of any kind is not.
Title: Re: Powers = Tools ?
Post by: Viatos on April 28, 2012, 11:28:44 AM
Exalted.

To give a specific example of how that works, when designing powers descended from a certain class of god-equivalent entity, you *must* work within the thematics of that entity. It's not optional. You can bend those thematics in all kinds of interesting ways to achieve whatever you're looking for, but you need to be creative to do that, you can never contradict them. For instance, an entity whose core identity is formed of rage, leadership, nuclear fire, overwhelming force, architecture, and inexplicably dancing: you cannot design a power for this entity which incorporates a concept of servitude (unless it's something like the servitude a king performs for his people) or relaxing and chilling out (except maybe during dance). A power that, say, improve your teamwork skills under someone else's direction is completely unacceptable - you might be able to get away with taking advice from a designated vizier, but that's the limit.

There's nothing like this in the DFRPG. The Dresdenverse itself really doesn't make many unchallengable assumptions, and the rules have little to offer except "go for it" if you want a vampire dragon that turns into a wizard under the light of the full moon. Even the things that are "set" like Lawbreaker can be worked around (canonically, by whatever power the Blackstaff grants).
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 28, 2012, 07:32:13 PM
A long development cycle does not make a game non-generic. What about the system is modelled around the setting? I can think of the Lawbreaker powers and that's about it. Maybe Addictive Saliva or the Warden Sword? But those are all kind of tacked-on.

The entire magic system was modelled around the DV.  That's the part that required several redesigns, each time impacting on the game as a whole.

There was no way they handle various magical powers as stunts (as they do in SotC and SotS) so they developed a new class of items called "powers" for the DV.

With the powers there to soak up the refresh points, they were forced to flatten the stunt trees.

Those are the three biggest changes and they are based on modelling the game on the DV.  If they didn't want to make the game world specific they could have shipped in 2006.  The magic system wouldn't have been able to do what Harry can nor would the other mechanic accurately to the world, but as "generic system to setting" goes it would have been as good (if not better) than the average licensed GURP book.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 29, 2012, 02:26:33 AM
If your Lore is +3 and you want a Warden Sword, you can make an enchanted item that functions as a Weapon:3 and counterspell +3. That's fair. The +6 for literally no drawback or downside of any kind is not.

This isn't quite right. Enchanted Items can have whatever range you want, limiting Warden Swords to melee is a downside. Also, you can't normally make Enchanted Items with multiple effects.

But as I said before, I'm pretty sure it's intentionally broken to push players in a specific direction. Like the Pure Mortal bonus, except not as elegantly executed. (The Pure Mortal bonus is awesome at low power levels and unimpressive at high ones. This means that if you play below Feet In The Water you'll see few supernaturals and if you play above Submerged you'll see few mortals. Personally, I like this a lot. It goes against my principles slightly, though, so I think of it as an example of how to break the rules properly.)

@Richard: Not convinced that that stuff is actually Dresden-specific. That's exactly how I'd go about converting FATE to a generic supernatural game. But I admit, I'm biased.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on April 29, 2012, 03:03:41 AM
@Richard: Not convinced that that stuff is actually Dresden-specific. That's exactly how I'd go about converting FATE to a generic supernatural game. But I admit, I'm biased.

All I can say is that if FATE Generic Urban Fantasy was what they were aiming at the game would have been out in 2006.

Richard
Title: Re: Powers = Tools ?
Post by: Locnil on April 29, 2012, 08:20:26 AM
Except that DFRPG is a system that can model the Dresdenverse. It's not a system that can model only the Dresdenvserse. Then again, I'm just going tnto semantics, and honestly I'm not even sure what this thread is.

Well, literally everything else I was going to say had been said by others (Interestingly, by people on different sides...), so I'm just going to note that I don't think I have anything more to contribute, and I'm just going to bow out of this thread.

Have a nice day.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 30, 2012, 03:59:18 AM
All I can say is that if FATE Generic Urban Fantasy was what they were aiming at the game would have been out in 2006.

Richard

I'm sure they spent a lot of time editorializing about the Dresdenverse and statting up canon NPCs. And I'm sure that Dresdenverse canon had an effect on what Powers were included in the core book. But the system itself is almost completely setting-agnostic.

You can tell because you can use another setting with the system, without significantly changing the rules.
Title: Re: Powers = Tools ?
Post by: Silverblaze on April 30, 2012, 06:04:52 PM
I'm sure they spent a lot of time editorializing about the Dresdenverse and statting up canon NPCs. And I'm sure that Dresdenverse canon had an effect on what Powers were included in the core book. But the system itself is almost completely setting-agnostic.

You can tell because you can use another setting with the system, without significantly changing the rules.

White Wolf's World of Darkness (old and new) actually mutates easier than this system to fit other settings.  The D20 system was used to exhibit the following: D&D, Star Wars, Pathfinder, Everquest, World of Warcraft, Spy Craft (JamesBond stuff), D20 modern, Gamma World, more I'm sure I forgot.

The MEGS system and GURPS are generally the easiest to adapt to other settings.  You can say the system is setting agnostic about most systems.  I don't find that stance in this debate to be very strong.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on April 30, 2012, 10:21:43 PM
Not sure I see your point here.

Storyteller and d20 are, without a shadow of a doubt, generic systems. So's GURPS. Not sure what MEGS is so I won't comment on that.

I'm not trying to say that DFRPG is more generic than d20 or anything. It's probably more generic than D&D, though. Non-D&D d20 games use significantly different rules, right?
Title: Re: Powers = Tools ?
Post by: Silverblaze on May 01, 2012, 12:00:27 AM
Not sure I see your point here.

Storyteller and d20 are, without a shadow of a doubt, generic systems. So's GURPS. Not sure what MEGS is so I won't comment on that.

I'm not trying to say that DFRPG is more generic than d20 or anything. It's probably more generic than D&D, though. Non-D&D d20 games use significantly different rules, right?

Generally speaking yes.  Also MEGS stands for Mayfair Exponential Gaming System - not a horribly balanced system (requires a group and Gm be on the same page), but it can simulate anything.

http://en.wikipedia.org/wiki/Mayfair_Exponential_Game_System (http://en.wikipedia.org/wiki/Mayfair_Exponential_Game_System)

My point is if almost any system can be mutable, then deciding setting isn't important should be close to equal across the board.  I also think other systems work as well or better at simulating other settings.  DFRPG = Gundam Wing?  Maybe.  GURPS or MEGS = Gundam Wing? Maybe, but likely better. 

DFRPG = DFRPG best?  yeah likely.  MEGS = Superheroes best? Likely, but can fit anything really.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 01, 2012, 12:05:18 AM
But not every system can be used for everything. Using Exalted to play the Dresdenverse would be a resounding failure. Using d20 to play a game of politics wouldn't work all that well. Using Unknown Armies to play your standard D&D setting would be awful.

Every system has limits. A generic system is one with few. And this one has few.
Title: Re: Powers = Tools ?
Post by: Silverblaze on May 01, 2012, 12:14:28 AM
But not every system can be used for everything. Using Exalted to play the Dresdenverse would be a resounding failure. Using d20 to play a game of politics wouldn't work all that well. Using Unknown Armies to play your standard D&D setting would be awful.

Every system has limits. A generic system is one with few. And this one has few.

I can agree there.

I guess what I'm saying, is that in my opinion.  Games with fewer limits do indeed fit more settings and genres. Certain systems fit certain settings/genres better than others.  I think DFRPG fits the Dresdenverse better than many things people try to apply it to.  I guess that is why I try to keep my game/s closer to the setting from the novels.  No one by any stretch has to do this, I just think it works better that way.   Just some insight into the way I think and post the way I tend to. 

Thinking of starting a thread to get to know fellow posters and their motivations better.
Title: Re: Powers = Tools ?
Post by: Viatos on May 01, 2012, 12:30:29 AM
I guess what I'm saying, is that in my opinion.  Games with fewer limits do indeed fit more settings and genres. Certain systems fit certain settings/genres better than others.  I think DFRPG fits the Dresdenverse better than many things people try to apply it to.

The reason this is hard to gauge, and why DFRPG is such a great generic system, is that Dresdenverse itself is almost as generic an urban fantasy as, well, Urban Fantasy.

You have three known varieties of vampire to fit traditionalists, the neogothic energy vampire, and the B-movie bat monster vampire. You have an additional unknown variety poised to take advantage of any number of Asian vampire myths. You have even MORE varieties confirmed but undescribed in case Butcher wants to bring in anything new he hasn't covered.

Undead of every variety. Four different plays on the werewolf myth, and countless variations of shapechanger including Skinwalkers and demonic One-Winged Angel types. Magic that explicitly fits every known magical paradigm, every elemental system, everything from the quiet ritualist Wicca to the DnD blaster sorcerer throwing fireballs and rays of disintegration. An alternate layer of reality included with a semi-known topography that contains all mythological takes on the faeries, and infinite realms beyond that to house whatever weird random entity comes in handy. The epic punk street wizard has a sidekick in the form of a mystical Asian guardian animal. There's a generic White God and the forces of Hell against it. There's Outsiders for your Lovecraft needs. There's a valkyrie with rune-magic. There are Dragons.

And on and on and on. It's a total kitchen sink, and since the DFRPG reflects this, it has to be incredibly generic to accommodate the entire range of urban fantasy - that's what Butcher draws from. And if you take the guns out of urban fantasy, you pretty much just have fantasy. Which can stretch, as we know, to cover pretty much everything else. So yeah, DFRPG goes great for any setting.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 01, 2012, 01:22:16 AM
Not quite any setting.

It's pretty great for urban fantasy, good for superheroes, requires a very small retool to work with traditional fantasy or sci-fi, and can handle a realistic modern game using only part of its system.

Collectively, the above genres represent the vast majority of published RPGs.

Unfortunately, its power-scale is limited at both ends. Neither Mab nor a common insect is easily doable in DFRPG.

And DFRPG doesn't do the really weird stuff all that well.

Fortunately, the system is easily hackable and if you really want to you can use Aspects for everything. So the system's limits can be pushed pretty far if you want.
Title: Re: Powers = Tools ?
Post by: Becq on May 02, 2012, 02:14:45 AM
Just a rather minor and quite probably overly-nitpicking point:

FATE is generic.  DFRPG really isn't.  DFRPG is a setting-specific mod of an (as-yet unpublished, but presumeably suitably generic) FATE 3.0 game.  You can certainly adapt the DFRPG rules to other non-DF or quasi-DF sorts of games (and in some cases, with few changes required such as tossing out the Laws), but what you are really doing is adapting the FATE 3.0 rules, possibly re-using some DFRPG-specific mechanics in the process.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 02, 2012, 03:54:03 AM
Prove it.

Or at least provide some piece of evidence for what you just said.

Because all you have there is blind assertion.
Title: Re: Powers = Tools ?
Post by: Silverblaze on May 02, 2012, 04:14:32 AM
Prove it.

Or at least provide some piece of evidence for what you just said.

Because all you have there is blind assertion.

Careful.  I've asked for proof on here and been told it isn't possible.  For example: extra mental stresses vs refinement.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 02, 2012, 04:18:27 AM
I provided evidence, pretty good evidence. That's what you do when full proof is impossible.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 02, 2012, 04:31:47 AM
I provided evidence, pretty good evidence. That's what you do when full proof is impossible.

Okay, here's some evidence:
They spent seven years working on the game.  After advertising it as being available in 2006, they blew that self imposed deadline.  Rather than publish on time (as countless other companies, from White Wolf to Microsoft have done) they went back to scratch and kept working at it until they had a game that could accurately portray the DV.  That's four more years of work, four years without sales, when they could have published something that almost kind of worked like the DV does.

And the product they came up with is very different from SotC or other flavours of FATE 2.0 - because the game had to change to fit the world.

Is that enough evidence for you?

Richard
Title: Re: Powers = Tools ?
Post by: Tedronai on May 02, 2012, 05:13:42 AM
No, the fact that it took a long time for the developers of this game to be satisfied with their product is not meaningful evidence that the setting is an integral component of the system's rules.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 02, 2012, 05:27:02 AM
I believe I addressed that comment to Sanctaphrax.

But since you commented:
They were not working a the system - SotC is a wonderful variant of FATE 2.0 and (from their blog) they thought it would do for Dresden (which is why they announced a ship date).  They found that the generic system didn't work for the DV so they started from scratch.

I.E. They redesigned the system around the setting.

If you don't accept that, then there's no way I can convince you.

But if someone wants a bit more evidence, look up at one of the sticky threads.  When asked about the system the answer was:
You're welcome to use the setting material and adapt it however you see fit. But please, let's avoid making this a thread about bitching about systems. 99% of the Internet is for that (and is about that, honestly); let's make this place the 1%.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 02, 2012, 06:04:04 AM
Could you explain the quote? I don't follow it's relevance.

Anyway, Tedronai is right; a long development cycle does not mean that a game is non-generic.

But the long time taken to modify SotC does mean (assuming that nothing weird is going on) that at least one of SotC and DFRPG is non-generic.

I posit that the one is SotC, which so far as I can tell does not model supernatural powers very well. I'm still in the process of reading it, though, so I could be surprised.

SotC also seems flawed in a few other ways. It feels more rigid than DFRPG. So far, DFRPG seems like an improvement. Which makes sense, since it was made by people who were undoubtedly looking to improve upon the failings of SotC.
Title: Re: Powers = Tools ?
Post by: UmbraLux on May 02, 2012, 12:41:03 PM
I call FATE a "core" system rather than "generic".  While it's core subsystems stay largely the same across implementations not much else does.  SotC, Diaspora, DFRPG, and Trifold FATE (the versions I've read) are all very different in detail.  I have yet to read any two versions which are mechanically identical outside of the core systems.  It's a lot like Savage Worlds in starting from a common framework and building setting specific add-ons.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 02, 2012, 05:07:05 PM
Could you explain the quote? I don't follow it's relevance.

Sure.  It's basically saying "If you don't like our system then throw out the system and play your favourite system in the setting we've laid out." - emphasing that the setting is the important part of the game.

Anyway, Tedronai is right; a long development cycle does not mean that a game is non-generic.

So it's not enough evidence for you.  I assume you've read the blog post explaining why the game is late - so since you won't accept that evidence there's not much more to talk about.

But the long time taken to modify SotC does mean (assuming that nothing weird is going on) that at least one of SotC and DFRPG is non-generic.

I posit that the one is SotC, which so far as I can tell does not model supernatural powers very well. I'm still in the process of reading it, though, so I could be surprised.

Close, but no cigar.  Supernatural powers are found at the top of stunt trees.  Check out Spirit of the Season - it has several magic users with powers.

SotC is the more generic one.  It was written as a "let's do something a bit simpler to start with, then port the rules into DFRPG" project.  It's basically FATE 2.0 - but it doesn't do the DV well.  Which is why they had to rewrite things when it the version of DFRPG that they had in 2006 couldn't wasn't world specific enough.

SotC also seems flawed in a few other ways. It feels more rigid than DFRPG. So far, DFRPG seems like an improvement. Which makes sense, since it was made by people who were undoubtedly looking to improve upon the failings of SotC.

No, they weren't looking to improve on SotC,  They were looking to make the DFRPG - a game modeled on the DV.

There's a link to a blog post in one of the stickies above that explains some of the delays in getting the game out.  If you haven't read it yet, then read it.

And if the above isn't enough evidence for you then I doubt anything will be...

At least until FATE 3.0 comes out and we see the generic version of the rules that they wrote after doing the DFRPG.

Richard
Title: Re: Powers = Tools ?
Post by: Becq on May 03, 2012, 12:24:15 AM
Prove it.

Or at least provide some piece of evidence for what you just said.

Because all you have there is blind assertion.
Was this responding to my post?  If so, I'm surprised that it isn't fairly self-evident.  It seems silly to try to offer "proof" of this, however, if you insist:

Assertion 1 (FATE is generic):

Quote from: FATE2.0
Fate is a story-oriented roleplaying game system. Though it is a full-fledged standalone system, Fate can also be incorporated into a variety of popular roleplaying systems.
Quote from: FATE2.0
Because Fate is designed to be plugged into a setting and reflect its specifics...
One might also look at the multiple sample magic systems, each tailored to different game worlds, as evidence.  Interestingly, one of them ("Interpretive Magic: Sorcery on a Budget") is evidently a (very) early prototype of a Dresden-style magic system.

Assertion 3 (DFRPG is a mod of FATE):

Quote from: Your Story
So, this game is built on a free core system called Fate (www.faterpg.com). It seems a good choice—flexible, dramatic, fairly popular, FREE. Rather than reinvent the wheel, we figured we’d just modify the hell out of it for our purposes.

Assertion 2 (DFRPG is setting-specific):

Quote from: The cover of the DFRPG books
the Dresden Files ROL E P L A Y ING G AME
(Note: I'm not responsible for the formatting except for the bolding, other than that I just cut-n-pasted it exactly as it appears in the PDF.)
Quote from: The back cover of the DFRPG books
Whether you’re a champion of God, changeling, vampire, werewolf, wizard, or plain “vanilla” mortal human being, this volume of The Dresden Files RPG gives you all the rules you need to build characters and tell your own stories in the Dresdenverse.
Quote from: The back cover of the DFRPG books
Together with Volume Two: Our World, The Dresden Files RPG: Your Story gives you everything you need to make your own adventures in the thrilling and dangerous world of New York Times best-selling author Jim Butcher’s Dresden Files series!
Quote from: Your Story
Based on The Dresden Files Books by Jim Butcher
Quote from: Your Story
In a roleplaying game (or RPG), you and the rest of the group imagine fictional scenarios and events, and then play them out. Because this is the Dresdenverse, these scenarios will involve solving or resolving supernaturally-related crimes or problems in a city of your choice—it could be your home town, it could be some place you’ve never been.

Assertion 4 (DFRPG is "based on" an as-yet unpublished, but presumeably suitably generic FATE 3.0 game):

Well, I'll admit that this is technically incorrect, since "based on" (or "mod of" as I originally stated) implies that there is an existing product, which is not true.  However, DFRPG is being "genericized" to produce the upcoming FATE3.0 (aka FATE CORE) rules, per http://www.faterpg.com/about-fate-core/.  Note that "genericized" is not my word:
Quote from: http://www.faterpg.com/about-fate-core/
•Additional material “genericized” from the Dresden Files RPG
Quote from: http://www.evilhat.com/home/fate/
Evil Hat has released the first version of Fate 3.0 in the form of Spirit of the Century, and has also released The Dresden Files RPG. Both feature major revisions to the system, and will lead to a release of a revised core rule-set, which we hope to provide — free as always — once the Dresden Files RPG is completed, on the Official FateRPG Website.
And, if you go all the way back to the initial launch of the dresdenfilesrpg website, back in 2004, you find that the intention of the DFRPG has been to provide a setting-specific game all along:
Quote from: http://www.dresdenfilesrpg.com/page/18/
The Dresden Files RPG is scheduled for release in the summer of 2006. Fred Hicks and Rob Donoghue, the co-designers of Fate, will write the game. The single core book will provide all players will need and more, to run their own games in the setting.
(Note: Clearly there are several facts contained in that sentence that have since proved inaccurate, but the intention stated is clear.)

Assertion 5 (You can adapt the DFRPG rules to other non-DF or quasi-DF sorts of games):

Well, if you look through these forums, you'll find a number of examples of people doing just this; I'm not going to bother pinpointing them.

Assertion 6 (By modding DFRPG, you are modding FATE3.0):

This follows logically from Assertion 4.

I hope this helps!
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 03, 2012, 06:15:53 AM
@Richard: If you're making a game using the system of a previous game, you're going to make whatever improvements you can. If the previous game has problems, why would you leave them unfixed?

I've heard numerous complaints saying that SotC makes characters too tough. And I've heard people say that ten aspects is too much too. So I expect that those were problems.

Oh, and if SotC is so generic, how would it handle the Dresdenverse? Because that's how you test this stuff. I'm fairly certain that DFRPG can do the SotC-style pulp stuff without issue, so if SotC can't do the same back then that makes DFRPG the generic game.

@Becq: Yes, the game provides everything you need to play in the Dresdenverse. And its narrative material is setting specific. And DFRPG is a FATE game, and FATE is a generic system. Nobody disputes any of that.

But what, exactly, ties the mechanics of the game to the setting? That's pretty much the only thing I'm concerned with here, and so far as I can tell the answer is "very little".
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 03, 2012, 06:34:09 AM
Oh, and if SotC is so generic, how would it handle the Dresdenverse? Because that's how you test this stuff. I'm fairly certain that DFRPG can do the SotC-style pulp stuff without issue, so if SotC can't do the same back then that makes DFRPG the generic game.

How would it handle generic Urban Fantasy? With stunt trees.  There is character that is hundreds (if not thousands) of years old who disproves thing mathematical - causing them to disappear.  The SotS book has a couple of wizard types.  There's a character who commands dinosaurs to do his bidding - living Sues, not zombie ones.

It can be done - but using that system doesn't capture the flavour of...

I could go on, but why? You reject every statement out of hand.  Even when Becq various parts of the rulebook you rejected that with little comment...

One last try:
Name all the settings out there with Knights of the Cross whose swords work the way the ones in the DV do.  That is, they channel the belief christian around the world to Make All Creatures Equal... Wait, I forgot that you completely disregard anything that isn't in the rules section.

Hmm... Since you reject all the setting material as meaningless fluff, you reject all the things that tie the powers to the DV.

Which brings me back to "I could go on, but why?".

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on May 03, 2012, 08:28:09 AM

One last try:
Name all the settings out there with Knights of the Cross whose swords work the way the ones in the DV do.  That is, they channel the belief christian around the world to Make All Creatures Equal... Wait, I forgot that you completely disregard anything that isn't in the rules section.

DnD Paladins do this. They Smite Evil, channeling the power of Good to smash Evil's face in. The mechanic can be used rarely (almost as if they were spending Fate Points) and deal lots more damage.

In Exalted, Solars do this. They have access to Holy effects, which deal aggravated damage to Creatures of Darkness and can pierce some of their defenses.

In (new) World of Darkness, blessed objects are one of the few weapons effective against ghosts. Blessed objects and ghosts are the only supernatural elements statted out in the core book.

Knights of the Cross are just about as generic as you can get, actually. They're just guys with holy swords, one of the oldest tropes in the book from which ideas like the paladin first gestated. http://tvtropes.org/pmwiki/pmwiki.php/Main/HolyHandGrenade Here's an article on people who use that kind of mechanic from various forms of media.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 03, 2012, 06:56:08 PM
DnD Paladins do this. They Smite Evil, channeling the power of Good to smash Evil's face in.

They channel the power of their god to do that - not the belief of a billion or three people.

Nor do they bypass all damage reduction.

In Exalted, Solars do this. They have access to Holy effects, which deal aggravated damage to Creatures of Darkness and can pierce some of their defenses.

Again, works differently.  They aren't channeling the belief of the Christian world to do it.

In (new) World of Darkness, blessed objects are one of the few weapons effective against ghosts. Blessed objects and ghosts are the only supernatural elements statted out in the core book.

Again, blessed objects in the nWoD do not channel the belief of a billion or three people.  Nor do they do agg against all things.

Knights of the Cross are just about as generic as you can get, actually. They're just guys with holy swords, one of the oldest tropes in the book from which ideas like the paladin first gestated. http://tvtropes.org/pmwiki/pmwiki.php/Main/HolyHandGrenade Here's an article on people who use that kind of mechanic from various forms of media.

(please note: since this forum has specific rules against religion debates, I'm pointing out that the text below refers ONLY to the DV.  I am not endorsing (or slamming) any real world religious beliefs - I am only referring to religion as portrayed in the books.)

Holy knights are generic.

Three Knights who use Swords forged with the iron from the nail of the Cross aren't.  Now if they were an order - say 50 or 60 carrying relics - then I could see them as generic holy knights.  But they aren't.  They are hand picked by Archangels (who directly serve the will of God) and given something that has touched the Blood of the Lamb.

Perhaps more importantly, unlike Paladins, Exalted, etc - they are not given powers directly.  They merely use a Sword that is a direct link to all who believe in the Crucifixion.  That Sword, whose iron is soaked in the Blood of the Lamb, has the power, not the person using it.  And if the person using it isn't of pure heart and purpose then it just doesn't work.

Micheal doesn't have the power that his Sword has - he merely uses the Sword.  If unarmed he still has Faith but not all creatures are equal.

Show me anything that predates Storm Front that has something like that - because I haven't seen it.

Richard
Title: Re: Powers = Tools ?
Post by: ways and means on May 03, 2012, 08:52:08 PM
Terry Pratchett God's function like that, so do a lot of God's in fantasy settings (God's being an exponent of belief), the Emperor in 40k derives a massive amount of power from the worship he receives every day. Doctor Who used an exponent of massed belief to will the master away (don't know how that work didn't ask) and the are numerous other settings where belief equals power (Wrath of the Titans film recently). 
Title: Re: Powers = Tools ?
Post by: devonapple on May 03, 2012, 09:35:01 PM
Terry Pratchett God's function like that, so do a lot of God's in fantasy settings (God's being an exponent of belief), the Emperor in 40k derives a massive amount of power from the worship he receives every day. Doctor Who used an exponent of massed belief to will the master away (don't know how that work didn't ask) and the are numerous other settings where belief equals power (Wrath of the Titans film recently).

Yes, these observations are all true. There is also nothing new under the sun. Every superpower has been imagined. Does that make it time to stop printing comic books?

No, creativity is found in the creative recombination and presentation of previous ideas.

And while it is true that the Knights of the Cross draw on a variety of pre-existing tropes, all of which have been identified, that does not make them "generic."
Title: Re: Powers = Tools ?
Post by: ways and means on May 03, 2012, 09:51:48 PM
Holy Knights who wield the power of God are generic according to Richard (I think sorry if I am misinterpreting your statement) in the Dresden Files setting Belief = Power and there is some hints that a God's power comes from the belief people have in them, therefor using the power of people's belief in a God is the same as using that God's power.
Title: Re: Powers = Tools ?
Post by: Tedronai on May 03, 2012, 11:07:19 PM
And while it is true that the Knights of the Cross draw on a variety of pre-existing tropes, all of which have been identified, that does not make them "generic."

Nor does the particular combination of common fantastical elements make the system used to represent them specific to the setting the designers had in mind when they created it.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 04, 2012, 02:46:17 AM
Holy Knights who wield the power of God are generic according to Richard (I think sorry if I am misinterpreting your statement) in the Dresden Files setting Belief = Power and there is some hints that a God's power comes from the belief people have in them, therefor using the power of people's belief in a God is the same as using that God's power.

As far gods go, I'm not sure if Belief = Power or if Belief = Access to this world.  It's only stated that the Swords focus the belief, not angels, not priests.  But when talking about that focused belief we have to make the distinction that the Knights don't have that power.  The Swords do - and they refuse to allow it to be used for base purposes.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 04, 2012, 05:29:20 AM
How would it handle generic Urban Fantasy? With stunt trees.  There is character that is hundreds (if not thousands) of years old who disproves thing mathematical - causing them to disappear.  The SotS book has a couple of wizard types.  There's a character who commands dinosaurs to do his bidding - living Sues, not zombie ones.

Aight, I'll look into that.

It can be done - but using that system doesn't capture the flavour of...

I could go on, but why? You reject every statement out of hand.  Even when Becq various parts of the rulebook you rejected that with little comment...

Make a good argument and I'll give it due consideration. Present something silly and I will reject what you say out of hand.

Wait, I forgot that you completely disregard anything that isn't in the rules section.

We're talking about whether the rules are generic, here. Anything outside of the rules section is irrelevant to the discussion, because this is a discussion about rules.

Hmm... Since you reject all the setting material as meaningless fluff, you reject all the things that tie the powers to the DV.

So...I'm completely right?

Because I can't think of any other way to interpret what you said.

PS: I don't consider setting material to be meaningless at all and I'm kind of suprised that anyone thinks that I do. Seriously, what gives you that impression?
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 04, 2012, 05:59:12 AM
PS: I don't consider setting material to be meaningless at all and I'm kind of suprised that anyone thinks that I do. Seriously, what gives you that impression?

It's because when we quote sections from the book that isn't in what you consider to be the "crunchy" section you disregard that bit as fluff.

For example, above when Becq quoted line after line saying that the DFRPG was modelled to ape the DV as closely as possible - making it a system designed around a particular setting (much like Empire of the Petaled Throne).  You blithely dismissed those quotes (which were the evidence that you asked for) by asking particular powers could only be used in the DV.

Or when I point the part of the book that says that ACAEBG is powered by the belief of billions of people - which is a major limit on what can use it.  Based on that requirement, you basically need a symbol of a faith that has millions of believers to craft a ACAEBG IoP.  Yet you dismiss that as mere setting fluff because it isn't mentioned in the abbreviated write up of the power.

Maybe I'm misreading things, but when I read your posts I often see you saying that if a part of the setting not specified in the actual mechanic of a power then it is irrelevant.  That having it mentioned elsewhere in the book doesn't count.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 04, 2012, 06:11:57 AM
If it isn't specified in the actual mechanic of a thing (be it a power or another thing), then it's not part of the mechanics. Which means that it has no bearing on discussions like this one.

PS: The Sword has millions of believers backing it up, but that doesn't mean that another artifact with similar effects would need to have millions of believers too. The scythe of the Grim Reaper or the touch of mordite could also negate Toughness, with no believers involved at all.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 04, 2012, 06:38:41 AM
If it isn't specified in the actual mechanic of a thing (be it a power or another thing), then it's not part of the mechanics. Which means that it has no bearing on discussions like this one.

And that's why I feel you "consider setting material to be meaningless".

The full write up for ACAEBG does not exist.  It was not included in the rules.  We can guess at the power costs (because it's included in an IoP) but those are only guesses.  I think that the RAW suggests that items that have the ACAEBG power:
1) Can only be wielded by a "Righteous man" (i.e. someone with the Champion of God template) OR by playing a FATE chip to temporarily use the IoP.
2) Should only exist in Earth moving IoPs such as the Swords.

These limitations are not explicitly stated in the RAW because the power does not have its own writeup.  If it did, then I believe that it would have those extra crunchy bits added - much like how the RAW say that Warden Swords can only be made by Luccio.

But if you want to look at powers away from the setting, then here's a question about Thaumaturgy:
How many Thaumaturgy steps does a wizard need to repair the damaged caused by Domination in order to return a Renfield to his old self?

Personally, I'd say that you can't, that no human has the knowledge or power to do either.  It might be that certain ancient and powerful Fae know how to do that, but the most legendary wizard in history (the original Merlin, founder of the White Council) couldn't do it nor could any of the Saints who have tried.

The setting material says it can't be done (any more than an angel can exercise freewill) but the rules for Thaumaturgy is silent on the matter.  If you feel that the silence means that it can be done, then we are back to why I feel that you "consider setting material to be meaningless".

Richard
Title: Re: Powers = Tools ?
Post by: devonapple on May 04, 2012, 05:07:02 PM
Maybe I'm misreading things, but when I read your posts I often see you saying that if a part of the setting not specified in the actual mechanic of a power then it is irrelevant.  That having it mentioned elsewhere in the book doesn't count.

I have received the exact same impression, for what it's worth. I'm not sure that the line should be drawn where you draw it, Sanctaphrax, especially since this isn't, for example, an OGL game in which certain rules and artifacts are highlighted as either OGL or proprietary.
Title: Re: Powers = Tools ?
Post by: UmbraLux on May 04, 2012, 05:11:12 PM
...especially since this isn't, for example, an OGL game in which certain rules and artifacts are highlighted as either OGL or proprietary.
Isn't it? (http://www.faterpg.com/2011/some-new-additions-to-fates-open-content/)  My understanding is Evil Hat intends to distil DFRPG into an open FATE 3.  They've got a fairly good start.
Title: Re: Powers = Tools ?
Post by: ways and means on May 04, 2012, 05:21:34 PM
And that's why I feel you "consider setting material to be meaningless".

The full write up for ACAEBG does not exist.  It was not included in the rules.  We can guess at the power costs (because it's included in an IoP) but those are only guesses.  I think that the RAW suggests that items that have the ACAEBG power:
1) Can only be wielded by a "Righteous man" (i.e. someone with the Champion of God template) OR by playing a FATE chip to temporarily use the IoP.
2) Should only exist in Earth moving IoPs such as the Swords.

These limitations are not explicitly stated in the RAW because the power does not have its own writeup.  If it did, then I believe that it would have those extra crunchy bits added - much like how the RAW say that Warden Swords can only be made by Luccio.

But if you want to look at powers away from the setting, then here's a question about Thaumaturgy:
How many Thaumaturgy steps does a wizard need to repair the damaged caused by Domination in order to return a Renfield to his old self?

Personally, I'd say that you can't, that no human has the knowledge or power to do either.  It might be that certain ancient and powerful Fae know how to do that, but the most legendary wizard in history (the original Merlin, founder of the White Council) couldn't do it nor could any of the Saints who have tried.

The setting material says it can't be done (any more than an angel can exercise freewill) but the rules for Thaumaturgy is silent on the matter.  If you feel that the silence means that it can be done, then we are back to why I feel that you "consider setting material to be meaningless".

Richard

Personally I wouldn't stop someone who wanted to be a champion of a Old One (they are God's afterall) being one even if he isn't righteous and wielding a ridiculously powerful relic that could have all the trade marks of a sword of the cross. 
Title: Re: Powers = Tools ?
Post by: devonapple on May 04, 2012, 05:25:03 PM
The full write up for ACAEBG does not exist.  It was not included in the rules.  We can guess at the power costs (because it's included in an IoP) but those are only guesses.  I think that the RAW suggests that items that have the ACAEBG power:
1) Can only be wielded by a "Righteous man" (i.e. someone with the Champion of God template) OR by playing a FATE chip to temporarily use the IoP.
2) Should only exist in Earth moving IoPs such as the Swords.

These limitations are not explicitly stated in the RAW because the power does not have its own writeup.  If it did, then I believe that it would have those extra crunchy bits added - much like how the RAW say that Warden Swords can only be made by Luccio.

I agree that this is a good point. I feel it to be problematic to take a trapping out of its original context, make it into its own power, and then argue that you can do whatever with it because it was not worded in a way that prohibits it. It is an example of a setting-specific item, and wasn't given the same treatment as a standalone power. For a good reason: because it is part of the setting.

While custom powers are totally alright by RAW, I think you have to take care when modifying pre-existing, established, setting-specific game elements the way ACAEBG is being treated.
Title: Re: Powers = Tools ?
Post by: devonapple on May 04, 2012, 05:27:17 PM
Isn't it? (http://www.faterpg.com/2011/some-new-additions-to-fates-open-content/)  My understanding is Evil Hat intends to distil DFRPG into an open FATE 3.  They've got a fairly good start.

It isn't. There's no Open Game License in the document. Just because it's a start doesn't equate to the actual legal copyright decision that needs to be made when designating anything OGL.

And even if pieces of content *from* DFRPG have made it into Evil Hat's FATE 3.0 Open Content rules offerings, that isn't the entirety of of the DFRPG system.


I was wrong. I failed to find it on my previous search, but it is there. Sorry.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 04, 2012, 07:19:14 PM
Looking at the front of the DFRPG:
There is an open game license - but:

Any material found in this book which is not directly taken from the
above named works is deemed to be product identity.

Which means (to me at least) that everything that the DFRPG adds to the FATE system is not OGL material.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 04, 2012, 07:32:02 PM
Fluff is important, but not to conversations like this one. We're talking about whether you can use the system with different fluff, here. So the default fluff is obviously irrelevant.

I mean, bringing peace to the middle east is important too. But nobody sensible is going to include it in this discussion.

Except I just did. Oops.

Anyway...ACaEBG says nothing about being usable only by righteous people or by people with Items Of Power. This might just be because it was left out, but that's unimportant because the balance problems with ACaEBG have nothing to do with people who are not righteous or not using Items Of Power. They have to do with using sources of extra damage.

Even if ACaEBG was explicitly limited to people of good moral character using magical items, it would have exactly the same problems.

PS: What does the OGL have to do with anything?
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 04, 2012, 07:47:21 PM
Anyway...ACaEBG says nothing about being usable only by righteous people or by people with Items Of Power. This might just be because it was left out, but that's unimportant because the balance problems with ACaEBG have nothing to do with people who are not righteous or not using Items Of Power. They have to do with using sources of extra damage.

Have you seen the complete ACaEBG write up, or are you taking what you think the power should look like?

The RAW gives a trapping of an IoP that can only be used by those with a pure heart (and linked to the Champion of God Template) that is fueled by focusing the Faith of billions.  That's the ACaEBG I'm taking about.  Dismissing all of those linked thing is what breaks the power.

Because no one sat down and said "Let's make a ACaEBG power".  They sat down and decided to try to model the Sword of the Cross from the DV.  They were working on a total package, not a trapping, just as they worked on Glamours and not Seemings.

PS: What does the OGL have to do with anything?

That was in response to another conversation.  If I follow things right, someone suggested that DFRPG must be a generic system (like FATE 2.0) because there's an OGL in the book.  I don't think that the "OGL means it's generic" argument holds water.  Beyond that, ,y read of the wording of that license is "we are using something from an OGL system but everything we make here is either ours or Jim's or the artist's".

Richard
Title: Re: Powers = Tools ?
Post by: devonapple on May 04, 2012, 07:48:42 PM
Looking at the front of the DFRPG:
There is an open game license - but:

Yeah, I'm not sure why my text search failed before. Mea culpa.
Title: Re: Powers = Tools ?
Post by: Mr. Death on May 04, 2012, 07:52:54 PM
I'm of the agreement that ACAEBG isn't a power. It's a trapping of a power. The power is "Sword of the Cross."
Title: Re: Powers = Tools ?
Post by: Tedronai on May 04, 2012, 10:09:04 PM
I'm of the agreement that ACAEBG isn't a power. It's a trapping of a power. The power is "Sword of the Cross."
Read the Item of Power entry in the Powers section, and get back to us when you're espousing a position that is not patently absurd.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 04, 2012, 11:41:12 PM
The RAW gives a trapping of an IoP that can only be used by those with a pure heart (and linked to the Champion of God Template) that is fueled by focusing the Faith of billions.  That's the ACaEBG I'm taking about.  Dismissing all of those linked thing is what breaks the power.

Nope!

What breaks the power is using it on something with a big weapon rating. An IoP powered by massive Faith can totally have a big Weapon rating, especially if it's picked up by something with Strength. (Given that Susan uses a Sword at one point, this is obviously possible.)

OGL argument sounds silly to me.

Tedronai's being needlessly rude about how IoPs work, but he's right. Item Of Power is a Power that attaches to other Powers. In order for an Item Of Power to give ACaEBG, ACaEBG has to be a Power.

Your approach would be sensible, but it's not compatible with the rules we have.

Unfortunately, as aforesaid, the Sword still has problems even if you don't put ACaEBG anywhere else.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 05, 2012, 01:59:09 AM
Your approach would be sensible, but it's not compatible with the rules we have.

We do not have a full set of rules for ACaEBG.

Just out curiosity - how many refresh does it take to an Aspect to an IoP?

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 05, 2012, 02:18:26 AM
I don't understand what you are saying.

How much does it cost to do what with an Aspect and an IoP?

And what I said in your quote doesn't actually have anything to do with ACaEBG. It has to do with the way that Items Of Power work.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 05, 2012, 02:39:28 AM
How much does it cost to do what with an Aspect and an IoP?

An example might help:
The Decoy Beacon IoP:
[+1] One-Time Discount

How much would the above object cost? I.E. can someone grant an IoP permanent Aspects for free?

And what I said in your quote doesn't actually have anything to do with ACaEBG. It has to do with the way that Items Of Power work.

Quote
Simply possessing the Item of Power is not enough to use the abilities. Rules just be followed, bargains must be made.

I believe that the line above covers the suggestions I made.  You pick up an item that has ACaEBG and you aren't a Champion of Faith OR that faith is extinct? Then simply possessing it is not enough to use the abilities.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 05, 2012, 05:00:56 AM
Aspects are generally free.

Glamours does not work that way.

The usage requirements of Items Of Power vary from item to item.

Even if ACaEBG requires that you be pure of heart, etc, (which is silly because that does nothing to address the problems with the power) it's still a Power and not a trapping of another Power.

Also, there's no solid reason to believe that faith is the only way to get a Sword-like item. The Swords got their power that way, but another item could get its power another way.

And I reiterate: the problem here has nothing to do with the narrative behind ACaEBG. A saintly Christian hero has the exact same problems with the power's balance as everyone else does.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 05, 2012, 05:25:04 AM
Aspects are generally free.

Permanent aspects that you can tag are generally free on equipment?

Glamours does not work that way.
A fairy can't cast a Seeming on a beacon to make it look like the Holy Grail?

Also, there's no solid reason to believe that faith is the only way to get a Sword-like item. The Swords got their power that way, but another item could get its power another way.

What other faiths have Billion+ believers AND a link to something like the crucifixion (with the nails) to focus their belief?

And I reiterate: the problem here has nothing to do with the narrative behind ACaEBG. A saintly Christian hero has the exact same problems with the power's balance as everyone else does.

Three saintly heroes in the world can use that power - which is why they are on the heavy hitter chart.  They don't have to be Christian - agnostic will do as long as they are men (or women) of Faith.

A narrative that says: "There are up to three people in the world who can use this power, only in the cause of good, and only if they've first invested 5 refresh in the Champion of God template before buying that IoP." is a sever limit on the power.

Which is why some of us embrace templates so closely.  Without them you have "My HC is a Guy with Claws and ACaEBG" type characters running around.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 05, 2012, 05:34:51 AM
Actually, the rules specifically say that you don't need the template. Read the Musts for the Sword again.

Furthermore, even if you have the template the balance problems are still there.

Also, an Item of Power having Glamours means that it gives you Glamours, not that it is glamoured.

And you can't tag those aspects. Tagging does not work that way.
Title: Re: Powers = Tools ?
Post by: Tedronai on May 05, 2012, 05:35:31 AM
Permanent aspects that you can tag are generally free on equipment?
Insofar as there is no mechanic in the RAW whatsoever that costs refresh in exchange for the mere existence of an aspect.

A fairy can't cast a Seeming on a beacon to make it look like the Holy Grail?
For a certain value of 'the Holy Grail', they could.  However, whether that 'looks like the object of a quest' or not would be in the eye of the beholder.

Which is why some of us embrace templates so closely.  Without them you have "My HC is a Guy with Claws and ACaEBG" type characters running around.
And any GM worth their salt will demand a more flavourful and sensible character concept than that.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 05, 2012, 05:47:43 AM
And you can't tag those aspects. Tagging does not work that way.

Then could you compel them?

Richard
Title: Re: Powers = Tools ?
Post by: Tedronai on May 05, 2012, 05:51:57 AM
Compel, invoke, or invoke-for-effect.
Title: Re: Powers = Tools ?
Post by: Viatos on May 05, 2012, 08:26:01 AM
What other faiths have Billion+ believers AND a link to something like the crucifixion (with the nails) to focus their belief?

Why would you need any of that? Items of Power need impressive stories, sure, but the devotion of a lone Sikh who tempered a blade to save his family in his own heartsblood sounds sufficient. Part of the reason the Swords have so much behind them, in my opinion, is because they're cop-outs. They don't HAVE stories. They're just normal swords with a nail forged in, and the story of the nail doesn't relate to their purpose at all. The combined mass of Abrahamic faith is necessary to compensate for how mundane they are.

Quote
Three saintly heroes in the world can use that power - which is why they are on the heavy hitter chart.  They don't have to be Christian - agnostic will do as long as they are men (or women) of Faith.

Well, an infinite number of people can use them, actually. Every PC and NPC can have an IoP which is, mechanically, a Sword - even if ACaEBG isn't costed, the entire package is. Heck, you can make an eight-armed Scion of Durga who octowields Sword-equivalent items in the shape of different weapons.

Quote
A narrative that says: "There are up to three people in the world who can use this power, only in the cause of good, and only if they've first invested 5 refresh in the Champion of God template before buying that IoP." is a sever limit on the power.

So, there's no limit on the power beyond its attachment to the Swords, and even that is negotiable given that we know the effect can exist for somewhere between 0 and 4 Refresh.

Quote
Which is why some of us embrace templates so closely.  Without them you have "My HC is a Guy with Claws and ACaEBG" type characters running around.

So doing this doesn't help, because every template can pick up an IoP, including those with access to Mythic Strength or Evocation.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 05, 2012, 05:19:50 PM
Why would you need any of that? Items of Power need impressive stories, sure, but the devotion of a lone Sikh who tempered a blade to save his family in his own heartsblood sounds sufficient. Part of the reason the Swords have so much behind them, in my opinion, is because they're cop-outs. They don't HAVE stories. They're just normal swords with a nail forged in, and the story of the nail doesn't relate to their purpose at all. The combined mass of Abrahamic faith is necessary to compensate for how mundane they are.

I'm not sure if you've been following the discussion.  To reiterate: The RAW say that the Swords work as focus items - focusing the faith of those who believe in the crucifixion.

And the Nail is the focus and power source of the blade.

Well, an infinite number of people can use them, actually. Every PC and NPC can have an IoP which is, mechanically, a Sword - even if ACaEBG isn't costed, the entire package is. Heck, you can make an eight-armed Scion of Durga who octowields Sword-equivalent items in the shape of different weapons.

No, not everyone can use them.  If you can't hit this mental state: "may only be swung with true selfless purpose in mind and heart; if this is not the case, the bond between the Knight and the Sword is broken and may only be restored by undergoing some sort of trial of faith."
then you can't use one.  Personally, I think that the vast majority of the world's population couldn't swing a sword without hatred (or at least revenge) in their hearts - meaning that they couldn't use it.

So, there's no limit on the power beyond its attachment to the Swords, and even that is negotiable given that we know the effect can exist for somewhere between 0 and 4 Refresh.

Do we? Personally, until/unless we see the breakout I'm of the opinion that there are prerequisites to use the blade and that the ACaEBG "power" exists only in the Swords of the Cross.  That's what makes them so special.

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on May 05, 2012, 06:29:47 PM
I'm not sure if you've been following the discussion.  To reiterate: The RAW say that the Swords work as focus items - focusing the faith of those who believe in the crucifixion.

And the Nail is the focus and power source of the blade.

In my example, the sword is still the focus - focusing the extreme love and devotion and desire to protect his family possessed by our unknown Sikh; his heartsblood invigorates and empowers the blade. Why would that not be good enough? IoPs can be made at the whim of random gods or sidhe or your player character if you really work for it.

Quote
No, not everyone can use them.  If you can't hit this mental state: "may only be swung with true selfless purpose in mind and heart; if this is not the case, the bond between the Knight and the Sword is broken and may only be restored by undergoing some sort of trial of faith."
then you can't use one.  Personally, I think that the vast majority of the world's population couldn't swing a sword without hatred (or at least revenge) in their hearts - meaning that they couldn't use it.

We're in a fantasy gaming environment, and you're allowed to have aspects like PURE AND SELFLESS HEART. So every single PC and NPC could use one, yes. I doubt that such games are run very often (although it could be interesting: DnD's Blood War with Evil switched to Good meets Stepford Wives kind of thing?) but they're possible. I grant not likely.

But I'm illustrating the extreme of the range because it's important to understand its full scope. To use a more reasonable example, the PCs form a seven-man Blessed Scooby Gang each wielding a Sword-equivalent attuned to one of the seven holy virtues, and their antagonists include a demonic Knight Templar who dual-wields Sword-equivalents which require the same devotion to evil that regular Swords require to good.

Quote
Do we? Personally, until/unless we see the breakout I'm of the opinion that there are prerequisites to use the blade and that the ACaEBG "power" exists only in the Swords of the Cross.  That's what makes them so special.

Richard

I mean, you can hold that opinion, but it's unsubstantiated. We can't definitively say it's X Refresh, but we know what range it's in, and we know the effect is allowable and has no Musts, which provides a strong basis for argument. It wouldn't be RAW, but we'd have RAW's support. Do I think it's a good idea? Not really, but at the same time, I wouldn't be too upset if a PC asked for it. It's hardly the only questionable thing in the game; it just means I structure BBEGs differently and keep it in mind. It's a balance issue, but not a game-crippling one unless abused, at which point it becomes an OOC communication issue instead.
Title: Re: Powers = Tools ?
Post by: ways and means on May 05, 2012, 06:31:51 PM
I'm not sure if you've been following the discussion.  To reiterate: The RAW say that the Swords work as focus items - focusing the faith of those who believe in the crucifixion.

And the Nail is the focus and power source of the blade.

No, not everyone can use them.  If you can't hit this mental state: "may only be swung with true selfless purpose in mind and heart; if this is not the case, the bond between the Knight and the Sword is broken and may only be restored by undergoing some sort of trial of faith."
then you can't use one.  Personally, I think that the vast majority of the world's population couldn't swing a sword without hatred (or at least revenge) in their hearts - meaning that they couldn't use it.

Do we? Personally, until/unless we see the breakout I'm of the opinion that there are prerequisites to use the blade and that the ACaEBG "power" exists only in the Swords of the Cross.  That's what makes them so special.

Richard

Having re-read the item of power section in Your Story the raw doesn't actually say anything about the sword of the cross being a focus for mass-belief (well at least not in the IoP section). Harry uses that terminology in the book because it follows a similar methodology to the way he uses his power so he tries to make sense of its massive power in a way that makes sense to him. Harry admits he doesn't fully understand the Swords and so I would advice taking his opinion on how they work with a pinch of salt.  I suppose you can treat the novels as RAW but that comes with its own set of balance problems and makes the current set of templates pretty obsolete.   
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 05, 2012, 07:01:06 PM
The stuff Richard is talking about is part of the side commentary on page 278. It's honestly a pretty tenuous basis for argument.

Anyway. Claws + ACaEBG is totally fine. After all, Claws does less stress than a high-quality sword. Strength + stunt + ACaEBG is the real problem. And of course Evocation + ACaEBG is just silly.

Also: using templates does not prevent someone from making Guy with Claws and ACaEBG. Nor does not using templates allow it.

You really overestimate the restrictiveness of templates. The super-powerful Evoker in my PbP game is a totally valid Emissary Of Power.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 05, 2012, 09:31:54 PM
In my example, the sword is still the focus - focusing the extreme love and devotion and desire to protect his family possessed by our unknown Sikh; his heartsblood invigorates and empowers the blade. Why would that not be good enough? IoPs can be made at the whim of random gods or sidhe or your player character if you really work for it.

We aren't talking about a run of the mill IoP, but one that canon has establish is one of three.  If you don't see the difference between focusing the beliefs of billions and the belief of one man, then nothing I can say will change things.


We're in a fantasy gaming environment, and you're allowed to have aspects like PURE AND SELFLESS HEART. So every single PC and NPC could use one, yes. I doubt that such games are run very often (although it could be interesting: DnD's Blood War with Evil switched to Good meets Stepford Wives kind of thing?) but they're possible. I grant not likely.

I cannot see a version of the DV were every PC and NPC has that Aspect.

Good character types fighting it out can make for some interesting stories.  In the Forgotten Realms series there was a great short story about a battle between a LG Greater Dragon and a LG Epic Elf - it was part of the Dragon Rage Anthology.  Then there was a trilogy that ended when one LG god offed another LG god, them gave up his divinity when he realised what he had done.

And Evil By Necessity was a fantastic book.  Playing the last free willed (and thereby occasionally choosing the wrong path) characters in a world that's gone totally good could be a wonderful game (as long as the system didn't allow for detect alignment spells).

But the DFRPG is set in the DV.  A place where Marcone is legally untouchable.  I can't see Marcone or any of the corrupt cops, lawyers, judges, etc that he working for him being able to use a Sword of the Cross.


But I'm illustrating the extreme of the range because it's important to understand its full scope. To use a more reasonable example, the PCs form a seven-man Blessed Scooby Gang each wielding a Sword-equivalent attuned to one of the seven holy virtues, and their antagonists include a demonic Knight Templar who dual-wields Sword-equivalents which require the same devotion to evil that regular Swords require to good.

Which departs from the setting that has established Three Swords of the Cross - but if you like it then no one's stopping you.

I mean, you can hold that opinion, but it's unsubstantiated. We can't definitively say it's X Refresh, but we know what range it's in, and we know the effect is allowable and has no Musts, which provides a strong basis for argument.

We don't know that the effect has no Musts or in what circumstances it is allowable.  I think it could be the case of assuming that everyone will know what a Knight of the Cross is and trying to save on the word count.

In either case - I could be wrong and you could be wrong.  I know who I think is wrong and I know who you believe is wrong.  I strongly doubt that there is anything either of could say at this point that would change either of our opinions.

Having re-read the item of power section in Your Story the raw doesn't actually say anything about the sword of the cross being a focus for mass-belief (well at least not in the IoP section).
YS page 278
Bob:This is a good cursory breakdown, William, and it’s probably good enough for the layman, but there are things that fall between the cracks. My skull, for example, is technically an enchanted item—it’s just meant to store my energy, instead of a spell. And then there are the Swords of the Cross, which are—conceptually speaking—just very powerful foci.

Billy: I thought the Swords were like an artifact or something?

Bob: Well, consider what you can channel when your power source is the faith of all Christians—and possibly other faiths as well—on the face of the earth.

Billy: Uh… I think you just broke my brain.

Richard
Title: Re: Powers = Tools ?
Post by: ways and means on May 05, 2012, 10:04:45 PM
YS page 278
Bob:This is a good cursory breakdown, William, and it’s probably good enough for the layman, but there are things that fall between the cracks. My skull, for example, is technically an enchanted item—it’s just meant to store my energy, instead of a spell. And then there are the Swords of the Cross, which are—conceptually speaking—just very powerful foci.

Billy: I thought the Swords were like an artifact or something?

Bob: Well, consider what you can channel when your power source is the faith of all Christians—and possibly other faiths as well—on the face of the earth.

Billy: Uh… I think you just broke my brain.

Richard

You would think if this was supposed to affect the IoP in any mechanical way it would be in the IoP section rather than another section entirely in an easily missed side box. The fact that the current write up of the sword fails to include this pretty important fact in the Item of Power description seems to apply they don't think it is important to the mechanics of the power at all. 

Actually it kind of sides with my argument in the begging of this post that the fluff of power and the mechanics are separate in that the mechanics of the sword of the cross can be found in the IoP section and some of the fluff can be found half the book later in a completely different section relegated to a side-bar.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 05, 2012, 10:27:20 PM
You would think if this was supposed to affect the IoP in any mechanical way it would be in the IoP section rather than another section entirely in an easily missed side box.

You'd think that if ACaEBG was mean to be a power that anyone could take (as opposed to something specific for the Swords) they would have written it as a power - complete with costs and the rest.

Actually it kind of sides with my argument in the begging of this post that the fluff of power and the mechanics

We are back to the "fluff" vs "mechanics".  I maintain that since DFRPG was written to model the DV that the "Fluff" is either equally or more important than the mechanics.  That the entire two books are the RAW, not isolated portions of them. You hold the opposing view.

I've explained my position and I understand yours.  Is there anything more to say on this subject?

Richard
Title: Re: Powers = Tools ?
Post by: ways and means on May 05, 2012, 10:35:35 PM
You'd think that if ACaEBG was mean to be a power that anyone could take (as opposed to something specific for the Swords) they would have written it as a power - complete with costs and the rest.

We are back to the "fluff" vs "mechanics".  I maintain that since DFRPG was written to model the DV that the "Fluff" is either equally or more important than the mechanics.  That the entire two books are the RAW, not isolated portions of them. You hold the opposing view.

I've explained my position and I understand yours.  Is there anything more to say on this subject?

Richard

I agree these threads do seem an exercise in futility as you cannot persuade someone who believes themselves right and isn't willing to compromise as a point of principal.

Adam

Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 05, 2012, 10:53:25 PM
I agree these threads do seem an exercise in futility as you cannot persuade someone who believes themselves right and isn't willing to compromise as a point of principal.

Adam

Show me something I've missed and I'll admit that I was wrong.  I've done it before and I'll do it again.  Most recently, I missed the margin note that allows were form to include mythic animals.

Of course since it was in a margin note, there are people who would argue that in the RAW you cannot take mythic animals as your were form, but that's a different topic. :)

The "the DFRPG is tied intrinsically to the DV" vs "the DFRPG is a game that can be set in the DV" debate is a philosophical one - and I don't see anyone shifting their positions anytime soon.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 06, 2012, 06:13:15 AM
Here are your problems, Richard:

1. You seem to think that the problems with ACaEBG come from taking it out of the Sword. They don't. Even if you make ACaEBG require all the other powers and narrative elements of the Sword, the balance problems are still there.

2. You have conflated a passing mention of the Swords being faith-powered into a rule stating that all Sword-like items must be powered by massive Faith.

3. You seem to believe that the Rules As Written includes things that are not rules.

4. You seem to believe that anything that does not exist within the canon of the Dresden Files is contrary to the RAW. Which is preposterous, since that makes following the RAW into an impossibility. After all, your PCs probably aren't going to be canon characters. And if they are, then they won't re-enact the canon stories.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 06, 2012, 06:51:49 AM
Here are your problems, Richard:

1. You seem to think that the problems with ACaEBG come from taking it out of the Sword. They don't. Even if you make ACaEBG require all the other powers and narrative elements of the Sword, the balance problems are still there.

I can live with three unbalanced artifacts.  The Knights of the Cross seemed designed for a very high refresh game.


2. You have conflated a passing mention of the Swords being faith-powered into a rule stating that all Sword-like items must be powered by massive Faith.

No - I have looked at something that explain "how this power really works" and gone with it.

Consider:
Everyone of note in the Dresden books know of the Knights of the Cross.  From Lea to the Merlin, they look at Micheal and say "that's a Knight of the Cross".  If the power was common, then the Knights of the Cross wouldn't be anything but another group of church sponsored hunters.

What makes special? The three unique Swords with their unique power.

The game designers didn't go out looking for a weird power to put in the Swords, they looked at what the Swords do and tried their best to model that power in the game.  And (in my opinion) they succeeded.

3. You seem to believe that the Rules As Written includes things that are not rules.

We differ as to whether or not the rules are world specific.  If they are, then the setting notes are the explanations how the rules work - making them part of the rules.

I wouldn't take this stand on a GURPs book or a D&D setting, but I rank the DFRPG up there with Empire of the Petaled Throne for games where the setting dominate the system.

4. You seem to believe that anything that does not exist within the canon of the Dresden Files is contrary to the RAW. Which is preposterous, since that makes following the RAW into an impossibility. After all, your PCs probably aren't going to be canon characters. And if they are, then they won't re-enact the canon stories.

No, I believe that Jim has nailed down enough canon to make a world that we can play in.  The DV has angels, but not angels who have exercised freewill (those are the Fallen).  The DV has 30 Nickleheads, not 40, 20, 50, or any other number.  The DV has...

I could go on for quite a while.  Let me see if I can explain what I see as the difference playing in the setting and changing the setting from the DV:

The Summer Knight, The Winter Knight, and two Knights of the Cross team up for some mission - that's within the broad lines defined by the DV. They're not going to be the canon Knights, but they are still playing in the DV.

The Summer Knight, the Winter Knight, and seven Knights of the Cross team up - that's not within the broad lines of the DV.  It breaks the "3 Knights of the Cross" part of the setting, something that Jim nailed down.  It could lead to a fun game, but it's not within the common setting that we have to work with.

And if three players want to all be Summer Knights at the same time, well under the RAW they can't.  That's not to say that a group couldn't have fun with everyone playing Summer Knights, just that doing so isn't within the setting or the RAW.  And homebrew can be really great (especial if you can keep the yeast down) but since I don't know your homebrew and you don't know my homebrew (yes, it exist - I just don't post about it on this board) so we don't have a common ground to discuss it.  We do have common ground to discuss the published stuff, so that's what I discuss here unless everyone is making it clear that we're talking about homebrew.  Custom powers, custom templates, custom anything - that's great if your table likes it, but it's homebrew.  I don't mean that as an insult or to belittle the rule (or whatever), just to separate it from the RAW.


But, if the things you consider the RAW is the whole of your game, then how many steps does it take to cure someone who has been the subject of Domination and turned into a Renfield?

I ask (for the second time) because the rules are silent on this but the setting says that the greatest magical mind in history failed (the original Merlin) as have every Saint who tried.  It's impossible in the DV, but it was left out of the rules.


Shrug.

Neither of us are going to change the others mind on this subject.  We should accept that and move on to other things.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 06, 2012, 07:11:26 AM
Actually, the Knights mostly work as long as you avoid using them in a very high Refresh game. The balance problems become worse as you increase the game's power level.

And the game encourages you to take Strength on your Knight, which is not fitting with the narrative.

Furthermore, the existence of some monstrosity with ACaEBG does not make the Knights non-special. It makes that monster really threatening. Like that mistfiend that attacked the White Council that one time; judging by how effectively it massacred wizards, it likely would be best modeled with an ACaEBG-lookalike. Because otherwise Enchanted Item defences would make its job very hard.

Regardless of whether the rules are world-specific, the world is still not the rules.

The things being proposed in this thread do not contradict book canon. There's no reason to believe that there isn't an all-killing void god somewhere in the DV, and if it had babies with a mortal the result might well have Claws and ACaEBG. And again, there's that mistfiend.

Amusingly enough, I vaguely recall an explicit allowance for multiple Summer Knights in the RAW. I'll see if I can track it down.

Reviving a Renfield might well be possible. Merlin and the Saints were not the strongest possible beings. An Unravelling from Mother Winter might do the trick, as might a few hundred years of work from a wizard.

Of course, the rules are silent on that matter. So by the RAW, it's up to you.

I don't understand statements that boil down to "this debate is pointless, we should end it". Obviously neither of us believes that, since if we did we would not be here.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 06, 2012, 07:25:53 AM
Regardless of whether the rules are world-specific, the world is still not the rules.

It is what the rules are trying to emulate.  If they differ to any great extent, that's a failure of the rules.

Amusingly enough, I vaguely recall an explicit allowance for multiple Summer Knights in the RAW. I'll see if I can track it down.

Was it:
Musts: A Knight of the Faerie Court must have a high concept that names the title and mantle he has assumed (e.g., Winter Knight or Summer Knight). No other character in the game may hold this same title at the same time as this character.
?

There is a discussion on other types of reps from fairy under the Emissary of Power Template (which states or implies that the Knights of the Faerie Courts and Champions of God Templates are specific examples of this - much like how the Changeling Template is a specific example of Scions).

I don't understand statements that boil down to "this debate is pointless, we should end it". Obviously neither of us believes that, since if we did we would not be here.

What I'm trying to say is that I strongly doubt that I will change your mind during this discuss or that you will change mine.  I have pointed to various parts of the books, you have disregarded them.  Just as I disregard your implied assertion that the DFRPG is a generic game that happens to loosely linked to the DV.

Richard
(edited because I normally use tabs when I type, and when you tab on this forum it's very easy to send the message before you've finished typing - like I just did)
Title: Re: Powers = Tools ?
Post by: vultur on May 07, 2012, 01:55:30 AM
Wait, why is ACAEBG so broken anyway? Taken on its own, it'd be a really high Refresh power: the Sword is steel and Holy, so it beats a significant proportion - probably a majority - of common catches anyway - for fae, Blampires, Rampires, demons, even the lesser Outsiders ['tentacled horrors' from OW]. So I'd imagine a hypothetical 'separate' ACAEBG power would have a Refresh cost greater than the -3 that adding up the elements of the Sword of the Cross would suggest, since it'd be a much bigger advantage to someone with, say, Claws than it is on the Sword compared to a hypothetical steel sword with Holy but not ACAEBG.

So, given that, is it really unbalanced for a power that would probably be -4 refresh at least? With Strength, yes, it's really powerful, but that's MORE refresh, and ACAEBG uses a fate point, so a character relying on it probably doesn't want to be close to the edge on Refresh...

IMO it's actually only very powerful situationally (since so many DV catches like fae and Blampires are really easy to meet), in those cases where you go up against really heavy hitters or WCVs and such with super-obscure catches (and WCVs have Recovery but not Toughness...)  Is a Strength + ACAEBG character scarier than a character with the same Refresh spent on Evocation + Refinements?
Title: Re: Powers = Tools ?
Post by: Viatos on May 07, 2012, 03:13:35 AM
What I'm trying to say is that I strongly doubt that I will change your mind during this discuss or that you will change mine.  I have pointed to various parts of the books, you have disregarded them.  Just as I disregard your implied assertion that the DFRPG is a generic game that happens to loosely linked to the DV.

The problem is that one position (ignoring the DV where it exists outside DFRPG) is supported by the game book. The other (the DV is somehow in charge of DFRPG) is your personal canon and it makes discussion impossible, because you're not talking about DFRPG. It's like if someone wanted to have a conversation about, say, the most effective class for dealing damage in Mass Effect 2 and you pointed to the performance of adepts in one of the associated novels to base judgments on. It's linked media, but nothing more.

It's not possible to talk about the game without establishing some ground rules. The most obvious of which is, let's talk about THE GAME, and not what Butcher puts in his books or on his Twitter, or what Wikipedia says about werewolves, or how your first cousin seven times removed feels regarding people who claim to have magic powers. These things are not RAW. They are not part of DFRPG. At best, they are linked media. But you can't communicate in a shared medium if you try to include things outside of the covers of the game books. Everything gets overtaken by differing canons.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 07, 2012, 03:32:48 AM
The problem is that one position (ignoring the DV where it exists outside DFRPG) is supported by the game book.

The game talks about taking things away from the DV if the table wants to, but I bought the Dresden Files game.  I didn't adapt the Ars Magica magic system to fit the Dresden Files books.  I didn't convert the Swords of the Cross into Runequest.  I didn't dig out D20 Modren and add spells - I bought the Dresden Files game.

And I sure as hell didn't buy Generic Urban Fantasy RPG.  Just think about how many chapters there would be on handling Anita Blake's "plot advances".  Shudder.

Instead of doing any of  that, I bought a game that:
Quote
...gives you all the rules you need to build characters and tell your own stories in the Dresdenverse. Inside, you’ll uncover the secrets of spellcasting, the extents of mortal and supernatural power, and the hidden occult reality of  the unfamiliar city you call home.
Together with Volume Two: Our World, The Dresden Files RPG: Your Story gives you everything you need to make your own adventures in the thrilling and dangerous world of New York Times best-selling author Jim Butcher’s Dresden Files series!

What game did you buy?

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 07, 2012, 06:07:50 AM
@vultur: It's actually less powerful with Claws than with the Sword, since the Sword is probably weapon 3 and Claws are only weapon 2.

The problem is that a Sword + Strength/a stunt makes for attacks that absolutely nothing can survive a hit from without consequences. Armour doesn't work, extra stress boxes don't work, Immunity doesn't work, nothing works.

So, yeah. It's too scary.

Some sort of cost-scaling mechanism might balance out the power, though, just as you suggest. Perhaps you could make something like that?

@Richard: Let this be my reply to both this and the Ultimate thread.

You really need to stop using the term RAW like that. The entire point of RAW is that it's an objective body of mechanics from which people can work. Note the word mechanics, it's important. RAW =/= canon. About half the time when you say RAW you actually mean canon, and it's really confusing sometimes.

The fact that the game simulates the universe does not mean that the rules of the game cannot be used for anything else. You are dedicating great effort to proving something that nobody denies and that I, personally, can't see the relevance of. That's why your text citations are being brushed off by me.

Also, the game mechanics obviously don't simulate the novels perfectly unless you go crazy with Aspects. The rulebooks acknowledge this repeatedly. That's why they use the words plot device so often. This is not terribly relevant, but I thought I'd point it out.

And finally, I'd like to point you to page 52 of Our World. The possibility of multiple Sidhe Knights is discussed there.
Title: Re: Powers = Tools ?
Post by: Silverblaze on May 07, 2012, 09:04:01 PM
Without using the power in enough games, in enough encounters, and in enough situations - matters game balance cannot be proven; only postulated about or theorized/hypothesized. 

I've played one character since these books came out. (I very briefly played a wereform and have helped narrate NPC's)  I'd like to think as a staunch defender of overall game balance and as someone who has been in on beta testing and game design (not in the DFRPG admittedly); I'd like to think I have useful and relatable experiences others can benefit from. 

If I could provide specific examples of play where the sword of the cross was used in combat would anyone care?

If the data showed examples where the sword proved to be overpowered and examples where it seemd top be perfectly balanced at the following refresh levels: ( 10, 15, 20, 25) would anyone take into account the experience of someone who played a Knight in a long running game at all of these levels?

If I provided math that allowed strength powers and/or stunts and how it affected foes would it change anyone's mind?  If i was extremely thorough with my examples including other party members rolls of the dice, what they did, what the foes had, what powers the players had...and the outcomes of hte fights would this arguement be altered in any meaningful way?

I bet not.  I have given good examples of this before and they were ignored or dismissed. I can give very detailed data...but why bother? I honestly feel even if I do better and get even more specific writing an essay on hte matter opinions of both "camps" could remain the same.

 (Richard's side vs Viatos side [these two people are not being picked on, they simply seem to be quite vocal and it was easier than listing every name on both sides fo the debate, I can edit later if you all like...no offense was intended]) 

I feel both sides are unwilling to budge nor compromise, not just one.  The assertion that only one side is being unrasonable is simply untrue.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 07, 2012, 09:12:41 PM
(Richard's side vs Viatos side [these two people are not being picked on, they simply seem to be quite vocal and it was easier than listing every name on both sides fo the debate, I can edit later if you all like...no offense was intended]) 

I feel both sides are unwilling to budge nor compromise, not just one.

I wholeheartedly agree with this point.

Richard
Title: Re: Powers = Tools ?
Post by: Silverblaze on May 07, 2012, 09:23:29 PM
I wholeheartedly agree with this point.

Richard

Exactly.  I could have taken minutes of every game I played in.  I could even have had one of those courtroom typists monitor each session.  All that data should provide some evidence of what seemed overpowered in the game.  It could likely dettle sebates of what poweres worked best in what circumstances. (are wizards overpwoered? do pure mortals ever equal out to supernatural creatures? are reskinned powers baalnced in this setting?)  It could explain what ingenuity can do to a game with or without powers. It would include players and GM's talking about game balance.

None of it would matter. 
Title: Re: Powers = Tools ?
Post by: Tedronai on May 07, 2012, 09:49:54 PM
Particularly given that those have not been serious points of contention (one 'side' of this discussion not seriously contesting them) in this thread for some time, rather what has been discussed is whether a game that doesn't strictly follow novel canon can be properly referred to as a game run in the DFrpg, even if it strictly follows all of the rules in that published game system.
Title: Re: Powers = Tools ?
Post by: Viatos on May 07, 2012, 10:09:44 PM
I don't really see any "sides" existing here. I've explained what the acronym RAW stands for and the difference between DFRPG the game and Dresdenverse the setting. It looks like a debate because there's been incredible resistance to this. I would go so far as to posit that there are posters who do not believe you can even play the game without also owning the books. But it's literally undebateable, you can't make a logical argument that DFRPG extends beyond the purchased product any more then you can make a logical argument that the Dresdenverse also extends to Star Wars and thus Jar Jar Binks is part of Jim Butcher's canon.

In point of fact, making either impossible argument involves exactly the same language.
Title: Re: Powers = Tools ?
Post by: Silverblaze on May 07, 2012, 10:55:04 PM
Seems to me there are people who agree that:

Powers = Tools.

It seems to me that there are people who disagree that :

Powers = Tools.

There is likely/hopefully middle ground here.  I like to think I stand somewhere in the middle, but am wholly against players just taking any power at anytime for with no reasoning/concept support etc.  Which is why even though I see and prefer a middle ground, when boiled down I suppose I am on a side.

The debates seem to have people supporting one side or there other though. 

Which is why it seems there are sides to the debtate and a middle ground.    There do seem to be sides though.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 08, 2012, 12:48:54 AM
But it's literally undebateable, you can't make a logical argument that DFRPG extends beyond the purchased product any more then you can make a logical argument that the Dresdenverse also extends to Star Wars and thus Jar Jar Binks is part of Jim Butcher's canon.

But you can make that argument by citing the rulebook.  Specifically, some of the places where it says that the game is set in the DV.

Name of the Game: Dresden Files RPG
Cover:Whether you’re a champion of God, changeling, vampire, werewolf, wizard, or plain “vanilla” mortal human being, this volume of The Dresden Files RPG gives you all the rules you need to build characters and tell your own stories in the Dresdenverse. Inside, you’ll uncover the secrets of spellcasting, the extents of mortal and supernatural power, and the hidden occult reality of the unfamiliar city you call home.
Together with Volume Two: Our World, The Dresden Files RPG: Your Story gives you everything you need to make your own adventures in the thrilling and dangerous world of New York Times best-selling author Jim Butcher’s Dresden Files series!
Pg 8: I Want to Learn…
…about the Dresdenverse: see Chapter 1 and maybe Chapter 12 in Your Story and, well, all of Our World.
Pg 10: the heading of Harry's World, then the Maxims of the Dresdenverse, and basically the entire chapter.

I could go on, but if can you look at those references and "We aren't playing in the DV" then what's the point of me pasting more and more lines of text?

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on May 08, 2012, 01:32:56 AM
Table X has purchased Your Story and Our World. No one at Table X has read a Jim Butcher novel. They own a complete game and may play it in a complete fashion. They have 100% of the RAW and 100% of DFRPG's setting materials. This is what you want to debate, but it can't be challenged, and I don't understand your DESIRE to do so. It helps no one and only serves to detract from the value of the product.
Title: Re: Powers = Tools ?
Post by: devonapple on May 08, 2012, 01:33:48 AM
But you can make that argument by citing the rulebook.  Specifically, some of the places where it says that the game is set in the DV.

Name of the Game: Dresden Files RPG
Cover:Whether you’re a champion of God, changeling, vampire, werewolf, wizard, or plain “vanilla” mortal human being, this volume of The Dresden Files RPG gives you all the rules you need to build characters and tell your own stories in the Dresdenverse. Inside, you’ll uncover the secrets of spellcasting, the extents of mortal and supernatural power, and the hidden occult reality of the unfamiliar city you call home.
Together with Volume Two: Our World, The Dresden Files RPG: Your Story gives you everything you need to make your own adventures in the thrilling and dangerous world of New York Times best-selling author Jim Butcher’s Dresden Files series!
Pg 8: I Want to Learn…
…about the Dresdenverse: see Chapter 1 and maybe Chapter 12 in Your Story and, well, all of Our World.
Pg 10: the heading of Harry's World, then the Maxims of the Dresdenverse, and basically the entire chapter.

I could go on, but if can you look at those references and "We aren't playing in the DV" then what's the point of me pasting more and more lines of text?

When it is put this way, then I have to disagree: as I mentioned in the other thread, it would be a bad precedent to establish that playing DFRPG requires reading the entire series. Reading the series is a great source of inspiration, but also creative constraint, and it wouldn't really be fair to expect everyone to tack it into the price of admission for this game.

I'm happy to base game advice on my knowledge of the fictional setting, and I'm going to cleave to the canon for any decisions I make for my own game, and firmly so, but when put upon this footing, I just can't co-sign a stance that obligates players to know the entire book series in order to have fun.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 08, 2012, 01:41:20 AM
Table X has purchased Your Story and Our World. No one at Table X has read a Jim Butcher novel. They own a complete game and may play it in a complete fashion. They have 100% of the RAW. This is what you want to debate, but it can't be challenged, and I don't understand your DESIRE to do so. It helps no one and only serves to detract from the value of the product.

Reading Chapter 1 and 12 of YS and OW tells them all they need to know about the DV to play in it.

The value of the produce is it faithfully recreates the DV.   It's not a generic game.  It is a licensed product set in Jim's world.

Why do you think it isn't?

When it is put this way, then I have to disagree: as I mentioned in the other thread, it would be a bad precedent to establish that playing DFRPG requires reading the entire series.

I have never said that you need to know the entire series before you can play, just that the game is set in the DV as it existed at the end of Small Favor.  If you're having fun at your table then that's what matters.  However, since I'm not at your table and your not at mine we lack a common ground to discuss anything except the default setting.

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on May 08, 2012, 02:57:06 AM
It's not a generic game.  It is a licensed product set in Jim's world.

Why do you think it isn't?

We have different values here. I consider the game to be generic because I consider the Dresdenverse to be a generic urban fantasy setting. I do not mean the same thing that you do when you say 'generic'. We are in agreement that it's a licensed product set in Jim's world. That's not the problem.

Quote
I have never said that you need to know the entire series before you can play

This is the problem, because actually yes, you are taking that position. You're attempting to use novel canon to dictate game rules, and even worse, you're attempting to refer to such canon as RAW when it's not even part of the DFRPG. This is a really bad thing because it's totally untrue and very confusing for people reading the forums to have to parse. It's like if you don't know chess and you go to a chess forum to learn about chess, and there's a guy there who keeps making up chess rules based on a book he read about medieval warfare, which he claims is identical to the game of chess.

When you stop using the acronym RAW to refer to things that are not even in the DFRPG, let alone rules text, and stop referencing novels as substitutes for the game's actual mechanics, this problem will go away.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 08, 2012, 03:14:46 AM
I don't think anybody disagrees about whether reskinned powers are balanced. They are, almost by definition. If you change something that matters to the game balance, then it's not just a reskin. The criticisms are along non-balance-related lines.

Furthermore, nobody except maybe vultur really seems to believe that the problems with ACaEBG are anything but real. The question is whether it matters. Richard is contending that it does not matter, because game balance is less important than setting emulation. I think. I confess, I'm having trouble following some of his posts.

Anyway...

I'm the only person in my RL group who's read the books. Nobody else has the foggiest clue how the setting works.

This has not presented an impediment to play at all.

Richard, the cover text there shows that the game can be used for the DV. It does not show that the game cannot be used for anything else.

This entire thread, you have presented no actual evidence that you can't play another setting with the system. You have only shown that the system was intended for the setting. Which is pointless, because we all know that. The question of whether the system can be used for other settings has gone completely un-addressed by you.

So I have to admit, I have trouble taking your arguments seriously.

Oh, and the system doesn't really recreate the DV all that faithfully. Much of the setting simply cannot be modelled properly with the system we have. This is not much of a problem, but it's worth mentioning right now.

PS: Even with extensive play, balance problems are rarely truly provable. You can go beyond a reasonable doubt, but not up to the level that mathematical rigour demands.
PPS: The difference between novel canon and RAW that Viatos just mentioned is very important. Please pay attention to it.
Title: Re: Powers = Tools ?
Post by: UmbraLux on May 08, 2012, 03:17:29 AM
It is a licensed product set in Jim's world.
Actually, I think it's a product licensing some of Jim B's material to create a setting in our world.  Hence the titles of the two RPG books.  ;)

I do tend to think the books can be useful adjuncts to discussion - but they're not rules.  They're setting background.  Flavor text...fluff if you prefer that term.  (I don't, but that's another issue.)
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 08, 2012, 03:23:59 AM
(I don't, but that's another issue.)

I really like that term. Is there something wrong with it?
Title: Re: Powers = Tools ?
Post by: Tedronai on May 08, 2012, 03:40:31 AM
Fluffy things are soft, comfortable, and pleasant to the touch, but they provide little in the way of structure upon which other things can be supported.
Crunchy things provide superior structural support, but tend to be rigid and uncomfortable (particularly when they break).

You wouldn't want to wrap yourself in a crunchy shell to stay warm at night, and you wouldn't want to build a skyscraper using only bunches of fluff, but if you wrap some fluff around some crunch, you can get yourself a nice comfortable bed or couch that safely supports your weight.
Title: Re: Powers = Tools ?
Post by: devonapple on May 08, 2012, 03:42:00 AM
I really like that term. Is there something wrong with it?

Yeah, it promotes the idea that such information is easily dismissed, or unimportant to the game. It casts a divisive shadow on any discussion in which there is some conflict along setting/mechanics lines, and it feeds into the misconception that there are two kinds of role-players in the gaming community.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 08, 2012, 03:51:20 AM
We have different values here. I consider the game to be generic because I consider the Dresdenverse to be a generic urban fantasy setting.

And I consider it specific urban fantasy setting.

Anita Blake does not fit in the DV.  Neither do the majority of other protagonists in Urban Fantasy novels.  Heck, even most of the Harry Potter characters would be hunted Lawbreaker.

This is the problem, because actually yes, you are taking that position.

I've stated my position openly.  Please quote the message where I said you had to read all the novels.

Which will be hard to do, since I've never said.  Alas, I cannot control what you read into my posts.

You're attempting to use novel canon to dictate game rules, and even worse, you're attempting to refer to such canon as RAW when it's not even part of the DFRPG. This is a really bad thing because it's totally untrue and very confusing for people reading the forums to have to parse.

Please point to anyone who is confused.  Pretty please.
When you stop using the acronym RAW to refer to things that are not even in the DFRPG, let alone rules text, and stop referencing novels as substitutes for the game's actual mechanics, this problem will go away.

I have avoided using the word "you" as much as possible, but I don't seem to have a choice.

Your problem is that you refuse to accept that the Dresden Files RPG is based in the DV.  It is rooted there.  It has taken years of work to get a game that can model Jim's work.  When things happen in the books that aren't possible in the game, the game designer posts how to make it workable - adapting the rules to fit the novels.

A big chunk of the Paranet book will be updating the game to a certain point in the novels.  Because playing in the DV is the point of the game.

Until you can grasp that point, I don't think we have anything more to say to each other.

Richard, the cover text there shows that the game can be used for the DV. It does not show that the game cannot be used for anything else.

You did read that quote, didn't you? I'm sorry, but based on your reply I had to ask.  Because  the cover text says the game was designed to be used in the DV.  The rules give you total control of your game world, but it was designed for use in the DV.

Which is pointless, because we all know that. The question of whether the system can be used for other settings has gone completely un-addressed by you.

I am so sorry that you've missed the posts I've made where I've said that homebrew is encouraged  or the ones where I've said that since I'm not at your table I don't know what you've done to the world - just as you don't know what I've done to mind.  You see, I have said in various posts that since we don't know each others changes the only common ground we have to discuss things is the DV.

And perhaps you've missed my attempt to start a thread dealing with how the DFRPG can be adapted to other Urban Fantasy worlds - because they would have to be adapted to some extent to play outside the DV.  Jim's setting elements would have to be abandoned and new ones added - which require changes to the rules.

So I have to admit, I have trouble taking your arguments seriously.

As do I have problems taking your "the game can be divorced from the setting" arguments seriously.  Because the rules do their best to model the setting.

I personally don't care if, in your game, you have Angels or Fae with freewill.  I do have a problem with you saying that those are valid character types for the game, because they don't exist in the DV.  I don't care if your game has the gold piece that Judas was tipped with linked to a dozen fallen who war for control of the mortal who picks it up.  I do have a problem if you tell others that such a character fits in the DV, because Jim has repeatedly said that Judas wasn't tipped.  If, in your game, the athame given to Lea at Blanca's dinner party was something made three minutes before by a local witch, that's fine, but in the baseline DV it has been revealed to be something else.

Actually, I think it's a product licensing some of Jim B's material to create a setting in our world.  Hence the titles of the two RPG books.  ;)

One of us has read the OGL in regards to Jim's work.

I do tend to think the books can be useful adjuncts to discussion - but they're not rules.  They're setting background.  Flavor text...fluff if you prefer that term.  (I don't, but that's another issue.)

And I feel that if it can happen in the books then the rules can (and should) be stretched so it can happen in the game.  That they rule out certain things while encouraging others.

That the game exists to model the books.

But I have a feeling that this unending bickering is leading nowhere.  I know I'll never convince some people how utterly wrong they are, just as I know that they are not going to shift me from my position.  So why don't we let this argument die a natural death and get on with life?

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 08, 2012, 03:56:33 AM
Yeah, it promotes the idea that such information is easily dismissed, or unimportant to the game. It casts a divisive shadow on any discussion in which there is some conflict along setting/mechanics lines, and it feeds into the misconception that there are two kinds of role-players in the gaming community.

Ugh, really?

What's wrong with fluff? Fluff is comfy!

I guess I'll put it on the list of ruined words beside niggardly, which you can't say any more because it sounds racist.
Title: Re: Powers = Tools ?
Post by: devonapple on May 08, 2012, 03:57:33 AM
What's wrong with fluff? Fluff is comfy!

I know, but other gamers have ruined it for all of us.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 08, 2012, 04:09:07 AM
@Richard:

Yes, I have read the quote. It says, "this gives you everything you need to play in the DV". It does not say "this does not give you everything you need to play in some other universe". It does not even imply that.

Setting elements are not rules, and nobody except you is talking about them here. Obviously you need to change the setting material in order to play in a different setting. But you barely need to change the rules at all to do so. That's what I've been saying this entire time, and you've said almost nothing about that.

Even if the rules are trying very hard to emulate the DV, they might well still be good for some other setting.

Also, I don't understand the whole "you're allowed to homebrew" thing any better than the "let's not argue this" thing. It's not news, and I honestly don't see its relevance.
Title: Re: Powers = Tools ?
Post by: UmbraLux on May 08, 2012, 04:11:11 AM
One of us has read the OGL in regards to Jim's work.
And another one of us read the RPG books...and titles.  ;)

Quote
And I feel that if it can happen in the books then the rules can (and should) be stretched so it can happen in the game.  That they rule out certain things while encouraging others.

That the game exists to model the books.
I think that's a good starting point.  Once the game begins it takes priority for me.  Or perhaps more correctly, our game will end up being our interpretation and expression of the Dresdenverse.  It's no longer Jim's or Fred's version, it's our groups' version.

Quote
But I have a feeling that this unending bickering is leading nowhere.  I know I'll never convince some people how utterly wrong they are, just as I know that they are not going to shift me from my position.  So why don't we let this argument die a natural death and get on with life?
I agree with the latter statement but I don't understand the need to call one 'wrong' just because you differ.  They're simply different.
Title: Re: Powers = Tools ?
Post by: UmbraLux on May 08, 2012, 04:13:32 AM
I really like that term. Is there something wrong with it?
It carries a connotation of 'less important' or 'afterthought'.  "Something of no consequence" is one of the definitions. 

I give the background more weight than "no consequence".  :)

Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 08, 2012, 04:18:14 AM
I think that's a good starting point.  Once the game begins it takes priority for me.  Or perhaps more correctly, our game will end up being our interpretation and expression of the Dresdenverse.  It's no longer Jim's or Fred's version, it's our groups' version.

And I agree with that - but since I don't know where you've taken yours (or you where I've taken mine) all we have common ground to talk about is the baseline.  It's like how Spock couldn't explain being dead to McCoy because McCoy had never died.

Games start in the DV, then drift.

I agree with the latter statement but I don't understand the need to call one 'wrong' just because you differ.  They're simply different.

That was born from my reaction of being told what my problem is.  If I have problem, it's because they are wrong.

Richard
(edited to fix [/quote[ )
Title: Re: Powers = Tools ?
Post by: devonapple on May 08, 2012, 04:22:06 AM
Setting elements are not rules, and nobody except you is talking about them here.

Untrue. I was also treating the fiction as rules until Viatos made a very good point.

I still prefer to treat the setting and background elements as laid out in "Your Story" as part of the RAW, and I use the descriptions and plot elements as context to inform the mechanics and the more rule-like rules.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 08, 2012, 04:54:10 AM
At one point I believe the majority of people here were concerned with the game as a whole (i.e. how to effectively model the DV) as opposed to focusing on isolated rules.

For example, http://www.jimbutcheronline.com/bb/index.php/topic,16379.msg755259.html#msg755259 (http://www.jimbutcheronline.com/bb/index.php/topic,16379.msg755259.html#msg755259) had some feedback on how to better model the senior council.

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on May 08, 2012, 05:10:44 AM
Anita Blake does not fit in the DV.

Anita Blake is very high refresh, but pretty much all of her abilities are modeled in the DFRPG. She's a Scion with Ritual (Necromancy) as her main trick, and a laundry list of random powers she's gained as an Emissary of Power or as a Scion. The only trick she knows that can't be modeled easily is  telepathy with a couple other characters, but that's one out of like twenty - Incite Emotion, Domination, Channeling (Aura), the Inhumans, everything she can do has a model. Furthermore, she's in theme as a warlock necromancer. She fits like a glove.

Quote
I've stated my position openly.  Please quote the message where I said you had to read all the novels.

You've stated a lot of positions, which isn't really "open" - it's very unclear where you stand since you've pointed to a bunch of different places and said "here I am". In any case, you keep referencing the novels to make rules claims, which is invalid. You've referred to information from the novels as RAW, which is invalid. The implication is that you seem to believe the novels and the greater Dresdenverse are somehow part of the DFRPG, rather then inspirational material, and the problem is that that's just not true. I know this, because I own a copy of Your Story and Our World, and I can read them, and in reading them see an absence of lines that say things like "Refer to page 87 of White Knight to find out how to resolve combat ".

Quote
Your problem is that you refuse to accept that the Dresden Files RPG is based in the DV.


If you want to be taken seriously, it's important to know to whom you're speaking and what it is they've written. For instance, if you read the post to which you are replying, you'd understand how silly saying this makes you look. I suspect this persistent belief you've got going on is falsely attributed to me after you saw someone else write it while skimming.

Quote
So why don't we let this argument die a natural death and get on with life?

Because you keep throwing out false information into rules discussions. When you do that, it'll be pointed out to you and for the benefit of other readers.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 08, 2012, 05:17:39 AM
If you want to be taken seriously, it's important to know to whom you're speaking and what it is they've written. For instance, if you read the post to which you are replying, you'd understand how silly saying this makes you look. I suspect this persistent belief you've got going on is falsely attributed to me after you saw someone else write it while skimming.

I do know who I am taking to.

Maybe you should re-read your own messages as you continue to insist that elements of the setting (the "fluff" as some call it) are not what the rules are trying to reflect.

If something has been established as an element of the DV then is part of the setting - and is something that the rules reflect.

For example: angels lack freewill, the Swords of the Cross are powered by focusing the belief of billions, etc.

You reject those elements as (to paraphrase) "not part of the rules" when in many ways they are the game.  In short, "Your problem is that you refuse to accept that the Dresden Files RPG is based in the DV."

Richard
Title: Re: Powers = Tools ?
Post by: vultur on May 08, 2012, 05:48:53 AM
Furthermore, nobody except maybe vultur really seems to believe that the problems with ACaEBG are anything but real.

Oh, I'd agree that *if* it's treated as a -3 refresh cost power when independent from the Sword, it's a problem. I just don't think that's a necessary conclusion from the Sword writeup, since the Holy + steel Sword fills so many common Catches even before ACAEBG.

Similar stuff, yes, would happen if somebody with Supernatural Strength gets hold of a Sword of the Cross (I think that'd be quite a stretch settingwise except in really unusual circumstances like the final battle of Changes, but...) Personally, I think the Swords have clear enough roles and linkage to the Knights that there's kind of an implicit warning sign if you want to give one to a Scion of Hercules or whatever, but maybe not.

@vultur: It's actually less powerful with Claws than with the Sword, since the Sword is probably weapon 3 and Claws are only weapon 2.

"Beating a Catch" is stronger, yes. But ACAEBG, as such, not so sure - since a hypothetical SotC without ACAEBG is already going to beat a huge proportion of Catches in the setting, being both holy and steel. Demons, Blampires, Rampires, fae, Denarians (except Nic), ghouls...

Quote
The problem is that a Sword + Strength/a stunt makes for attacks that absolutely nothing can survive a hit from without consequences. Armour doesn't work, extra stress boxes don't work, Immunity doesn't work, nothing works.

Because of the above, however, how many things does that affect that a non-ACAEBG-bearing steel, holy item wouldn't? White Court Vampires (who generally lack Toughness anyway) and the real heavyweights (HWWB-style Outsiders, Nic, Dragons, etc.) ... anything else?

So it's really only that powerful if you regularly fight the very big powers (and not even all of those, even the highest-end Faeries still are vulnerable to iron, the Black Court Elders had most of the same weaknesses - though less to sunlight, etc.) So yes, I can see why it'd be worst in a really high-Refresh game.

Quote
Some sort of cost-scaling mechanism might balance out the power, though, just as you suggest. Perhaps you could make something like that?

Possibly -3 in situations like the Sword where its use would be fairly rare because most common Catches would already be covered; -4 in a situation such as just-Holy (a being with Holy Touch maybe) or on a non-Holy steel weapon; maybe -5 totally on its own?

Something like:
All Creatures Are Equal Before God [-5].

You can make attacks so infused with holy power that they pierce the mightiest defenses.

Musts: This power is generally found on an appropriate Item of Power (in the canon Dresdenverse, this means the Swords of the Cross, though in your campaign others may exist). To take this power directly (without an Item), a character must have a High Concept denoting a 'heavyweight' power of the Light, such as AVENGING ANGEL.  It's possible that in your particular setting certain other beings or mythoi might possess or grant equivalent powers, though so far there's no evidence of that in the Dresdenverse as we know it; in such a case, an appropriate High Concept is still required. (For example, Surtur's apocalyptic flaming sword might well be capable of destroying its target through any possible defense.)

Benefit: The character may spend a fate point (in the case of an Item of Power, when used in accordance with the Item's purpose) to negate the supernatural defenses (Recovery/Toughness powers and Physical Immunity - as if the character had satisfied the Catch), as well as mundane Armor*, of one opponent for the scene. Extra stress boxes without a Catch such as those provided by Hulking Size, and extra consequence slots from skills or stunts, are unaffected.

Cost: Normally, this power costs -5 Refresh. When applied to an item that will already satisfy a very common Catch (such as a holy item, or an iron/steel item), or a creature with equivalent powers (such as Holy Touch), its cost is reduced to -4. When applied to an item that will satisfy several common Catches (such as an item that is both holy and iron/steel), its cost drops to -3.

*Maybe this should go away; I'm not sure it's actually necessary for the Swords to do what they should do. What do you think?




Title: Re: Powers = Tools ?
Post by: Viatos on May 08, 2012, 07:15:54 AM
I do know who I am taking to.

I would respect you more if you just said "oh darn, I made a mistake" instead of trying to wriggle away with something like this:

Quote
Maybe you should re-read your own messages as you continue to insist that elements of the setting (the "fluff" as some call it) are not what the rules are trying to reflect.

This is not the same information that was just in discussion. I pointed out that it seems like you don't know which poster you're talking to because you attribute to me views that aren't mine. This right here IS my view, but not the one you were ascribing to me. The one you thought was mine before was not, and in fact data in opposition to your false supposition was present in the post you were replying to when you ascribed it to me.

I've been motivated before to ask you to slow down and make sure that you know what it is I've just said before you respond, and I'm doing so again. I don't need a reply right away; I'd rather have one that continues the conversation a week later then a rebuttal an hour later that makes no sense and is based off something someone else said ten pages ago.

Quote
If something has been established as an element of the DV then is part of the setting - and is something that the rules reflect.

Again, it's cool to build your own homebrew game around this idea, but it's not extant in the DFRPG. DFRPG is a game based on the Dresdenverse, but is not wedded to it. Novels contain no RAW and no influence beyond Evil Hat's use of them for inspiration. There's just no two ways about it.

DFRPG is a complete game. You do not need to know anything about the Dresdenverse to purchase and fully utilize DFRPG. Nothing established as part of the DV affects DFRPG unless and until it's added to the DFRPG by Evil Hat or by your own personal homebrew. You do not need to buy the novels to play the game. Their content is not needed to play the game.

Quote
For example: angels lack freewill, the Swords of the Cross are powered by focusing the belief of billions, etc.

You reject those elements as (to paraphrase) "not part of the rules" when in many ways they are the game.

I'd actually reject them because they're tenuous guesswork based on an unreliable narrator who is noted more then once as bad at understanding the true nature of things outside his paradigm. If you mean to say that things which are not part of the rules are not part of the rules then, yes, I'll accept that tautology. Elements that aren't present in DFRPG, aren't present in DFRPG. Sure, I agree with you on that.

 
Quote
In short, "Your problem is that you refuse to accept that the Dresden Files RPG is based in the DV."

I pointed out that you were mistaken in your assessment as politely as I could. You have, quite foolishly, repeated your false assertion as if you can just out-shout me over the internet. No, Richard. That won't do at all, I'm afraid. You're wrong and you're confused. This is not the position which I am taking. The DFRPG is based in the DV, and represents a complete subset with known content which remains internally consistent regardless of how the external DV changes and expands. The only thing that affects DFRPG is DFRPG content, which includes select material taken from the DV by Evil Hat. If it's not part of the game, it's not part of the game, unless and until it's added by homebrew or by future Evil Hat releases. I hope this clarifies things for you. It'll save us all time if we consider each poster as a distinct individual, rather then part of a collective faction based on who agrees with who every now and then.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 08, 2012, 08:57:47 PM
No, Richard. That won't do at all, I'm afraid. You're wrong and you're confused.

I am not trying to out shout you, nor am I confused.  I have constantly stated the same position.

The DFRPG is based in the DV, and represents a complete subset with known content which remains internally consistent regardless of how the external DV changes and expands. The only thing that affects DFRPG is DFRPG content, which includes select material taken from the DV by Evil Hat. If it's not part of the game, it's not part of the game, unless and until it's added by homebrew or by future Evil Hat releases. I hope this clarifies things for you. It'll save us all time if we consider each poster as a distinct individual, rather then part of a collective faction based on who agrees with who every now and then.

How can you possibly see the bold text as different from:
You reject those elements as (to paraphrase) "not part of the rules" when in many ways they are the game.  In short, "Your problem is that you refuse to accept that the Dresden Files RPG is based in the DV."

So I won't paraphrase.  Your issue is that you feel that "The only thing that affects DFRPG is DFRPG content, which includes select material taken from the DV by Evil Hat." when the game includes the entirety of the DV.

I am looking at the big picture and saying that "this is the game" while you are focusing on a teeny tiny piece (one that was limited by space constrants) and saying that is the game.

And a note:
Could you lay off the insults? You disagree with my position, fine - do that without insulting me.

Richard
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 08, 2012, 09:05:27 PM
Untrue. I was also treating the fiction as rules until Viatos made a very good point.

I still prefer to treat the setting and background elements as laid out in "Your Story" as part of the RAW, and I use the descriptions and plot elements as context to inform the mechanics and the more rule-like rules.

Really? I must have missed that.

Anyway, please don't use the term RAW to refer to setting and background elements. The whole value of the term RAW is based off of excluding such things. The term Canon might be more useful in such a situation.

At one point I believe the majority of people here were concerned with the game as a whole (i.e. how to effectively model the DV) as opposed to focusing on isolated rules.

We still do that kind of stuff, dude.

On a related note, I feel like being concerned with the game only as it applies to the DV would not be being concerned with the game as a whole.

"Beating a Catch" is stronger, yes. But ACAEBG, as such, not so sure - since a hypothetical SotC without ACAEBG is already going to beat a huge proportion of Catches in the setting, being both holy and steel. Demons, Blampires, Rampires, fae, Denarians (except Nic), ghouls...

Because of the above, however, how many things does that affect that a non-ACAEBG-bearing steel, holy item wouldn't? White Court Vampires (who generally lack Toughness anyway) and the real heavyweights (HWWB-style Outsiders, Nic, Dragons, etc.) ... anything else?

Animals, wereforms, lycanthropes, zombies, unusual scions, Sidhe Knights, other Emissaries Of Power including Valkyries, other people using Items Of Power, people using Enchanted Items, people using mundane armour, some Red Court Infected, some White Court Virgins, golems and other magical constructs, people using protective spells, mythological creatures, maybe Fomor, ghosts, other spirits, and also other things that are either are either homebrew, yet-to-be-revealed, or just obscure.

It's not a short list.

And you know, saying that your Claws are steel is totally a-OK.

So it's really only that powerful if you regularly fight the very big powers (and not even all of those, even the highest-end Faeries still are vulnerable to iron, the Black Court Elders had most of the same weaknesses - though less to sunlight, etc.) So yes, I can see why it'd be worst in a really high-Refresh game.

Possibly -3 in situations like the Sword where its use would be fairly rare because most common Catches would already be covered; -4 in a situation such as just-Holy (a being with Holy Touch maybe) or on a non-Holy steel weapon; maybe -5 totally on its own?

Something like:
All Creatures Are Equal Before God [-5].

You can make attacks so infused with holy power that they pierce the mightiest defenses.

Musts: This power is generally found on an appropriate Item of Power (in the canon Dresdenverse, this means the Swords of the Cross, though in your campaign others may exist). To take this power directly (without an Item), a character must have a High Concept denoting a 'heavyweight' power of the Light, such as AVENGING ANGEL.  It's possible that in your particular setting certain other beings or mythoi might possess or grant equivalent powers, though so far there's no evidence of that in the Dresdenverse as we know it; in such a case, an appropriate High Concept is still required. (For example, Surtur's apocalyptic flaming sword might well be capable of destroying its target through any possible defense.)

Benefit: The character may spend a fate point (in the case of an Item of Power, when used in accordance with the Item's purpose) to negate the supernatural defenses (Recovery/Toughness powers and Physical Immunity - as if the character had satisfied the Catch), as well as mundane Armor*, of one opponent for the scene. Extra stress boxes without a Catch such as those provided by Hulking Size, and extra consequence slots from skills or stunts, are unaffected.

Cost: Normally, this power costs -5 Refresh. When applied to an item that will already satisfy a very common Catch (such as a holy item, or an iron/steel item), or a creature with equivalent powers (such as Holy Touch), its cost is reduced to -4. When applied to an item that will satisfy several common Catches (such as an item that is both holy and iron/steel), its cost drops to -3.

I still think that a weapon-value related adjustment should be included. Either that or explicit incompatibility with certain sources of extra damage.

I also dislike some aspects of this for semi-philosophical reasons, but I can suck that up.

*Maybe this should go away; I'm not sure it's actually necessary for the Swords to do what they should do. What do you think?

I think that might be a good idea.
Title: Re: Powers = Tools ?
Post by: devonapple on May 08, 2012, 09:11:04 PM
Anyway, please don't use the term RAW to refer to setting and background elements. The whole value of the term RAW is based off of excluding such things. The term Canon might be more useful in such a situation.

Perhaps you can, similarly, refrain from dismissing setting and story elements in the actual rulebook as "not RAW" just because they aren't where you'd prefer it to have been written.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 08, 2012, 09:14:38 PM
They are canon, but they're not RAW. The difference is important.

And calling something not RAW is leagues away from dismissing that thing. The RAW is not perfect. It's not even good sometimes.
Title: Re: Powers = Tools ?
Post by: devonapple on May 08, 2012, 09:17:33 PM
They are canon, but they're not RAW. The difference is important.

And calling something not RAW is leagues away from dismissing that thing. The RAW is not perfect. It's not even good sometimes.

Why is an element of the setting *not* a rule? How is text which informs the setting and how the game is played not a consideration? How can you justify privileging content from one paragraph over content from another, in the actual rulebook?
Title: Re: Powers = Tools ?
Post by: Tedronai on May 08, 2012, 09:18:47 PM
I am not trying to out shout you, nor am I confused.  I have constantly stated the same position.

How can you possibly see the bold text as different from:
So I won't paraphrase.  Your issue is that you feel that "The only thing that affects DFRPG is DFRPG content, which includes select material taken from the DV by Evil Hat." when the game includes the entirety of the DV.

I am looking at the big picture and saying that "this is the game" while you are focusing on a teeny tiny piece (one that was limited by space constrants) and saying that is the game.

Is it your express opinion, then, that a group having not read the novels, but having read YS and OW, cannot then properly or actually ever play the DFrpg?
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 08, 2012, 09:33:15 PM
Why is an element of the setting *not* a rule? How is text which informs the setting and how the game is played not a consideration? How can you justify privileging content from one paragraph over content from another, in the actual rulebook?

Text which informs the setting, etc, is important.

But the distinction between rules and setting is very useful. It's not a rule of the game that there's a war against vampires happening. It's part of the setting.

If I choose to make Claws weapon 3, I'm not changing the setting. And if I choose to say that Harry Dresden died during Blood Rites, I'm not changing the rules.

If you don't distinguish between rules and setting, it becomes extremely difficult to discuss variations on the game. It also becomes incredibly difficult to discuss the quality of the rules and the setting. Because the rules or the setting often function as noise in the discussion of the other.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 08, 2012, 09:38:59 PM
Is it your express opinion, then, that a group having not read the novels, but having read YS and OW, cannot then properly or actually ever play the DFrpg?

No, it is not.

No two tables are going to be playing the same game.  YS Chapter 1 does a fantastic job of encapsulating the DV - as does OW.  OW is as a close to an 'Encyclopedia Dresden" or reader's guide to the series as we are likely to get.  It presents a clear picture of the DV up to the end of Small Favor.  It picks up on points that the causal reader might have missed and has entries on most of the named characters in the series.  I mean it has an entry for Maurice Sandbourne.  Who bothers to remember the name of Mr. Body from the comic? It even has his character sheet - one that gives him two aspects and an stunt.

Since the game books give enough information to run a game in the DV then anyone who buys them can run a game in the DV .  Other facts can add to the game, but (as advertised on the book cover) the game "gives you everything you need to make your own adventures in the thrilling and dangerous world of New York Times best-selling author Jim Butcher’s Dresden Files series!"

Richard
Title: Re: Powers = Tools ?
Post by: eri on May 08, 2012, 09:43:36 PM
But the distinction between rules and setting is very useful. It's not a rule of the game that there's a war against vampires happening. It's part of the setting.

If I choose to make Claws weapon 3, I'm not changing the setting. And if I choose to say that Harry Dresden died during Blood Rites, I'm not changing the rules.

If you don't distinguish between rules and setting, it becomes extremely difficult to discuss variations on the game. It also becomes incredibly difficult to discuss the quality of the rules and the setting. Because the rules or the setting often function as noise in the discussion of the other.
I agree, important difference when you're discussing like this.
You seem to be needing some new terms. Maybe Setting from Rule-book and Setting from Canon? Setting Expressed in Rulebook & Setting Expressed in Cannon? SER & SEC?
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 08, 2012, 09:49:50 PM
But the distinction between rules and setting is very useful. It's not a rule of the game that there's a war against vampires happening. It's part of the setting.

If it's in the rulebook then it's a rule.

If you don't distinguish between rules and setting, it becomes extremely difficult to discuss variations on the game.

No it doesn't.  You start a thread entitled "In other time periods" or "Using DFRPG for the Iron Lands setting" or "Using the DFRPG for a space opera" or "Using DFRPG for the Buffyverse" or "Using DFRPG for generic urban fantasy".  That way everyone knows that you are discussing a variation on the game rather than DFRPG.

It also becomes incredibly difficult to discuss the quality of the rules and the setting. Because the rules or the setting often function as noise in the discussion of the other.

For a licensed product, the quality of the rules is measured in how closely the rules model the licensed product.  I wouldn't expect an Anita Blake RPG without a huge section on sex and I'd be shocked to find the word sex in a Narnia RPG (unless it was referring to gender).

For a licensed product, any point where the mechanics of the game depart from the setting is a sign of failure.

But if you want to use the DFRPG to model another setting and maybe work out the states on the Blue Angels (from a great series of books) or to handle the Nightwatch series (a great series - where all supernaturals are either Dark or Light depending on their mindset when they stumbled on their powers) then that's fine.  That's wonderful.  Either setting would make a great game.

But that game wouldn't be DFRPG - it would be a variant of the DFRPG.

Richard
Title: Re: Powers = Tools ?
Post by: ways and means on May 08, 2012, 09:56:30 PM
Fate is a narrative based system as opposed to a simulationist system it is far better at showing DF style stories than simulating the DF setting at least in my opinion.   
Title: Re: Powers = Tools ?
Post by: Tedronai on May 08, 2012, 11:18:06 PM
Since the game books give enough information to run a game in the DV then anyone who buys them can run a game in the DV .  Other facts can add to the game, but (as advertised on the book cover) the game "gives you everything you need to make your own adventures in the thrilling and dangerous world of New York Times best-selling author Jim Butcher’s Dresden Files series!"

Other 'facts' can add to the game regardless of their source.  Which such things DO add to a given game, though, is at the discretion of the individual gaming group.  This includes 'facts' taken from the novels.  And since the inclusion of those 'facts' is wholly discretionary, it would not be accurate to claim that they are a part of the game, and certainly not truthful to claim that they are part of the rules of that game.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 09, 2012, 01:15:52 AM
And since the inclusion of those 'facts' is wholly discretionary, it would not be accurate to claim that they are a part of the game, and certainly not truthful to claim that they are part of the rules of that game.

Again, we differ on this.

I respect the fact that you have your opinion (one that believe is wrong) and I expect the same from you.  Saying "I believe you are wrong" is one thing.  Saying "you are not being truthful" is another.

Richard
Title: Re: Powers = Tools ?
Post by: vultur on May 09, 2012, 02:53:12 AM
people using Enchanted Items ..  people using protective spells

Wait, does the Sword actually do that?  I'd never read it that way, but now that you mention it, it probably does. There's a bit of ambiguity here, IMO...

It says:
"the Knight may spend a fate point to ignore that opponent’s defensive abilities (Toughness based ones, primarily),
as well as any mundane armor the foe has" which does imply that it would.

But then it says "In essence, a Sword of the Cross may take the place of whatever it is that a creature has a weakness to (whatever “the Catch” is on their Toughness powers)" which would imply that it wouldn't ... OTOH, mundane armor doesn't have a Catch either, and it explicitly says it ignores that. So...

Quote
It's not a short list.

Good point.

Quote
I still think that a weapon-value related adjustment should be included.

This bugs me. It's one thing to get a lower price for future powers like Sponsored Magic if you have Evo or Thaum (or, I guess, a refund if you start with Sponsored, but it's the same thing as a lower price for the power bought later), but (effectively) raising the cost of Strength powers just because you also have a Sword of the Cross doesn't seem quite right.

Quote
Either that or explicit incompatibility with certain sources of extra damage.

Sounds better, but how would you word it to allow exceptional ... exceptions like Susan with the Sword in Changes?

I mean, for the Sword of the Cross itself it can be just part of the weapon's Divine Purpose, something like...

"This item exists largely to balance the scales between mortals - for this purpose, 'mortal' includes those with True Faith supernatural powers, and perhaps (at the GM's discretion - such cases should be considered carefully) those with a minimal measure of supernatural power, such as Minor Talents or White Court Virgins. While other beings can wield a Sword under temporary and extreme circumstances - so long as they retain mortal free will - they cannot be Knights of the Cross or otherwise use the sword for a significant period of time." 

But if we're treating it as a power that can exist elsewhere, what then? Assuming it's always something that is given 'from outside' (except at uberhigh refresh where it probably is irrelevant) I suppose variations of the above would work.

Quote
I also dislike some aspects of this for semi-philosophical reasons, but I can suck that up.

Can you expand on that? What else might be changed?

Quote
I think that might be a good idea.

Yeah, the point of the Swords is to strip away supernatural invulnerability. I don't see any reason for them to beat mundane armor. And (as above) the whole matter of them beating anything but powers with Catches (Toughness/Immunity/Recovery) is kind of weird/vaguely explained anyway. So I'd leave it out.
Title: Re: Powers = Tools ?
Post by: Viatos on May 09, 2012, 04:13:33 AM
I am looking at the big picture and saying that "this is the game" while you are focusing on a teeny tiny piece (one that was limited by space constrants) and saying that is the game.

Right, but you understand why it's wrong to say this? The entirety of the game is within two books, soon to be three books. That's the big picture, as big as the picture can be, on what DFRPG actually is.

When you say that the DV is "part of" DFRPG, you mean "in the homebrew I've designed". That's where the confusion comes in, you use language like "this is the game" but it's not the game proper, actually, it's the property from which the complete game was distilled. That language is wrong and looks like it says something that's patently absurd, that Evil Hat somehow owns Jim Butcher's work or that anything in the novels automatically is part of DFRPG. But we know for a fact that that's untrue, all Evil Hat has is the license to produce what's in DFRPG, and all that exists in DFRPG is what THEY'VE produced. So when you imply something else it seems confusing, because, y'know, it's not the case and can't be argued. It's an untenable position, but you make it look like you're trying to take it.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 09, 2012, 04:43:08 AM
Right, but you understand why it's wrong to say this? The entirety of the game is within two books, soon to be three books. That's the big picture, as big as the picture can be, on what DFRPG actually is.

Again, we disagree.  The game is a model of the DV.


When you say that the DV is "part of" DFRPG, you mean "in the homebrew I've designed".

No, I am quoting from the rulebook.  The back cover, chapter one, etc.  Things that you seem to ignore because they do not fit with your preconceived notions.

That's where the confusion comes in, you use language like "this is the game" but it's not the game proper, actually, it's the property from which the complete game was distilled.

No, it is the property that game attempts to emulate.  Evil Hat did not take elements of the DV and turn them into a game but made a game that could handle the DV.

"Together with Volume Two: Our World, The Dresden Files RPG: Your Story gives you everything you need to make your own adventures in the thrilling and dangerous world of New York Times best-selling author Jim Butcher’s Dresden Files series!"

Notice how it doesn't say "in the parts thrilling and dangerous world New York Times best-selling author Jim Butcher’s Dresden Files series that we have decided to include in the game"?

That language is wrong and looks like it says something that's patently absurd, that Evil Hat somehow owns Jim Butcher's work or that anything in the novels automatically is part of DFRPG.

You seem confused over the concept of a licensed product.  Jim owns Jim's work and has licensed Evil Hat to make a game that covers all of it.  Which is why the Paranet Papers will update the setting to the latest publish book (Ghost Story).

To be clear, no one except you has said that Evil Hat owns Jim's work - but all of Jim's work is covered by the license so is part of the Dresden Files RPG.

But we know for a fact that that's untrue, all Evil Hat has is the license to produce what's in DFRPG, and all that exists in DFRPG is what THEY'VE produced.

I'm sorry, but that's a false statement.  The fact is that Evil Hat has the license to produce the game based on Jim's work - not merely what is already in the game.  For proof, I offer the fact that the license hasn't been renegotiated and the Paranet Papers will update the setting to cover the most recent books - books that are currently not in the Dresden Files RPG.

So when you imply something else it seems confusing, because, y'know, it's not the case and can't be argued. It's an untenable position, but you make it look like you're trying to take it.

I know it is the case.  It is true and it can be argued.  You saying it is not untenable does not make it untenable.

What is untenable to say that somehow "Together with Volume Two: Our World, The Dresden Files RPG: Your Story gives you everything you need to make your own adventures in the thrilling and dangerous world of New York Times best-selling author Jim Butcher’s Dresden Files series!" is a false statement without offering evidence to support your assertion.

Here's are additional quotes to support my position.  Feel free to try to counter them.

From the Ask Us Anything event:
Quote
The really hard part for me in approaching Dresden Files from a system design angle was nailing down what the conceptual underpinnings of the IP were. We didn't want to just take a bunch of vocab terms from the setting and attach dice to them, but instead, we wanted the design to reflect the philosophy of Jim's setting, the ideas, the kind of fiction that the Dresden Files tells.

So it didn't matter to me, for example, how much your actual PC group resembled or were different from Harry and his friends, or how much you interacted with anything that Harry knew or touched. What I wanted was an engine that applied a Jim Butcher filter onto whatever stories you wanted to tell, that could emergently create something that he might have made if he had your five brains working at the same time.
Quote
Fred, Rob, and I were very conscientious about that when we originally started talking about the design - I remember that a lot of the original discussions were about the ideas of the Dresden Files, the structure of them, how the story beats worked, what mattered about the fiction, before they were ever about "how much refresh does Supernatural Strength cost".

And I remember that being the most challenging part of the process for me - deciding on a value for "getting it right" as it applied to the Dresden Files, knowing that we had large expectations looming ahead. I think anyone who's putting together a licensed game needs to understand how powerful of a thing it is to "officially" represent that license.

Richard
Title: Re: Powers = Tools ?
Post by: Tedronai on May 09, 2012, 06:08:08 AM
Again, we differ on this.

I respect the fact that you have your opinion (one that believe is wrong) and I expect the same from you.  Saying "I believe you are wrong" is one thing.  Saying "you are not being truthful" is another.

Richard

If novel canon (as opposed to that canon included in YS and OW) is viewed as game rules, if their inclusion in a game is mandatory (non-discretionary), then those who do not have access to that material do not have access to the whole of the game.  Quotes you yourself have provided state explicitly that the game books provided everything (of that sort) necessary to play the game.
These two positions are mutually exclusive.  Only one is backed by the rules, their creators, or common sense.
Title: Re: Powers = Tools ?
Post by: Viatos on May 09, 2012, 06:55:54 AM
Yeah, that's basically all it needs to come down to. Either you understand that you do not need to purchase novels to own the complete DFRPG, or you do not.

This is the thing you keep doing that isn't going to get you anywhere: "No, you don't need to own the novels to own the game - I know that" and then "the novels are part of the game". It's one or the other. These cannot co-exist. And I'm not asking you to pick one - it's patently obvious which statement correlates to reality and which one does not.
Title: Re: Powers = Tools ?
Post by: Praxidicae on May 09, 2012, 12:08:49 PM
If it's in the rulebook then it's a rule.
Yeah....this is where you lost me.

Implying that because there are mentions of a vampire war = You must have a vampire ware in your game or you aren't playing DFRPG is just plain wrong.

If I decided to set my game pre Grave Peril, using completely canon-compliant characters, am I not playing DFRPG... Heck, in the "Ask Evil Hat anything" thread, you yourself mention that the Paranet papers will include rules for setting the game in the Russian Revolution (pretty sure that there wasn't Red Court/White Council war at that point)...does this mean that anyone using these rules "isn't playing DFRPG" despite the fact they are presented in a DFRPG core book? I think not, no more than a group playing a low-key game set after Grave Peril where the group's focus is on local threats and avoids the overarching Court/Council war entirely.

As to using the books as rules sources in general, I'm inclined to agree with Sanctaphrax on the differentiation between rules and setting, the books cannot provide rules (Jim didn't sit down and think "well I want to write a novel but I'd better keep in mind that someday, maybe people might want to make an RPG out of it"), they can however provide information about the intent behind certain mechanical (and in some cases non-mechanical) decisions made in YS and OW.

Purely on a pot-stirring note, what would your view be on a game set in the Dresden Files TV series universe. Although nominally a part of the Dresdenverse, there are important setting differences between this world and the one presented by the books (or the RPG).
Should a group introduced to the game through the tv series rather than the books decide to play in this universe, would they be playing a DFRPG game or not (the series is afterall a part of the published Dresden Multiverse)?
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 09, 2012, 04:32:51 PM
This is the thing you keep doing that isn't going to get you anywhere: "No, you don't need to own the novels to own the game - I know that" and then "the novels are part of the game". It's one or the other. These cannot co-exist. And I'm not asking you to pick one - it's patently obvious which statement correlates to reality and which one does not.

Let's talk about D&D 3.5 for a second.  A partial listing of those books (no "setting" books like Monsters of Faerûn; no adventures that introduce new magic items, monsters, etc) is:

Arms and Equipment Guide
Book of Challenges
Book of Exalted Deeds
Cityscape
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Divine
Complete Mage
Complete Psionic
Complete Scoundrel
Complete Warrior
Defenders of the Faith
Deities and Demigods
Draconomicon
Dragon Magic
Drow of the Underdark
Dungeon Master's Guide: Core Rulebook II
Dungeon Master's Guide II
Dungeonscape
Elder Evils
Enemies and Allies
Epic Level Handbook
Exemplars of Evil
Fiend Folio
Fiendish Codex I
Fiendish Codex II
Frostburn
Ghostwalk
Hero Builder's Guidebook
Heroes of Battle
Heroes of Horror
Libris Mortis: The Book of the Undead
Lords of Madness: The Book of Aberrations
Magic Item Compendium
Magic of Incarnum
Manual of the Planes
Miniatures Handbook
Monster Manual: Core Rulebook III
Monster Manual II
Monster Manual III
Monster Manual IV
Monster Manual V
Oriental Adventures
Planar Handbook
Player's Handbook
Player's Handbook II
Psionics Handbook
Races of Destiny
Races of Stone
Races of the Dragon
Races of the Wild
Rules Compendium
Sandstorm
Savage Species
Song and Silence
Spell Compendium
Manual of the Planes
Stormwrack    
Stronghold Builder's Guidebook
Sword and Fist
Tome and Blood
Tome of Battle
Tome of Magic

Does anyone want to dispute that these are all part of the D&D 3.5 rules? Anyone?

Is  that the same as saying that you need each and every book listed above before you can start playing the game? Of course not.  You pick up the Player's Handbook, Dungeon Master's Guide, Monster Manual and you're good to go.  But no one can say that all of those books are not part of the game known as D&D 3.5.

Which is why stating that the entire DV is part of the DFRPG does not mean that you have to read all the DF books.  Your table will put it's own spin on things, but since I am currently concealing my vast power of telepathic communication from the world there is no way I can comment on your home game without revealing that I'm reading the minds of all your players and...

Opps, well, let's ignore that last bit as I restate the fact since we don't know what each other is adding and subtracting at our tables, all we can do is comment on the base game.

Richard
Title: Re: Powers = Tools ?
Post by: UmbraLux on May 09, 2012, 06:54:02 PM
Just asking for clarification - I don't think any of those are novels.  Wasn't it inclusion of novels as rules which was being objected to?
Title: Re: Powers = Tools ?
Post by: devonapple on May 09, 2012, 07:30:37 PM
Wasn't it inclusion of novels as rules which was being objected to?

If I understand it correctly, the primary objection was restricting player options based solely on setting elements from the canonical novels (SEC), with a secondary add-on objection to restricting player options based on setting elements from the DFRPG books (SER) which (though contained within the RPG books) had not been sufficiently codified as rules in a way that makes them applicable to a RAW discussion.
Title: Re: Powers = Tools ?
Post by: Viatos on May 09, 2012, 07:38:20 PM
Does anyone want to dispute that these are all part of the D&D 3.5 rules? Anyone?

Yeah, a bunch of those are 3.0 unupdated material. So you're already off to a weak start.

Where your analogy becomes so anemic that it dies of heart failure, unable even to pump its own blood, is that all the actual 3.5 material on that list is an expansion to DnD 3.5 licensed and published by WotC. Trying to compare published expansion material in DnD 3.5 to the novels DFRPG is based on is apples and oranges, no comparison possible. It's like comparing a cooking manual to a picture of a cake.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 09, 2012, 07:42:58 PM
Just asking for clarification - I don't think any of those are novels.  Wasn't it inclusion of novels as rules which was being objected to?

I was replying to those who believed I was stating that it required to read all of the novels before running again.  Please read the quote below - the one that I quoted in the post above.  In case others have missed it, I'll bold the most relevant part:   
This is the thing you keep doing that isn't going to get you anywhere: "No, you don't need to own the novels to own the game - I know that" and then "the novels are part of the game". It's one or the other. These cannot co-exist. And I'm not asking you to pick one - it's patently obvious which statement correlates to reality and which one does not.

I'm pointing out that statements of "you don't need to own all those D&D 3.5 books to own the game" and "those D&D 3.5 books are all part of the game" are both true and can co-exist.  Basically, I'm drawing a parallel between that and my statements that 'you don't need to own all the novels' and 'the entire DV is part of the game'.

Combined, the two rulebooks have enough info about the DV to run a game.  They explain Harry's World in YS, they list what is it what (and who is who) in the DV in OW, and OW includes things that the average reader will have forgotten.  Of course they don't do it in exhaustive detail - for that you need the novels.

The novels, that are the source of the game.  They are what the rules attempt to emulate.  Anything you can point at and "See, it works differently in the game than in the novels" is a failure of the game.  Something that needs to be patched - patched by giving Listens To Wind greater shapeshifting or The Gatekeeper the worldwalker power, as has been suggested by the designers.

Richard
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 09, 2012, 07:50:25 PM
Yeah, a bunch of those are 3.0 unupdated material. So you're already off to a weak start.

I went to a page that claimed to list all WotC 3.5 material and copied, then pasted.

Only the WotC 3.5 material.  Some of the books (Epic Handbook stands out) were never updated and (according to WotC) are part of 3.5.

But you're plucking at the outside of the issue rather than addressing it.

Do you disagree with the following two statements:
1) You do not need to own Ghostwalk to run D&D 3.5.
2) Ghostwalk is part of  D&D 3.5.

The parallel between those two statement and my position (you do not need to read all the novels; the entire DV is part of the game) is clear.

Richard
Title: Re: Powers = Tools ?
Post by: UmbraLux on May 09, 2012, 08:04:25 PM
Not really.  Ghostwalk isn't a novel.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 09, 2012, 08:10:01 PM
Not really.  Ghostwalk isn't a novel.

Nor is D&D 3.5 a licensed product.

One last time (hopefully):
The Dresden Files RPG is an attempt to model the entire DV.
The rulebooks give a great summary of the DV.

Saying:
1) You do not need to own Ghostwalk to run D&D 3.5.
2) Ghostwalk is part of  D&D 3.5.
is akin to saying:
1) you do not need to read all the novels
2) the entire DV is part of the game

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on May 09, 2012, 08:59:18 PM
Saying:
1) You do not need to own Ghostwalk to run D&D 3.5.
2) Ghostwalk is part of  D&D 3.5.
is akin to saying:
1) you do not need to read all the novels
2) the entire DV is part of the game

Richard

No, this is wrong by definition. Ghostwalk is a licensed product of WotC produced for the DnD 3.5 ruleset. It's incomparable, as I pointed out and you ignored. You remain firmly and unavoidably in the territory of apples-to-oranges. There's just no similarity between a licensed product for a gaming ruleset and a work of artistic fiction produced only for its own merit.

But you're missing the obvious correlation. Is a Drizz't novel produced for entertainment valid rules text for Forgotten Realms?
Title: Re: Powers = Tools ?
Post by: Silverblaze on May 09, 2012, 09:08:25 PM
Yeah, a bunch of those are 3.0 unupdated material. So you're already off to a weak start.

Where your analogy becomes so anemic that it dies of heart failure, unable even to pump its own blood, is that all the actual 3.5 material on that list is an expansion to DnD 3.5 licensed and published by WotC. Trying to compare published expansion material in DnD 3.5 to the novels DFRPG is based on is apples and oranges, no comparison possible. It's like comparing a cooking manual to a picture of a cake.

That was caustic and unnecessary.  Please stop.  We don't need flame wars here.  We don't need mods breathing down our necks.   That is where this is going. 
Title: Re: Powers = Tools ?
Post by: Viatos on May 09, 2012, 09:24:48 PM
That was caustic and unnecessary.  Please stop.  We don't need flame wars here.  We don't need mods breathing down our necks.   That is where this is going.

It was neither; any statement with even a hint of softness has been met with obfuscating bait-and-switch tactics. This one allows no misinterpretation and is directed at no user, referencing only the strength of an argument. I hope that stating an argument is weak, even if I do so colorfully, is not expected to be a value judgment on the character of another human being. If I ever violate the ToS, I expect a moderator and not another user to note my conduct as unacceptable. While this debate has generated controversy and demanded a certain amount of directness, I see no calls for this kind of response.
Title: Re: Powers = Tools ?
Post by: ways and means on May 09, 2012, 09:48:54 PM
Setting do not equal rules.
D&D proved that if you change the setting the rules can remain the same.

DFRP is not a simulation of the Dresden files its a role playing game using the setting there is a difference.

Your Dresden files =/ my Dresden files which does not equal Butcher's Dresden files any narrative can be interpreted multiple ways (aka there is no one true canon). 

The novels provide the meta-plot of DFRP not the rules.
Title: Re: Powers = Tools ?
Post by: UmbraLux on May 09, 2012, 09:49:38 PM
Nor is D&D 3.5 a licensed product.
It's just flipping which is licensed.  WotC licensed novels, Butcher licensed the game.  In both cases, novels are setting sources and game references are rule sources.

Kinda think this is going down a rabbit hole though.  In the end, the table / group is what matters.  My group chose to set the game during the vampire war - it helps keep the wardens distracted.  The result is we discount the later novels' material - our setting may well take different turns, at least on the small scale. 
Title: Re: Powers = Tools ?
Post by: Viatos on May 09, 2012, 10:34:04 PM
It's just flipping which is licensed.  WotC licensed novels, Butcher licensed the game.  In both cases, novels are setting sources and game references are rule sources.

No, it's ignoring the difference between a game and associated fiction.

Both DFRPG and DnD 3.5 have setting books. DFRPG has Our World. DnD 3.5 has campaign setting books. These are where game setting comes from. Novels are just novels. Art, entertainment, unrelated to the game itself.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 10, 2012, 01:45:29 AM
No, this is wrong by definition. Ghostwalk is a licensed product of WotC produced for the DnD 3.5 ruleset.

No, it is not a licensed product.  It is a rulebook released by WotC that (in their minds) fills a vital role - introducing new rules to handle something that they felt was missing from the game.

It's incomparable, as I pointed out and you ignored. You remain firmly and unavoidably in the territory of apples-to-oranges. There's just no similarity between a licensed product for a gaming ruleset and a work of artistic fiction produced only for its own merit.

In this case the game is based off of the writings.  Where the game fails to handle the DV is where the game fails.

But you're missing the obvious correlation. Is a Drizz't novel produced for entertainment valid rules text for Forgotten Realms?

You are mixing apples and oranges here.  Unlike Dresden Files RPG, D&D is not based off of a series of novels.  The D&D game predates all D&D novels by... I was going to say decades, but Quag Keep stops me.  Discounting Quag Keep, the first D&D novels didn't come around until Dragon Lance.  Call it a decade and half.

But Jim's work predates the game and serves as the source for the game.  The game models his world.  It was designed so you could RP with the game slanted through Jim's mind.

It was neither; any statement with even a hint of softness has been met with obfuscating bait-and-switch tactics.

I have been consistent in my replies throughout this discussion.  I do not obfuscate my point of view - I proclaim it to the world.

Seriously, do you have doubts whatever about my position on this matter? I've spelled it out as clearly as possible time after time.

Combined, the two rulebooks have enough info about the DV to run a game.  They explain Harry's World in YS, they list what is it what (and who is who) in the DV in OW, and OW includes things that the average reader will have forgotten.  Of course they don't do it in exhaustive detail - for that you need the novels.

The novels, they are the source of the game.  They are what the rules attempt to emulate.  Anything you can point at and "See, it works differently in the game than in the novels" is a failure of the game.  Something that needs to be patched - patched by giving Listens To Wind greater shapeshifting or The Gatekeeper the worldwalker power, as has been suggested by the designers.

No, it's ignoring the difference between a game and associated fiction.

You are confusing the chicken and the egg.

Both DFRPG and DnD 3.5 have setting books. DFRPG has Our World. DnD 3.5 has campaign setting books. These are where game setting comes from. Novels are just novels. Art, entertainment, unrelated to the game itself.

For D&D, yes.  The novels are written based on the game.

For Dresden - no.  The game is based on the novel.


Thinking about all the time I've spent posting on this subject, I've decided that it is not worth it.  I didn't come here to argue - and since we can't find a common ground this debate is pointless.  I list quotes from the books, you ignore them.  I give examples, you pick away at the edge of the example without addressing the issue.  I draw parallels, you dismiss them.

Nothing I can say will change your mind.  Your continued repetition of "If it isn't in the part of the DFRPG that deals with what I consider rules then it's not part of the game" is never going to convince me that the DV isn't part of the game.

Let's just walk away from this issue.

Richard
Title: Re: Powers = Tools ?
Post by: Tedronai on May 10, 2012, 01:52:01 AM
Until the next time you (or someone else, of course) assert(s) this opinion as fact, then, Richard, I too will leave it be.
Title: Re: Powers = Tools ?
Post by: Silverblaze on May 10, 2012, 02:21:38 AM
It was neither; any statement with even a hint of softness has been met with obfuscating bait-and-switch tactics. This one allows no misinterpretation and is directed at no user, referencing only the strength of an argument. I hope that stating an argument is weak, even if I do so colorfully, is not expected to be a value judgment on the character of another human being. If I ever violate the ToS, I expect a moderator and not another user to note my conduct as unacceptable. While this debate has generated controversy and demanded a certain amount of directness, I see no calls for this kind of response.

Fair enough.  i just hope you like people being that blunt to you.
Title: Re: Powers = Tools ?
Post by: Silverblaze on May 10, 2012, 02:26:47 AM
So.... the answer to this thread is basically ...

"Well, like; that's your opinion dude."

20 pages to come to this conclusion:

"People are going to do what they want at their table as they see fit.  People are going to ignore our opinions and topics if they see fit.  Many people who play this game likely do not even go to this forum."

Wish I thought of that. 
Title: Re: Powers = Tools ?
Post by: Viatos on May 10, 2012, 02:50:27 AM
So.... the answer to this thread is basically ...

"Well, like; that's your opinion dude."

No, that's the answer one side wishes to reduce it to in the face of overwhelming evidence to the contrary. It's a little bit like saying "a physical attack causes stress" and a 20-page debate on whether or not that's true for no apparent reason.

Quote from: Richard_Chilton
I have been consistent in my replies throughout this discussion.  I do not obfuscate my point of view - I proclaim it to the world.

Your view is not obfuscating, your responses are.

Quote
Combined, the two rulebooks have enough info about the DV to run a game

And 100% of the RAW.

Quote
Let's just walk away from this issue.

I think we've reached a core of the discussion where it is impossible for you to continue to make arguments that assert that the greater Dresdenverse is necessary canon to the game. To be clear, if you stop responding, I have no need to reply, but there will not be a point when I feel that such false assertions should go unchallenged. Want to drop it? Fine. But every time it comes back up, expect exactly the same repetition of what DFRPG encompasses vs. what Richard_Chilton's homebrew DFRPG encompasses. As I've noted previously, I feel it's important that anyone who comes here looking to understand the game not be misled.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 10, 2012, 03:04:00 AM
Would you please stop saying that I mislead people.

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on May 10, 2012, 05:03:08 AM
Would you please stop saying that I mislead people.

Well, don't, and I'll be nothing but sweetness and silence.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 10, 2012, 05:42:55 AM
Well, don't, and I'll be nothing but sweetness and silence.

I have a different opinion from you.  Giving a contrary opinion is not misleading people, it is expressing an opinion that you disagree with.

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on May 10, 2012, 07:50:11 AM
I have a different opinion from you.  Giving a contrary opinion is not misleading people, it is expressing an opinion that you disagree with.

Come on, dude, we have like a thousand pages of this. You can probably type this next part FOR me. This isn't blue vs. green, this is pawns move four spaces vs. no, they move one or two spaces depending on context. Telling people a false thing is true is misleading, whether or not you believe in the false thing. That's the definition of deception. Your intentions don't enter into it, it is what it is.
Title: Re: Powers = Tools ?
Post by: Richard_Chilton on May 10, 2012, 04:59:00 PM
I gave never said any of that - nor have I changed my position.

Just because you can't dispute my logic nor even attempt to refute any of the things I've quoted does not mean you can put words into my mouth.

To recap one last time:
One last time (hopefully):
The Dresden Files RPG is an attempt to model the entire DV.
The rulebooks give a great summary of the DV.

Saying:
1) You do not need to own Ghostwalk to run D&D 3.5.
2) Ghostwalk is part of  D&D 3.5.
is akin to saying:
1) you do not need to read all the novels
2) the entire DV is part of the game

Richard
Title: Re: Powers = Tools ?
Post by: Viatos on May 10, 2012, 05:15:40 PM
I gave never said any of that - nor have I changed my position.

What exactly do you think I said that you said? Relax. You're fencing with phantoms now. The only words of yours I've used are the ones I literally just quoted.

Quote
Saying:
1) You do not need to own Ghostwalk to run D&D 3.5.
2) Ghostwalk is part of  D&D 3.5.
is akin to saying:
1) you do not need to read all the novels
2) the entire DV is part of the game

No comparison possible between Ghostwalk, a licensed gaming product for the D&D 3.5 ruleset, and Jim Butcher's novels, artistic works made for entertainment. This is a deceptive example because it equivocates unequal subjects. It's like saying "I read a book on medieval warfare, so when I play chess it's impossible for pawns to take my knights because knights were so powerful". The book on medieval warfare was not a CHESS book.

There are novels written for D&D, but they are not considered setting canon or rules information. DFRPG was written after the DF novels but it's the same thing.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 10, 2012, 07:53:24 PM
This bugs me. It's one thing to get a lower price for future powers like Sponsored Magic if you have Evo or Thaum (or, I guess, a refund if you start with Sponsored, but it's the same thing as a lower price for the power bought later), but (effectively) raising the cost of Strength powers just because you also have a Sword of the Cross doesn't seem quite right.

I admit, it's not exactly elegant.

Sounds better, but how would you word it to allow exceptional ... exceptions like Susan with the Sword in Changes?

Just say that you can't use the stress boost with the effect. You can use the power even if you have Strength, you just can't use it with Strength.

I mean, for the Sword of the Cross itself it can be just part of the weapon's Divine Purpose, something like...

"This item exists largely to balance the scales between mortals - for this purpose, 'mortal' includes those with True Faith supernatural powers, and perhaps (at the GM's discretion - such cases should be considered carefully) those with a minimal measure of supernatural power, such as Minor Talents or White Court Virgins. While other beings can wield a Sword under temporary and extreme circumstances - so long as they retain mortal free will - they cannot be Knights of the Cross or otherwise use the sword for a significant period of time." 

But if we're treating it as a power that can exist elsewhere, what then? Assuming it's always something that is given 'from outside' (except at uberhigh refresh where it probably is irrelevant) I suppose variations of the above would work.

No, that wouldn't work. Papering over mechanical issues with narrative stuff is almost never a good idea.

Can you expand on that? What else might be changed?

I dislike making mechanical things depend on semi-mechanical things like iron-ness and holy-ness. Also, the most of the Musts category is pointless. Powers must fit High Concepts, by the base rules for Powers.

Yeah, the point of the Swords is to strip away supernatural invulnerability. I don't see any reason for them to beat mundane armor. And (as above) the whole matter of them beating anything but powers with Catches (Toughness/Immunity/Recovery) is kind of weird/vaguely explained anyway. So I'd leave it out.

ACaEBG could be taken in a number of different directions. It could be a Catch-satisfying power, an anti-magic power, an all-trumping killing power, or a fairness-enforcing power. The current fluff implies the last of those options, but mechanically it's more like an all-trumping killing power.
Title: Re: Powers = Tools ?
Post by: Mr. Death on May 10, 2012, 08:01:02 PM
Well, one way to look at it is, I think, the Sword (and therefore God or the Archangels, or whoever) was on human-Susan's side.

I could definitely see powers derived from the White God (or other pious faiths) being specifically incompatible with powers derived from "evil" sources like the Black, White, and Red Courts, or even just inhuman sources in general.

Hell, that might be why we never see Susan actually hit anyone with the damn thing. For all we know, she's used to using her vampire powers for combat, and holding the sword doesn't let her tap into them, at least to the extent they're used to. I've seen similar speculation that Thomas taking up Amoracchius on a permanent basis (he is the son of a King, after all...) would turn away his demon for good.
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 10, 2012, 08:17:06 PM
I gave never said any of that - nor have I changed my position.

Just because you can't dispute my logic nor even attempt to refute any of the things I've quoted does not mean you can put words into my mouth.

Your logic has been disputed and refuted. If you don't think it's been done well, that's one thing, but people are at least trying it. This seems ruder than Viatos's analogy comments by far. (Not going to report it though, it's well within my tolerance for vitriol.)

To recap one last time:
One last time (hopefully):
The Dresden Files RPG is an attempt to model the entire DV.
The rulebooks give a great summary of the DV.

This is true, but what does it have to do with anything?

The rules do provide everything you need to play in the DV, but then again I hear that GURPS does the same. And Evil Hat seems to think that Fiasco does as well.

Anyway, Richard, there three main things left over in your posts that bug me.

1. The calls to end the argument. If you want the argument to end, don't participate in it. Seriously. I'm still here because I'm fine with seeing this continue.
2. The nonsense about opinions. Hardly anyone here is giving opinions, most of this is beliefs. The difference between an opinion and a belief is, some beliefs are wrong. You clearly understand this, given your attempts to prove other people wrong. Treating a belief as an opinion will lead to nonsense.
3. The statement that everything in a rulebook is a rule. That's not just wrong, that's obviously wrong. Are the page numbers rules? Is "Shut up, Bob" a rule? Please, be more careful with the blanket statements.

PS: The biggest problem with narrative-mechanical conflation is probably the uncertainty that it introduces into discussions of variations. If I want to play a Nightside game with DFRPG, what do I have to change? If you can't tell a rule from setting info, that's very hard to answer.
PPS: SEC and SER are okay, but I think I'd prefer SAW for Setting As Written. I've never really felt the need for the extra level of explanation.
Title: Re: Powers = Tools ?
Post by: Becq on May 10, 2012, 11:00:20 PM
Is this still the argument about whether or not the Dresden Files Roleplaying Game was designed to play games based on the world portrayed by the Dresden Files series?

The math seems simple to me:
Fate + SAW = DFRPG
DFRPG - SAW = Fate
where
SAW ~= DF

Of course you can adapt DFRPG to any number of different settings, just by subtracting out the SAW part of DFRPG (the stuff that makes the DFRPG the DFRPG instead of Fate) and adding in a setting of your choice:

DFRPG - SAW + Nightlife_setting = Fate + Nightlife_setting = ... well, NRPG maybe?  Or Fate Nightlife?  Or a DFRPG-based Nightlife homebrew?

I think you are redefining DFRPG to be just the Fate mechanics without the setting information/mechanics.  ("Wait -- did you say 'setting mechanics'?"  Well, the Lawbreaker feat, for example, is pretty solidly derived from setting, as opposed to being a generic mechanic.  Many settings would also benefit from a major re-write of the magic systems, too, because they are heavily designed around the setting.)

But ... whatever.  I'm not really sure why I even jumped back in.  Maybe I'm just amazed at the amount of passion behind the argument that really -- when it comes down to it -- the Dresden Files Roleplaying Game has little if anything to do with the Dresden Files...
Title: Re: Powers = Tools ?
Post by: Tedronai on May 10, 2012, 11:20:27 PM
No, this is an argument as to whether setting=rules, novels=rulebooks, and many other absurdities.
The 'purpose' argument that you put forth was, as I understand it, merely a poor attempt to come to the above by way of fallacy.
Title: Re: Powers = Tools ?
Post by: Becq on May 10, 2012, 11:38:13 PM
No, this is an argument as to whether setting=rules, novels=rulebooks, and many other absurdities.
The 'purpose' argument that you put forth was, as I understand it, merely a poor attempt to come to the above by way of fallacy.
Ok, I'll bite.  Which fallacy would that be?  And what 'purpose' argument are you attributing to me?
Title: Re: Powers = Tools ?
Post by: vultur on May 11, 2012, 12:53:20 AM
Just say that you can't use the stress boost with the effect. You can use the power even if you have Strength, you just can't use it with Strength.

Ah, yeah, that would work too.

Quote
No, that wouldn't work. Papering over mechanical issues with narrative stuff is almost never a good idea.

I don't understand ... what I listed would mean that nobody with Strength powers could ever wield the Sword long-term, since Minor Talents etc. don't get Strength powers.

Quote
ACaEBG could be taken in a number of different directions. It could be a Catch-satisfying power, an anti-magic power, an all-trumping killing power, or a fairness-enforcing power. The current fluff implies the last of those options, but mechanically it's more like an all-trumping killing power.

Well, I think it can do most of what it *should* do if all it does is satisfy Catches, period. No effect on spells, mundane armor, etc. Though I can certainly see it slicing through magical defenses like they weren't there, too. I really don't see any good justification for it ignoring mundane armor, however.

In the books, I think the way it's supposed to work is that it gives you pretty much a level playing field against anything - but everything it's ever been said to do can be explained by "satisfy all Catches".



Title: Re: Powers = Tools ?
Post by: Tedronai on May 11, 2012, 12:56:47 AM
Ok, I'll bite.  Which fallacy would that be?  And what 'purpose' argument are you attributing to me?

I'm not attributing an argument to you, but to Richard.
You asked if it was still the same argument as to [purpose of DFRPG].  That argument, as I understand it, was used by Richard as a fallacious support for his position of 'novels are RAW'.  It's fallacious because the undisputed purpose of the DFRPG in representing the DV does not indicate in any way that DV canon is DFRPG RAW.

edit: I apologize if that was not made clear in my previous post.
Title: Re: Powers = Tools ?
Post by: UmbraLux on May 11, 2012, 01:05:55 AM
Is this still the argument about...
It's the full argument.  Way past ten minutes. (https://www.youtube.com/watch?v=kQFKtI6gn9Y)
Title: Re: Powers = Tools ?
Post by: Sanctaphrax on May 12, 2012, 12:28:42 AM
Is this still the argument about whether or not the Dresden Files Roleplaying Game was designed to play games based on the world portrayed by the Dresden Files series?

Not entirely, it's drifted onto a number of topics.

As for what you said, DFRPG is a specific variant of FATE. And while the narrative material of DFRPG is pretty setting-tied, the mechanics are quite generic.

If you wanted to make DFRPG's rules setting-free, you'd just have to throw out Lawbreaker and a few examples of magical things. (If I remember correctly.)

I don't understand ... what I listed would mean that nobody with Strength powers could ever wield the Sword long-term, since Minor Talents etc. don't get Strength powers.

Actually, White Court Virgins can have Inhuman Strength.

But that's beside the point. The point is that you shouldn't design powers to become unbalanced as soon as people decide to refluff them or use them as inspiration for something else.

Well, I think it can do most of what it *should* do if all it does is satisfy Catches, period. No effect on spells, mundane armor, etc. Though I can certainly see it slicing through magical defenses like they weren't there, too. I really don't see any good justification for it ignoring mundane armor, however.

In the books, I think the way it's supposed to work is that it gives you pretty much a level playing field against anything - but everything it's ever been said to do can be explained by "satisfy all Catches".

"Satisfy all Catches" is a valid way to go about it, certainly. I've got to admit that I prefer it as an all-trumping killing power, but that's just personal taste.

Just make sure you know what you're aiming for when you write. /obvious advice.