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The Dresden Files => DFRPG => Topic started by: The Darkness Within on August 25, 2008, 10:10:01 PM

Title: Dresden Files D20 Homebrew
Post by: The Darkness Within on August 25, 2008, 10:10:01 PM
Okay so me and my brother are Working on making a D20 version to hold us off till the big one is done and ready. However we need some help. We've got a few things done:

Races:
Black Court Vampires

Classes:
None (Mage is a WIP)

We've also decided to use Vitality and Wound points to make combat more Realistic.

Spellcasting System:
A skill based system based off of a simple format. If you've ever heard of Advanced D20 Magic I based it off that.

Skills:
we were thinking of Using the D20 Urban Arcana versions.

Item Creation:
Okay here is where we go Duh.

Allies and Others:
Need to work on this too.
--

This is the early stages of the prodject and any help would be loved. once we have a bit more, I will post a link to the file.


Edit: Okay I took a look a previous D20 thread that as a discussion and I wanted to say that I am playing on a new re-vamped spellcasting system, with the spells that are pre-made called "Baselines" these base line might be the effect you want (aka Evocation) or just the begginning, for other kinds of magic, there are ritual rules, and I am planning on making it pretty open ended. meaning you only need to ask your DM the overall spell DC, and there you go. Spells are based on a few skills. or maybe one skill. I am still in the process of mix it up.

As for the 'smaller' Iconic characters, I mean Level is a determination of combat skill and knowledge of your field. So while Harry may be more power (due to his magic), Murphy would still take him in a straight fight. So levels of the Iconic will be base off the books with statistics to match. I will also to make a grip of new feats.

I do however need some help with certain things, if you are interested send me a Pm, or post here.
Title: Re: Dresden Files D20 Homebrew
Post by: Tush Hog on September 03, 2008, 08:51:36 PM
Have you looked any at Monte Cook's World of Darkness? Keep me updated, I would like to see what you come up with.
Title: Re: Dresden Files D20 Homebrew
Post by: TheMouse on September 09, 2008, 07:59:15 PM
Have you looked any at Monte Cook's World of Darkness?

I've heard very good things about the magic system used in MCWoD. I'm not sure how well it fits Dresden, but a number of d20 folk have called it the best magic system they've ever seen, period.
Title: Re: Dresden Files D20 Homebrew
Post by: finarvyn on September 21, 2008, 09:35:42 PM
Well, McWOD does use a spell point system where you can customize and build spells and their effects. Monte has also put together point values for some common spells so that you don't have to totally reinvent the wheel.

It's really pretty good.
Title: Re: Dresden Files D20 Homebrew
Post by: The Darkness Within on June 01, 2009, 10:26:15 PM
Okay. I am back. I am sorry I disappeared for so long but shit happened. my laptop got destroyed ala falling from the fifth story window. (MY BABY!~) and now I have a new one. I am officially restarting this project now. I am sad because I lost all my data but the spirit is still here. however this time I need some more help. I am without the ability to do it on my own for quite some time. so I ask you my fellow board goers for some small help.

Classes:
What Classes would you like to see

Races:
What Races you'd like to see

Items of Power:
What Items would you like stated

Magic system:
Skill based
DnD styled
Something else?

Major Characters you want stated.

I want to get this done at about mid-summer (Doubt it but I can try)

Title: Re: Dresden Files D20 Homebrew
Post by: finarvyn on June 02, 2009, 07:51:35 PM
I'm not really a d20 guy becasue I think those rules are a lot more complex than you need (or I want) to run a fun game. Using d20 to create a Dresden style game may take a while since you need to come up with skills, feats, and a number of similar game-mechanic pieces to fit into the campaign. I'd be tempted to go for an older edition of the game. A simple approach would be to take the OD&D game system (or AD&D or OSRIC or other similar RPG mechanic) and use it to run Dresden Files. It's certainly a fast and easy way to go.

* Classes - Start with fighter and magic-user. Others could be added as desired. For example, the Knights of the Sword function a lot like the Paladin. I can also imagine non-canon classes like Druid, Cleric, or Monk entering a game after you get the campaign underway.

* Races - Start with human and probably vampire. You can customize vampire by Court if you like, or start out with them being somewhat generic.

* Magic - A "vancian" fire-forget system is not very Dresden-like in philosophy but probably is a close enough fit and is certainly easy to run. You might want to use new spell names or maybe add a few to be more Dresden in style.

* Special Items - not much here as the DF universe doesn't seem to have "random magic" type items. I'd make each magic item unique and create it as needed instead of having a standard list, but if you want a generic list focus on rings and cloaks of protection, magic potions, maybe an occasional magic dagger or other weapon. Try to stick to things that seem in keeping with the style of Harry's world.

* Monsters - some of the monsters seem very different than their D&D counterparts. For example, the DF ghoul is really nasty whereas the D&D ghoul is nothing really terrifying. Probably some re-statting would be needed here.

I'm thinking that with an OD&D style system you could sit down for a few hours and create enough material to play almost right away. If you try to build a system from scratch, it would take a lot longer.
Title: Re: Dresden Files D20 Homebrew
Post by: The Darkness Within on June 02, 2009, 09:08:12 PM
I'm not really a d20 guy becasue I think those rules are a lot more complex than you need (or I want) to run a fun game. Using d20 to create a Dresden style game may take a while since you need to come up with skills, feats, and a number of similar game-mechanic pieces to fit into the campaign. I'd be tempted to go for an older edition of the game. A simple approach would be to take the OD&D game system (or AD&D or OSRIC or other similar RPG mechanic) and use it to run Dresden Files. It's certainly a fast and easy way to go.

* Classes - Start with fighter and magic-user. Others could be added as desired. For example, the Knights of the Sword function a lot like the Paladin. I can also imagine non-canon classes like Druid, Cleric, or Monk entering a game after you get the campaign underway.

* Races - Start with human and probably vampire. You can customize vampire by Court if you like, or start out with them being somewhat generic.

* Magic - A "vancian" fire-forget system is not very Dresden-like in philosophy but probably is a close enough fit and is certainly easy to run. You might want to use new spell names or maybe add a few to be more Dresden in style.

* Special Items - not much here as the DF universe doesn't seem to have "random magic" type items. I'd make each magic item unique and create it as needed instead of having a standard list, but if you want a generic list focus on rings and cloaks of protection, magic potions, maybe an occasional magic dagger or other weapon. Try to stick to things that seem in keeping with the style of Harry's world.

* Monsters - some of the monsters seem very different than their D&D counterparts. For example, the DF ghoul is really nasty whereas the D&D ghoul is nothing really terrifying. Probably some re-statting would be needed here.

I'm thinking that with an OD&D style system you could sit down for a few hours and create enough material to play almost right away. If you try to build a system from scratch, it would take a lot longer.

I agree with a lot of this. however I am very poor with the older systems (I learned on the newer editions) I am fully prepared to write a 100 pages of a write up if I have to make this the fun game it can be based in the D20 system. I would like to mention that its less of me not know 'How' to put it together but what to put in.

I still really don't want to do the classic DnD system for magic. I am looking for an opinion and list of nessicary things that the people would like to see. (Thank you for some of those btw). I am still thinking on making a skill system for the magic. however if I do that...I need a list of the seperate magic for Harry Dresden Universe (Mainly because it's more varied in skill than base DND, some might be a combat magic specialist with little skill in...Thaumergy (Sp?) and the like.)

So. with that said. the Items section is more to detail the unique items. or give a creation example.
Title: Re: Dresden Files D20 Homebrew
Post by: s.baldrick on June 18, 2009, 02:57:24 PM
You could use Mutants and Masterminds pretty easily for a Dresden Files game, particularly if you use The Book of Magic supplement.  In my opinion, The Book of Magic book has a HEAVY Dresden influence to it as it is.  I am currently running a Mutants and Masterminds right now and it has a HEAVY Dresden influence to it although that was not intended by me.  Four of the five players in the game are big Dresden Files fans (I am the one that introduced them to the books) and three of the characters that have been played were definitely at least partially inspired by the Dresden Files.  We have had a a werewolf, a faerie warrior and a full fledged wizard for characters so far.   
Title: Re: Dresden Files D20 Homebrew
Post by: Stephen on June 20, 2009, 11:37:24 AM
I am still thinking on making a skill system for the magic. however if I do that...I need a list of the seperate magic for Harry Dresden Universe (Mainly because it's more varied in skill than base DND, some might be a combat magic specialist with little skill in...Thaumergy (Sp?) and the like.)

The books give a messy picture on magic e.g. Harry says evocation is flash bang line of sight magic but Molly's neuromacy, psychomancy and veils and Mort's ectomancy seem more evocation like to me (mental effort only) than thaumaturgy (lots of materials).
Book named specific forms of magic:
Ectomancy - spirits
Kinetomancy - motion/force
Pyromancy - fire/temperature
Vulcanomancy - earthheat
Ferromancy - magnetics/electrics
Necromancy - death/zombies+spectres, etc
Anthropomancy - future Intellectus by reading human entrails
Neuromancy - mind reading/wrting
Psychomancy - Person/Object Limited Intellectus
Beeromancer - beer

Alchemy (Potions, Ointment, etc) is probably a form of Thaumaturgy as is Enchantment  (Foci, Amulets, Runes?, etc).

There have been other spells but the class of magic hasn't been named e.g. NN portals, gravity focusing, sell's shadowman, veils, Sight, Soulgaze, etc.

Hope this little bit helps
Stephen
Title: Re: Dresden Files D20 Homebrew
Post by: finarvyn on July 12, 2009, 12:38:37 AM
You could use Mutants and Masterminds pretty easily for a Dresden Files game, particularly if you use The Book of Magic supplement.
And there is a thread on using Mutants & Masterminds for DF gaming right here (http://www.jimbutcheronline.com/bb/index.php/topic,2596.0.html) if you are interested.
Title: Re: Dresden Files D20 Homebrew
Post by: aprugaria on August 08, 2009, 10:14:57 PM
My friends and i have been using Gurps to play a dresdenverse style rpg. It's not perfect but it works well enough.
Title: Re: Dresden Files D20 Homebrew
Post by: vultur on September 22, 2009, 04:13:08 PM

* Special Items - not much here as the DF universe doesn't seem to have "random magic" type items. I'd make each magic item unique and create it as needed instead of having a standard list, but if you want a generic list focus on rings and cloaks of protection, magic potions, maybe an occasional magic dagger or other weapon. Try to stick to things that seem in keeping with the style of Harry's world.

Or at least we haven't seen them yet. In Fool Moon, Bob refers to a "Shadowcape" and "greater Ring of Invisibility" as though they're fairly standardized things, and Harry knows what he's talking about.
Title: Re: Dresden Files D20 Homebrew
Post by: jtaylor on September 22, 2009, 04:27:56 PM
My friends and i have been using Gurps to play a dresdenverse style rpg. It's not perfect but it works well enough.
I think a combination of the Ritual Magic rules in Vodoo or spirits For Thamaturgery combined with Classic Magery/Spells for evocation would be very close for a Hombrew Gurps campaign. Do you play 3rd or 4th edition?
Title: Re: Dresden Files D20 Homebrew
Post by: vultur on September 22, 2009, 05:32:34 PM
If one wanted to use d20, d20 Modern would probably be the best base. Pure Mortals could use the base classes without any modification: Minor Talents and the weaker Changelings/Scions, as well as any other supernaturals who are 'one-trick ponies', would still use the base classes, but simply with a template applied (with their weak powers balanced by minor weaknesses: for example, Changelings weak enough to use this setup would have one minor ability, either a very weak magical one, a weak bonus feat, or simply a bonus to an ability score, and would be vulnerable to iron; they might also suffer a penalty to certain social skills as they have less free will.)

For example:
Changeling (Minor) - Troll Born
*Bonus Feat: Toughness
*+2 racial bonus to Intimidate checks.
*Fae Vulnerabilities: A minor changeling without Damage Reduction suffers +25% damage (round up) from iron weapons. The troll-born also suffers a -4 penalty to one skill from the following list: Bluff, Diplomacy, Gather Information, and Sense Motive.

Or:
Minor Talent - Precognitive
* Future Sight: A precognitive gains a +1 competence bonus on Armor Class against attacks by mortal opponents.
*+2 competence bonus to Bluff and Sense Motive checks
* Bound by Time: A precognitive suffers a -2 penalty to all Charisma-based skill checks except Bluff.
* Council's Ward: A precognitive can be detected by Wardens and other members of the White Council who are within X feet. Any breaking of the Laws is detectable from a much greater radius.

Things like a Red Court Infected would be a template too, with greater bonuses and much greater penalties. The key would be: are the abilities greatly improvable by practice? Things that are (Wizard, Sorcerer) are classes; things that aren't (Red Court Infected), or are profoundly limited in how they can be improved (Minor Talent) are templates. I'm tempted to say that White Court Vampire is a class, since there seem to be greatly varying degrees of skill/power in the use of the vampire abilities, but it might be both (a template for the base abilities, and a class for refining the abilities.)

EDIT TO ADD:
Of the types we've seen so far:
Classes:
Wizard (Basic Class)
Sorcerer (Basic Class) - may be the same class as wizard with different options chosen
White Court Vampire (Basic Class)
Werewolf (Advanced Class - but with low prerequisites)
Faithful (Basic Class)
Faerie Court Knight (Advanced Class)
as well as the basic classes from D20 Modern, for plain mortals and minor talents...

Template:
Changeling (actually several templates depending on Fae parent)
Lycanthrope
Minor Talent (actually several templates depending on specific power)
Red-Court Infected
White-Court Born
Title: Re: Dresden Files D20 Homebrew
Post by: vultur on September 24, 2009, 03:42:07 AM
But how would magic work in a D20 version?

Evocation would be fairly simple, but Thaumaturgy would be difficult to set up in a more detail-oriented system like d20...
Title: Re: Dresden Files D20 Homebrew
Post by: vultur on November 17, 2009, 05:55:55 AM
I'm thinking Wizard and Sorcerer *should* be the same class, just with different options picked.

----
As for evocations, what about this:

Evocations

Evocations are quick and dirty magic, power conjured up to push things around or smash or burn an enemy.

Only characters with the Wizard or Sorcerer class can use evocations automatically. Characters who have any Minor Talent or Practitioner feat or template must buy the Evoker feat to use evocations; even so, their use of evocations is far weaker than that of a true Wizard of the Council or a powerful Sorcerer, even if they also buy the Skilled Evoker feat. Furthermore, they cannot pay hit points to enhance their evocations as a Wizard or Sorcerer can.

Evoker
Prerequisites: Any Minor Talent or Practitioner feat or template; Cha 15+; Wis 13+ or Con 13+
Benefit: You gain two evocation 'slots' per day, and learn one type of evocation. Your evocation check bonus is equal to your Wisdom or Constitution bonus, whichever is higher, plus your Charisma bonus.

Skilled Evoker
Prerequisites: Evoker
Benefit: Choose one of the following: You gain one additional evocation 'slot' per day, or you learn one more type of evocation. Also, you can, once per day, draw from your energies, making yourself fatigued to add a +4 bonus to one evocation roll.

Devastating Evocation
Prerequisites: Skilled Evoker or Wizard/Sorcerer levels
Benefit: You gain a +2 bonus to the save DC of one type of evocation you know.
Special: This feat can be taken multiple times. It does not stack, but applies to a different type of evocation each time it is taken.

Evocations in General
You can only cast an evocation if you have an evocation slot remaining unused (or, if you are a Wizard/Sorcerer, have sufficient magic points remaining). Casting an evocation is a standard action.

When casting an evocation, you choose your target and your desired effect, such as moving a large object with force or burning a vampire with fire. You then make an evocation check, rolling a d20 and adding your evocation check bonus. The result determines the degree of effect (such as how far the object moves or how much damage the vampire suffers) by what DC you meet. If you have chosen to attempt an evocation against a target farther away than your evocation check result allows you to, the effect still happens (the force or fire still manifests) but it does not affect the target, and fades away uselessly.

Wizards/Sorcerers can prepare 'pre-packaged' evocations; evocations cast in this way do not require evocation checks.

Saving throws against evocations have a DC of 10 + your Charisma modifier + any bonuses you receive from feats such as Devastating Evocation or Wizard/Sorcerer class features.

Types of Evocations
The Evoker feat allows you to learn one type of evocation; the Skilled Evoker feat allows you to learn another. Wizards/Sorcerers begin with three evocation types.

Fire Blast
This is your generic big flame, primarily used to burn up your foes.

DC    Range    Damage (Reflex save halves)
10    10 feet  1d3 fire damage
15    20 feet  1d6 fire damage
20    40 feet  1d10 fire damage
25    60 feet  2d10 fire damage
30    90 feet  3d10 fire damage
35    120 feet 4d10 fire damage
+5   +40 feet +1d10 fire damage

The flame's length is equal to its range (it extends from just in front of the evoker's hand, blasting rod, or other casting tool to the limit of its range). Unless shaped by a skilled Wizard/Sorcerer (using the Shape Evocation class feature), it is 5 feet (one square) wide and deep.  Any flammable objects, innocent bystanders, etc. in the flame will also take damage.

Other evocations would be Wind, Force, Earth, and probably others I can't think of now...
Title: Re: Dresden Files D20 Homebrew
Post by: vultur on November 18, 2009, 08:23:49 AM
More on Evocations...

Evocation Check Modifiers
Supercharged emotional state  ... +2
Appropriate energy source within range (Improved Energy Use class feature*) ... +2
Make yourself fatigued (Skilled Evoker feat, or Wizard/Sorcerer, only) ... +4
Damage yourself (Wizard/Sorcerer only) ... +1/hit point dealt to yourself (maximum 1/2 your class level, round up)
Fatigued ... -2
Exhausted ... -4

Notes:
Supercharged emotional state: Applies when the evoker is fighting for something more important to them than life itself. This should be a rare bonus.
Appropriate energy source within range: This is things like Harry freezing water to power his fire. *See the class feature (whenever I get around to writing up the Wizard/Sorcerer class...)


Example: John Doe, a 4th level Wizard of the Council, is awakened by a suspicious sound and runs into the next room, where he sees a Renfield Black Court minion standing over his newborn son's crib. Fire is too dangerous to use in this situation, so he lights up with an Electricity evocation instead. To put as much power as possible into the decisive first shot, before the Renfield can harm the child, he makes himself fatigued (+4 bonus) and burns 2 hit points (+2 bonus). Since his son's life is at stake, he gains the +2 bonus for supercharged emotional states. Adding all these to his +2 Charisma modifier and his +2 bonus from his class levels, he rolls a 26 (base 14 + total bonus 12). The lightning bolt slams into the Renfield. Surprisingly, he makes his DC 13 (10, +2 Charisma bonus, +1 Wizard/Sorcerer class feature) Fortitude save for half damage despite his low save modifier; unfortunately for the vampiric minion, John Doe rolls 19 damage on his 3d8, and even half of that (9 damage) is enough to kill the 6-hit-point Renfield. John is severely winded by his exertion, but his son's life is saved. Of course, now he has to do something about the apparently-human lightning-struck corpse in his son's bedroom...


Electricity
Includes hurling bolts of lightning, supercharging metal objects with a deadly shock, etc.

DC    Range    Damage (Fortitude save halves)
5    10 feet  1d3 electricity damage
10    20 feet  1d6 electricity damage
15    40 feet  1d8 electricity damage
20    60 feet  2d8 electricity damage
25    90 feet  3d8 electricity damage
30    120 feet 4d8 electricity damage
+5   +40 feet +1d8 electricity damage

The lightning bolt's length is equal to its range (it extends from just in front of the evoker's hand, blasting rod, or other casting tool to the limit of its range). Unless shaped by a skilled Wizard/Sorcerer (using the Shape Evocation class feature), it is 1 inch wide and deep, so it will not harm scenery or innocent bystanders as fire will. (Of course, it is also less damaging than fire; there are always tradeoffs...)

The electricity evocation can also be used to make a single melee attack with a metal weapon as a full-round action. If it hits, it will deal normal damage plus electricity damage.

Wind
Includes shoving objects around, knocking your foes off their feet or into unconsciousness, etc.

DC    Range    Nonlethal Damage (Reflex save halves)
5    10 feet  1d3 nonlethal bludgeoning damage
10    20 feet  1d4 nonlethal bludgeoning damage
15    30 feet  1d6 nonlethal bludgeoning damage
20    50 feet  2d6 nonlethal bludgeoning damage
25    70 feet  3d6 nonlethal bludgeoning damage
30    100 feet 4d6 nonlethal bludgeoning damage
+5   +30 feet +1d6 nonlethal bludgeoning damage

The wind blast's length is equal to its range (it extends from just in front of the evoker's hand, blasting rod, or other casting tool to the limit of its range). Unless shaped by a skilled Wizard/Sorcerer (using the Shape Evocation class feature), it is 10 feet wide and deep, so it will throw objects around and otherwise wreck the area in a rather large chunk of the scenery. However, its effects on innocent bystanders, while they may be painful, are nonfatal.

A wind evocation is generally cast to knock down or unbalance your foes rather than to damage them. It deals the least damage of all evocations, but creatures who fail their Reflex saves are automatically knocked off balance (-1 penalty to attack rolls, saving throws, and evocation checks next round), and are knocked prone (if Large or larger) or knocked prone and shoved back 10 feet (if Medium or smaller) if they fail their saves by 5 points or more. Inanimate objects up to (50 pounds x the evocation check result) are shoved 10 feet automatically; objects less than 10 pounds are blown to the limit of the wind blast's range.