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Messages - Phantomdoodler

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16
DFRPG / Re: Dresden meets Fate Core
« on: May 06, 2013, 10:21:39 PM »
Yes I tend to overcomplicate things.Having just play tested my rules, the players seemed overly keen to lay waste to their environment for a precious power bonus. So I am going to use your simple approach, and try something similar for thaumaturgy. Since its mentioned in the book, and I kind of like it, I am going to add that casting a non-rote spell costs you a point of stress. I will also allow a character to take a penalty to try to do something trickier. So effecting all targets in a zone is a -2 penalty. Making a veil one sided is a -2 penalty etc

17
DFRPG / Re: Dresden meets Fate Core
« on: May 06, 2013, 11:30:36 AM »
Still I take your points. I may try this- its a hybrid between fate core and dfrpg:

Gathering Power
To achieve any effect with magic you need to first gather magical power. Fortunately magical energy is the essence of life and emotions; you need only take a moment to focus your will or channel an emotion. Unless you are casting a rote spell or hexing, you must take a point of mental stress to do this. If you want to create a more powerful effect, you can draw shifts of power into your spell up to your Focus without harm; any more power causes backlash or fallout (see below)

Casting the Spell
Now the power is gathered, you must focus the energy into a spell. Choose one of the following actions:
Overcome: Use Will roll to deliberately hex an entire machine or Focus to hex one component. Use Will to overcome an obstacle using brute force, such as such as blowing down a door, or Focus to use fine manipulation, such as picking a lock or lighting a fuse. Use Will to remove an aspect created with magic (known as a counterspell). You must exceed the difficulty of the obstacle, or in the case of a counterspell, the Will of the caster. Each 2 shifts of power may be used to hex or counterspell all targets within one zone

Create an Advantage: Use Will to alter the environment with magic or place a mental or physical impediment on a target, such as Trapped in Ice or Dazzled. Use Focus to place a veil or shield on a target. Characters can defend against this with Athletics or Will as appropriate. For each 2 shifts of power, you may affect all targets within one zone. For each 2 shifts of power you gain a free invoke with the created aspect. For 2 shifts of power you can create a veil that can be seen out from.

Attack: Use Will to harm someone with magic, whether conjuring fireballs or removing air from their lungs. Targets can defend against this with Athletics or Will depend¬ing on the nature of the attack. Each shift of power increases the Weapon rating of the attack by 1. For each additional 2 shifts of power, you may attack all targets within one zone.

Defend: Use Will to defend against hostiles magic or supernatural effects. If you have a
defensive aspect such as a shield or veil, you may use Will to defend when applicable.

Backlash and Fallout
If the shifts of power in a spell exceed your Focus, you have failed to properly harness the magical energies in the spell; your spell may be successful, but you must deal with the chaotic effects of uncontrolled magic. Each excessive shift of power must take the form of either backlash or fallout. Backlash is when your body absorbs this chaotic energy; you must take a point of either mental or physical stress for each shift assigned. Fallout represents uncontrolled magical energies leaking into the environment. In game terms, the Gm gets to place an aspect on the scene using the shifts you assign as a guide to the scale of destruction this causes, and the difficulty to overcome it.

Harry Dresden is trying to cast Fuego at a ghoul in his office, putting 7 shifts of power into the spell. Since his Focus is +4 ,Harry decides to take all of those shifts as fallout. The Gm places Office on Fire to the scene requiring Good (+3) result to get avoid, whether the spell hits the ghoul or not…

Rote Spells
You possess a number of rote spells equal to your Lore. Words insulate a spell caster from harm when casting an evocation spell and each rote spell must be named and spoken when cast; typically this is in another language to prevent you from accidentally casting it. Each rote spell has a defined element and type of action. If the rote spell benefits from a focus item, you can only use the rote spell with it.

18
DFRPG / Re: Dresden meets Fate Core
« on: May 06, 2013, 10:04:20 AM »
Regarding spells being not as good as skills, with magic you can do things not possible with skills. You may be able to use Physique to create an aspect such as Toppled crates, but with magic you can cover the floor with quicksand or incase someone in ice. Being able to throw fireballs is also handy,especially without a gun (my game is in Britain so my players are not toting guns).

19
DFRPG / Re: Dresden meets Fate Core
« on: May 06, 2013, 09:51:27 AM »
You only need to take two actions if you want to give a spell more juice. Normally its a case of casting a spell. I wanted to get away from the declare power shifts then try to harness it. Instead your Will roll represents the power of the spell. You can keep gathering power to fire it up, achieving huge results, but unless you have a high Focus, its going to be messy. In other words, your Will result is equivalent to the shifts of power in the spell. If you have a high Will but low Focus, your spells will be more dramatic but destructive. If you have a low Will and high focus, your spells will be less powerful, but controlled. I wouldn't have any problem with players reducing their Will result if they didn't want backlash etc

The alternative is to ditch Focus and have everything run off Will, with backlash and fallout occurring as a failed roll. The only problem with this is that if you gather more power, it actually reduces the chance of failure, which seems counter intuitive to me.

Focus is used for games of chess, staying awake, placing concentration type actions on yourself etc. Will is used for overcoming hardship with faith, belief or conviction etc.

For armour, in Fate core aspects seem to stay around much longer, so that was just my thinking, but I could do way with that completely - treat armour as an aspect so it stays around until it has been overcome or counter spelled.

Yes, evocation and thaumaturgy costs the same as the book, along with focus item slots and specialisations.

20
DFRPG / Re: Dresden meets Fate Core
« on: May 04, 2013, 10:25:33 PM »
Well this is how I am going to run evocation magic, using Fate Core. Each spellcaster has 3 skills

Lore: supernatural awareness and arcane knowledge
Will: conviction and belief - represents the power of your spells
Focus: mental discipline and ability to control magical energy

Gathering Power
To achieve any effect with magic you need to first gather magical power. Fortunately magical energy is the essence of life and emotions; you need only a moment to focus your will or channel an emotion to power a spell. However if you want to put more effort and power into a spell its possible to take a create an advantage action; use Will when getting emotional, Focus for intense concentration, and Lore to draw magic from your surroundings. The difficulty is equal to the ambient level of magical energy; typically this is Fair (+2), but in the Nevernever this could be Moderate (+0) at worst, while a magical dead zone would likely be at least Superb (+5). In a magically sealed environment, such as within an uninvited threshold or circle of magic, use the thresholds strength or the Will of the Spellcaster. If this action is successful, you may use any free invokes gained to cast your spell.

Casting the Spell
Now the energy is gathered, you need to focus and release it safely in the form of a spell. Choose one of the following actions. Unless you are casting a rote spell, you must also take a point of mental stress.

Overcome: Use Will to deliberately hex a machine or piece of technology, or overcome an obstacle or problem using magic, such as picking a lock or lighting a fuse. Use Will to remove an aspect created with magic (known as a counterspell); the spell’s caster may defend with Will.

Create an Advantage: Use Will to alter the environment with magic, or place a mental or physical aspect on a target. This may be an impediment, such as Trapped in Ice or Dazzled, or defensive in nature, such as Veil of Invisibility or Entropic Shield. Characters can defend against this with Athletics or Will as appropriate.
 
Attack: Use Will to harm someone with magic, whether conjuring fireballs or removing air from their lungs. Targets can defend against this with Athletics or Will depend¬ing on the nature of the attack.

Defend: Use Will to defend against hostile magics or other supernatural effects (known as a counterspell). If you have a defensive aspect on yourself you may use Will to defend against an appropriate action; a force shield against physical attacks or a veil against Notice rolls etc.

Backlash and Fallout
If your skill result is greater than your Focus skill, you have failed to properly harness the magical energies in the spell; your spell may be successful, but you must deal with the chaotic effects of uncontrolled magic. Each shift of uncontrolled power (the difference between you skill result and your Focus) must take the form of either backlash or fallout. Backlash is when your body absorbs this chaotic energy; you must take a point of either mental or physical stress for each shift assigned. Fallout represents uncontrolled magical energies leaking into the environment. In game terms, the Gm gets to place an aspect on the scene using the shifts you assign as a passive opposition to any attempts to overcome it.

Harry Dresden is trying to cast a fireball at a ghoul in his office. He makes a Will roll getting a result of 7; since his Focus is just +4, Harry decides to take all of those shifts as fallout. The Gm places Office on Fire on the scene, whether the spell hits the ghoul or not. Anyone trying to remove or get past the fire requires a Good (+3) result or better.

Rote Spells
You start with a number of rote spells equal to your Lore, plus any gained from the Refinement power. Words insulate a spell caster from harm when casting an evocation spell and each rote spell must be named and spoken when cast; typically this is in another language to prevent you from accidentally casting it. Each rote spell has a defined element and type of action – you cannot modify the basic nature of a rote spell, but you may gather power to increase the power of the final effect.

Specializations: Each specialization provides a +1 bonus to Focus, Lore or Will when using a specific element or type of thaumaturgy.

Crafting Specializations: Each specialization provides a +1 bonus to the Capacity, Frequency or Potency of any items you create. Any Focus items you create have a Capacity equal to your Lore. Any Enchanted items you create have a Frequency of 1, and a Potency equal to your Lore.

Focus items: Each Focus item slot provides a +1 bonus to your Focus, Lore or Will relating to one element or type of thaumaturgy, used either offensively or defensively. A blasting rod could provide a +1 Focus when using fire offensively, or a shield bracelet may add +1 to Will when using defensive spirit magic. If you want to be able to apply an additional element or type to a focus, all elements must share the same bonuses; for a staff that provides a +1 Focus to offensive fire magic, and +1 Will to defensive fire magic, adding the element of water would cost an additional 2 focus item slots. No single item may have a total number of bonuses that exceeds its Capacity.

Enchanted items: Each enchanted item slot represents an item containing a spell, usable a number of times each session equal to the item’s Frequency. Activating the spell is just like casting an evocation spell using the item’s Potency; it is not subject to fallout or backlash but you cannot gather power to increase this value. You may increase an item’s Frequency by reducing its Potency by the same amount. However, you cannot reduce an item’s Potency to less than 1 plus your Potency bonuses. You may also reduce an item’s Potency by 1 so that it can be used by anyone; such as a wand that requires a word to activate or a scroll containing a spell.

Each additional enchantment slot can be used to either increase an item’s Potency by 1, or its Frequency by 2. However, no item can have a Potency rating of more than twice your Lore without a very good rationale and a ton of baggage.

Enchanted items may need a skill to use effectively, such as staff of fireballs that requires a Shoot roll. In this case use the skill or the item’s Potency, whichever is lowest. If an item has been drained of uses, you may still use them but you must take a point of mental stress when doing so.

Armour: Armour is a special type of enchanted item that provides an Armour rating equal to the item’s Potency/2, rounding down. Each time armour is activated it lasts for an entire scene or until it removed by magic; you may defend against such actions with Will.

Potions: Potions are a special type of enchanted item. They can be used by anyone without needing to reduce their Potency, but can only be used once. If you have any enchantment slots free at the start of a session, you may declare any of these as potions. Alternatively, you may create an advantage using lore, to have one on hand (or a second if you succeed with style). Unlike regular enchanted items, you may gather power to bolster the effectiveness of the potion, creating an advantage such as Empowered Potion.


21
DFRPG / Re: Dresden meets Fate Core
« on: May 04, 2013, 08:56:33 AM »
That's pretty much what I was trying to do, maybe you can use this:
http://www.jimbutcheronline.com/bb/index.php/topic,37624.msg1841610.html#msg1841610

Very nice work. I think I will definitely yoink parts of that :)

22
DFRPG / Re: Dresden meets Fate Core
« on: May 03, 2013, 05:43:06 PM »
Regarding magic, i am trying to capture the spirit of dresden, but trying to do away with power and roll for magic like skills. In other words, if you roll high to place an aspect or defend, thats equivalent to putting more power into the spell.I am looking at a sort of skill boost you can have by taking mental stress. So if you want to cast regular unboosted magic, thats just a case of rolling Will or Focus and hoping for a high result. If want to say attack somone with a Weapon 6 fireball, thats going to cost 6 mental stress.

23
DFRPG / Re: Dresden meets Fate Core
« on: May 03, 2013, 06:30:41 AM »
I think its pretty easy to convert to fate core. However The magic system is definitely my stumbling block. The current system of putting power into a spell, and then trying to control works great for thaumaturgy, but once combat starts, everything grinds to a halt. Instead I plan make magic just like a skill using Will and Focus:

Will represents the raw emotional force of a character. It can be used to defend against provoke attacks and mental attacks, or overcome hardship through sheer stubbornness. It is used to provided mental stress boxes. In magical terms, it is used when blunt force is necessary (attacks, blowing doors off their hinges, creating strong winds)

Focus represents a characters ability to control their emotions, to stay awake, engage in games of chess, crack codes etc, etc. In magical terms, it is used when fine control is necessary (lighting a fuse, creating a veil or picking a lock with air magic). 

In games terms, Harry would have a high Will (his attacks trend to hurt) but a low Focus ( he isnt great at subtle magic like veils)

I am also thinking about doing away with the 1 point min stress for evocations. Rereading various combats with Harry, its clear he seems to be able to throw around a few spells without serious effect.Its only when he tries something powerful that tends to leave him exhausted or spent.

24
DFRPG / Re: Fate Core Conversion
« on: April 28, 2013, 07:46:57 PM »
A reasonable niggle... but consider: Sprinting everywhere would tend to wear out a runner - but there's nothing in the fate core rules to enforce that.  If you wanted to make it very clear, though, you could add in a sentence like "Extended or continuous use of evocation tends to be exceptionally tiring compared to even strenuous physical activity; if this comes up in play, treat your effective endurance for spellcasting as your Will skill minus two."

Maybe you can cast a number of evocation spells each scene equal to your Physique. Each extra multiple of that subtracts -1 from all spellcasting rolls.

So Harry has Physique +4. He can cast 4 spells per scene with no penalty, 5 to 8 spells per scene at -1, 9-12 spells at -2. A bit of bookkeeping, but could be handled with a simple tally count.


25
DFRPG / Re: Fate Core Conversion
« on: April 28, 2013, 07:24:03 PM »
I reduced the skill count by 60% and the skill point totals by 50%. If I had reduced the skill point totals by 60%, there would have been problems.

Similarly, there will be problems if you reduce the skill count and the skill point totals by 20%.

Err ok. So reducing skill count by 20%, Skill points by 16.7% (the same as your ratio), I am making that 17/21/25/29. I would still call that 20/20/25/30, just for easiness, but you could use those.

So I converted my players characters , using the reduced skills and skill points (Submerged 25 skills with 35 points, now 20 skills with 30 point chars) and it worked perfectly fine. Actually, I just translated the skills to the new ones, and in most cases the skill totals were around 30, give or take 1 or 2 points.

26
DFRPG / Re: Fate Core Conversion
« on: April 27, 2013, 02:41:06 PM »
Yes more skills is great. I was going to expand those when I look at what exactly you can do with magic in more detail. Those skills work for me. Some very interesting ideas there. I love spellcaster's using bespoke skills, but i would love to keep your

Rapport for Summoning, Will for Binding, Lore for Divination and Potions, Craft for Conjuring and Crafting Items, Deceit for Veils, Will for Wards, Provoke for Transformation and Disruption, Athletics for Transportation magic, Lore for Worldwalking.

since that makes a lot of sense.

Regarding evocations, mostly yes, especially for damage. Quick counterspells and veils are possible with evocation, but I cant see placing mental aspects in people or inflicting mental stress - thats more thaumaturgy, in my opinion

27
DFRPG / Re: Fate Core Conversion
« on: April 27, 2013, 08:13:26 AM »
So something like this, building upon all of your rules

Evocation
Permission:A high concept (or, with GM permission, other relevant aspect) indicating that you can work magic.
Cost: One refresh.
Limitations: Evocation should have some appropriate thematic limitations - perhaps you work with, say, just fire, force, and wind.  Work this out individually; a spellcaster whose paradigm is the eastern elements of Wood and Metal would be very different from a hippy wannabe-druid or a retired ectomancer, even if the power is mechanically the same. Each player must choose 3 elements to be able to use. Typically a character will be able to use three elements.

Effects:
Overcome: You may counterspell an existing situational aspect created by magic, opposing your Will against the Will of the spell caster, for evocation magic, or the spells casting roll for thaumaturgy spells (see below)
Create an Advantage: You may create an advantage with magic, using Will, Fight, or Shoot - though Will is limited to personal range aspects, Fight is limited to the zone you're in, and Shoot is generally limited to offensive effects - though subject to GM discretion; a wall of fire might be acceptable, for example, as it's thematically pretty similar to using a gun for a "covering fire" type of aspect.  As with ranged attacks, create an advantage takes a -1 penalty for each zone of range - again, this can be offset with appropriate focus items.
Attack: You may attack with magic using either Fight or Shoot skills, as appropriate.  Working magic at range is difficult, though; you're at -1 for each zone your target is away from you - though this can be offset with appropriate enchanted items.
Defend: You may defend yourself from attacks using your Will skill - if and only if you have an appropriate aspect placed on the scene, such as "wall of fire", "dome of force", "entropic shield", or the like.  (Note that this will usually apply only to physical combat... but only usually; for example, one could easily imagine a wall of fire justifying using Will to defend against an opponent's attempts to intimidate you.)

Enchanted items: You may create magical items, potions, weapons or items. You gain 2 Enchantment item slots which can be assigned as follows:
A focus item providing +1 bonus to a spellcasting action with an element/type, or +2 when using a specific spell (shield charm adding +1 to spirit defends, a blasting rod adding +1 to Fire attack rolls etc).
An item that has a Weapon rating of 1 for each slot assigned, when casting attack spells (blasting rod, staff)
An item with an Armour rating of 1 for each 2 slots assigned to it (a toughened duster)
An item permanently enchanted with a situational aspect, such as a penny farthing that has the Lightning speed aspect placed it on it. You gain 1 free invocation per session for each slot devoted to the item. Alternatively, each slot could be a potion- once drunk, the imbiber gains the aspect with one free invocation.

Some possible stunts:
Magic Utility Belt
You gain an additional 2 Enchantment slots
Magical Thug: For the cost of a point of mental stress, you can make a magical attack that counts as weapon rating two... or +1 weapon rating over whatever enchanted item you're using.
Reactive Shield: You've practiced to the point where you can raise a particular type of shield with a thought; you don't need an established aspect in order to defend yourself with Will.  (But you do still need appropriate justification - a force shield is unlikely to protect you from much in the way of social or mental attacks, for example.)
Focus, Focus, Focus: As long as you have an appropriate focus item in hand, you may use Will instead of Shoot for ranged attacks or create an advantage actions using magic.
Burn It All Down: +1 to any attack or create an advantage action using fire magic... but if you fail by two or more, the GM gets to place a scene aspect as the poorly controlled spell sets something else on fire.  And yes, the GM gets a free tag on that, too.

Thaumaturgy
Permission:A high concept (or, with GM permission, other relevant aspect) indicating that you can work magic.
Cost: One refresh.
Limitations: Thaumaturgy allows you to do pretty much anything. If you wish to play a focused practitioner, with only knowledge of a single type of thaumaturgy, or a narrow theme, you gain +1 with all uses of it.

Thaumaturgy is all about preparation and ritual. This is really a series of create advantage actions using appropriate skills (Lore to research or prepare the ritual, Scholar for mundane research, Resources to acquire ritual items, Contact and Rapport to seek help, Crafts to create ritual items, Burglary to acquire symbolic items, Survival to locate a good ritual site etc.). Once the preparations are complete (the physical construct) the spell must be cast. This requires a roll based on what you are trying to do; Rapport for Summoning, Will for Binding, Lore for Divination and Potions, Craft for Conjuring and Crafting Items, Deceit for Veils, Will for Wards, Provoke for Transformation and Disruption, Athletics for Transportation magic, Lore for Worldwalking. Obviously, this is likely to be high, especially for very powerful spells. If you are desperate, you may take consequences, adding the corresponding level to your total.

Casting Time: Thaumaturgy spells  take a little more time than evocation spells. Time must be spent to harness the energies in the spell. Each round you may channel a number of invocation bonuses equal to twice your Will. If you want to rush things, each additional +2 bonus will cost you 1 point of mental stress.

Disruption: If someone manages to destroy alter or damage your physical construct, or attack you while you are casting, things can get very messy indeed, resulting in uncontrolled magic spilling into the world, with the degree of destruction based on the power of the spell- use the current bonus being applied from invocations etc as a guide. The caster is likely to take this as shifts of Physical or mental damage

For example, Harry is attempting to prepare a tracking spell to find a lost child. This will require a Lore against a Legendary (+8) opposition. Harry needs at least one symbolic link for the spell, so he asks her parents to look around her room, using Investigate to create the aspect *Samantha's Hair, with two invocations. He then uses his Lore to first prepare the ritual space, and creates a *Circle of Chalk in an alleyway near the house, gaining a free invocation. He makes a Lore roll, using all three invocations, so he gets a total of 10. Until sundown, he will be able to track her whereabouts. Its getting late so he hits the streets....

Victor Sells wants to create a heart-exploding spell. The unfortunate target will have to make a Physique roll against his Will roll or suffer physical stress for each shift that gets through. To cast the spell, Sells will need to make a very high total (over 30) to guarantee killing the target , so he needs some serious research to pull this off. He is desperate so will take an extreme consequence *Power Mad which he can add 8 to the roll. He also takes *Bargain with a Demon, a severe consequence for another +6, and a moderate consequence *Trapped by the Storm, for another +4. He then uses Lore to create a *Ritual Circle (+4), Scholar to be in the right place for *Eye of the Storm (+2), Provoke to place *Emotional Trauma on his wife and the Beckitts (+6). Finally, he uses Lore to ritually kill a rabbit with a spoon, using *Dead Rabbit to gain a further +2, and a further +2 from *Victims Blood, an aspect he created earlier. Thats a healthy +34 bonus to the Will roll.With a Will of +3, Victor can safely channel +6 of bonuses each round- it will take him 6 rounds to cast the spell, assuming no meddling wizards disrupt his spell...

Enchanted items: You may create magical items, potions, weapons or items. You gain 2 Enchantment item slots which can be assigned as follows:
A focus item providing +1 bonus to a spellcasting action with an element/type, or +2 when using a specific spell (shield charm adding +1 to spirit defends, a blasting rod adding +1 to Fire attack rolls etc).
An item with an Armour rating of 1 for each 2 slots assigned to it (a toughened duster)
An item permanently enchanted with a situational aspect, such as a penny farthing that has the Lightning speed aspect placed it on it. You gain 1 free invocation per session for each slot devoted to the item. Alternatively, each slot could be a potion- once drunk, the imbiber gains the aspect with one free invocation.

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DFRPG / Re: Fate Core Conversion
« on: April 27, 2013, 07:44:22 AM »
Hm.  I deliberately designed my version to be a one refresh thing - it only moves one trapping, after all, and for the rest just provides justification for using, say, Shoot skill without a gun.  (This is also why I removed mental stress as a cost - if any random mook can pick up a gun and shoot at weapon: 3 with their Shoot skill... the wizard with a blasting rod ought to be on at least equal footing.  In DFRPG the mental stress cost is a necessary balance for evocation being able to attack with extremely high skill & weapon values - when I scaled that back, I also removed the stress cost.)
Focus & enchanted items are, in my version, treated basically the same as mundane weapons & armor & tools - a viewpoint that I extend to thaumaturgy, too:

From my perspective a fate core version of thaumaturgy is just "Well, you're a wizard, so of course you can use Crafts skill to make a potion of water breathing - same way a gadgeteer could use Crafts to make a scuba tank, or anyone could use resources to just buy such a thing." Of course, a really good crafter-wizard would add stunts, perhaps switching magic item creation from crafts to lore, or maybe a stunt to offset penalties due to inadequate materials for some categories of thaumaturgy - "Yeah, I can make a tracking spell with some hair and a shoe string.  Gimme five minutes."

* * * * *

Backlash and Fallout: I don't see any need to include general rules for these; they'd normally fall into fate core's "succeed at a cost" option.
I'm also a little confused as to why you have create an advantage listed as lore - it doesn't seem to match the rest of the power (or DFRPG evocation, either...)

I do like your approach. Its very clean and simple. My only niggle is that in the books, evocation does tend to wear out spellcasters. Having Harry continuously blast opponents without signs of fatigue doesn't seem quite right to be, although I agree about fallout and backlash. Much easier solution.





 

29
DFRPG / Re: Fate Core Conversion
« on: April 27, 2013, 07:33:25 AM »
Direct proportional reduction isn't always a good idea.

Suppose you went with fantazero's four skills.

Move, Talk, Fight, Magic.

Direct proportional reduction would give you Up To Your Waist characters with 4 points split between those skills.

Such characters would be vastly weaker than normal Up To Your Waist Characters, since they'd be Fair or Average at their best skill.

Direct proportional reduction effectively forces people to diversify their skill points, giving them a broader flatter pyramid. That tends to make characters weaker, since it reduces their effectiveness at what they most care about in exchange for boosting skills that matter little to them.

I am confused. In your own post, you reduce your skills to 10 and

"If using this revision, divide everyone's number of skill points by 2 to keep things sane."

Yet you seem to be against me reducing the total skills to 20 and reducing skill points by 20%

But I agree that just reducing skill points in proportion doesnt work when the numbers get low. Actually the whole pyramid thing goes haywire with a small number of skills. Fate Accelerated gives you 6 skills with Great (1), Good (2), Fair (2), Average (1) distribution with 15 points of skills. So I would give out 20/20/25/30 as for my first post. As I mentioned earlier, this is just my personal preference to keep things "sane"
Quote

Burglary is rarely used in canon DFRPG. You've merged other skills, and left Burglary alone. Not really a good plan.

This is Fate cores list. I was just pointing out the changes they made. I cant take credit for that :)

30
DFRPG / Re: Fate Core Conversion
« on: April 26, 2013, 09:34:27 PM »
Very Nice!! There was me trying to fate-corise the dresden magic system, but using the extra rules is very refreshing. Mmmm

Heres my take on Evocation as an extra

Evocation
Permissions: You must have an appropriate aspect related to magic, based on the cost of this extra (at -2 refresh you must be a sorcerer or wizard)
Costs: -1 to -3 Refresh

Choose 1 element, plus 2 elements per additional -1 Refresh. You may produce the following magical effects when using those elements. each use of evocation inflicts 1 mental stress.

Overcome: Use Will to Counterspell an existing magical effect, or remove an aspect created by a wizard.
Create an Advantage: Use Lore to create an aspect appropriate to your elements. If at range, you suffer -1 per zone
Attack: Use Shoot to hit a target, at -1 per zone. Take a -2 to affect all targets in a zone, or divide total roll to choose selective targets.
Defend: Use Will to defend against an attack,but only if you have a suitable aspect in place such as Force shield or Wall of Fire. 

Backlash and Fallout:  If you fail your attempt, you may take backlash or fallout to make up the deficit: For each +1 to your roll, you may either take a point of physical or mental stress (either, not both), or cause fallout to the environment, causing destruction or injury to others.

You also gain 2 enchantment slots per -1 Refresh cost. Enchantment slots provide the following:

+1 per slot to a specific action/element (shield charm adding +1 to spirit defends, a blasting rod adding +1 to Fire attack rolls etc)
+1 per slot for +1 Armour rating (a toughened duster)
Spell usable once per session per slot. The spell has a specific effect chosen from above, but doesnt cost you mental stress. It uses an appropriate roll to determine the effect as above. It may take the form of a potion, in which case the effect is made using Lore, regardless of effect (rolled when drinking the potion)

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