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Messages - JosephKell

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271
DFRPG / Re: An Idea: Tagging for Continuous Damage
« on: April 09, 2010, 09:19:36 PM »
I can see it now...  Do a maneuver to add break a natural gas line to add the "Powder Keg" aspect to the scene.  Then hexing the villain's gun so that it creates a spark.

That would totally violate the First Law though (hexing an electronic to cause an explosion).   :(

272
DFRPG / Re: Evocations and Enviromental Power-Ups
« on: April 09, 2010, 09:12:25 PM »
Yeah but... He must've used his extreme consequence slot at least twice BEFORE Dresden.  Or were the ones aimed at Jennifer/Tommy and later at Linda weaker and using less consequences?  I guess after Dresden beat up his shadow projection, then beat up his demon, Victor got scared, so maybe he "figured" overkill was just enough kill.

273
DFRPG / Re: Basic rule question: adding aspects
« on: April 09, 2010, 09:08:12 PM »
If you have an anger related aspect and a "friends/family are important" aspect, you could use them.  I don't think you can just temporarily take an aspect (I know taking a consequence can... does a friend dying inflict mental or social stress?).

You could use a maneuver to add an aspect to the scene.  In this case the maneuver might be running over to your dead friend, clutching the body, and doing your best William Shatner ("KAAAAAAAAHN!!!").

274
DFRPG / Re: Evocations and Enviromental Power-Ups
« on: April 09, 2010, 09:00:29 PM »
You can tag multiple aspects.

He spooned (and I don't mean cuddled) a rabbit for +2.
He tagged the storm. (+2)
He created and tagged a dark mood aspect. (+2)
His Lawbreaker gave him another +2. (but that is just because he is killing)
Not to mention that I think each scene you devote to the ritual spell is another shift?

He did all that to make sure that he could reach Dresden even behind a threshold/ward from far away (and because his Discipline is only Fair).

According to the book this is a 32 complexity spell.  Wow, reading what he did makes this spell ridiculous.  He took an extreme consequence?!  Taking more than a mild consequence seems a bit of a stretch (since higher ones take so long to recover from).

275
DFRPG / Re: Free Will among the Wild Fae?
« on: April 09, 2010, 08:43:31 PM »
Faeries (be they pixies or sidhe) do not have freewill.  That is why the Queens have Knights.  The Queens can't harm anyone not associated with one of the Faerie courts, they may want to kill someone (they can even tell people they want it done), but they can't.  That is what the Knights are for.  They can have the Knights (which are mortals with freewill) go off whoever.

Their lack of freewill is evident by their binding to oaths.  Faeries can't break their oaths once made.  They just can't.  That means they can't make an oath they can't fulfill.

Most of the Sidhe seem to have "freewill" but really they have very broad high concept aspects (and probably a few other aspects, I imagine "common" faeries just have a high concept, a trouble, and maybe 1 other aspect).  Lea definitely has some aspect related to acquiring power (
(click to show/hide)
) and looking at her "stats" sure enough I found "Power is my drug of choice."

But power is very generic, and as Faeries see it, it takes many forms (personal power, favors, possessions, position, influence, money, territory, even allies).  A faerie may seem to act contrary to its nature because it is fulfilling its end of a bargain.

(Small Favors spoiler)
(click to show/hide)

Being a Changling isn't that bad.  It is the closest you'll get to "Faeries with Freewill."  They can even be entangled in Court Politics (Changlings are associated with Faerie if not one of the courts just by virtue of a parent).  And if their Faerie parent is female, there is a good chance they were raised partially by the parent (to me Changlings represent "poor man" knights, i.e. a Queen can beat on them without using her Knight and they have Freewill so they can do some Freewill tasks).

Why else would
(click to show/hide)

276
DFRPG / Re: How to make a Bob.... (or spell casting assistances)
« on: April 08, 2010, 11:09:15 PM »
You see, because of how Skills work in Fate, Bob had to be all sleazy and obnoxious to prop up his high Lore skill.  [/humor]

Bob seems like he has at least a Superb Lore score.  Other skills for him might be:
- Investigation (he seems to be on the ball when it comes to examining things)
- Social skills (Rapport, Presence, Deceit)
- Performance (Art Appreciation anyway... what?  Aren't "romance" novels art?)
- Maybe Empathy...

So that would give 6 skills to prop up Lore (or 5 if you drop Empathy).  No problem.  Bob definitely has a lot of powers, they just are limited by his bindings to the skull device.  Bob could probably benefit from Discipline just because he was demonstrated as having some "juice" in dead beat.

277
DFRPG / Re: Items of Power and Enchanted Item Slots
« on: April 08, 2010, 05:54:48 AM »
I think Ritual (Crafting) then trading in your focus slots for enchanted item slots makes total sense.  Although, I could also see an argument for taking full Thaumaturgy.  Since I think things like exorcism/binding (or is it "unbinding") could be important.  Although perhaps exorcism and unbinding might be forms of evocation's counterspell.

278
DFRPG / Re: Spellcasting and Stress
« on: April 08, 2010, 05:15:34 AM »
Don't forget about Refinement specializations and foci bonuses.

When you are talking about Epic/Legendary skills, it isn't insane to assume +2 or +3 specializations and focus bonuses.  So that can be another +4-5 for EACH.

Thaumaturgy [3] gives 1 point of specialization and 2 item slots.
Evocation [-3] gives 1 point of specialization and 2 item slots.
Refinement [-1] can give 2 points of specialization.

3 points of specialization can get you +2 Accuracy (offensive and defensive) in X and +1 in Power (offensive and defensive) in X.  (Remember highest specialization bonus is capped by Lore and it follows the same balancing rules that skills do).

2 Item slots can get you +1 offensive accuracy with 1 element and +1 offensive power with 1 element.  (I am assuming the other items are used for defense or whatever since this is a low Refresh character)

Wizards require The Sight [-1] so these together is -8 refresh.

Assuming a Submerged game, Superb Conviction and Discipline give you +7 (5+1+1) and +8 (5+2+1) when attacking.  So even with a Power 7 spell, your target is resisting 8+4dF, even if a target has an Athletic stunt (like Acrobatic), they maybe get +1 to dodge.  So unless your target has Athletics high on his skills, they are going to get hit (well I guess full defense can help, but that means they aren't attacking you).

As an aside, once you get to a point, Discipline is better than Conviction.  As excess Discipline gives extra shifts of damage which a target that exceeds Discipline takes no damage at all.

But I think this whole 4-6 shots a scene further supports the "it's easier to just use a gun" argument.

To me, evocation magic represents a "pocket bazooka" not a sidearm.  You don't see a lot of military units carrying that many shots.

The limit on shots is a good reason for wizards to not get into the same zone as their target.  Dresden of Storm Front has Conviction 5 and Power (Fire +1) for a "Fire Conviction" of 6.  If he were being rushed by 4 vampires who are all in the same zone (but he isn't in there), he is better off going with 6 shifts of power split for Weapon: 4 and 2 for Area.  Even still he probably wants to spend a fate point to power up his Discipline roll (probably "Not so subtle, still quick to anger", to get it to Fantastic (+6) before rolling 4dF) since Rampires have Athletics Fair (+2).

At Fantastic, Dresden doesn't have much to fear (81.5% chance of having at most 1 level of backlash, which is worth taking in this case).  With Athletics of just 2, there is a good chance the Rampires are going to face Weapon: 4 + at least 2 (so 6 physical stress).  They are going to have to tap into their Feeding Dependent powers.  However since it is a zone filling attack, there is a question of whether the Armor: 1 of their inhuman toughness applies (the fire is EVERYWHERE).  So they are going to start taking consequences (can NPCs take consequences?) or get taken out fast.  (There is like a 81.5% chance that they only get Athletics 3 or worse on their roll, which would be 7 physical stress.)

The attack margin jokes about using shifts of power for movement, but it didn't seem to factor in applying movement to your target.  I think it would be fair to apply 2 shifts of power in exchange for moving the target a zone.  In Fool Moon Dresden blasts MacFinn through several walls, then across a street.  That sounds like a LOT of zones.  In the case of vampire attacks during the day, I imagine launching them out of the shadows and into the open sun is probably a more effective strategy.

279
DFRPG / Re: Spellcasting and Stress
« on: April 08, 2010, 03:22:39 AM »
Legendary Conviction still leaves you at 4 boxes.  For every 2 levels above Good (+3), you get an extra Mild Consequence for that track (Conviction gives Mental consequences).  So Epic OR Legendary gives you a total 4 boxes and 2 Mild Mental Consequences.  But yes, Legendary does allow you to go to 8 shifts of power on 1 mental box.

You still have to roll Discipline meeting or exceeding your shifts of power to avoid backlash/fallout.  And your Discipline roll + accepted backlash equals the value the target resists against (either counterspelling or dodging).

But remember, Stress boxes go away as soon as you have a bit of downtime.  But Epic Conviction means you can do 4 spells per scene without using any mild consequences (which Epic Conviction gives 2 extra).  If you can think of a way to start mental recovery, you can get rid of those mild consequences every other scene.  So 4 spells in a normal encounter, 7 in a big one.

But even a 5 shift power is dangerous.  If your target rolls at your final Discipline, that is a 5 physical attack.  So anything without some good toughness is going to be spending consequences just to be able to surrender or escape.

280
DFRPG / Re: Do Toughness abilities ALWAYS require a catch?
« on: April 08, 2010, 03:05:14 AM »
FYI: in the rules, "armor against physical stress" is "armor against physical stress."  So if you have Inhuman Toughness with a Catch of "Silver" then it still gives you Armor: 1 against magic that would inflict physical stress.  However Silver would be a +2 catch for a were-form or a +1 for anyone other type.  But most important about a silver catch is that your armor (from Inhuman Toughness) would apply to magical attacks.

A Catch of "Magic" on toughness just means your Armor or Recovery won't apply when you are targeted by magic.  Remember Toughness powers only apply to Physical Stress.  I haven't seen any Mental or Social toughness powers.

Inhuman Recovery is pretty awesome.  Getting rid of Mild Physical Consequences along with your dots of Physical Stress is handy.

Would a catch of magic be a +1 or +2?  I am trying to think of a template that makes sense for a catch of magic.  Only one seems to be the very open ended Emissary of Power.  I think the best way to determine the second bullet point on the cost list is to imagine if the question were posed to a person that was in the dark about magic existing and were asked what they think the catch would be, if they got it on the early guesses, it is a +2, else it is a +1 (unless it is a case of "You have to make him swallow a mushroom stuffed in your wet left sock, which you dipped in an eastern running river with the first rays of dawn shining on the act").  But I seriously can't imagine a monster that falls under the "Duh, use magic" header.

281
I am just trying to get all my questions answered before I teach my friends how the game works this Thursday.

So there have been no ghouls trying to eat faces (yet).

282
I have read the SotC Fate 3.0 rules and in it PCs "refresh" to 5 when a new story begins, unless they have more than the 5 (i.e. they don't lose extra points).

In the Dresden Files can characters store up fate points beyond their Total Refresh Level?  I.e. can a character with a Total Refresh of 1 be compelled into having more than 1 fate point?

283
DFRPG / Re: The Preorder
« on: April 03, 2010, 09:33:18 PM »
Well it gained, "dream to reality" which is like the US mint in terms of printing Fate Points.
No way.  Fate Points only come when Aspects affect you in a negative way.  So for "Dream to Reality" to generate a fate point, it would have to be a nightmare.

284
DFRPG / Re: The Preorder
« on: April 03, 2010, 09:08:27 PM »
Does this mean that Dresden Files RPG can lose the "Duke Nuke 'Em Forever" aspect?  How does that effect its ability to generate Fate Points?

285
DFRPG / Re: Any projects for a Codex Alera RPG?
« on: December 19, 2009, 10:01:54 PM »
To do it using 3.0/3.5's d20 basis, you need to steal from a few places.  The first is the Wheel of Time d20 supplement, which brings a couple of concepts to the old slots/day casting mechanic that fit furycrafting very well.  The second change is to change daily slots to a stamina/exhaustion based system.

The first concept to pull from Wheel of Time is to apply the Element concept to Furycrafting: Earth, Water, Air, Fire, and Spirit become Earth, Water, Air, Fire, Wood, and Metal.  This lets you assign an ease factor (based on the feats and 'spells' from WoT supplement) based on number of applications to the discipline, and meshes well with the merit-based changes.  Also steal the ability to overchannel (and thereby kill yourself from pure effort in furycrafting, or knock yourself out the same way).  This gives you a basis under the d20 rules to stick with classes if you want, or switch to a classless but level/experience/point-development system.  It would be very hard for me to fully flesh out the details here, but I'm working on it just for these boards...I'll link my final efforts!
I would actually argue that the various Star Wars d20 systems are a better base than any of the d20 spell slot systems.  Then you can have the furies be creatures that can soak vitality damage (drain?) for the character.

I.e. if a person doesn't have an earth fury, using earthcrafting inflicts vitality damage on the character, but if he had an earth fury, the earth fury soaks it (until it is tapped out) first.

But that is what I fiddled with a long time ago.  Now I am redoing it all in a heavily adjusted Exalted setup (mostly Dragon-Blooded charms).

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