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Messages - EdgeOfDreams

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31
DFRPG / Re: Vampires Lore
« on: May 14, 2012, 04:39:20 AM »
I think this just goes back to one of the books more general explanations of why a lot of the supernatural factions keep themselves so well-hidden from humanity - the more open they are, the more likely they'll have to deal with a mob full of torches and pitchforks (or, in this day and age, shotguns and hand grenades).

32
DFRPG / Re: Big List Of Spellcasting Nerfs
« on: May 13, 2012, 05:21:16 PM »
@EdgeOfDreams: Sounds a bit like #21.

I swear I read the whole list before I posted.

*Goes to get his eyes and brain checked*

33
DFRPG / Re: Big List Of Spellcasting Nerfs
« on: May 12, 2012, 05:31:24 PM »
One more that I'd like to suggest that's been thrown around here before:

Rule that Control bonuses from Foci and Specializations apply to preventing backlash OR to ability to hit the target, but not both.

34
DFRPG / Re: Template Balance
« on: May 03, 2012, 03:21:43 AM »
Don't forget one of the most basic balancing points of the whole game design - Refresh and Fate Points.

A Wizard who takes Refinement likely has no more than 2 Fate Points (and often only 1) at the start of each story. The GM can and should be hitting all the players with compels, but the Wizard is forced to accept more of them than other players if he wants to have a good stash of fate points for when things get tough. Thus, if compels are getting your players into as much danger and trouble as they should (think all the various nasty situations Harry gets tricked or lured into, or all the times he thought he had things under control until it all went wrong), you've got a natural balancing point.

This game wasn't designed to be balanced around numbers, in my opinion. Story and mechanics are tied too closely together to ignore one or the other in a debate like this.

35
DFRPG / Re: Where do people set their games?
« on: April 26, 2012, 03:09:32 AM »
What has worked best for the groups I play with is Dresdenverse in another city, but consciously choosing to leave Canon characters out of our games as much as possible. So Harry, Carlos, Mab, Marcone, etc. all exist and are doing their thing out there somewhere, but our stories rarely, if ever, intersect with them. That, of course, leads to plenty of new inventions in terms of villains, factions, and so on.

We're also ambiguous about the timeline. We kind of assume most of the stuff from the books has already happened, yet we've had things happen or people show up that, if you were TOTALLY in line with current canon, would be impossible, such as (SPOILER)
(click to show/hide)
.

36
DFRPG / Re: Supernatural Senses: BS Detector
« on: April 12, 2012, 05:50:25 PM »
Have you read the Supernatural Sense power in the powers section of the book? It specifically says "you must identify whether this is a purely mystical sense (using Lore) or a more physical sense (using Investigation or Alertness as appropriate)." All it's really doing is adding a trapping to either Lore or Alertness/Investigation (or in the case of detecting Lies, which is normally Empathy, it's moving the trapping to a different skill).

I have a police inspector NPC ("Inspector Sharp") in my game who can "hear truth in your voice" with his Supernatural Senses. I consider it a physical sense - he literally hears a different sound when you're telling the truth versus when you're lying. Mainly, this means he can roll Alertness instead of Empathy to detect lies. I suppose he could also roll Investigation to, say, track the sound of truth to someone who is talking nearby, but that's a little silly.

There's also the option of using the "too easy to need to roll" option with Supernatural Senses from time to time. For example, you don't make someone roll Alertness to hear their friend talking to them from two feet away. In the same way, if someone is telling the truth to Inspector Sharp, I usually don't make him roll anything, he just knows. But if they're lying, he should probably roll Alertness most of the time. There's also the situation where someone is telling the truth, but in a deceptive way (Faeries, lying by omission, etc.) - in that case, I would 'tell' Inspector Sharp (if he were a PC) that he's hearing Truth, then see if he wants to try an Empathy roll to pick up on the deception.

Note, also, that a character already should be able to roll Investigation or other skills like Scholarship to prove if something is true or false by actively looking into it. However, that method takes time, so the Supernatural Sense has a significant advantage in that regard.

37
DFRPG / Re: Stressed Out About Beast Change
« on: April 12, 2012, 01:07:34 AM »
Thanks! I figured someone would have asked this before. Sounds like it's all pretty much "use your common sense", I just wanted to make sure.

Edge, I was actually wondering whether each milestone should allow one skill swap in EACH list, or one skill swap on EITHER list. The latter seemed a bit harsh to me since a werewolf has twice as many skills to deal with, but I didn't know if there was a previous ruling on the matter.

One swap on EACH is how I run it, and how I would expect most people to run it.

38
DFRPG / Re: Stressed Out About Beast Change
« on: April 10, 2012, 06:15:49 PM »
One more thought. Should I require my player to reconfigure beast-form skills at the same rate as normal ones? i.e., each minor milestone allows her to make one skill swap in her human skill list AND one skill swap in her beast skill list.

There's no official word on this one, as far as I know. Really, though, skill swaps and rearrangement are pretty hard to abuse if you're worried about game balance. Allowing a swap for both forms at each milestone is probably fine. You should NOT allow a complete re-write of their beast form skill list unless there's major justification, though - that's what True Shapeshifting is for.

39
DFRPG / Building NPCs - Like a PC, then nerf it?
« on: April 04, 2012, 10:09:11 PM »
So, I've got a little bit of a problem - I'm a min/maxer, an optimizer, a rules hound who loves to squeeze that last +1 out of build that takes it from "good" to "awesome". When I'm a player, of course, that's not a big deal - in fact, it's somewhat encouraged.

But now I'm the GM. And the players I've got just aren't optimizers.

What I've found myself doing, then, when building NPCs as allies or opposition for my players, is build something close to a PC, then nerfing it a little. I'll give them a stunt I'd normally consider too situational, or a broader skill pyramid instead of having their combat skills pushed to the peak. In fact, I get to play sub-optimal builds this way that I'd normally never get to (by-the-book Breath Weapon users, for example) which can actually be kind of fun.

Does any one else take this approach to NPC building? What's your tactic for making sure your NPCs don't blow the PCs out of the water?

40
DFRPG / Re: how would i make an electrimancer character
« on: April 04, 2012, 05:59:14 PM »
"Your Story" has a side-box in the pages about elements that discusses electricity. It suggests you treat it either as a separate element, or as a sort of sub-category of Air or Earth, depending on your character's personality and philosophy of magic.

Electricity does have a little bit of the same problem as Fire as an element - you have to get creative to do more with it than hurt things. Evocation is pretty limited in the sense that it's not good at doing small, detailed manipulation, so don't plan on using it to hack a computer.

Some spells I'd expect to see:
-A blast of lightning to blow stuff up
-An electric cage, holding someone in place
-Stunning or tripping someone by using a targeted electrocution to cause muscle spams

As for focus items, I could imagine using a bracelet or ring of copper wire, a magnet or lodestone, or anything with a symbolic lightning-bolt or thunder-cloud motif on it.

Mr. Death did make a good point that hexing can't be controlled enough to let you decide HOW something gets broken, just that it WILL be broken. Also, I doubt that even Thaumaturgy can magically interact with technology on a detailed level. Still, with a high enough score in Craftsmanship and maybe an Electrician stunt, I would let you attempt to repair hexed items - as long as you can control yourself well enough to not hex them even more in the process (discipline rolls or invokes/compels would be appropriate).

Finally, I'm really not sure what you're looking for with "tailor made transformers and capacitors". Anyone with the Craftsmanship skill can roll maneuvers/declarations to build useful stuff. I wouldn't let you build that kind of tech with magic, though.

41
DFRPG / Re: Roleplaying a Knight of a Faerie Court
« on: March 25, 2012, 05:16:39 PM »
Promises to Keep
-Obligations and debts are repaid in his first adventure with the party.

Aww, man, now I want to write up a character that has that aspect, and another named "and miles to go before I sleep".

42
DFRPG / Re: Roleplaying a Knight of a Faerie Court
« on: March 25, 2012, 02:19:39 AM »
Knights are first and foremost human and very as much as normal people on the one hand you get psychotic brutal Flint a reflection of his purpose (as a fae assassin) and on the other you get the old man and Fix who reacted very differently to their power. You can play a knight any way you want as long as you remember where the characters loyalty is.

Agreed. I think the key is to figure out who your character was BEFORE he or she took on the mantle of power. Ask how and why they became the knight, and how they reacted to it.

43
DFRPG / Re: My groups greatest challenge
« on: February 29, 2012, 09:37:30 PM »
Another way I've often phrased it is "Your trouble aspect is the thing that gets you in trouble."

I also suggest pointing them to some of the characters from Our World who have good trouble aspects, assuming your players have read the novels. Those examples may help.

44
DFRPG / Re: Aspect change idea/question
« on: February 28, 2012, 10:52:59 PM »
I've always played that aspects can be changed mid-story without needing a milestone or consequence **IF** there is major in-story justification.

For example, I had a character with the High Concept aspect "Ignorant Emissary of the Great Phoenix". He had been brought back to life and granted Sponsored Magic, but he didn't know who had done it or why. Eventually, he set up a ritual to contact his sponsor. After meeting the Great Phoenix and learning why he'd been brought back, I immediately crossed out the word "Ignorant" from that aspect. The GM and party approved of this, of course.

45
DFRPG / Re: 'Till fate writes our ends
« on: February 21, 2012, 08:08:00 PM »
Either one of those would be nice but due to my broken computer, I only have access to the internet at school and I can't do blogs or wiki's they're blocked

Have you tried a public library? They might only let you on the internet for an hour or two at a time, but the access is WAY less restricted in most cases.  You could type stuff up at home or school, then email it to yourself or use a flash drive to take it to the library to post.

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