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Messages - Cadd

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376
DFRPG / Re: Alternative style Character Sheet
« on: April 08, 2013, 08:46:01 PM »
It looks good. It looks really good. I'll echo the critisism about Aspects needing more room, it's too cramped to fit 5 aspects into the header like that.

I realized when I saw this that I kinda miss having the skills listed in "fixed" positions. I think I might actually make a cheat sheet for my upcoming game with the PC's skills listed that way aswell as the "regular" DFRPG way of highest-to-lowest...

377
DFRPG / Re: White Court Powers
« on: April 07, 2013, 11:41:41 AM »
I'm shocked that no one has mentioned plain simple anger. Thought about a mercenary type WC clan that instigates conflict. They use their powers to cause conflicts which helps their client (most likely warmongering profiteers who sell guns, etc.) do business.

Wrath is a very common "non-canon" WCV-emotion, even suggested in YS. I can't really see a clear enough delineation between Anger and Wrath, how would you describe them so they are different enough?

378
DFRPG / Re: White Court Powers
« on: April 07, 2013, 11:28:21 AM »
Shame actually feels spot on for a WCV!

379
DFRPG / Re: Maneuver Question
« on: April 05, 2013, 07:42:32 PM »
Mr. Death covered pretty much everything, but I noticed one thing.

A Maneuver to put an aspect on yourself - called a Navelgazing maneuver - can actually require a roll. If someone else is trying to stop you from doing it, you'll have to roll against whatever your opponent uses. The example used in the book is the opponent trying to distract (by shooting) against placing a "Deep in Concentration" aspect.

380
DFRPG / Re: Can the Fae Queens kill?
« on: April 05, 2013, 02:58:15 PM »
Remember that if you kill a Knight, the power goes to the next suitable "vessel".  This was another reason why she didn't kill Slate.  She wanted Harry as a Knight and needed him to be there when Slate died.

No.... That's the Mantle of a Queen, specifically, it's only said about the Queen Who Will Be/Lady.

In SK the Mothers inform Harry that when a knight dies, the power flows back to the nearest Queen.
In CD we again hear that the mantle of the Lady jumps to nearest appropriate vessel, but we are also told that the mantle of Queen (Who Is) instead flows to the Lady (presumably dominoeing the Lady mantle to nearest vessel, as if she had died)

So, my interpretation of the flow of Mantles:
Knight goes to nearest Queen, for redistribution.
Lady goes to the nearest vessel, no conscious choice involved (as we see in both SK and CD).
Queen goes to Lady, ousting the Lady mantle.
Mother goes to Queen, again dominoeing the mantles.

Bolded is supported directly in text, rest is assumption/extrapolation.

381
DFRPG / Re: Can the Fae Queens kill?
« on: April 05, 2013, 09:42:06 AM »
I can't give a definitive answer, but I think the restriction is that they can't kill anyone without an active relationship to the courts. It might instead be that it requires a prior relationship (like a deal of some sort) directly with the queen, but I'm not sure.

382
DFRPG / Re: Making effective PCs that aren't wizards?
« on: April 02, 2013, 07:44:25 PM »
My motto in combat is shamelessly stolen from something as geeky as a tooltip for a skill in an MMO:

Quote
Sometimes, survival comes down to not being hit.
Actually, most times.

383
DFRPG / Re: Fate Core Dresden Ideas
« on: March 31, 2013, 11:23:34 PM »
Then they are breaking their own rules.

I should edit it to say "Don't make me roll unless it's interesting and their are success and failures with that roll that are interesting"

How are they breaking their own rules?
Quote from: YS192
The dice only come
out when there is an interesting challenge with
meaningful consequences.
There's also an almost ˝ page long margin note about how important that part is.

Quote from: YS309
You want to make sure that both
outcomes are interesting—though “interesting”
isn’t the same as “good.”
Again highlighting that if there's no interesting result from both results of the roll, don't call for one!

If your GM doesn't follow that, take that up with your GM. That kind of thing can't really be worked into the rules other than through repeating the message above.

384
DFRPG / Re: Hotel California
« on: March 26, 2013, 01:44:01 AM »
About the steely knives. It must be my DnD mind or shaky grasp of the English languages but steely implies steel and is different from cold iron. Chemicaly their pretty much the same of course.

In the Dresdenverse, pretty much anything with a significant amount of iron is considered "Cold Iron". Steel is frequently used in fighting fae in the books.

385
DFRPG / Re: Wizard Nobility
« on: March 24, 2013, 08:34:02 PM »
Something to reduce the effect of any Backlash maybe? Or increasing effective available Lore for determining amount of Preparation needed?

386
DFRPG / Re: A few questions
« on: March 24, 2013, 08:30:38 PM »
I'd generally recommend a city that you're all familiar with, that will make sure everyone can contribute to the city creation properly, and thus invest everyone in the game.
Having just one player be familiar with the chosen setting can lead to everyone basically "having to" check everything they suggest with one player, and might make it feel less engaging for the others. This of course depends on your group; you could do essentially a "Vancouver Method", with the one player that's familiar with it inserting a couple tidbits.

387
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 20, 2013, 01:58:17 PM »
With Bless This House, I think part of the reason for the restriction is one of balance, and also to reflect that there are some places where God believes the extra help isn't needed to keep people safe. I always figured that places like the Carpenter home should be extremely rare. In practical terms, I wouldn't give even a stronghold of faith like a major church a threshold higher than 3.

I'd agree with that, the problem is that the very example they give, right in the "Determining Strength" paragraph, is a church (thus starting at +3), with two factors to enhance it (very old & foundation for local Catholics) giving +2 each, thus pushed to +7!

Homes start at +4, then they give examples like "lived in for generations" and "inhabitants lived most of their lives there" as factors, so having both would be +8. The Carpenter house, using these guidelines, would have a natural threshold of at least +6 (all the kids growing up there); I'd say that Michael building it himself would warrant another +2, honestly.

Either thresholds start or build way too high, or BtH is seriously underpowered when it comes to boosting an existing threshold.

Sure, it's great at lifting a very flimsy threshold into something that actually protects, but proper homes aren't gonna see much of an increase!

388
DFRPG / Re: Making effective PCs that aren't wizards?
« on: March 20, 2013, 12:12:46 PM »
As for Bless This House, I'd be interested in hearing how it got used. I've had contempt for it ever since I realized that neither Michael nor Charity could actually use it on their own house, and that Father Forthill probably can't use it on his church. And I've never seen it be useful.

Rereading Bless this House, I realized the weird thing that as the "True" Threshold rating raises, its effective rating (including inhabitants BtH-boost) could actually drop when it hits the inhabitants Conviction score.

Michael and Charity visit someones home with a threshold rating of 4. Their prescens boosts the effective rating to 8 (+2 from each).
However, their own home most likely has 5 or 6 as threshold, thus not allowing their BtH to boost it.

What would you say to "If Conviction > Threshold, then +2; if Conviction =< Threshold, then +1"? That gives it an actual effect no matter how high the threshold is.

389
I'm a newbie aswell, but I'll take a stab at some of the questions:

1. Channeling/Evocation and Ritual/Thaumaturgy all give 2 focus slots each. Additional focus slots can be gained with Refinements. Each Focus Item slot can be turned into 2 Enchanted Item slots.

2. Those are what's called Navel-gazing Maneuvers, placing a maneuver on yourself. They can, depending on circumstances be opposed, just like any maneuver.

3. Apparently, according to what I've seen here on the forum, the game balance tends to break down somewhat at higher refresh, so that might be a reason. Personally, I think handing out extra refresh a little faster during the earlier parts of a chronicle seems reasonable, at least if you're going for a "growing into your power"-kind of story.

390
DFRPG / Re: Interacting with ghosts?
« on: March 16, 2013, 01:51:17 AM »
@Dr.FunLove: The exakt level isn't established yet (we're doing that this weekend when we sit down for city creation and character finalization. Most like Feet in the Water, possibly Up to the Waist.

@Sanctaphrax: Wow, thank you! That one seems perfect! I'll probably (strongly) suggest Marked by Power, Ghost Speaker and Dual Nature for him, and we'll see what else he'll grab! An IoP is definitely an option aswell.

I want to have a clear picture of what kind of powers are needed for the concept, so I can present the player with good options to chose from!


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