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Messages - sjksprocket

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61
DFRPG / Re: Levels of Canon?
« on: January 10, 2011, 05:19:44 PM »
what would those tow things be?

62
DFRPG / Re: Levels of Canon?
« on: January 10, 2011, 04:20:22 PM »
 I'm pretty sure that there was collaboration between the makers of DFRPG and Jim Butcher. So I'm pretty comfortable in saying that the rpg is Jim canon, and if not, at least theoretical canon.

I think that the list is comprehensive. I can't see anything else that could fit in there.

63
DFRPG / Re: DFRPG Supplement
« on: January 09, 2011, 05:01:38 PM »
I like the fact tat they will be doing the paranet. I think that is the type of supplements they should put out more of. The world cannon for the dresdon files that isn't just harry and Chicago. Do the other parts of the world. Do supplements like they did Baltimore in YS, just more extensive. Other major cities or organizations, both mundane and supernatural. I wouldn't mind a future supplement on the nevernever. But the paranet is a good start I think.

64
DFRPG / Re: Severe consequences aspect suggestions
« on: January 09, 2011, 04:51:35 PM »
How about a sarcastic catch phrase like "Now I just need a parrot/peg leg/hook"

65
DFRPG / Re: Two questions
« on: January 08, 2011, 05:07:52 PM »
Thank you

66
DFRPG / Re: Two questions
« on: January 08, 2011, 03:41:51 PM »
But keep i mind that I'm only on small favor. I have not read changes. So I would ask for you to at least black out the text of the spoiler like most do, so that way I get to pick and choose which spoilers I read. There is no need to not write them but do something so people know its a spoiler and they have the choice to read it or not. that way if they have a curiosity type aspect, at least they get a fate point for reading the spoiler.

67
DFRPG / Re: equiptment, potions and item sheet
« on: January 07, 2011, 05:18:52 PM »
I like using note cards for items. Each card has one item for quick reference without search several sheets. Plus - if you have the card, you have the item, If you don't have the card, you don't. I find this helps alleviate stuff like "now who has such and such an item" - "I thought I gave it to you" - "you did? when?" - "I thought I had it." And then if they don't have it, not having the note card helps with accidental or "accidental" forgetting that you left it behind.

68
DFRPG / Re: Two questions
« on: January 07, 2011, 03:46:57 PM »
Plus combat skills does not dictate the power level of the character. just because dresden has more combat oriented character arrangements does no make him more powerful then butters. power is not rated in combat terms for me.

69
DFRPG / Re: Can a House satisfy a catch
« on: January 07, 2011, 03:38:24 PM »
I'm sorry but I have to say it:

Houses should also satisfy the catch of wicked witches of the west.

70
DFRPG / Re: DFRPG Cheat Sheet - input requested
« on: January 06, 2011, 08:59:38 PM »
Got them to work, it was just my browser apparently

71
DFRPG / Re: Two questions
« on: January 06, 2011, 08:41:51 PM »
This is not a bad idea.

For instance, a mortal stunt under various skills that describe military training could be declared to give a bump to say... guns.

Exactly. They say in the book, IIRC, that a mortal stunt gives a +2 bonus per point of refresh, or allows a single sub skill normally not allowed in the base skill per refresh point. So under the guns base skill you could say you have military training to get +2 to when ever you shoot a gun.

72
DFRPG / Re: Two questions
« on: January 06, 2011, 06:08:42 PM »
I'm thinking about asking the GM to give me some extra skill points in return for one less fate point or something.

It would make sense to me that people who have been trained in the military should receive a few bonus skill points in whatever it was they did.

For instance, an x special forces soldier would have a lot more skills in life than a person of similar age who works at Wal*Mart.

I think in the rpg that something like is dealt with mortal stunts. take one or two of those. They cost refresh and give your character bonuses to skills or allows you to use a skill in a way you normally couldn't.

73
DFRPG / Re: DFRPG Cheat Sheet - input requested
« on: January 06, 2011, 05:59:02 PM »
FYI your link is bad. doesn't take me anywhere.

74
DFRPG / Re: Wererhino: The Catch?
« on: January 04, 2011, 06:18:33 PM »
That could also be handled by modular shapeshifting ability.

Richard

I think that might be pretty expensive though for one or two abilities. and you wouldn't get the full effect because you only have one form, the modular ability o think is only for shape shifters who have multiple forms.

75
DFRPG / Re: 100 shift potions
« on: January 03, 2011, 10:05:25 PM »
For me the only way I would be in favor of something like a 100 shift potion be if it was the campaign to make it. Once it was made though it would probably be new campaign time. If My players wanted to play such a high power level, and I wanted to run it, I would suggest starting out at a higher power level. My reasoning would be that such a huge jump of power, if gained with a single ritual, is such a quick jump of power that the players would probably have HUGE problems after wards. Such power usually isn't ignored. especially for other people who have such power. They would be afraid that you would tread on there territory. especially if poof there you are all of a sudden. "where did it come from, and why sudden;y in this area? this can't be good all for me. squash it before it can get me." This could be potential for another story arc, sure. But the problem is that it is such a big power jump so fast that the players wouldn't know how to control it, at least not well. If then they went against something that has earned such power over time, legitimately, the players wouldn't stand a chance IMO. Not to mention all of the little guys banding together to take down such a big power due to the potential of the big power smooshing the little guys under foot with it's new found power.

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