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Messages - InFerrumVeritas

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1
DFRPG / Re: Refreshing FATE Points
« on: May 13, 2016, 03:04:02 PM »
Refresh has nothing to do with milestones.  Just because you typically have a minor milestone every session doesn't mean that refresh only occurs at milestones.  You get a refresh every session, by default, whether or not a milestone was reached.  GM's have the optional rule available to allow for partial refresh, or to deny a refresh if there's a cliffhanger.

YS20: Players usually regain fate points between sessions when a refresh occurs.
YS317 also discusses partial refresh.
Milestones, YS88-91, don't discuss refresh at all, except as it relates to upgrading characters.

2
DFRPG / Re: Who can death curse?
« on: April 28, 2016, 02:33:15 AM »
Want to get technical?

YS282 describes it as "the Wizard's Death Curse."  So you have to be a wizard.  Does that mean you have to be on the White Council?  I'd rule probably not.  But I'd say that to have an effective death curse, you have to have full Evocation and full Thaumaturgy, and maybe the Sight too (which fills the template).  BCV Masters do not get a death curse unless they're also spellcasters of this calibre.

You do get a Death Curse if you're taken out though.  It's part of owning your death scene.  YS203 Sidebar. 

I'd say that an effective compel on aspects that would indicate that the dying NPC would not expect to die, would not have time to gather their thoughts, etc. would be enough to mitigate/eliminate a death curse.  Finally, I'd say death curses can only effect the characters that killed (specifically dealt a consequence to, or took out) the character, based on how they're portrayed in the books.

3
DFRPG / Re: Social Combat: House Rules and Random Thoughts
« on: April 28, 2016, 02:14:45 AM »
We haven't played DFRPG in a while, but when Fate Core (and the Toolkit came out) we used the idea of a stress track for chase scenes for social conflicts.  So there would be two group stress tracks that were x-boxes long (set somewhat arbitrarily, but aspects could be invoked to lengthen it at the start of the challenge).  Group would then try and push theirs faster.  No consequences, but aspects placed could last the whole session if relevant.

4
DFRPG / Re: Quick and Dirty Domination
« on: January 22, 2016, 03:11:44 PM »
I'm quite impressed at the maturity of the responses.

5
DFRPG / Re: High Fantasy Conversion
« on: December 07, 2015, 04:46:41 PM »
Seriously though: Take a look at Fate Core and the system toolkit.  Both are pay what you like and can be adapted to high fantasy pretty well.

The other issue here is you're not describing the setting you'd like to use.  If you don't do that, you're going to have problems with people assuming you want D&D in FATE or some other assumptions.  Give us the setting, we can help with crunch.

6
DFRPG / Re: The Dresden Files Accelerated Playtest Is Open
« on: December 05, 2015, 10:19:50 PM »
The numbers and the Refresh investments are actually pretty important. That's why they're there. If they didn't matter, we'd get rid of them.

Arguably that's what FAE does.

7
DFRPG / Re: Creating NPC: Rumpelstiltskin
« on: December 02, 2015, 02:23:35 PM »
Remember that names in Dresden aren't just the letters, but also exact pronunciation and inflection.

8
DFRPG / Re: The Dresden Files Accelerated Playtest Is Open
« on: November 17, 2015, 03:45:19 AM »
I'm sure thing changed since the first playtest, but the way that DFAE handles characters of vastly different power levels was very interesting the first beta, dealing with degrees of success rather than odds of success.  I think the mechanic allows Harry and Butters (pre-all the things that are spoilery) to adventure together without one feeling useless.

Skills are the approaches, powers are...well an entirely different mechanic (and greatly simplified) that I don't know is what you're looking for.

If you want heavily customizable characters, DFRPG or FC are probably more to your tastes.  You're not going to be tweaking numbers the same way with any version of FAE.  Ultimately it's much more rules light, and designed for players who want that.  Given that you spend a good portion of time coming up with hoserules and homebrew, I don't know if it'll be your thing.

9
DFRPG / Re: How expensive it can be?
« on: November 13, 2015, 03:38:25 AM »
I'd say that Endurance is their apex skill, at Superb and probably with stunts improving it.  Depending on how the rest of their skills are broken down, Fists or Weapons would be at Great or Superb with at least one stunt relating to each.

10
DFRPG / Re: help with character based on music
« on: September 12, 2015, 02:44:49 PM »
I would go with Alternate Magical Paradigm as well, though I usually grant my players that without paying a fate point, but only allow it if it fits the character concept. In this case, replacing discipline with performance seems reasonable enough. Maybe Conviction with (Stage) Presence as well.

The fiddle should probably be an item of power, yes. I would probably go with a music themed channeling, focus slots for defensive stuff, so you can buff your allies.
Unless the character has his own magic that the fiddle just helped bring to the front. In that case, you could drop the Item of Power and take the power yourself and then treat the fiddle as a focus item.

Marked by Power seems like a good fit as well, though not directly related to magic.

I really only make "Alternate Magical Paradigm" cost extra if someone tries to use it with things like fists, athletics, and endurance because that is definitely more powerful.  Having it with performance skills isn't any more powerful than the basic magic set, and may be noticeably weaker if mental enemies are common (like WCVs).

So basically call it Channeling but use Performance in place of discipline, Presence in place of conviction, and keep Lore where it is.  Easy enough.  I'd make the fiddle a focus item, personally, because I'd prefer to have the ability to use magic by singing, tapping out a beat, etc.  But if you're saying the power comes from the fiddle than make it an IoP.  To optimize refresh, add a point of Refinement on, or make it Evocation instead of Thaumaturgy.

Thematically, Air or Spirit would work well, or a different element like Music (work with your GM as to what it's limits should be).  If you go Evocation, Air, Spirit, and maybe Fire (since it's a bit infernal).

11
Huh. Guess I've been doing it wrong then.

Yeah, I didn't catch that I was doing that bit wrong until Fate Core came out.

12
Thanks everyone. So I have been doing it right. As long as someone is willing/is able to take stress or can soak incoming stress by taking consequences, a character is still in the game. All his stress can be full, as long as he has consequences, he isn't taken out. It isn't until at least one point of stress "gets through" stress boxes and consequences that a character is taken out. Though a character can concede before that happens.

Choosing not to take a consequence and be taken out isn't a concession.

13
DFRPG / Re: The Dresden Files Accelerated Playtest Is Open
« on: September 05, 2015, 03:11:24 AM »
I'm really bummed I don't have time to do it this time around.  My little brother's group really enjoyed the first round.

14
DFRPG / Re: Rune Wizard Idea.
« on: August 31, 2015, 09:13:27 PM »
That's been one of my basic idea is computer/manga nerd all of suddenly loses direct access to technology but get magic... their for he tries to use magic like all the manga/computer he is read  or know.. The big problems i've ran into is is this how do i prevent him from breaking one of the laws and still learn the skills that way story wise. Even if he does brake the laws if he isn't apprentice he will still be looked at strangle by the council and all their traditions.

I do have another question that would effect my backstory is about the sight and soulgaze. When do wizards first get this abilities. is it when they fist unlock the powers or is after they ever reached certain level of magic ability....

...I'd have Luccio check up on him.  Tell him about the laws, and that she's watching him.  I'm inclined to think she'd be interested to see where his computer-code magic takes him.

15
DFRPG / Re: Notes on Optimization
« on: July 29, 2015, 03:49:49 PM »
It almost has to be an aspect specialization like Harry's not-so-subtle or Molly's Subtlety is its Own Power.

On the other hand it is literally the point of the warden sword.

That's not a bad idea.  You could conceivably get a self-compel quite often.

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