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Topics - zcthu3

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DFRPG / Kerberos Club Skill Power Tiers in DFRPG
« on: November 10, 2013, 06:41:34 PM »
Hi all

I am looking at starting the next chapter in my DFRPG game in the new year. One of the things I've been looking at is incorporating the Skill Power Tiers from Kerberos Club. These allow skills to work on a manageable scale (i.e. you don't need to have skill levels going into the stratosphere) while allowing supernatural individuals to be better in their specific areas of focus than a mundane.

For those unaware, a Power Tier changes one of your Fate dice to a standard d6 for each tier between opposing skills. For example an Extraordinary swordsman fighting a mundane swordsman would roll 3dF+d6, while the swordsman would roll 4dF. A Supernatural swordsman would roll 2dF+2d6 v the mundane's 4dF (for simplicity, I think you can just always roll the modified dice pool - two extraordinary swordsman would still be balanced rolling 3dF+d6, although I guess the zero weighting would be off)

Obviously this is quite an advantage.

The question how much this should cost in Refresh? In Kerberos Club it is priced as follows (all balanced against Mundanes):

Extraordinary Tier (3dF+d6) = -1 Refresh
Superhman Tier (2dF+2d6) = -2 Refresh
Ascendent Tier (1dF+3d6) = -4 Refresh
Godlike Tier (4d6) = -6 Refresh

Is this reasonable? It seems cheap as a d6 should average 3-4 on a roll. I am thinking of increasing these values (and renaming them to match DFRPG), so:

Inhuman Skill (3dF+d6) = -2 Refresh
Supernatural Skill (2dF+2d6) = -4 Refresh
Mythic Skill (1dF+3d6) = -6 Refresh (or doubling would make it -8)

[OPTIONAL] Godlike Skill (4d6) = -8 Refresh (or doubling it would make it -12)

Appreciate any thoughts.

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DFRPG / Night Fears 2: Road Trip - Help
« on: February 10, 2012, 08:12:09 AM »
Hi all

I ran Night Fears at our local club con last year, and I have decided to run a sequel at this years con. I am still several months out, but I started to have a few ideas today driving home from work so I decided to start getting them down.

The premise is the following:

Four years ago, about to start High School, you and a bunch of your ‘friends’ spent a night in the Cranston House. That night changed your lives; the Cranston House ghosts introduced you to the fact that the supernatural was real.
While that night in the Cranston House created bonds between you all, the High School experience is tough and four years later some of those friendships are stronger and others frayed. Still it’s your last hurrah before college and it’s time for that post High School tradition – the pre-college road trip! 

I am currently thinking a scenario crossing the traditional "Coming of Age" movie with a teen "Horror/Slasher" movie. Something along the lines of Hotel California (the song), Salem's Lot (The Stephen King short story where the car breaks down in Salem's Lot rather than the novel), or Jeeper's Creepers (the movie) crossed with Road Trip(but less ridiculous).

I want to keep the same characters, four years later. I have been throwing around some scene setting questions, but would love some more input and thoughts on how the characters would have developed over High School. Anyway, some starting generic questions - some of these are possibly too similar, so feel free to throw out as many as you can think of. Also any character specific questions:

Starting Questions: Generic
1.Two of you dated through most of High School but recently broke up. Which two of you was that, and why did you break up? What do the others think?
2. Two of you are in a serious relationship but the others don’t know it. Why haven’t you told them?
3. One of you has had a crush on one of the others for some time now and this road trip is likely to be your last chance to make your move. Who has the crush, and who is it on?
4. One of you has a dark secret. What is it, and why is it a secret?
5. Whose idea was the road trip? Why did you really suggest it?

Starting Questions: Character Specific
1.   Andy (Sports Star)
2.   Chris (Changeling)
3.   Dani (Spoiled Rich Girl)
4.   Jamie (Psychometry)
5.   Mike (Medium)
6.   Nicky (Best Friend)
7.   Terry (Religious Kid)

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DFRPG / Thaumaturgy in Combat (Again...)
« on: June 14, 2011, 07:35:20 AM »
Hi all,

I've been playing a Dresden Game with two wizards. To help differentiate themselves, one has specialised as an evoker and the other as a thaumaturgist. Now, the thaumaturgist has a lot of decent enchanted items, but has been enquiring about casting other thaumaturgy spells in a combat situation.

I know this has come up before, and that the general consensus is that thaumaturgy in combat shouldn't be allowed (unless it's sponsored), but I don't want to just say no, particulaly given that "quick and dirty" thaumaturgy does appear to happen in the books. Given that, we've been discussing how we might allow this, without making thaumaturgy too good relative to evocation and sponsored magic.

We've come up with the following:

Quote
Thaumaturgy is generally described in the rulebooks as taking minutes to cast and the general rule of thumb is not to let players cast it in combat situations, that being the province of evocation and/or enchanted items instead.

On one hand I agree with this approach, however on the other hand it is, in my opinion, somewhat inconsistent with the source material.
(click to show/hide)
It is also inconsistent with the actual game mechanics which state that if the caster’s Lore is greater than the spells complexity then they can cast it with what is on hand. Given that, if the caster can channel sufficient power in one exchange and control it, then they can cast thaumaturgy at the speed of evocation.

This is potentially a problem as it down plays the importance of evocation and sponsored magic (which allows thaumaturgy at the speed of evocation).

On the other hand, typically thaumaturgy spells will be less powerful than those of an evoker as they are limited by three skills (being Lore (= complexity), Conviction (= amount of power able to be channelled) and Discipline (=control)), rather than two for evocation (Conviction and Discipline). On the other hand they can be cast for one less stress (i.e. so long as the power to be channelled doesn’t exceed Conviction + Refinement/Focus bonuses) and, in general, last longer.

Given this, I think it is necessary to slow thaumaturgy in combat down, without removing it entirely. I also think the ritualised nature needs to be played up. Given the above, an in discussion with the primary thaumaturgist in our group we came up with the following time frame for casting thaumaturgy spells in combat:

Requirement for casting thaumaturgy in combat: Complexity of spell must be less than caster’s Lore.
Exchange 1: Form and Empower Circle to contain spell;
Exchange 2: Gather Ingredients for Spell (which must be on hand, see requirement for casting);
Exchange 3: Channels Power;
(Exchange 4+: Channels more Power if necessary).

This process can be sped up by “rushing” the process, e.g.:
Exchange 1: Form and Empower Circle to contain spell;
Exchange 2: Gather Ingredients for Spell as a supplementary action and Channel Power at -1 to Discipline;
(Exchange 3+: Channels more Power if necessary).

Or by having assistance with the creation of the Circle, i.e.:
Exchange 1: The caster empowers a pre-formed circle (e.g. drawn by another character) and gather’s ingredients as a supplementary action;
Exchange 2: Channels Power;
(Exchange 3+: Channels more Power if necessary).

Thus it takes a minimum of two actions and either a Discipline roll at -1 by the caster, or a second character’s action (to draw the circle) to cast the spell. Furthermore, we ruled that if a character chooses to defend themselves, they must start the ritual again, or if they choose not to defend themselves they must make a Discipline roll with a difficulty equal to the shifts of damage inflicted to not lose the spell.

This still means that Sponsored Magic is useful re Thaumaturgy at the Speed of Evocation as it enables you to use Thaumaturgy in a single exchange thereby forgoing the risk of having your spell disrupted or making yourself a target.

Before implementing this formally in our game, however, I would like some comments, particularly whether the timeframes outlined are reasonable, of whether they should be increased.





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DFRPG / The Black Staff (the Item not the Person)
« on: May 09, 2011, 09:01:41 AM »
Hi all,

I'm due to restart my Dresden Files game in the next month of so and, due to some weird events that I'm not going to go into, the PCs have travelled back in time to learn from the original Merlin - or maybe  one of them is the original Merlin - they've yet to determine which way I'm going to go...

Anyway, I was thinking about things the other day and it suddenly occurred to me that, being back in time, it is also quite possible that the PCs may be around for the creation of the Black Staff (or maybe they create it - this is just the kind of thing that would occur to my players so I'm trying to be pre-emptive).

Anyway, how do I stat out the Black Staff? Obviously it is an Item of Power and should be tied to an Aspect, but what exactly are its powers? It seems to absorb Law Breaker stunts on behalf of its wielder, but how do I represent this mechanically?

I was thinking it could be modelled by giving the PCs the option of purchasing Law Breaker stunts when breaking the Laws in order to gain the benefits thereof; they would spend the Refresh as normal (but with the discount for Item of Power) but wouldn't suffer the negative side effects (i.e. Forced Aspect Changes, although they would need to have an Aspect tying them to the Staff) but would only be able to access the stunts while wielding the staff.

Thoughts? 


5
DFRPG / First Law and World Hopping PCs
« on: September 24, 2010, 10:49:56 PM »
Hi all,

My campaign is taking an... interesting... tern, (for those of you familiar with the Black Company series, this premise will be familiar)wherein the PCs have discovered a key that allows them to access the Glittering Plain - a space between alternate Earths - which in turn allows them to access other Earths (there is a whole bunch of other stuff that I am tying into this but it is outside the scope of the question). Please also note that for this game this is quite different to the Outer Gates which is accessing things outside Creation. These worlds are part of Creation - simply alternative versions of Earth.

Anyway, the PCs have decided to go exploring which is fine and I have even decided on a bunch of ideas to use other settings that I enjoy as the other gaiming worlds.

One of these is the MIDNIGHT setting. For those unfamiliar with this world, it is a D&Desque fantasy world (it was a D&D setting afterall) where in a "Dark God" has managed to separate the world from the "higher planes of existance", in Dresden Terms, the Nevernever. The PCs are managing to bypass this division by getting there through the Glittering Plain (in my cosmology each world has its own Nevernever but all sit in a larger "Creation" joined by the Glittering Plain).

Anyway, in MIDNIGHT the fantastic races (elves, dwarves, orcs etc.) are all descended from an Elder Fae race. I am thinking that once the world was separated from the Nevernever, these races devolved into more "human-like" races. They are not truely Fae in terms of Dresden anymore, but more like scion races that breed true and are equally native to that version of Earth. My questionis, should the PCs get Lawbreaker stunts for killing these races - they're not human per se, but they are native to that Earth as are the human races of the world? Obviously there are no wardens on that world, but the spiritual change of using magic to kill is still a valid issue.

I can't make a decison one way or another, and would like some other opinions. Thoughts?

 

6
DFRPG / New Power - Unaffected by the Curse of Babel
« on: September 10, 2010, 08:17:53 AM »
Hi all,

One of my players wants his character to develop a Power that will allow them to speak and understand any and every spoken language, although not the ability to read said languages. He has argued that this should be similar to the Scholarship Stunt: Linguist which gives you 4 additional languages including reading and writing, which costs -1 Refresh.

Our game is about to take a way jaunt into other Earths with many different languages and I think this would be overpowered for -1 Refresh. On the other hand this may be an initial hesitance on my part. What are the thoughts of the board?

Help appreciated.

7
DFRPG / High Specialisations from Refinement
« on: August 08, 2010, 03:12:08 AM »
Hi all,

This probably won't be an issue in most games, but how are people dealing with high levels of Specialisation from Refinement?

In the rules it states that you can't have a +3 in one element until you have +1 and +2 in two others i.e. if you have +3 Fire, you need to have +2 Air and +1 Spirit (or water, or earth, but you get the idea). In other words, you need to form a tower. What happens when you have enough Refinements to boost your Specialisations above +5?

For example, a power wizard has the following power bonuses: Fire +5, Earth +4, Air +3, Water +2, Spirit +1.

They take another level of Refinement, and get two more specialisations, but there are no more elements to take at +1. Does that mean, the wizard can increase Spirit to +2 and Water to +3 making their power specialisations:

Fire +5, Earth +4, Air +3, Water +3, Spirit +2

It they then take another level of Refinement to boost their power could it then go to: Fire +5, Earth +4, Air +4, Water +3, Spirit +3?

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DFRPG / # Consequences
« on: June 20, 2010, 07:03:27 PM »
I was re-reading the "Final Refresh Level, Fate Points, Stress, & Consequences" section of YS (p68) and realised that it says you have one mild, one moderate and one severe consequence by default. Just to clarify this is the total number of base consequences (3) rather than one mild, moderate and severe consequence per stress track?

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