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Topics - The Mighty Buzzard

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DFRPG / A new toy to play with for NPC creators
« on: November 01, 2011, 11:04:59 PM »
So, Sanctaphrax and I've been trying to get the Generic NPCs list in order and filled into the wiki lately.  It occurred to me that it would make things easier if everyone had a tool to input the data once and get all the data back formatted for copy and paste to both the board and the wiki in one go.

To that end, I wrote this ugly little bit of perl: NPC Formatilizer 9000

Feel free to play around with it.  Everything should be working except the Plain Mortal checkbox (I just forgot about it).  My to-do list includes that and counting up power/stunt costs and calculating Total Refresh Cost from the script instead of you having to add it up in your head.  The Additional Notes field at the bottom is for npc description or anything else that doesn't readily fit into the other boxes.

Bear in mind, this is running on my home server.  That means that it will occasionally be unavailable when my DSL connection is cycling, when I have all the bandwidth tied up playing Global Thermonuclear War, or in the event of zombie apocalypse.

Comments and suggestions welcome.

DFRPG / Aiming at wards
« on: September 29, 2011, 12:42:36 PM »
It occurred to me a little bit ago that aiming a spell at a ward is much like aiming at the broad side of a barn.  You can't really miss.  You can't really hit badly even.  So, why do we use the aiming mechanic?  Just because it can get us more shifts of damage?  Doesn't seem to make much sense.

Should we just assume +4 on the attack roll and roll to control separately?

Should we consider the aiming roll to be just a bit of randomness from spell to spell?  Do rotes just take zero and assume a hit or do you still aim?

Could you declare an aspect on the ward of I'd Have To Be Facing The Wrong Way To Miss?  Would you invoke it for a +2 to hit?  Or for effect and what would the effect be?


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