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46
DFRPG / Re: Answering some stuff about Crafting and Armor...
« on: April 11, 2010, 07:02:03 AM »
Awesome, this fills in some of the perspective gaps I was struggling with. I can run with this from here, happily, but I'd like to point out a couple things which made it hard for us to arrive at these conclusions based on the PDF text alone.

Re: Persistent Blocks. For this, it probably doesn't help that the leather duster example specifically mentions an always available block as an alternative implementation (YS303). This should probably be removed, or receive some kind of notation (tho that page is ALREADY absurdly busy), if it's contrary to the intent.

Re: Armor and context. The (short) section on armor in the book (YS202) doesn't... really give any indication it's supposed to be situational, nor does it encourage one to try to have a 'it has a Catch' mindset like the game does for Toughness powers. This probably also warrants an aside somewhere, or possibly a direct alteration of the body text. I think that would resolve a lot of the confusion about the intent there.

Again, your perspective here is perfectly sensible, and I'm more than happy to run with it, I just don't think that what you intended to convey was there in what we got.

47
DFRPG / Mythic Toughness -- Must have a permission?
« on: April 11, 2010, 06:07:58 AM »
I was poking at the Toughness powers, and tripped across this phrase under Mythic Toughness' musts: You must have a permission that grants this ability.

I've read through the chapter, the index, and done some searching throughout the PDF... I can't find anything else that matches up to this rather particular phrasing, neither in the other Toughness abilities or anything else Mythic.

Is this an artifact from a previous version of the rules text, or am I missing something?

48
DFRPG / Re: Writeable/Safeable Char. Sheet?
« on: April 10, 2010, 06:35:08 AM »
It would also be nice if such a file was posted somewhere one could get it without being part of the yahoo group.

49
DFRPG / Re: Item Crafting
« on: April 09, 2010, 09:47:17 PM »
Personally, my hangup is that if you have some kevlar or composite weave or SOMETHING, and you start stitching runes into it, you should be able to reinforce it for less effort than it'd take to create an equivalent defensive effect without that underlying infrastructure. Getting Armor:3 from kevlar should be easier, require less work and personal investment, than from a t-shirt.

On the other hand, the system doesn't really _track_ non-magical items on a character strength/balance level, so there isn't anything currently to keep everyone from going "My armor is this special material plus this extra enchantment"..

And of course the gripping hand is that we haven't seen anyone wearing enchanted body armor yet, have we? Is that because of traditions/closed mindedness on the part of wizards we deal with? Aside from Harry, who hasn't had the resources/funds for actual armor throughout most of the series, it's pretty well established that most of the White Council is kind of stuck in their ways.

I feel like I'm missing a crucial piece of this puzzle.

50
DFRPG / Re: Evocations and Enviromental Power-Ups
« on: April 09, 2010, 09:10:44 PM »
Regarding hydromancers, one of my players (the one over whose shoulder I'm looking to read the books) just went, "Well, really, the water a hydromancer is working with is inside the spell, any other moving water is outside the spell. It's a magical construct with a barrier, just like any other. It's a matter of what you can contain and direct with the energy and time you have."

51
DFRPG / Re: Item Crafting
« on: April 09, 2010, 08:26:23 AM »
But let's go crazy, and say you used your evocation focus item slots to make an item that helps you with crafting. (It's legal, don't look at me that way.) You have to, by default, adhere to the columns, so you get +1 frequency and +1 strength.

Firstly, if you're tired, you should sleep. :D

Secondly, the only thing that throws me off is that the preview PDF, as I saw it, mentions specializations on YS280, but nothing indicates you can make a Crafting Strength or Crafting Frequency focus.

Maybe that warrants a clarification somewhere, particularly since the Crafting specializations are already an exception to the rules?

Not arguing with you, I'm just saying, what you're saying, isn't what it's saying. Know what'm saying? ;)

52
DFRPG / Re: Item Crafting
« on: April 09, 2010, 08:02:41 AM »
A thamaturgy focus is specified by any of the thaumaturgic types listed in this section, whether by function or theme
implies possible.
For thaumaturgy focuses, this bonus may be applied to the wizard’s upper bound on “no-prep” complexity (Lore) for thaumaturgy or to the wizard’s control (Discipline) rolls for casting.
implies not possible.

Actually, there's no contradiction there. Just as evocation specialties and foci are two parts, so are thaumaturgical specialties and foci. So in this case, we'd have +1 Divination Complexity, or +1 Warding Control.

Since crafting has neither complexity nor control...


You are substantially correct, but Armor is only equal to half your shifts, so it'd only be Armor Value 2. Aside from that you're good to go.

I meant to mention that, thanks.

Korwin, presuming the thaumaturgical focus was allowed, you'd have 4 shifts to work with for your persistent equipment, and it could still be considered 'armor', it just doesn't use the Armor mechanic unless you halve it again.

This is covered on YS252.

53
DFRPG / Re: Item Crafting
« on: April 09, 2010, 07:17:35 AM »
Hmm. Actually, the rules text suggests your options for a thaumaturgy focus item are discipline (for casting control), and lore (for determining whether you need to prepare or not)...

I don't see anything that explicitly permits 'crafting strength' as a focus. Specialization, yes; permitting a bonus to either casting strength or frequency (or both, if you take refinement).

It looks like this type of thing would require a house-rule from your GM. Personally, I think that would be a bit terrifying, because of the snowball effect that could provoke. It would permit a pure-crafting Ritualist FC to do some ... rather terrifying things with a small amount of refresh.

If permitted, however, your math otherwise adds up.. Except you would need to take Refinement to get enough item slots to make weapon, armor, and two potions.

54
DFRPG / Re: An Idea: Tagging for Continuous Damage
« on: April 09, 2010, 06:39:28 AM »
Right, but no solid way for non-magical types to do it. Which is the problem I'm trying to fix.

I feel compelled to note that YS325, on environmental effects, explicitly mentions a flamethrower.

55
DFRPG / Re: An Idea: Tagging for Continuous Damage
« on: April 09, 2010, 06:07:52 AM »
No, that's not what I'm doing at all (and a poisoned weapon already does that, by the way), it's a side effect of what I'm trying to do, which is work ongoing damage in as an aspect of the core system, applicable to as wide a range of different effects as anything else.

But we already have 'ongoing damage' in the system, as Lenny pointed out.

56
DFRPG / Re: Can I Just Say...
« on: April 09, 2010, 06:02:50 AM »
Honestly, my love for the series wouldn't have been enough to pressure my loved ones into pre-ordering so that I can look over their shoulders at their copies of the PDF...

... it took realizing exactly how connected you (evil) folks are with the fans, how much this clearly meant to you to have this mean so much to us, to get me to work up the enthusiasm to go "WE HAVE TO HAVE THIS!!!!" to the others.

It wasn't Jim's writing and awesome setting that sold this game to me. It wasn't your previous work. It wasn't even your previews.

It was you, the people behind the game, being people, with people. That is why.

57
DFRPG / Re: An Idea: Tagging for Continuous Damage
« on: April 09, 2010, 05:43:46 AM »
And I'm not saying you can't tag the Aspect for effect, or shouldn't be able to do that instead of damage, I just think you should have damage as an option.

The thing is, we HAVE damage as an option. it's already there. Both as burst and continuous damage.

The idea is.. Either you're using fire to hurt them (applying physical stress), or you're using fire to cause some other effect (applying an aspect).

The effects of stress are pretty straightforward, but a temporary aspect is, itself, a form of plot momentum. The story will trend towards certain directions with certain aspects in play.

You're looking to get both stress and an aspect, which gets you double the narrative effect from a single modeled action.

58
DFRPG / Re: An Idea: Tagging for Continuous Damage
« on: April 09, 2010, 05:20:29 AM »
Headless chicken on LSD.

I can't stop giggling.

59
DFRPG / Re: An Idea: Tagging for Continuous Damage
« on: April 09, 2010, 04:54:29 AM »
A further note I'd like to present is that this RPG isn't meant to simulate combat in particular. That's just one type of conflict that can be managed by the narrative flow toolkit FATE 3 provides.

Trying to get fiddly about certain balance concerns, certain types of specific damage management, and trying to fret about EXACTLY how much more powerful one thing is than another, and whether something is COMPLETELY modelled by the ruleset is... kind of misapplying the amazing toolset we've been given.

Some specificity is lost, because it often isn't narratively interesting. We're building a story. The rules that we have are about splitting the influence -- more particularly, the types and timing of that influence -- on how that story unfolds.

60
DFRPG / Re: The Preorder
« on: April 02, 2010, 09:09:37 AM »
Is there any possibility of a 'PDF only' preorder? In general the members of my play group will be (pre- for some of them)ordering your (clearly sexily wonderful) books with an eye to, you know, the books themselves, but I personally have a much easier time working with digital information. In my case the physical books would be only sitting on a shelf utterly neglected, and that seems a sad state of affairs for tomes that could easily find home with another fan.

You might also consider this another vote for a 'printer friendly' version of the document someday (although it'd still be on my screen; paper is just harder for me to read comfortably than LCDs).

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