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Messages - Dravokian

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31
DFRPG / Re: Refinement
« on: October 18, 2011, 01:55:31 PM »
I would allow someone to take refinement for crafting if the type of crafting they were doing wasn't magical... like you make healing salves through herbal medicine. Or you built gun parts and upgrades. Id have you gain Non-Enchanted item slots that can up a weapon or be used as a herbal remedy ect. Also the roles required wouldn't be discipline, conviction,  and lore. Probably Discipline, Construction, and Scholarship. I'd allow it in my game as a house rule but I'd watch the person doing it like a hawk to make sure there was no magical things going on. Otherwise you'd have to take a form of magic to get it done. But that of course is just me.

32
DFRPG / Re: Would like some help making a gun mage
« on: October 18, 2011, 01:48:46 PM »
as to the dodge vs resist the way id do it is with 2 rolls for the defender. Id have them make an athletics vs your guns to get out of the way of the bullet, thus never being effected by the spell. If the bullet hits then id have them make a resist roll vs the spell (potion str). Endurance vs str for spells like fireball, discipline vs str for hallucinations, conviction vs str for mind control (If your a Law Breaker), ect ect. That way they can dodge the bullet itself and still have a chance to reduce the damage if actually hit by it. That would help in my game to reduce the damage down to a more manageable amount. Of course it could also skyrocket it if the resisting character has a low resist roll but that is no different then if a wizard uses a 8 refresh lighting bolt vs a character with no endurence... there gonna do a lot of damage. I'd also make you spend time in character building your potion bullets... of course the ones in creation are free but Id make you build the reloads. Also a failed roll might not mean that you dont create one. It might be a dud or a backfiring bullet... the compel options are very interesting that way.

33
DFRPG / Re: Taking yourself out
« on: September 20, 2011, 04:40:00 PM »
if your doing so as a concession then you would but if not then I would think it falls to the gm's desecration. As a GM I wouldn't let you do so just to get a powerful spell off and then drop... id make you take all available consequences first unless it was a concession. But I would do it along the lines of the more consequences you took the lesser the narrative for the take out would be... for instance if you did it on first action so you could hit someone with a 20 stress attack and then fall I might have it kill you or seriously limit your abilities. If you had taken a minor, mod, sever, and then fell i would probably treat it as your body finally wore out from the pain and you fell asleep.

34
DFRPG / Re: Ghosts and How to Stat them?
« on: September 20, 2011, 04:29:44 PM »
thank you for your example

35
DFRPG / Ghosts and How to Stat them?
« on: September 20, 2011, 03:58:30 AM »
I was wondering how to go about stating ghosts in game. I have a player who is a ectomancer and calls up ghosts to do his biding similar to a summon and binding. I was wondering if anyone has had experience with this in game and how to go about deciding how powerful a ghost should be in comparison to spell strength or any examples of ghosts people have used in game. Thxs

36
DFRPG / Re: Question about Inhuman Strength
« on: August 30, 2011, 03:34:14 PM »
When it comes to augmenting fist attacks with might i made me a house rule for my table. The way I did it especially with inhuman or supernatural strength is that when you do it you take the temporary aspect of off balance until your next turn. So basically you gain a little extra on the attack but you leave yourself open cause you over extended your attack. I don't give a free tag on this aspect. It must be payed for with a fate point but anyone watching can make a simple alertness or fists roll to see that you have overextended yourself and are more open for a attack, with the spending of a fate point to take advantage of it. It works well for my table and you may want to look into it for yours as well.

37
DFRPG / Orcish Kind
« on: August 30, 2011, 02:13:09 PM »
Ok I'm an old Dnd Fanatic and I want to add Orcs to my Dresden Game... I wonder what people think they would classify as. I Feel myself leaning to Fae but I don't like the idea of them being bound to honer deals and can't lie... any suggestions?

38
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: August 30, 2011, 01:41:32 PM »
Yeas Srry guys the 10 Stress was a typo ill correct it, also the Deathclaw Ive stated is from New Vegas. They are very much more scary lol. They heal slowly and are long lived so I took recovery. They almost never miss attacks and do massive amount of damage. I got 2 hitted with my lv 36 character... Depending on how you look at it the toughness might be worth dropping to Inhum. but Id defiantly keep super str. Also i tend to get a little out of hand with my monsters cause at my table I have 7 Player all who are very good at munchkinizing there characters lol. Anyhow if the deathclaw doesn't work for ya change him how u see fit... Just couldn't resist throwing one out there.

39
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: August 27, 2011, 09:34:38 PM »
Sorry Everyone I couldn't resist

40
DFRPG Resource Collection / Re: various more-obscure mythical creatures
« on: August 27, 2011, 09:31:28 PM »
Deathclaw

10' Tall Reptilian Monster from the Fallout Series. BEWARE!!!

High Concept: Uber Dangerous Lizard Monster
Other Aspects: I'll Eat Your Face, Bear Hug Claw Strike of Death, It Moved so I Ate It

Skills:
Fantastic (+6): Fists
Superb (+5):Athletics, Alertness
Great (+4): Endurance, Intimidation
Good (+3): Survival, Might
Fair (+2): Conviction, Presence, Discipline
Other skills default to Average (physical) or Mediocre (otherwise).

Stunts:
No Pain, No Gain (Endurance): +1 mild physical consequence
Leaping Lizards (Athletics): +2 Athletics for Jumping
Marathon Sprinter (Athletics): +2 Athletics for Sprinting

Powers:
Claws [-1]
Echoes of the Beast (Deathclaw) [-1]
Pack Instincts [-1]
Supernatural Strength [-4]
Inhuman Speed [-2]
Supernatural Toughness [-4]
  The Catch [+0]: Hit the Eyes
Inhuman Recovery [-2]
  The Catch [+1]: Silver

Stress:
Physical OOOO(OOOO), Armor:2, +1 mild consequence
Mental OOO
Social OOO

Total Refresh Cost: -17

41
DFRPG / Re: I am bad at GMing - No compels.
« on: August 23, 2011, 10:27:49 PM »
yea in our game we use aqua gems... the stones from the bottom of  a fish tank... just never been in a fish tank

42
DFRPG / Re: I am bad at GMing - No compels.
« on: August 23, 2011, 04:56:47 PM »
Ok I had very similar problems when I first started running Dresden sense i had never run a fate system before. Here is what I did:

-First I made a cheat sheet with all the characters and and all their aspects on it.

-Then I promoted players self compelling... I even allowed multi-compels in situations where the compel applies to more then 1 aspect. Only problem was to many fate points started to flow so I also put a rule in that you could not compel your aspects more then once per scene. This limited the flow of fate points to a max of 7 per scene but usually more like 4-5.

-Next I started awarding fate points whenever players do things that are particularly inventive, heroic, or funny... i don't mean your character told a funny joke. More along the idea of your character was fighting an ogre and you took off running from the fight screaming like a little girl, to make the ogre think you're all super weak, and when he caught you, you shoved your grenade down the gullet of the ogre and lept away from him letting the internal explosion knock him out. Then you stand over him and declare, "Be careful what you eat, heartburn is a killer." Maybe something less cheesy lol. Other examples would be self sacrifice moves to save a party member, a plan that turns an encounter i have designed that should have been a slobberknocker into a easy situation, ect.

-I also allow my characters to make declarations that they have gotten to know another players character well enough to have figured out some of their aspects. If they seceded the appropriate roll then they learn some aspects and have the ability to compel each other by tagging the companions aspect and passing them a fate point. This works beautifully when the party wants to do a certain course of action but one player is holding out even though he has an aspect that would push him in that direction. By the players compelling each other vs me doing it, it gives the players the feeling that they have a certain amount of control with each other... like they can appeal to what they know of each other to convince one another to help each other. I find that better then the feeling that the world is out of your control because the god figure of the game (GM) tells you its gonna happen and hands you a fate point.

After doing these things I found that my characters have a steady flow of fate points and tend to hover between 3-6 in the bank at almost all times. Due to that they have started framing the scene more and spending them to do more daring heroic moves. I think it has made my games much more interesting.

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