ParanetOnline

The Dresden Files => DFRPG => Topic started by: GC1CEO on August 14, 2011, 06:42:39 AM

Title: New GM - Some questions
Post by: GC1CEO on August 14, 2011, 06:42:39 AM
Ok, love the system myself even though I have to wrap my brain around it since I have never used FUDGE, FATE, etc (D&D 2nd, 3rd, 4th,etc, WoD, BESM, etc experience).

I had one player playing a Focused Prac, now I ran into some issues on magic which for time sake I couldn't give him a clear answer on. Really how powerful can your magic be at the Focused Prac level, for example after mulling aorund lotsa of different types of magic he decided to be a telekineticist basically. At one point he wanted to basically rip a street light from its housing from its mind and beat someone with it or he was debating just throw it in the NPC's way to block him or something (don't mind that it would have killed the person in one blow or something). In the short I told him no because I figured it'd require way too many shifts for him to manage, or the roll would be way too high, etc.

Now, assuming its possible, how would I have gone about figuring out number of shifts required and such?

Another character is a were-form, I couldn't find in the book how long it takes someone to change. Obviously its pretty quick in terms of the novels but its not literally no time. He basically wanted to wereform in combat and I wasn't sure how to figure exactly how long that would take, for example is it so quick he could take more actions, would it take an entire turn, etc.

Title: Re: New GM - Some questions
Post by: BumblingBear on August 14, 2011, 06:48:10 AM
Ok, love the system myself even though I have to wrap my brain around it since I have never used FUDGE, FATE, etc (D&D 2nd, 3rd, 4th,etc, WoD, BESM, etc experience).

I had one player playing a Focused Prac, now I ran into some issues on magic which for time sake I couldn't give him a clear answer on. Really how powerful can your magic be at the Focused Prac level, for example after mulling aorund lotsa of different types of magic he decided to be a telekineticist basically. At one point he wanted to basically rip a street light from its housing from its mind and beat someone with it or he was debating just throw it in the NPC's way to block him or something (don't mind that it would have killed the person in one blow or something). In the short I told him no because I figured it'd require way too many shifts for him to manage, or the roll would be way too high, etc.

Now, assuming its possible, how would I have gone about figuring out number of shifts required and such?

A good rule of thumb for lifting or breaking with magic is to use the rules for lifting and breaking with strength.

If it would take 6 shifts of strength to do something, it would probably take 6 shifts of magic to do the same thing.

For your player to attack someone with a street pole, if he made a declaration that a street pole was there or he discovered it some way, he'd just attack as normal with a free tag from the street pole/light.

If you made the scene aspect including the pole,  I'd make him use a fate point to invoke that aspect.

Quote
Another character is a were-form, I couldn't find in the book how long it takes someone to change. Obviously its pretty quick in terms of the novels but its not literally no time. He basically wanted to wereform in combat and I wasn't sure how to figure exactly how long that would take, for example is it so quick he could take more actions, would it take an entire turn, etc.

When in doubt figure it's a supplemental action.  That said, I do believe that turning into a wolf from a human for instance takes one full turn.  It's in the book and I forget, though.

That said, it won't be game breaking if you just declare it a supplemental action.
Title: Re: New GM - Some questions
Post by: Roxy Rocket on August 14, 2011, 07:52:52 AM
The text before you reach the title "Beast Change:"

"Unless explicitly noted otherwise, shapeshifting may be done as a supplemental action."

The Bear is wise but I would have divided it into two options:
-Do an evocation attack or block as normal and everything about the street light is just a description OR
-Do the above and invoke the scenery object as an aspect for the rolls.

Simple is more better.