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Messages - Ancalagon

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31
DFRPG / Re: group composition
« on: February 13, 2010, 12:46:50 AM »
Hmmm...

My gf (an avid fan of the series but an inexperienced gamer) wants to be a white court vampire dressed in rubber... with a pet ewok.
A friend is considering a spell caster of some sort
The other said "could I be a wild mage?!?"
And the fourth one I have no idea.

... this is going to be an interesting game...

32
DFRPG / Re: Healing... nothing more than healing
« on: February 13, 2010, 12:31:00 AM »
I did just find an instance of some pretty significant healing in the book
(click to show/hide)
but considering who did it, it may not be something that is in the reach of PCs.

Quote
You or your GM will have to wait until you have the game in hand, read our discussion of why it might be tough, and then decide if our ideas of why it's tough hold water in your version of the Dresdenverse.

ah well, we'll have to be patient. 

33
DFRPG / Re: questions about characters pc and npc
« on: February 13, 2010, 12:28:14 AM »
There are a fair amount of "hobby farmers" around Ottawa, that would be one way of getting that meat without hurting anyone.   Or maybe urban chickens? :D

34
DFRPG / Re: questions about characters pc and npc
« on: February 12, 2010, 02:37:09 AM »
It's must-ish. They have very poor control over their appetites. :)

A ghoul PC would almost have to be one that has found a way to control said appetite by some special mean then...

Oh, and I just noted this "Inhuman, Supernatural, or Mythic Strength, Speed, Toughness, or Recovery" in the changeling template.  I like the fact that there are "gradations" in the "more than human" physical abilities :)

35
DFRPG / Re: questions about characters pc and npc
« on: February 12, 2010, 02:32:43 AM »
I admit its' rather hard with the first two, since we've only met two individual of their race... and we don't know if they are average, exceptional or "runts of the litter". 

The meat... yeah I had forgotten about that bit.  I'll note that it's a "can" not a "must".  The body count otherwise from ghouls would be horrendous, there is no way they could hide.   I'm just re-reading the series now, and I haven't reached ghouls yet, so I will need to refresh my memory (and take notes!)


36
DFRPG / Re: questions about characters pc and npc
« on: February 12, 2010, 02:19:17 AM »
To get back on track...

There are a few supernatural creatures that have been better covered that may make good PCs. 

(click to show/hide)
is probably a Valkyrie. 
(click to show/hide)
was a half Djinn I believe.  I saw someone on a blog that was listed to this site where a ghoul was used...   Would all this work easily in the game?

37
DFRPG / Re: Healing... nothing more than healing
« on: February 11, 2010, 12:58:31 AM »
In Fool's moon (which I am re-reading) Harry used a rejuvenation potion that allowed him to ignore a host of injuries (up to having been shot in the shoulder) and exhaustion and be *extremely* effective... for a few minutes at least.  When it wore out he basically collapsed.

But that's not really healing, that's fooling your body.

I would expect that something that would make you heal faster, but not instantaneously, may be easier to accomplish magically.  Perhaps "faith magic" would work better... but that may be the old D&D convention of cleric=walking hospital speaking.

38
DFRPG / Healing... nothing more than healing
« on: February 11, 2010, 12:10:09 AM »
Hello

Given how I've accidentally hijacked the other thread, I thought perhaps I should start a new one instead of hijacking it *again*  :-[

But it is an important topic anyway!

How does healing work in the Dresden Universe?  Can magic do it? 

39
DFRPG / Re: Game Balance and the Laws
« on: February 09, 2010, 09:36:37 PM »
the chance of someone rolling a - 4 (or a +4) is 1 in 81 (or 1.23%).  Unless I'm really off, the chance of rolling a 0, +1 or -1 on the 4 dice is 51/81 (or 62.9%), so such a dire result (8 apart on the stress track) is not too likely.

... in fact, with the frequency of average rolls, a 1 point difference between the attacker and the defender (the attacker has say, +3 attack vs a + 2 defense) would be quite significant.  Hmm... that can have consequences on how the game runs.

p.s.  I have a cold, so my curve calculations may be off.

40
DFRPG / Re: Game Balance and the Laws
« on: February 09, 2010, 08:18:39 PM »
Thank you!

I had noted the differences in stress track length between SotC and character sheets posted for Dresden Files characters, but I had attributed that to me not understanding the system.

I imagine that this would be very easy for the GM to adjust to his preference. 

41
DFRPG / Re: questions about characters pc and npc
« on: February 09, 2010, 08:14:56 PM »
any system where a GM can make up an NPC's stat on the fly has a really good thing going for it!  I rather spend more time thinking about NPC's motivations etc and less over complex character stating.

42
DFRPG / Re: Game Balance and the Laws
« on: February 09, 2010, 07:05:53 PM »
Quote
but I'm curious if the power level of, say, Evocation is in part dependent on the fact that you're not allowed to kill people.

Hello

This is a bit of a tangent, but I feel it's an important question on the "feel" of the system.

In some systems (let's say, many editions of D&D for example), some attacks are too weak to kill a foe, period.  For example, if you threw a dagger, and you're not particularly good at it, at a tough dwarven warrior, this will not kill him, period.  You may hurt him, you will certainly anger him, but he has too many hp, that even with a critical hit, he won't die from it.

In some other systems - and in real life! - even a somewhat weak attack has the potential to kill.  There was a court case in Ottawa a few years back where someone sucker punched someone else, and the single blow ruptured a blood vessel in the victim's brain, and he died on the spot.  That is perhaps an extreme example, but say if I shot at someone with a weak gun, like say a .22, I would still be charged with attempted murder - even though it' s a "weak bullet", it can still kill.   In warhammer frpg 2nd ed, each attack has the potential of having its damage "explode", so an arrow from a puny goblin has a small, but not negligible, chance of slaying a mighty armored knight. 

This is a pretty important question.  If you do it D&D style, the PCs can feel more heroic... but sometimes to the point where it is very plot disruptive.  It can lead to "so what the bad guy is pointing his gun at me and telling me to freeze, I can take the damage!" kind of thinking.   If you use a more realistic system, it can lead to more realistic roleplaying - if someone is shooting at you, it's *bad*, no matter how tough you are.  On the other hand, the adventure can be derailed by an important NPC (or PC) being killed by a rock thrown by some puny goblin punk.

So... how does this work in Fate 3.0?   To get back to the topic at hand, if we are closer to option two, it means that you can't really ever throw aggressive evocations (say, like beams of fire) at other humans because you risk killing them - in other words, you can't use it to soften them up - not without risking breaking the laws of magic.

44
DFRPG / Two questions about spellcasters: were-wizards and alchemists
« on: February 08, 2010, 02:29:54 AM »
Hello

I have two questions.

1:  Can a supernatural being also be a spellcaster?  For example, could a were-fox be a sorcerer as well?  Can a white court vampire be a focused practitioner on top of being a vampire?  Could a rabbi (true believer) also be a kabala master?  Or do the mystical powers "muddle" one another?

2:  This is a comment/question about the focused practitioner.  I once played an alchemist a long time ago in a Gurps game with a home brewed magical system, that was pretty open ended.  Although being an alchemist was supposed to limit me, by being fairly creative, my character ended up being able do do almost anything he wanted.  I want to heal?  Healing potion.  I want to attack someone?  Greek fire.  I want to snoop around?  Invisibility potion.  Etc etc.  Anyway, all this to say that a focus on a *method* of magic (as opposed a type of magic) isn't always such a limit.  Mind you, if you don't have the proper potion handy, you're kinda screwed... So anyway, would this be "OK" in the system, or would this be abusive? 

cheers,

Ancalagon

45
DFRPG / Re: Koreanizing the Dresden Files
« on: February 07, 2010, 04:30:06 PM »
Hello

I'll fully admit that, except perhaps the whole geopolitical drama going on at the moment, I'm quite ignorant about Korean culture.  I never would run a game set in Korea...

... but this thread is still a goldmine.  Variety is the spice of life, and having an adventure strongly incorporating aspects from a different culture can work really well.  For example, some important mystical do-dad (the First iron spike?) is being displayed in a museum in your home town, and Korean bad guys want to steal it, a Korean good guy shows up and is asking the locals (ie the PCs) for help... There are all sorts of ways that different cultures can be used to change things up for an adventure or three.  The player's lack of familiarity with the foreign mythology can add a level of tension - the "bad guys" want to use the First Spike - is that actually a bad thing? etc.

A lot of immigrants live in large Canadian cities, so this could be another way that non-european cultures and mythology could be incorporated in a campaign. 

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