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Messages - zcthu3

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DFRPG / Re: PARANET PAPERS Up for Preorder!
« on: March 08, 2015, 06:18:08 PM »
Try shipping to New Zealand. The shipping was more than the book!  :o Still, got it anyway and the pdf is looking good.

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DFRPG / Re: Night Fears 2: Road Trip - Help
« on: February 05, 2015, 05:54:57 PM »
Wow, this is a blast from the past  :)

The Road Trip went really well and I've now run a couple of other follow up installments focused on different stages of their lives and with the characters advancing (aspects changing, some new powers/stunts, skills etc.) depending on how the characters were played, and what the characters did in (generally) one of the sessions as 'canon' (whichever lead to the better future stories). The extra games were:

* Who's Afraid of the Dark 3: Spring Break - set in a Coastal Town at Spring Break with cultists looking for sacrifices to Dagon - to be fair the cultists actually ended up being almost a sideline in that adventure as (in both sessions) the players really got into the partying side of the event; lots of great character development.

* Who's Afraid of the Dark 4: Masquerade - set at a philanthropic mixer for the Arts, the PCs have now left college and are starting out in the world. After the events of the Spring Break game I actually wrote out a couple of the original PCs and replaced them (as they had pretty much gone their own way; Chris had gone full Fae, Dani had gone missing etc.). The idea was that (most of) the new PCs were prospective writers and poets at a 'mixer' looking for patrons, while the old PCs (who after the last game decided to become "professional" hunters) were investigating the weirdness of the mansion. They, and the other guests, then became trapped by the demon who had possessed the house and who was twisting reality to turn people into monsters for the night (with potentially longer lasting consequences when they left).

At the end of episode 4, in one of the sessions, two of the new characters had really hit it off romantically (after starting as rivals), so I am now thinking of a 5th installment being their wedding.

I may run another session

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DFRPG / Re: Kerberos Club Skill Power Tiers in DFRPG
« on: November 15, 2013, 06:33:30 PM »
That sounds like the situational and plot based bonuses that either Stunts or aspect invocations would provide, depending on how often they'd come up.

So keep your skill at 0 and buy a bunch of stunts.

Your story really only reinforces the idea that the suggested mechanic only works if EVERYONE has one.

Effectively a Power is "a bunch of stunts"; they are just rolled together.

Thanks to the initial comments I had already moved on from the original idea to a power constructed more like those in Dresden - but rather than have it broken down by every possible situation, I was still trying to keep things relatively simple by packaging them together into a Power. What I was asking was for help in doing so.

 

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DFRPG / Re: Kerberos Club Skill Power Tiers in DFRPG
« on: November 15, 2013, 09:18:08 AM »
Why not just use a higher skill rating?

I mean, who cares whether someone has 3+2 Weapons or just 5 Weapons?

I do. Because a skill of +5 all the time is different than a skill of +3 against Talented individuals, and +5 against non Talented individuals. 

Let's try explaining this a different way. There was a series of novels I read when I was much younger, I can't remember the name, where the main character was a normal joe who walked from our modern world into a magical castle that spanned multiple dimensions. When he was there, he discovered that he was actually a fantastic swordsman - not because he had trained with a sword (he'd never picked one up before the first time he had to use it) but just because that was what the Universe intended him to be. In Fate terms the character had a Skill in Weapons of +0 (he had never picked up a sword before and was trained in entirely different areas; peak skill would have been Science or Scholarship) but had a supernatural Power that made him an "extraordinary swordsman" (everyone in the castle had a Talent - his was Swords, someone else's might have been Accounting).

Now, against someone who had some training with weapons (Fair +2), but who had no supernatural Talent, he could hold his own even though he had no training - i.e. he got +2 for his Power because he was against a non-Talented individual which increased his effective skill from +0 to +2.

However, against someone who had trained (Fair +2) and who was also Talented, he was in trouble as he wouldn't get the bonus and comparatively his skill was +0! 

That's what I am trying to emulate - I am trying to get an effect where a supernaturally Talented person is a match for a skilled person, but is not a match for a supernaturally Talented person who is also trained. You can't do that by simply saying "take the skill at +5" as 1) that means they end up having to put their peak skill at +5, which is not what I want (as I want the "normal joe" who is Talented concept to work), and 2) means a supernaturally talented and trained fighter now has to be at +6 or +7 to outclass our Talented "normal joe" (which also means they have to have skills at the lower levels even if it wouldn't make any sense for the character otherwise).

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DFRPG / Re: Kerberos Club Skill Power Tiers in DFRPG
« on: November 12, 2013, 06:07:40 PM »
Perhaps the problem is the fact that compared to "vanilla" mortals, supernatural critters are already that--SUPERnatural.  They already have many things going for them against mundanes, because, c'mon--your "typical" RCV would inspire quite a LOT of fear in such people (and would give even elite soldiers a tough time).  We've been doing this for an even year now and have only now reached -11 Refresh point (we started at Chest-Deep). 

And now we feel we have to make the SUPERnaturals, well, even more SUPER.  Not necessary.  If your PC's are too powerful for you to make a worthy challenge for them, then you're either going to have to change your tactics or the style of the game you're running. 

By the way, what's with the High Refresh games?  Granted we only play about once or twice a month on average, but I'm happy with the pace of advance.  I'd rather have the journey to -14 Refresh than start there.

We started at 10 Refresh as I had two players who wanted to have Wizards. We have subsequently got to 16 Refresh over the course of on-and-off again weekly play since 2010. We  didn't start this high. We take periodic breaks to do other things, but we keep coming back to this same game and characters. At the end of the last chapter, one character "retired" and we are looking at restarting the campaign in the new year with a replacement character. We're hardly leaping straight into a high refresh game; the characters have advanced to this level over a period of 3 years real time.

And it's not that I am having trouble challenging my players - no issues there. We are simply exploring the addition of individuals who are Talented in particular areas, and how to do it.

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DFRPG / Re: Kerberos Club Skill Power Tiers in DFRPG
« on: November 12, 2013, 09:47:23 AM »
Whereas I run a 16 Refresh game and the PCs are fighting supernatural beings with Fantastic (+6) skills relatively often. There is no way in my game that I would put Mab's skills at Legendary (+8) as the Queens, as forces of nature, would be "off the chart".

I think this is part of the disconnect. You've set your power level, in terms of skill levels, lower in your game than I have in mine. IMO there's nothing wrong with either play style, it is simply that, a style. Likewise the idea of skill tiers fits with our game well; the idea that some people are just supernaturally Talented in a particular area, whether it be Crafting or Science or Weapons. I am just trying to work out a way of implementing the idea that isn't just "take the Skill at a higher level" or Aspects.

Anyway, while I still think the KC power tiers are an elegant method of dealing with the idea of "supernatural talents",  taking on board the concerns expressed (still not entirely sure I agree with all of them, but I accept that the collective wisdom of the Board is against me :) ), how else could you emulate "supernatural talent" with a particular skill - i.e. where training is not part of the equation, but rather than are just "that good". For example the accountant who turns out to be, by accident of birth, a (super)naturally talented swordsman. When they face another supernaturally talented swordsman, they will get beaten, but against a "mundane" swordsman, their natural talent will carry them through.

Could you use a static bonus per a normal stunt/power? E.g. to use the Extraordinary [Swordsman] again, when they use a weapon against someone who is opposing them using a lower tier skill (i.e. without an applicable Extraordinary/Supernatural [Skill] power) they get +2 to their Weapons rolls (-3 Refresh; -2 for the the combat bonus, -1 extra for the broader applicability?). It achieves the same sort of effect, namely that in a competition between two equally Talented characters, the more skilled character wins, but where one character is Talented and the other isn't, the Talented character is significantly more likely to succeed.

The example above is just something I threw together (I need to head to bed), but is this a better way of doing it?

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DFRPG / Re: Kerberos Club Skill Power Tiers in DFRPG
« on: November 12, 2013, 04:49:39 AM »
The Kerberos Club Skill rules almost seem like a replacement for the standard power system and that's how I'd use them. Want Inhuman Strength? Spend -2 and get 3DF+1D6 to your Fists and Might skill. Want to seduce someone like the White King? Spend -4 refresh and get 2DF+2D6 to your Presence and Deceit. A lot of the justification for the Supernaturalness (I made that word up) powers could be turned into Aspects to be tagged. Want to dish extra damage for sucking down some blood? Fate Point to tag Red Court Thug and roll your existing Inhuman Tier Fists skill. Want to Speak to the Dead? Tag Ectomancer Private Eye and roll your Tiered Alertness.

It would remove Pure Mortal as a concept since Pure Mortals would have access to Tiered skills as well. Just give them a Regular Joe Schmoe aspect and call it done. Alternately, you can come up with a way to make Pure Mortals different but still viable. I can't think of anyway off of the top of my head, but you could.

There would be some kinks to work out, but I think this would be doable. I'd remove Armor and Weapon values and go the Fate Core idea for Weapon and Armor are rolled into Skill rolls. Magic could bend the paradigm even further by still attacking the Mental Stress track and allowing you to use those skills in place of other things, but could be boiled down to a single dice roll at an Averaged Power level (I would go half of the maximum D6 plus half of the remaining DF for Rotes, everything non-Rote you're rolling for with much wilder results). Power would still go off of Conviction and Discipline for targeting. You'd just need to buy up Tier levels in the appropriate skills, which would also encompass Refinement.

Sancta is right, it will be a custom system, but you can build it using *most* of the existing rules.

I think that there is something in what you are saying in that they are two ways of doing similar things. I am just not convinced that they are... opposed... for lack of a better word. Rather I think it is the KC pricing that is out of whack - it is way too cheap for the power to be ported directly across.

Which means what should it cost. -4 Refresh for the first tier seems about right.

Alternatively, what is the Dresden Power equivalent. How would you craft a power that would fit the "I am the best swordsman that ever lived, and I don't even try" concept? Is it simply a Power like Inhuman Strength that adds bonuses to lots of different uses of the Skill?

So (and this is literally thrown together in 30 seconds so take it as such) does an Inhumanly Skilled Swordsman add +2 to using Weapons to Disarm an opponent, +1 to attacks against another swordsman, +1 to block weapons attacks, and +2 to damage using a weapon etc.?

Or do we simplify it and simply say, when using a sword you roll 3dF + d6?


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DFRPG / Re: Kerberos Club Skill Power Tiers in DFRPG
« on: November 12, 2013, 04:47:05 AM »
Inhuman Strength might be 7 stunts for the price of 2, but it fits in harmoniously with the rest of the game. Its existence doesn't mess with the assumptions that other abilities rely on, and it doesn't make many Stunts obsolete.

Also, the discount is for being a Power and taking away the Pure Mortal bonus. Linking something to your High Concept is free, it shouldn't be considered a cost.

I'm still not seeing how this power is any less harmonious than Inhuman Strength - it works differently sure, but Inhuman Strength also makes potential stunts and/or skills obsolete by its very nature. The stunts in the rules are only suggestions, they are not the be-all and end-all of the game. That's why there is guidance on how to create new stunts (and powers). The existing powers are quite capable of making stunts obsolete.

For example, want to be a grappler? Which is better, taking Inhuman Strength and its bonus around grapples or a couple of grapple related stunts that try and do the same thing? Obviously it is Inhuman Strength - it gives you way more bang for your buck.

Who is better at breaking things? The character with Might +3, or the character with Inhuman Strength? Mechanically, they are the same, except the power cost Refresh and the skill didn't. Oh, and the power gives a bunch of other benefits...

Inhuman (and Supernatural etc.) Strength is a way of getting a high "Might" score without increasing the Might skill. Inhuma Speed gives you a similar bonus to Athletics - it makes you better in some situations without having to put the points into Athletics.

What I am suggesting is a way of getting an effectively high skill, without the skill points. It is just "generic" rather than linked to a set use of a skill.

Which brings me to the bit that you appear to be missing about the link to High Concept - I am not saying it is a "cost" in a mechanical sense. I am saying it is a pre-requisite to take the Power. By making it link to High Concept the Extraordinary skill has to be a core component of your character concept. It is not a power that people will just pick up "because" it is cool, particularly if the refresh cost is costed correctly.

Yes. But even Extraordinary Great is better on average than Epic. Epic is the highest skill any canon NPC has, and it's unlikely that anyone will take a tier upgrade for a skill below Great. So...yeah.

Two things on this:

Firstly, the fact that this Power makes someone the equal of someone with an Epic skill is the point of the Power; the Power is for those that are supernaturally "better". They are different ways of reaching the same point (and the Power is less certain). One is through hard work and discipline (i.e. raising the skill to Epic), the other is through supernatural ability (the Power). Characters with the Power (which is linked to their High Concept) are meant to be supernaturally talented "the best" at what they do. Their innate ability is such that they are the equal of characters that have spent years/decades/centuries mastering their abilities.

Secondly, the canon NPC descriptions are, as described in OW, based solely on what had been revealed in the novels up until that point - in fact in a number of places it notes that the descriptions are likely serious underestimations of the character's power. Given that, assuming that the Epic is "the highest skill" is probably underselling those characters. It is simply that those characters are incompletely described. Given that, whether Epic is "the highest skill" is very dependent on the game.

Sounds about right, but you'll still need to fiddle with other areas of the rules to make this work.
Such as? What needs to be fiddled with?

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DFRPG / Re: Kerberos Club Skill Power Tiers in DFRPG
« on: November 11, 2013, 06:42:43 PM »
Not really, but I actually thought a FP cost might not be a bad idea - although per scene (Like the Sword of the Cross' ability to ignore a Catch), not per swing - i.e. tapping into the Old Soul or whatever. Alternatively, that could be a way of further discounting it - i.e. you can purchase a cheaper version if it only applies when you tap into the memories of your previous lives.

I know that everyone is saying it is "unbalanced" but on that basis so are most of the Powers. For example, Inhuman Strength gives you a +3 bonus on Might rolls when lifting or breaking things, +1 when using Might in conjunction with grappling (and the ability to inflict a 2-stress hit), +1 to modify skills based on Might, and +2 damage in melee attacks. All for -2 Refresh.

That is at least the equivalent of 3 mortal stunts (-3 Refresh) and might be 4, so is discounted, which (according to the rules) is appropriate as they're based on pre-requisites (typically a High Concept link) and thus can be slightly more potent for their cost.

While acknowledging the "arms race" risk the High Concept links mean it always needs to be justified via an Aspect.  I also think the KC costs are far too cheap for such a power so want to break it down and work out an appropriate price. I suspect the cost will be prohibitive unless it is a central part of a characters concept. 

What I am proposing is a Power that swaps out a dF for a d6 (averaging +3-4 on a roll) for a particular skill and as a Power it must link in with the character's High Concept (which means linking it to the BCV might be difficult as "supernatural" skill is not something particularly associated with the BC, unlike mind control, strength, toughness etc. Skill via experience is better done via high skill levels).

Now, the problem with giving this a cost is that if used with a weapons skill it is effectively worth "more" than if applied to another skill as stunts only give +1 to an attack under a specific circumstance. Assuming an "average" roll of +3-4 (admittedly it can vary between rolls), then that would be worth 3/4 stunts if only applied to a single use (e.g. attacks) - that could perhaps be discounted due to the pre-requisite cost (High Concept); so -2 Refresh to replace a dF with a D6 for a single trapping (in the same way that Inhuman Might is downgraded by 1 to 2 points due to its pre-req). Extending that to cover an entire skill? Is that an additional -1 or -2 Refresh?

I would say that -4 Refresh might be an appropriate cost for the power, increasing by -4 for each "tier". Thus, being an "extraordinary" swordsman would be -4 refresh before purchasing any other powers or stunts. That is the equivalent of a brawler taking Supernatural Strength with all the bonuses it provides.

Is this about right, or still too cheap?

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DFRPG / Re: Kerberos Club Skill Power Tiers in DFRPG
« on: November 11, 2013, 05:55:12 PM »
I agree that it makes those with the Power simply better in that area (it's kind of the idea after all), but if you follow your logic that the BCV should have Extraordinary skill due to its age, under the standard Dresden Rules wouldn't that simply equate to a higher skill than +5?

The difference I am going for is that skill developed via experience would be based on the skill columns. On the other hand, some people (and creatures) are supernaturally gifted in certain areas. This should be apparent in their High Concepts. So, on that basis, your BCV might be a Fantastic or better swordsman (+6) due to his age (with his powers limited largely by the BCV template) but the character who is Lancelot Reborn might only have a Weapons at (+3) but also have the Extraordinary Skill power to represent the connection to his previous self.

Regardless -3 might be in order as a cost. Nothing is set in stone yet, I am just kind of playing with the idea as I liked it. I wanted a way to emulate "supernatural" skill that isn't solely dependent on aspects and Fate Points.

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DFRPG / Re: Kerberos Club Skill Power Tiers in DFRPG
« on: November 11, 2013, 05:52:32 PM »
Introducing the skill tiers makes them pretty much mandatory for every character that wishes to contribute in that field, though. If Player A plays a character with Weapons 5 and duels against an old vampire who has Weapons 5 and Strength powers, it's a tough but not unbeatable matchup that one can win with FP investment or the right implement (such as a holy/sword of the cross). Now, if the Vampire had Supernatural tier Weapons (which would totally fit, given its experience), Player A is not even going to try to fight without a similar tier of skill; any straight fight will see him facedown in the gutter and various orifices sodomized.

If you absolutely need to implement these powers, [-3] per tier seems about appropriate. Do note that these powers encourage an arms race mentality and are likely to become a power tax.

I agree that it makes those with the Power simply better in that area (it's kind of the idea after all), but if you follow your logic that the BCV should have Extraordinary skill due to its age, under the standard Dresden Rules wouldn't that simply equate to a higher skill than +5?

The difference I am going for is that skill developed via experience would be based on the skill columns. On the other hand, some people (and creatures) are supernaturally gifted in certain areas. This should be apparent in their High Concepts. So, on that basis, your BCV might be a Fantastic or better swordsman (+6) due to his age (with his powers limited largely by the BCV template) but the character who is Lancelot Reborn might only have a Weapons at (+3) but also have the Extraordinary Skill power to represent the connection to his previous self.

Regardless -3 might be in order as a cost.

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DFRPG / Re: Kerberos Club Skill Power Tiers in DFRPG
« on: November 11, 2013, 05:35:36 AM »
Thanks all. Not quite as constructive in helping pricing the Powers as I was hoping, but a useful perspective nonetheless  :). It was just a thought and obviously doesn't get a lot of support around here. I just thought it was quite a good way of emulating supernaturally skilled characters (in the same way that Inhuman Strength etc. is are a way of emulating supernaturally strong characters) and without requiring skill levels that are so high that they are out of reach of characters.

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DFRPG / Kerberos Club Skill Power Tiers in DFRPG
« on: November 10, 2013, 06:41:34 PM »
Hi all

I am looking at starting the next chapter in my DFRPG game in the new year. One of the things I've been looking at is incorporating the Skill Power Tiers from Kerberos Club. These allow skills to work on a manageable scale (i.e. you don't need to have skill levels going into the stratosphere) while allowing supernatural individuals to be better in their specific areas of focus than a mundane.

For those unaware, a Power Tier changes one of your Fate dice to a standard d6 for each tier between opposing skills. For example an Extraordinary swordsman fighting a mundane swordsman would roll 3dF+d6, while the swordsman would roll 4dF. A Supernatural swordsman would roll 2dF+2d6 v the mundane's 4dF (for simplicity, I think you can just always roll the modified dice pool - two extraordinary swordsman would still be balanced rolling 3dF+d6, although I guess the zero weighting would be off)

Obviously this is quite an advantage.

The question how much this should cost in Refresh? In Kerberos Club it is priced as follows (all balanced against Mundanes):

Extraordinary Tier (3dF+d6) = -1 Refresh
Superhman Tier (2dF+2d6) = -2 Refresh
Ascendent Tier (1dF+3d6) = -4 Refresh
Godlike Tier (4d6) = -6 Refresh

Is this reasonable? It seems cheap as a d6 should average 3-4 on a roll. I am thinking of increasing these values (and renaming them to match DFRPG), so:

Inhuman Skill (3dF+d6) = -2 Refresh
Supernatural Skill (2dF+2d6) = -4 Refresh
Mythic Skill (1dF+3d6) = -6 Refresh (or doubling would make it -8)

[OPTIONAL] Godlike Skill (4d6) = -8 Refresh (or doubling it would make it -12)

Appreciate any thoughts.

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DFRPG / Re: Planning vs. Winging It
« on: May 23, 2012, 04:15:27 AM »
I tend to have a basic 'plot idea' at the beginning of a session. This may include an idea about what the NPC motivations are and/or what weirdness needs to be addressed etc. I then let the PCs interact and go with the flow.

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DFRPG / Re: Night Fears 2: Road Trip - Help
« on: February 13, 2012, 03:59:07 AM »
Thanks - and yes, a third installment is a possiblity; kind-of depends on how this one goes :).

The local club does one larger con a year. Being such a small community (even nationally), we tend to get the same players at that con from year to year (some variation), so after the success of Night Fears last year (I ran it under the name of "Who's Afraid of the Dark" as it played up the "dare" aspect without giving too much away) I decided that running an episodic "campaign" would be interesting: basically, the same characters, different story each con. If we get repeat players, great, if not then Night Fears was simple enough that a brief on what happened last time can be given to the players quickly.

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