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Messages - dindenver

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1
Updated version is here:
https://spreadsheets.google.com/ccc?key=0AoGF0nJQdKAOdEtJQVZ0ajd3bFVwZnU1ZmxzR09Zb1E&hl=en

Or here:
https://spreadsheets.google.com/pub?key=0AoGF0nJQdKAOdEtJQVZ0ajd3bFVwZnU1ZmxzR09Zb1E&hl=en&output=html

  I don't know which version is "prettier" but I updated it by calculating the value of a free FP.

  Basically, I took the value of invoking an Aspect and divided it by the average length of a battle. I calculated the value or a re-roll  and divided it by the average length of a battle.
  Also, I renamed O-Aspect and D-Aspect to O-Stunt and D-Stunt, since an Aspect Requires a Fate Point and Stunts do not.
  I did tweak some of the maths, but it didn't change the values much.

  Also, I did "try" and calculate a 2-on-1 battle and it seems like the numbers scale well-enough in multi-player battles.

  If you click on the tabs, it should help you see the maths behind the values. Let me know what you think, ok?

2
DFRPG / Re: [Rules Clarification] Throwing Distance
« on: August 24, 2010, 12:52:40 AM »
Well,
  My idea was to take Might+Strength bonus, subtract the Weight required to lift the item and use that number as the max range.
  I mean, you don't have to have eagle eye reflexes to peg someone with an engine block. and with Mythic Strength, the engine Block should be able to travel at least as far as a mere mortal can throw a baseball, no?
  The reason I bring this up is Super Strength is apparently not balanced against a speedster with a pistol...
http://www.jimbutcheronline.com/bb/index.php/topic,20635.msg905167.html#msg905167

  I dunno, in one since it feel like me adding too much complication to a steamlined game. But there is a lot of math in there already...

3
DFRPG / [Rules Clarification] Throwing Distance
« on: August 23, 2010, 03:26:10 PM »
Iago, et al.
  The only reference to throwing distance is in the description of the Good Arm Stunt (YWp156).
  And this seems perfectly reasonable to Mortals.

  But, I think Supernatural Strength thould affect throwing Distance as well. But it is not stated. So in this scenario, even a character with Mythic Strength can't throw ANYTHING as far as a Mortal with the Good Arm Stunt?

  I dunno, it seems confusing to me. Is that right?

4
Luminos,
  I dunno, I think the trick is to not get distracted by things that are a wash. Like a block, in play, is very different from just defending yourself. BUT, every character can block, and they use their defense skill to do it. The trick is to look at just the things that are statted out., right?
  And it doesn't have to be 100% accurate, it just has to reduce the odds that two seemingly matched characters are in fact going to result in a short and pointless fight, right?

  Honestly this kind of analysis won't help with character optimization and won't respond well to "comboes", but barring that, it will be a good way to gauge if two cahracters are in an even fight or not..

5
Belial,
  You mean to tell me a character with Mythic Strength can't throw things more than one zone? That doesn't sound right at all...
  I'll have to look that up, because that doesn't make sense.

6
Luminos,
  On the same link is a tab called Raw Data. I don't know how it appears in the TML only view, but I did tell Google Docs to publish all tabs.

  Well, I thought about Maneuvers and Blocks. But in the end, it uses the same stats (A Skill) and simply banks Shifts for another turn.

  If you want to PM me your e-mail address, I can grant you access to the actual sheet, if it is not showing enough data.
Or, you can try this link:
https://spreadsheets.google.com/ccc?key=0AoGF0nJQdKAOdEtJQVZ0ajd3bFVwZnU1ZmxzR09Zb1E&hl=en#gid=1
Maye it will show it in Spreadsheet mode and not html mode?

  There is one mechanic that I am having trouble evaluating. It's the Fate Point. Seems like it could be valued at 2 Defense Points, but I don't "feel" like Fate Points are always used to Tag Aspects to defend the character. But I haven;t played enough to get a solid grip on how often it is used for offense..

7
Belial,
  Well, maybe that is just a matter of tactics? I mean, the Speedster has a gun, the Bruiser doesn't. But with his massive strength, can't he throw for tons of damage?
  I guess I can add a Range metric and a movement metric. It wouldn't be that hard, I just wasn't sure if it was a factor in Fate...

  Also, I don't really know the rules for grappling. Or how often it happens in real play. In other games I have played, Grappling was overly complicated and avoided in combat because of its general lack of effectiveness. Generally, Grappling only has the effect of disabling the attacker and the target. Useful in some cases, but not many.

8
Lanir,
  This is my first crack at playing FATE. I am just trying to get a grip on how to make different and interesting opposition that won't turn my group's PC's to paste or get wiped before they can be a reasonable threat.
  If you have a better technique, please share it. I tried asking around, but I just got very general advice, that if I followed it, all the opposition characters would be cookie cutter.
  So, please help if you can.

  Otherwise, I will just tweak this until it works reliably for me.

9
Bruiser
+4 Althletics, Fists (+3 from Strength)
+3 Endurance, Alertness
+2 Might, Discipline
+1 Presence, Intimidate
plus Mythic Strength as power.

Physical Rating: 72 = 0 (1xAlertness) + 18 (3xFists) + 18 (3xStrength Damage) + 20 (5xAthletics) + 16 (4xStress)
Social Rating: Not enough info I think, but based on the info provided, 15 = 0 (1xEmpathy) + 3 (3xPresence) + 0 (5xRapport) + 12 (4xStress)

Speedster
+4 Althletics (+3 from speed), Guns
+3 Endurance, Alertness (Equivalent to +6)
+2 Might, Discipline
+1 Presence, Rapport
plus Mythic Speed as power.

Physical Rating: 78 = 9 (1xAlertness) + 12 (3xGuns) + 6 (3xWeapon 2 for gun) + 35 (5xAthletics) + 16 (4xStress)
Social Rating: Not enough info I think, but based on the info provided, 20 = 0 (1xEmpathy) + 3 (3xPresence) + 5 (5xRapport) + 12 (4xStress)

  Looks like they are pretty evenly matched. Speedster has an edge. More so if he can tag the Bruiser with Aspects if he can engage him socially before the physical conflict breaks out.

10
@Wyvern,
  I do fully understand that. The issue is, there is no real way to model this in my spreadsheet. If everyone rolls average, then the armor and weapons don't have such dramatic effects.
  I think Armor should be discounted in value (maybe value it at 4 instead of 5), but I am not sure yet.

11
EXAMPLE:
Two characters are facing each other, are they balanced? Let's find out:
I Lung
https://spreadsheets.google.com/ccc?key=0AoGF0nJQdKAOdEFJRnJRVExueGxjSGxXOWw0dWZoemc&hl=en
Pertinent Data:
Relevant Skills:
Alertness: 2
Athletics:
Empathy: 2 (+1 for Mark)
Fists: 5
Presence: 6 (+1 for Mark)
Rapport: 5 (+1 for Mark)

Physical Weapons: None
Social Weapons: None
Physical Armor: None
Social Armor: None
Physical Stress: 4
Social Stress: 4, +1 Consequence

Aidan Berringer
https://spreadsheets.google.com/ccc?key=0AoGF0nJQdKAOdGc3RzJiYU5GVm9qanBJRVF6dnJKaFE&hl=en
Relevant Skills:
Alertness: 4
Athletics: 3
Empathy: 0
Intimidate: 1
Presence: 3
Rapport: 0
Weapons: 5 (+1 for Sword)

Physical Weapons: Sword (Weapon: 2)
Social Weapons: None
Physical Armor: None
Social Armor: None
Physical Stress: 4, +1 Consequence
Social Stress: 4

Comparing Values in conflict:
I Lung:
Physical Rating: 48 = 2 (1xAlertness) + 15 (3xFists) + 15 (5xAthletics) + 16 (4xStress)
Social Rating: 63 = 2 (1xEmpathy) + 18 (3xPresence) + 25 (5xRapport) + 16 (4xStress) + 2 (2xConsequence)

Aiden
Physical Rating: 62 = 4 (1xAlertness) + 15 (3xWeapons) + 4 (Aspect from Holy Touch) + 6 (3xSword) + 15 (5xAthletics) + 16 (4xStress) + 2 (2xConsequence)
Social Rating: 25 = 0 (1xEmpathy) + 9 (3xPresence) + 0 (5xRapport) + 16 (4xStress)

  So, based on that, I Lung has an edge in social conflicts and Aiden has an edge in physical.

  As a GM, you can use this information to balance encounters to meet the strengths and weaknesses of the characters involved.

12
@Belial
  I would recommend (and didn't document this, sorry) that for the offensive skills and defensive skill, you would use one skill, the highest rated.
  Also, I think, to be used as a proper GM tool, you would have two numbers, P-Value and S-Value. Meaning one for Physical conflicts and one for Social conflicts.
  Yeah, Initiative is always hard to evaluate, it only effects the first round in a one round combat and it only effects the last round in all others. Also, I thought, with Consequences, you can't single shot kill... though I may be wrong. I have done about 10 conflicts and all of them were about 3-6 turns.

@Luminos
 Well, the problem is, the math bears this out the reality is if your defensive skill is one higher, tou should be taking one less stress per turn. Likewise, if your armor is 1 higher, you whold be taking one less per turn. The spreadhseet I used has all average values (including roles), so it does not do a great job of accounting for those times that defense does it's thing and Armor never gets used. But it also does not simulate the attacker rolling awesome and neither one is enough.

13
Basically, I calculated how much changing one stat effected the damage per turn and how long the conflict would last.
Then compared those values relative to "Average" characters in a conflict.
https://spreadsheets.google.com/pub?key=0AoGF0nJQdKAOdEtJQVZ0ajd3bFVwZnU1ZmxzR09Zb1E&hl=en&output=html

Note: "Technically" these calculations are conflict-type agnostic. Meaning they should be the same for Social and/or physical conflicts.

Please let me know what you think or where my calculations are flawed.


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DFRPG / Re: [BBEG] One vs. Many Sizing
« on: August 18, 2010, 01:06:35 PM »
MijRai,
  You are right, of course. Normally, I would do just that. But right now, I am involved in 4 weekly games and I just don't have the concentration to split one of those games into a virtual fifth one and keep it all straight.
  I am less worried about the BBEG going down like a clown (it's almost inevitable with a group that large) and more worried about killing off the group...
  Is it just as simple as balancing Offense, Defense and Fortitude along wiht weapons and armor, or is there some sort of way I can just track it through total refresh or refresh spent on powers or?

15
DFRPG / Re: [BBEG] One vs. Many Sizing
« on: August 18, 2010, 06:36:35 AM »
Yeah, with 8 players, there is no way I am going to ruin it as multiple groups. Not only wlould it be painfully boring for the non-active group, but it would be nigh-impossible for me to keep it all straight...

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