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Messages - d_black_se

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But I either don't agree with or don't understand your second issue. It seems that there are two possible problems here:

1. You're concerned about the setting's consistency.
2. You feel that the existance of this power is unfair to Pure Mortals.

Now, just because something's on this list doesn't mean anyone has to use it. I personally I like the idea of technomancy, so I might give Noob Security Systems a try. While I understand that it's out of place in the default Dresden game, I feel that it'll be useful to enough games that it's worth putting on the list.

Partially both.   How does it bypass the passive hexing rules?  I tend to play Pure mortals, so there's likely a bias there.  Technology is pretty much the one "edge" pure mortals have.  The setting (as it's written in the rules and books) also points quite strongly to technology and magic being very seperate.

You may certinly see differently, and want to have technomancers in your game (I Admit to loving the concept a bit myself) so I can see it's inclusion on a list of "possible powers" such as this.

I actually play one of two characters in a game (Twins) where one of them is tech gifted, and the other magically gifted.  My character is constantly trying to both codify the "hexing effect" and circumvent it / protect against it, as well as trying to duplicate magical effects using technology.  The brother (played by a friend) is jealous of "tech boom" and is constantly trying to duplicate technology using magic.  neverminding the fun with the dichotomy.. the inter charater roleplay is Hysterical. 
For me.. giving mages access to technology takes away one of their major disadvantages, and reduces the value of a "pure mortal" in many games (plus it squashes my entire concept)

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Minor Abilities
"Noob security systems" (requires IP?... Please) [-1]
If you access the network inside of a building using your "IP?...Please." power, you will be able to see the layout of all the security systems.  For the price of a fate point, you can temporarily turn them all off as well.

 A few points about this: 
1. If it's going to stay, the requirement needs to drop.
2. This seems to me to fly in the face of the conventions of the dresden verse in general.  Technology is generaly antithetical to magic.  So allowing magic users access to, or in this case the ability to manipulate technology seems to cut out one of the primary reasons for Pure mortals.  I don't want to wax poetic about all thereasons I find this one wrong, but there's many.  I could see it as a mortal stunt though.. either adding or using scholarship or burglary in a roll.

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DFRPG / Re: Break my character! Part 2!
« on: May 18, 2011, 03:14:23 PM »
Have you thought about what said character would likely do to a "threat"?  is he going to eliminate them?  handcuff them?  You  might look for a stunt that helps you "deal" with them.  The other question is if he's a Fist user, why have your guns so high?  Or if he's a gun user.. why no stunts for that as well?

I personally tend to  run a much smaller fate pool.  I can always bring up one of my "interesting" aspects to get some during a game, so I can use them during a challenge.  8 floating seems like a boatload of potential stunts that could be alot more useful than a pile of fate in some circumstances.

  As to the chracter being one dimensional... yes  it does seem like that.  But both the examples you listed are equally one trick ponies.  With any character, there's a balance between being a focused professional, and a jack of all trades.  How's your party set up?  how easily can you as a player trust them to cover your weakspots?  Are you  one of the only character focused on combat?  or one of 5?

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DFRPG / Re: Mortal Stunt - Right tools for the job?
« on: May 18, 2011, 03:02:02 PM »
       The crux of this question is "how valuable should a fate point be".  The answer is going to differ depending on the GM, and the players.  Generically most mortal stunts add a free bonus to a roll, within limited circumstances (or allow a different stat to be used). 

     Looking at this specific one.  I'd say have them make a lore roll to "know" what the right tool for that job is, and with a successful lore roll, they can have a small number of rounds (2-3).  Anything more would require a declaration (and thus a fate point)  Some GM's might want to limit the # of rounds to the success's on a roll, the lore roll, or a guns role.

  Clever GM's would let this stand, as the consequences of a players getting caught with "those rounds" on his/her person should be more than enough to offset the value of having them in a fight, particularly if the # of rounds are limited.

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