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Messages - JayTee

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1
DFRPG / Re: So long, and thanks for all the posts
« on: October 18, 2017, 01:19:54 AM »
Gentlemen, it's been a pleasure. o7

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DFRPG / Re: Mortal infrastructure/networking power
« on: September 02, 2017, 11:12:35 PM »
I mean, I never argued that there were some thaumaturgic means that mortal methods could replicate. It's not a huge deal to me if Thaumaturgy can do a few things that this hypothetical power can't.

My aim is to try and replicate the effect of having vast support network in the form of modern society to draw upon. Adding Contacts and Resources to your sheet with a few stunts is kinda boring and simplistic for what it's supposed to represent, whereas repurposing Thaumaturgy can represent the investments you've made in to different aspects of society.

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DFRPG / Re: Mortal infrastructure/networking power
« on: September 01, 2017, 04:31:01 PM »
I'm not so certain that there is so much that only thaumaturgy can do that it wouldn't work. A lot of it's functions have a clear mundane parallel when you invoke the trappings of modern civilization.

Summoning and Binding becomes Hiring and Subcontracting. The "Containing" "Summoning" process becomes a contract negotiation over pay and services, for the "Binding" phase instead mentally subduing a target, you instead sought out a highly reliable or professional individual.

Conjuration becomes Delivery. The item in question is simply brought to your person via mail or a specialized currier service. In this case it's even better than Thaumaturgy because it can waive the restriction on complex object.

Divination becomes Social Networking. Instead of conjuring the information out of nowhere, you instead call around to your support network to see if any of them have any idea of the knowledge you're looking for.

Veils and Wards becomes Subcontracting. In this case, you're basically paying someone trustworthy to build and maintain a series of defenses around your base or whatever else you have in mind.

Item Crafting becomes Requisitioning. Magical items and potions become expensive or experimental devices that are difficult to reproduce and have been loaned out to you.

Transformation and Disruption is harder to do a direct conversation, and may instead become focused on doing social attacks from a distance, and getting the crowd to do something for you, becoming Campaigning and Inciting the Masses.

Transportation and Worldwalking becomes regular old Transportation. It'll be slower than the magical version, but you have the added benefit of not putting your life in danger by creatures of the Nevernever.

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DFRPG / Mortal infrastructure/networking power
« on: August 31, 2017, 08:07:46 PM »
Throughout most of the series and even in the game books, The Dresden Files makes a big deal about how scary and dangerous humans are when they all band together and go after something they see as a threat.

However, the game itself never really gives you much of a way to reproduce that kind of effect, as the focus is usually on a small group of PCs running around and solving problems mostly single-handedly.

Is there any way to properly emulate the kind of resource that mortal infrastructure and social networks offer? My current thought is to rewrite Thaumaturgy using Contacts for Complexity, Resources for drawing power and Presence for controlling power and rewriting the functions of Thaumaturgy (summoning and binding, conjuration, etc) to be more based on conventional means. But this smacks in to the problem of using Contacts and Resources excessively, which I see as a little boring, but perhaps that's unavoidable.

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DFRPG / Re: Request A Character
« on: February 23, 2016, 05:59:29 AM »
If you're still doing this, I'm looking for a collection of aspects that could reasonably reflect the stereotypical murder hobo PC from stereotypical DnD adventure land from an in-character perspective. Currently I have "Blood and Coin" (aka XP and Gold) and "Never Split the Party", but I'm at a loss for what else could fit.

"The Universe (aka, the GM) has it out for me" is obviously the Trouble, though.

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DFRPG / Re: Most memorable Aspects?
« on: August 04, 2015, 02:21:41 AM »
I have to say, there was the "Holy Pickup Truck of St. Green"
I remember that! If memory serves I was thrown clean off the back and had to take some stress from the landing ;D

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DFRPG / Re: Notes on Optimization
« on: August 03, 2015, 11:10:19 PM »
I don't really know your game, so my judgement might be off when it comes to the value of a stunt. Maybe +2 to black ops Scholarship is really quite valuable for you.
Haha, that specific stunt was from a game that was over a year ago, and I just straight ripped the character sheet for my current game. At the time, I think I intended it to be used for "behind the scenes" political knowledge, blackmail material and stuff like that. It probably would have been useful in the old game, and I might find a way to make it useful in the current game.

I tend to come across as confident in my opinions and beliefs, even when it's not 100% warranted. I don't want people to be misled by that, or by whatever measure of "authority" I have around here.
No, it's fine. You back your opinions up with math and research, rather than opinions presented as facts, so I'm willing to take you at your word far more than I would someone who just presents their opinions as facts.

I might disagree with you (and other optimizers for other games who's opinions I respect) on some issues, but I still use your (and their) research to make better informed decisions.

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DFRPG / Re: Notes on Optimization
« on: August 03, 2015, 01:58:26 PM »
I'm not saying you should compromise your plans. Using Spirit for telepathic effects is a perfectly fine plan. And while Fists isn't exactly optimal, you should still do it if you want to do it.
Nah, it's fine. I always feel like I'm not living up to my potential if I have a sub optimal build, so it doesn't bother me much at all to adjust things based on that.

You can't use both bonuses at the same time, and +1 offence and defence power on a focus costs as much as +2 power on a specialization.

Plus, I think it's usually better to focus on offence with Evocation. Shields are a bit situational, and offensive bonuses can apply to both blocks and maneuvers if you narrate them right.

It is more optimal. Your setup gives power and control 5 if you have your rings. Swapping Channelling + Refinement for Evocation, taking a spirit power specialization, and halving the strength of your rings would give you the same power and control with spirit, two extra elements, and slightly less focus reliance. And if you keep the Refinement or buy one later, you can spend it on specializations. Which are better than foci.
Very interesting, thanks for the insight. I'll definitely keep it in mind, as I think I'll be slowly turn Isaac in to a dedicated caster. Probably not full Wizard, but definitely a caster.

I'm not sure that's the best idea, but okay.
Could you explain this?

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DFRPG / Re: Notes on Optimization
« on: August 02, 2015, 01:56:11 AM »
-Fists and gun use are a bit redundant with Channelling.
That was a deliberate choice on my part. The Telepathy aspect of Spirit Channeling was intended for crowd control and battlefield manipulation, and attacking someone mentally is pretty hard to do without smacking up against the Laws. That said, I don't have a problem with compromising on my original plans and going for full on Telekinesis.
-Splitting your foci between offense and defence isn't usually a good idea.
Interesting, why not?
-Channelling + 1 Refinement isn't a very good way to do combat spell casting.
Evocation is, in this case, actually strictly better.
As mentioned, Channeling was meant to be representative of his psychic abilities, but if it's more optimal to go for Evocation, then I don't mind the switch.
-Stunts are attached to lower skills, and some of them don't give you all that much bang for your buck.
I'll defer to your superior wisdom here  ;)

So how about...
(snip for space)
I like it, I'll see about steadily working him towards something like that as the game progresses. Thanks for the pointers!

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DFRPG / Re: Notes on Optimization
« on: July 31, 2015, 04:44:56 AM »
Well, since we're throwing character sheets to be reviewed for optimization, and I do love an optimized character sheet, here's my current character Isaac Meyer, Psy Agent for review. If you would be so kind.  :)

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Cinder Spires Books / Re: Steam punk? What happened to Sci Fi?
« on: July 12, 2014, 05:57:42 PM »
That makes sense, I got the name and the premise switched around. I can't help but be a little disappointed as I was really looking forward to Jim's take on Sci-Fi, but Steampunk still sounds fun.  :)

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Cinder Spires Books / Steam punk? What happened to Sci Fi?
« on: July 12, 2014, 05:23:36 PM »
So I'm pretty confused at the moment and I'm hoping I can get some clarification here. The last I heard of Cinder Spires (about 2-3 years ago) it was going to be a science fiction series about a group of people who were trying to keep aliens under wraps because the alien government declared illegal for extra terrestrials to visit earth, and thus all the aliens who DID visit earth were typically criminals intent on causing problems.

Fast forward to now, and suddenly I'm hearing talk of steam punk and airships. While I'm by no means complaining (I love me some steam punk) I do have to wonder what happened to the Sci fi series that was talked about.

13
DFRPG / Re: Custom True Faith powers for review
« on: July 07, 2014, 03:29:21 AM »
Done and done, I also modified the languages of GoG so that it was less clunky. Hope that helps.

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DFRPG / Re: Custom True Faith powers for review
« on: July 06, 2014, 06:20:27 AM »
Made a few typos/omissions by mistake. GoG is supposed to reduce the effectiveness of higher level Speed/Strength by 1, +1 for each repurchase. The block is supposed to start at 3, then to 5, then 7 with each repurchase. It's meant to be implied that it can get higher still if the game you find yourself in gets the refresh level up that much. Fixed those, though the wording might be a little clunky.

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DFRPG / Re: Custom True Faith powers for review
« on: July 05, 2014, 04:05:45 AM »
Rewrote Gift of Grace in accordance with Sanctaphrax's directions and went back to blocks thanks to Taran's infinite clarity. I had forgotten that defense rolls could work with blocks, and I am therefore an idiot.

Gift of Grace -2
Description: You are guided and protected by your faith.
Musts: Guide my Hand, Righteousness
Skills affected: varies
Effect: When facing a supernatural force who's rolls are being benefitted by a power, your faith will level the playing field. This power may be taken multiple times.
Hope Rises: Creatures do not benefit from Inhuman Strength or Speed when acting or reacting against you, and higher powers are reduced by 1. Spells and supernatural attacks (such as incite effect) face a 3-shift block, Increase the level of Speed/Strength powers affected by 1 and the strength of the block by 2 with each repurchase.
More Potent Prayer: When using Righteousness, your Conviction is considered to be at +1, and increases by a further +1 with each repurchase.

(I assume this is what you meant by folding them together)

Re: Weight of Belief - Awesome!

Re: Providence - Rewrote it so that the powers are separate. Also made it so that the free fate point applies to holy powers in general to try it out. If you feel it's too strong, we can move it back.

Providence -1
Description: Your choices and beliefs have a profound impact, granting you favor above and beyond simple chance.
Musts: The character must have taken Guide my Hand and Holy Touch
Skills affected: Conviction
Effects:
This power has two effects, and one may be chosen with each purchase (and subsequent repurchases thereafter)
Strength of Spirit: Your faith is strong. When taking this power, you get 2 free uses of your Faith powers that require a Fate Point per session.
Faith moves Mountains: Your Faith empowers you. When taking this power, you may increase your Conviction by 1 when rolling for "Faith Manages".

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