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Messages - Viktyr Gehrig

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DFRPG / Re: Why Seven?
« on: March 04, 2013, 11:35:15 PM »
I prefer seven. It's better to have a couple that don't carry their weight-- as long as it's not too many-- than to not have enough to really describe your character.

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DFRPG / Re: House Rules, Lemmie Hear Them
« on: February 07, 2013, 05:10:20 AM »
+6 Skill cap!

I got stuck in a game like that. After awhile it's like "I'm a +6 Athletics that means I would win every event in the Olympics"

Yeah but my games aren't, strictly speaking, Dresden Files games. These were fantasy RPGs converted to the Dresden Files system from name-level D&D. Characters that would win every event in the Olympics are actually fitting for the genres I'm playing in.

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DFRPG / Re: House Rules, Lemmie Hear Them
« on: February 06, 2013, 05:15:13 PM »
1. Weapon ratings on Attack evocations cost 2 shifts for every +1. +0 Weapon rating costs 1 shift. Evocation spray attacks divide by shifts rather than by Weapon rating and Weapon: 0 evocations are allowed. In my experience, evocation attacks are way too powerful; admittedly, the games I'm running are very high-powered.

2. I don't know if this is a house rule or not, but you get an extra stress box for every odd rank in a skill. An actual house rule is that you get an extra mild consequence at +4, and (theoretically) an extra moderate at +8. (Current PC skill cap is +6, but they're facing opponents with +7 skills.)

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DFRPG / Re: Internal Magic
« on: January 29, 2013, 09:17:49 PM »
Depending on the amount of Refresh you had to work with, I'd probably look at the following powers:

  • Inhuman Strength/Speed/Toughness/Recovery
  • Breath Weapon (Chi Blast)
  • Spirit Channeling (Big Chi Blast)
  • Biomantic Ritual
I'm not really familiar with the big list of custom powers.

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DFRPG / Re: Dresden Files RPG ACCELERATED!
« on: January 24, 2013, 08:50:38 PM »
The "limited edition" backer benefits are either the Consultation-- which requires considerable effort-- or the ones with the dice.

As for damaging the company, with the exception of the core books I suspect that the price of producing each of the stretch goals was built into the stretch goals themselves, so at worst they're simply making the vast majority of their money up front. It's a sound business model-- you only produce what the customers want, and you make all of your money up front, so everything you sell after the funding campaign is over is long tail profit.

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DFRPG / Re: "Blade Magic"
« on: January 24, 2013, 03:37:20 PM »
I am thinking what I would do is run it as an alternate form of Evocation that required the use of a separate Weapons targeting roll in exchange for a +1 discount, and then allow a "blade magic" high concept to justify Strength/Speed/Toughness/Recovery powers.

Another option would be a Blade Magic stunt on top of standard Evocation that allowed you to use Weapons for targeting and make Zone evocation attacks with a sword that excluded you and your allies when doing so.

Custom evocation that allowed you to add 1/2 Power to the Weapons rating of a sword (for an exchange), cast as a supplemental action to the attack?

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DFRPG / Re: Evocation Attack Clarification
« on: January 24, 2013, 02:55:27 PM »
There's two different ways to attack a lot of enemies at once:

You can make a Zone attack, which costs extra shifts of Power but hits everything in the Zone with your full Power and full Control. A Weapon 4 spell hitting everything in the Zone costs 6 shifts of Power. This is good when your Conviction is higher than your Discipline and you aren't in the Zone with your targets. This is the Dresden "everything was on fire and it wasn't my fault" approach.

You can also make a Spray attack, which does not cost extra shifts of Power, but requires you to split the results of your targeting roll among different targets. A Weapon 4 spell would only cost 4 shifts of power, but you would be dividing the results of your targeting roll-- your Discipline-- among the various targets. This is good when your Discipline is higher than your Conviction or when you are in the Zone with your targets. This is the Luccio "laser beams of death" approach.

Like other posters have pointed out, it's the difference between using a machine gun and using a grenade for attacking multiple targets at once.

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DFRPG / Re: Shapeshifter character catch question
« on: January 18, 2013, 12:58:11 PM »
I had a PC who was playing a Totem Warrior character who was conceived as a protector of his tribe.  His PC had a Catch of obsidian weapons and any  member of his tribe.  So if he ever betrayed his oath then his people would be able to hunt him down and deal with him.  He only got a +1 for it (or was it 2?) but I thought it was a nice touch adding to his character.

I'm designing a similar character and I've been breaking my teeth trying to figure out an appropriate Catch for him. That's perfect.

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DFRPG / Re: Eberron and other fantasy settings
« on: January 18, 2013, 05:47:02 AM »
I'm currently using a blend of FATE Core and DFRPG to run two games-- a Spelljammer game and a game set between the "real world" and a grim and gritty envisioning of the Mario Bros universe.

Main change I've made to the magic system is that I've added more "elements"-- there are multiple characters with the Shadow element and one with the Wood element. I'm thinking about replacing the standard element system with something more akin to Legend of the Five Rings, with Earth, Fire, Metal, Water, and Wood and giving each of them "spiritual" qualities that replace the Spirit element. At least for the shroompunk game. DFRPG's standard magic system is actually a really good substitute for D&D magic.

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