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Messages - MadAlchemist

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1
DFRPG / Re: How hard is it to dm
« on: July 19, 2016, 07:03:52 PM »
There is a lot of good advice here. I would like to add;
 Having an open and honest conversation with your troupe about what they and you want in a game is an awesome way to start. Do they want to play in an arena or a sandbox? Do they want action heroes or street level detectives? Most likely somewhere in between. If everyone is new to gaming these things can be a little daunting, so maybe pitch two or three very general ideas for a unifying connection for your players and listen to their own ideas well. That can go a long way towards making city and character creation easier.
 Your players will have a lot of say in city creation, make heavy use of "Yes and" and "Yes but" here. Even ridiculous seeming ideas can be awesome with a little fleshing-out. (See the Codex Alera series, with "Pokemon + Roman legion" in mind.)
 I am personally a huge Critical Role fanboy so this playlist comes to mind. Matt Mercer's GM Tips on Geek and Sundry: https://www.youtube.com/playlist?list=PL7atuZxmT9570U87GhK_20NcbxM43vkom 

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DFRPG / Re: Help with a were-lynx
« on: May 09, 2015, 06:42:36 PM »
Moireth, if you can swing another refresh the Cloak of Shadows power covers nightvision plus giving your stealth a good bonus, then you could use your beast-trappings part of Echoes of the Beast to add another trapping to a skill or give you a +1 to something else you find useful for your concept. 

3
DFRPG / Re: Newbies ask the darnest things
« on: April 04, 2015, 07:40:48 PM »
I'd assume just about any RCV would be awake during the day if they are well connected or on guard. They are seriously limited due to the sun-burn problem, so assume resting if they don't have any reason not to.

4
DFRPG / Re: A Few Questions About Spellcasting Power
« on: March 27, 2015, 06:33:02 AM »
To the first question; I treat those as navel gazing maneuvers for Evocation. Maybe Lore to use the surroundings, Conviction to draw more from your personal well of power, Discipline to focus on the effect you are about to do, ect.     
To the second question; I'd say that you can boost your Conviction rating with tags to put more oomph into your effect. That effect you mentioned could be a 7 shift effect with only one stress. Maybe even a rote that the character needs prep time to get right. The control roll wouldn't be affected unless you have more fate points or tags waiting.
To the third question; I have yet to pick up the Paranet Papers, though it's on my list, so I don't know the specifics you are mentioning. That said, you can split casting over multiple exchanges when doing Thaumaturgy. It's dangerous, but you can and may need to with even moderately complex rituals. 
Not so for Evocation outside of the tags mentioned  earlier.

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DFRPG / Re: Building a Devil's Trap and Anti-Possession Tattoos
« on: February 21, 2015, 09:13:50 PM »
I would do the tattoos as a stunt giving something like +3-4 to discipline to defend against possession. This method allows pure mortals to get them and doesn't require much attention in play. It could also be done with Immunity with a high rebate.

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DFRPG / Re: Tell me what you think?
« on: January 16, 2015, 10:08:41 PM »
Armed Arts has a prerequisite that you don't have. (Martial Artist: Use Fists for Assessments and Declarations related to fighting styles or martial culture.)

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DFRPG / Re: Curbing Wizard Power Creep (house-rule)
« on: December 18, 2014, 11:27:55 PM »
I hope this doesn't devolve as the topic of nerfing/buffing magic seems to do often.
We could expand the Focus limit to make it separate for Thaum/ritual and Channelling/evocation.

So you have a foci limit for each power.  You can use foci specializations to boost the limit for each power.  In which case you would have it in each pyramid.  hmmm....

so your pyramids would be based on

Channeling: power/control/offense/defense in one element and channelling focus specialization (5 specialties)
Ritual: complexity/control and Ritual focus specialization. (3 specialties)

I like that better.

This. I. like. Absolutely sensible rule.

It wouldn't make a difference.  If you look at my Home-brew example, I'd just save all the enchanted item slots I used to boost Power and use them to add frequency to each item.  After using my foci and specialties, I'd still have 16 slots.  That's 32 uses to spread around.  You'd end up with the same problem.

First, I don't think your math is correct. Before you use your Foci you would have 18 potential Foci Slots. Five Foci slots devoted to Crafting Strength and now you have 13. That's not including any other Specializations you might take and those are less efficient for these purposes but I think a laser-focused crafter would go for the extra boost anyway.

Second without the assumption that you can use two foci at the same time, how does this compare to other casters who's magic refreshes on the scale of scenes as opposed to sessions? Or Resources heavy characters who can acquire a nearly infinite amount of gear. Lesser modifications would, in fact make a difference, just not as much as your original idea. 

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DFRPG / Re: Curbing Wizard Power Creep (house-rule)
« on: December 18, 2014, 10:23:06 PM »
PirateJack beat me to the post, but yeah different pyramids.
My comments are under the assumption that you can not use more than one Focus Item at a time. If you want your casting to have +Power and +Control from foci it needs to be one item. (Or specific group of items, pair of gloves ect.)
I am quite biased on the topic, if my pseudonym isn't an indicator already, I love crafters. It's the human way to succeed. I will agree that frequency bonuses need to go entirely, but I would call Foci Strength and Enchanting Strength fairly balanced on their own. Has anyone tried just removing Frequency? 

9
DFRPG / Re: Aspects with holy fire?
« on: December 14, 2014, 07:25:12 AM »
I was just wondering what you would allow someone to do with a breath weapon that is basically fire with the holy aspect?  I am playing a nephilim character and took the power but wanted to be able to use it for stuff besides combat?
The setting says fire is a purifying element, you might be able to maneuver then invoke that aspect to cleanse something.
Holy breath calls to mind the breath of life which could be used in a tiny amount to help revive an injured character, like holy CPR. Probably still a maneuver.
Removing darkness or cold related aspects. On the other hand placing aspects related to light and warmth.
Navel gaze to leak fire from your mouth before you intimidate someone, creepily lighting just your face.

10
DFRPG / Re: Help me out? Please?
« on: December 04, 2014, 06:41:51 AM »
What all in involved in world building/character creation? The only experience I have is running a few one shot campaigns for dungeons and dragons. Are there set templates for everything or is it more abstract and not overly number crunchy?

There are templates, but they are not particularly important. They represent the minimum starting powers all of a certain type of Dresdenverse "class" needs. All Wizards have The Sight+Soulgaze, Evocation, Thaumaturgy and Wizard's Constitution. Otherwise they don't make it into the White Council and few other people would take them seriously if they called themselves a Wizard. Elaine uses the Wizard template even though she is not a member of the Council, ect.
The game is definitely more cooperative, both between the GM and players and in the party.
Aspects are a very weird mechanic until you get comfortable. Don't worry, they are your best friend once you get the hang of it. They do not all need to be awesomely creative, just descriptive.
The setting's version of the 'assist other' action is 'passing tags'. If your players are getting frustrated by failures early on this is the way to go to get past plot obstacles, it is very useful. 
*edited for typos   

11
DFRPG / Re: Biomancy Ideas
« on: October 16, 2014, 03:59:13 AM »
Side question: which element would biomantic evocations fall under?
None. You want Seelie Magic or some other sponsor that will give it to you.

Life sensing is always useful. Could also be reversed to detect the once living.
You could do simple Maneuvers on yourself or your friends to grant tag-able/invoke-able aspects like "Super-charged metabolism", "Uncanny flexibility" or "Magically resilient".
Healing is possible but difficult, consult your GM.
You could borrow some of summoning's coolness by creating your own army of monsters out of base animals.
Effecting emotions and other more subtle biologically driven systems. Mind control is badness but some super-sexy pheromones can go a long way.   

12
DFRPG / Re: Sponsored Magic and at the speed of Evocation?
« on: October 15, 2014, 05:47:00 AM »
Here's where the debate is:

If you are using evocation's speed AND METHODS, then shouldn't you use evocation foci/specializations?

If you are using Thaum specializations and foci, then shouldn't your attack spell be strictly like Thaumaturgy IE: a thaum attack spell only has accuracy.  It has no weapon rating.  Each shift put into a curse adds to the accuracy to resist - it does not add a weapon rating.

I wouldn't allow both.

This is how I do it and I know this is different than how some other people do it:

Your sponsored magic becomes a new element in evocation.  So, if you can do biomancy(like summer magic) at the speed and methods of evocation, you can take evocation foci: defensive Summer control/power; offensive Summer defense/control.

From that point it works exactly like evocation: weapon ratings, block, attack - exactly like evocation.  With the exception, that you could justify skill replacement spells with evothaum and, maybe, wards.

***

If  you are going to allow Thaumaturgy foci for you evothaum, then it gets weird.  Control stays control, but what about complexity foci?  do they become a stand-in for Power foci?

If you are going to allow Thaumaturgy foci for evothaum, I would have spells work exactly like thaumaturgy: no weapon ratings; Block are done as wards and can only be set up on thresholds or doorways/intersections; veils are immobile.

Otherwise, anyone with sponsored magic will throw all their foci into thaumaturgy and will be able to get twice the mileage out of those foci because they'll double as evocation foci.  Once you start piling on refinements, things will break down quickly.
I would't much argue with you if I was playing your game and you ruled that way. The discussion made me go over the R.A.W. again and I have changed my mind, on foci at least. (I re-read Madge's ring after way too long)
 I still think evo-thaum should use weapon ratings and such, you are supposed to be getting the best of both worlds, you're paying for it and giving up access to the high shift value effects that you can only pull off with regular thaumaturgy's access to outside power sources and time.   
Complexity does already cover for power when needed though.
Most of this only applies to stuff from these boards that I don't do without in my games; the self-sponsored, superior:Blah stuff. That is where you don't get a new and otherwise unavailable element/theme.

13
DFRPG / Re: Sponsored Magic and at the speed of Evocation?
« on: October 14, 2014, 11:13:16 PM »
You can always take fallout with Thaumaturgy.
Double checked and you are right. I knew there was a limitation on fallout with Thaumaturgy, any fallout and you lose the entire spell. The only real advantage of Evo-Thaum over regular Thaumaturgy would be the weapon rating attacks. Anyone with Thaumaturgy can crank out an effect in one exchange if they can power it. If I specialize in biomancy and want to slap an aspect on someone I can try to crank out enough shifts of power for a enfeeblement curse right then and there already. Thaumaturgy foci and specializations included. Sure that would take a bit but it's doable.
I wouldn't allow for the outside sources of power beyond the normal Evocation allowances and debt with Evo-Thaum though. 

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DFRPG / Re: Sponsored Magic and at the speed of Evocation?
« on: October 14, 2014, 06:28:06 PM »
I think you could stack several Maneuvers into a single Evo-Thaum casting. It would be ludicrously expensive to try on any but the weakest enemies and/or more than two aspects, since you would have to pull all of the power for it at once. Part of the benefit of a Sponsor is that they can handle some of the more complex elements of the spell for you. Even self-sponsored stuff seems to be more complex, at least thematically.   

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DFRPG / Re: Sponsored Magic and at the speed of Evocation?
« on: October 14, 2014, 07:18:43 AM »
Also very useful for people who don't have another form of blasty magic or who specialize in Thaumaturgy heavily. Since it gives you the ability throw entropomancy or biomancy ect. curses like Harry throws fire and using your Thaumaturgy specs. and Foci. I consider it pretty awesome. It means, I think, that you can even use say entropomancy to make an attack with a weapon rating, block, armor or any of the other nifty stuff you can do with that type of magic specifically that you can pull the power for in one exchange. You should even get to use Fallout when you do instead of being forced to take Backlash.

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