Author Topic: DFRPG Player's Guide (Rough Draft)  (Read 5735 times)

Offline Sanctaphrax

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DFRPG Player's Guide (Rough Draft)
« on: December 23, 2010, 02:28:33 AM »
Given the number of questions that this board receives about fairly basic issues, I thought that it would be appropriate to create a player's guide that would introduce people to the game. This guide would include the following four sections:

1. The Setting
2. The Rules
3. FAQ and Houserules
4. Examples Of Play

Section one would pretty much just be Richard Chilton's spoiler-free intro. Section two will be posted below. Section three will be set up as a question and answer session, with links to other threads on this board where appropriate. Section four will just be a collection of links.

I made this thread because I want some community input before I finalize this thing. I would appreciate the addition of any houserules, rules questions or examples of play. Also, this stuff could probably use some editing. Here's what I've got so far:

Offline Sanctaphrax

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #1 on: December 23, 2010, 02:29:17 AM »
Alright, here’s the rough draft of section three. Some of the answers are lame and there’s probably some stuff missing. Please help.

Q: How long does an assessment or declaration take?
http://www.jimbutcheronline.com/bb/index.php/topic,22942.0.html
A: Declarations are instantaneous, assessments depend entirely on the situation.

Q: What stops a player from making 10 declarations per turn?
A: The GM. It’s the GM’s job to keep the declaration levels sane, generally by increasing the difficulty when he feels that things may be getting a little out of hand.

Q: How do you calculate the power of an enchanted item/potion?
http://www.jimbutcheronline.com/bb/index.php/topic,22766.0.html
A: Strength is equal to Lore + crafting power specializations + crafting power foci. This number can be reduced if the player decides to add extra features or increased if they invoke an aspect. The aspect invocation only works for potions, though.

Q: What effects can be placed in enchanted items/potions?
A: Any effect that can be created by the character’s spellcasting abilities can be placed in an enchanted item or potion.

Q: How do you cast high-complexity rituals?
http://www.jimbutcheronline.com/bb/index.php/topic,22929.0.html
A: You take consequences, skip scenes, make declarations, invoke aspects, and inflict consequences on others. You do not use evocation to create aspects and then tag them.

Q: Is there a limit on the number of aspects that can be tagged or invoked per action?
http://www.jimbutcheronline.com/bb/index.php/topic,23026.0.html
A: No, although each aspect can be tagged or invoked only once per action.

Q: How do catches work?
http://www.jimbutcheronline.com/bb/index.php/topic,23175.0.html
A: Any damage that is inflicted under conditions that satisfy the catch ignores all toughness and recovery powers. Often, creatures that have a catch will also be vulnerable to compels on their high concept when exposed to their catch.

Q: What powers can be placed in an Item Of Power?
A: Basic strength, speed and toughness powers. If you want to place something else in an Item Of Power, talk to the GM. Be aware that Items Of Power that grant Refinement are often considered unfair.

Q: How do power-granting thaumaturgical effects work?
http://www.jimbutcheronline.com/bb/index.php/topic,23179.0.html
http://www.jimbutcheronline.com/bb/index.php/topic,20673.0.html
A: I’m not sure exactly. I think that you need to take out your target and add extra shifts equal to the refresh value of the powers that you want to grant. I also think that the person gaining the powers needs to spend fate points equal to their refresh value.

Q: Can magic boost skills?
http://www.jimbutcheronline.com/bb/index.php/topic,23179.0.html
A: Sort of. You can use a ritual (or sometimes an evocation) to replace your skill for a single roll, but effects that add directly to your skill are generally not valid. Some direct additions may be valid, but they should be limited in scope and probably not possible with evocation.

Q: How do you adapt DFRPG to a traditional high-fantasy setting?
http://www.jimbutcheronline.com/bb/index.php/topic,21629.0.html
http://www.jimbutcheronline.com/bb/index.php/topic,23142.0.html
A: Most people agree that you should make characters more durable. If you want to know more, follow the links.

Q: Can evocation blocks prevent all actions at once?
http://www.jimbutcheronline.com/bb/index.php/topic,22465.0.html
A: Yes. If you feel that that is unfair, you can houserule it so that you need to invoke an aspect on your target to make it possible.

Q: How long do blocks last?
http://www.jimbutcheronline.com/bb/index.php/topic,23180.0.html
A: When not using magic, blocks last until your next action. When using magic, they last until your spell expires.

Q: Where can I find people do play with?
A: The play by post forum, your local game store, your local college, or online.

Q: Is there any mechanical benefit to being a focused practitioner instead of a full evoker/thaumaturge?
http://www.jimbutcheronline.com/bb/index.php/topic,23028.0.html
A: It’s slightly cheaper, but that’s it. If you intend to get Refinements, you should probably either get a custom power or use some houserules.

Q: Does Lawbreaker increase spellcasting power and complexity or just control?
http://www.jimbutcheronline.com/bb/index.php/topic,22907.0.html
A: Just control, but houseruling it to affect power and complexity is common.

Q: Can stunts modify supernatural powers?
http://www.jimbutcheronline.com/bb/index.php/topic,22561.0.html
A: This is an unresolved debate.

Q: What counts as human, mechanically speaking?
http://www.jimbutcheronline.com/bb/index.php/topic,22151.0.html
A: This is an unresolved debate.

Q: What stops a player from “farming” a character with recovery powers for consequences to boost rituals?
http://www.jimbutcheronline.com/bb/index.php/topic,22308.0.html
A: The GM. Some GMs just ask their players not to do stuff like this, while others rule that Recovery powers don’t work on self-inflicted damage.

Q: How do I design a spell to do something not explained in the core book?
http://www.jimbutcheronline.com/bb/index.php/topic,23023.0.html
http://www.jimbutcheronline.com/bb/index.php/topic,22697.0.html
http://www.jimbutcheronline.com/bb/index.php/topic,22307.0.html
A: You’re on your own. Sorry.

Q: Can a spell inflict mental stress?
http://www.jimbutcheronline.com/bb/index.php/topic,22351.0.html
A: Yes, although it’s cheesy. Many GMs will call it a Fourth Law violation.

Q: What can be a focus/enchanted item?
http://www.jimbutcheronline.com/bb/index.php/topic,21366.0.html
http://www.jimbutcheronline.com/bb/index.php/topic,20132.0.html
A: Anything. Foci have minimum sizes, but apart from that there are no restrictions.

Q: Can you create multiple aspects with one maneuver?
A: Yes, with magic. Without magic, I don’t know.

Q: How do magical circles work?
http://www.jimbutcheronline.com/bb/index.php/topic,20720.0.html
A: I don’t know.

Q: Can you take multiple consequences with the same slot if the consequences are of different types?
A: No.

Q: Is there any mechanical reason to use multiple elements for evocation?
http://www.jimbutcheronline.com/bb/index.php/topic,23028.0.html
A: Not really, although the GM can impose a penalty to power if he feels that a player is using an element in an unsuitable way.
« Last Edit: December 28, 2010, 05:02:06 AM by Sanctaphrax »


Offline Ryan_Singer

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #3 on: December 23, 2010, 02:37:50 AM »
I very much hope you make a PDF at the end that I can easily give to my players.

Offline Sanctaphrax

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #4 on: December 23, 2010, 02:48:33 AM »
I don't know how to make pdfs. How do you feel about Microsoft Word documents?

Tbora

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #5 on: December 23, 2010, 02:51:24 AM »
Alright, here’s the rough draft of section three. Some of the answers are lame and there’s probably some stuff missing. Please help.


Q: How do you cast high-complexity rituals?
http://www.jimbutcheronline.com/bb/index.php/topic,22929.0.html
A: You take consequences, skip scenes, make declarations, invoke aspects, and inflict consequences on others. You do not use evocation to create aspects and then tag them.

You might want to add an amendum noting you CAN use evocations for creating aspects if you are using Sponsored Magic which grants Thaumaturgy at the speed of evocation.

Offline Sanctaphrax

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #6 on: December 23, 2010, 03:05:43 AM »
I'm not really sure what you mean, Tbora.

Tbora

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #7 on: December 23, 2010, 03:12:02 AM »
normally when doing rituals of one sort or another you can't do aspects via Evocation to tag, but if you are using Sponsored Magic to cast Thaumaturgy at the Speeds and Methods of evocation you can do this.

Offline Mindflayer94

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #8 on: December 23, 2010, 04:08:58 AM »
A did up a draft in pdf, you can see it here
DV Mindflayer94 v1.2 YR3 FR2 BK+++ RP++++ JB TH++++ WG+ CL--- SW BC++ !MC SH[Murphy+++]

Offline Sanctaphrax

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #9 on: December 23, 2010, 06:21:39 AM »
@Tbora: noted. Expect that to be specified in the final draft.

@Mindflayer: thank you very much, that looks quite professional. Wilder sent me a message earlier saying that he would be able to make a pdf of the final draft, so you may want to talk to him about it if you have similar intentions.

I just thought of another question, one I don't know the answer to. What specialization bonuses do you use when casting thaumaturgy at the speed and methods of evocation? My first instinct is to just use the thaumaturgy bonuses, but that opens up the unpleasant possiblity of people using evocation-as-thaumaturgy at the speed and methods of evocation, which would allow them to completely disregard evocation specializations. Thoughts?

Offline toturi

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #10 on: December 23, 2010, 06:59:19 AM »
Is the player's guide supposed to be community group-think/opinion? Or is it based strictly on the RAW and/or Word of Jim(/Fred)?

With the exception of a WoJ, I would like to see the player's guide as an opinion neutral document. Just as there may be many GMs who think that such and such is unfair/broke/etc, there may be others that think otherwise. Could we leave the opinions out of the guide?
With your laws of magic, wizards would pretty much just be helpless carebears who can only do magic tricks. - BumblingBear

Offline HobbitGuy1420

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #11 on: December 23, 2010, 07:02:05 AM »
Regarding multiple Aspects with one maneuver, I've seen it done while using the Overflow rules - so, if someone achieved 7 shifts on a Fists maneuver, they could place the Sticky aspect of "Off balance," costing 4 shifts, and have 3 shifts of effect left over with which to place the unsticky aspect of "stumbling"

Offline Mindflayer94

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #12 on: December 23, 2010, 03:21:21 PM »
Is the player's guide supposed to be community group-think/opinion? Or is it based strictly on the RAW and/or Word of Jim(/Fred)?

With the exception of a WoJ, I would like to see the player's guide as an opinion neutral document. Just as there may be many GMs who think that such and such is unfair/broke/etc, there may be others that think otherwise. Could we leave the opinions out of the guide?

Can you provide examples of the opinions you're referring to, as I've gone through most of it and found nothing that seems to be an opinion to me?
« Last Edit: December 23, 2010, 03:37:55 PM by Mindflayer94 »
DV Mindflayer94 v1.2 YR3 FR2 BK+++ RP++++ JB TH++++ WG+ CL--- SW BC++ !MC SH[Murphy+++]

Offline Arcteryx

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #13 on: December 23, 2010, 03:37:19 PM »
Nice effort everyone!

Offline Sanctaphrax

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Re: DFRPG Player's Guide (Rough Draft)
« Reply #14 on: December 23, 2010, 07:59:12 PM »
@toturi: the player's guide rules section is supposed to be based entirely on what's written in the books. Word of Jim and Word of Fred aren't any more important than Word of toturi or Word of Drashna.

However, the houserules and the commentary on the rules section are purely opinion. And I don't have a problem with that. The little addendums that say "Items of Power that grant Refinement are often considered unfair" and such are here to stay. That stuff's important, because it explains the existance of houserules and will hopefully save this forum future trouble.

But don't worry. If you disagree with something you can have your opposing opinion added to the guide, and opinions will not be allowed to intrude on the actual rules explanations. So even though I think it's rather ridiculous for an evocation to inflict mental stress, I say in the guide that it's legal.