The Dresden Files Roleplaying Game: Difference between revisions

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* [[Continuity Nod]]: The margin comments are mostly this, partly [[Foreshadowing]], and partly [[Funny Aneurysm Moment|Funny Aneurysm Moments]], as it's set just after ''Small Favor'', and thus before ''Turn Coat'' and ''Changes'', in which tragic and permanent events changed the status quo.
* [[Contrived Coincidence]]: The FATE system lets players pull these by spending fate points, for example having a lighter just when you need it, despite never smoking, or just happening to show up [[Big Damn Heroes|in the nick of time]]. One of the Faith powers, Guide My Hand, lets the character with the power do the "show up just when they're needed" one without spending the fate point.
* [[Death Fic]]: One section of the book considers that Harry might be a [[Story -Breaker Power]], and suggests killing him off in the background. Harry is less than amused at this section.
* [[Development Hell]]: The Dresden Files tabletop RPG had been in production for years, but was finally released in June 2010.
* [[Diary]]: Refers to these as "case files."
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* [[Kryptonite Factor]]: You aren't allowed to take any of the Toughness abilities without taking ''some'' kind of weakness. Fortunately, the weakness can provide a discount for taking the Toughness ability in question. How much of a discount depends on the weakness's availability and how well-known it is. A well known, widely available weakness, such as Iron to Faeries, will grant a big discount, while a weakness that only a small handful of people might know, such as Judas's noose to Nicodemus, may not grant any discount at all.
** Kryptonite factor also works in inverse, for people who are only able to [[No Sell]] certain types of attacks. In that case, the 'weakness' is simply everything ''except'' the one thing they're immune to: For instance, a fire demon's immunity to fire has the [[Kryptonite Factor]] of 'anything not fire'. Needless to say, this gives a significant discount to how expensive the ability becomes, moreso if the immunity is fairly obvious (i.e. the demon is [[Incendiary Exponent|permanently on fire]]).
* [[Linear Warriors, Quadratic Wizards]]: Because of how damage is worked out, those who use Evocation or Channeling can seriously outpace others as far as raw damage goes. Both the weapon value and attack rolls go into determining damage, and while the average mortal will keep a static weapon value (anything past Weapon:2 is hard to conceal, and anything past Weapon:3 is military-grade weaponry) and boost their skill roll only, spellcasters can increase both simultaneously through extra powers or Focus Items. So while an expert marksman of a cop might be rolling from a 5 to fire his Weapon:3 rifle, a wizard at the same level could easily be rolling from 6 to fire off a Weapon:6 fireball, and can get even stronger with subsequent milestones. With enough bonuses, the spells can be an [[Always Accurate Attack]] to most enemies.
* [[Literary Agent Hypothesis]]: William wrote the RPG for the same reasons [[Bram Stoker (Creator)|Bram Stoker]], in the books, wrote ''[[Dracula]]'': To provide a manual for killing monsters. The rulebooks are framed as being a first draft written by Billy and company which he has given to Harry to look over. See [[Painting the Fourth Wall]].
* [[Luck Manipulation Mechanic]]: You have the option to spend a Fate Point in order to reroll all the dice in a given exchange if you really blow the roll, or your opponent rolls exceedingly well. This is meant to represent the character's mortal free will asserting itself.