The Dresden Files > DFRPG Resource Collection
Custom Powers Master List (Work In Progress)
Pbartender:
--- Quote from: Tedronai on December 21, 2011, 04:24:19 AM ---The second sentence of drawbacks seems unnecessarily restrictive.
I see no reason to inherently disallow a character from possessing the independent 'spellcasting' abilities represented by this power, and, for instance, Evocation.
I would recommend instead stating that this power is not subject to the usual combining of normal spellcasting powers with sponsored magic (ex. discount on sponsored magic, adding sponsored magic as an additional 'element', allowing purchase of specialization, etc)
--- End quote ---
--- Quote from: Sanctaphrax on December 21, 2011, 05:23:02 AM ---You know, I'm actually not sure a special interaction with Evocation and Thaumaturgy is needed at all, mechanically speaking. But I think that it's important to the fluff somehow. I dunno, ask Pbartender.
--- End quote ---
--- Quote from: Tedronai on December 21, 2011, 06:00:08 AM ---Given the special skill usage, a special interaction would seem to be mandatory.
--- End quote ---
The idea was that... While this is Science that acts like magic, it is not actually magic. Thematically speaking and, to a lesser degree, mechanically speaking, adding Science! benefits to already existing magic powers seemed counter-intuitive. The "restriction", therefore, is that once you choose to use Science!, you can't also use traditional magic spells. Instead, all of your "magic" now uses the alternate skills for Science!.
And while there's really no reason why some couldn't take Science! and ordinary magic, practically they both use the same basic rules and would be an effective waste of refresh.
That said, It doesn't necessarily have to be a specific Drawback... Adding in an "always" or "must" to Extra Benefit bit about the alternate skills would probably suffice.
polkaneverdies:
I agree with Pbartender. You don't need to actually restrict because common sense already does.
KOFFEYKID:
Well, first off I'd say that a better "in canon" name for Super Science would be "Ferromancy", which is what the fey use to refer to human technology.
As far as interactions between magic and science - Why not? It wouldn't be a waste of refresh for somebody who has the full wizard template to take "Super-Science!", since it has extra benefits that are after all worth a point or two (and the cost is reduced to 2 if you have both evo and thaum already. It is after all a "sponsored magic").
1. You get a +1 bonus to one of the crafting specializations, this doesn't seem worth a whole refresh but since it effectively ignores the specialization stacking rules it can certainly be worth it.
2. It says you dont accidentally hex technology, if that was broadened interactions with all your magic and "Super-Science!" then it is indeed worth a whole refresh.
The only problem I see with allowing them both at the moment is the (unnecessary) restriction that "must use its modified casting skills regardless of what other powers they may possess", simply remove that restriction and it should be fine.
As to restricting due to common sense: No, I dont think it's common sense at all, there are plenty of books out there that have "magi-tech" and plenty of players who would be interesting in playing such a character. Im not saying to pander to the masses, but if a power is more useful to a larger player-base because it satisfies more of the "empty nooks" in the ruleset which allows for more diverse, interesting characters I'll almost always go for the less restrictive (but balanced) writeup.
Pbartender:
--- Quote from: KOFFEYKID on December 21, 2011, 04:13:00 PM ---Well, first off I'd say that a better "in canon" name for Super Science would be "Ferromancy", which is what the fey use to refer to human technology.
...
No, I dont think it's common sense at all, there are plenty of books out there that have "magi-tech" and plenty of players who would be interesting in playing such a character. Im not saying to pander to the masses, but if a power is more useful to a larger player-base because it satisfies more of the "empty nooks" in the ruleset which allows for more diverse, interesting characters I'll almost always go for the less restrictive (but balanced) writeup.
--- End quote ---
It may be a fine distinction, but there may be a little bit of confusion about what Super-Science! is actually meant to represent...
Flavor-wise, it is not supposed to be magic -- not in the slightest. It's not really meant to be magi-tech, and not exactly Ferromancy, either (though, the confusion, in or out of game, with either of those would be easy to understand). It's science and technology, but taken to such an advanced degree that its effects could easily be confused for magic by your average person.
Because of the basic restrictions of mortal magic, Science! will most emphatically not play well with magic, even though it works very much like magic (by the rules, at any rate), and often looks very much like magic.
The goal was to use existing rules to allow for characters who want use advanced semi-futuristic gadgets to create their special effects.
KOFFEYKID:
Yes it is a restriction on mortal magic, not all characters are mortal. Odin has super awesome technology sitting on his desk and he certainly has buckets of mojo to go along with it. This means that Magic and Technology can and do coexist in Canon, only that it is very difficult for Mortals to pull it off.
As far as the goal of the power, it accomplishes it wonderfully, and it would be satisfied in either case. Allowing the power it self to allow magic to function with technology does not prevent it from satisfying the goal of sufficiently advanced technology being indistinguishable from magic. Keeping it from functioning with magic on the other hand precludes a swath of character concepts.
I dont see why, in this case, we cant have our cake and eat it too.
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