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Sponsored Magic Master List

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Mr. Death:

--- Quote from: Sanctaphrax on June 21, 2014, 07:54:37 PM ---It doesn't accomplish that point, then. It'll almost never be worth using, and when it is it usually won't be on an attack.

--- End quote ---
There are times when higher power at this cost can be useful.

Generally speaking, an attack roll of 5 or 6 is going to be enough to land a hit on most things; so with this effect, once your effective Discipline is up that high, you could pour all the rest of your resources, refinements, foci, whatever, into boosting power.

Say you've got someone with Discipline and Conviction both at 5. This version is going to make all attack spells 7 easily; two slots in offensive power will push that up to 9, which means that someone can cast a Weapon:12 spell before taking a consequence for it. Weapon:14 at a mild, which they've got two of if they've got Conviction at 5.

Sounds useful to me.

Sanctaphrax:

--- Quote from: Belial666 on June 22, 2014, 10:56:01 AM ---How about changing the benefit like this;

Uncontrolled Power: Hellfire can offer power at the cost of control. When wielding Hellfire for any magic, taking fallout functions as if you had taken backlash, not reducing your spells' power but still damaging the environment. In addition, if you're casting a spell that deals stress or is otherwise destructive, you may get up to +2 bonus in power; if that bonus would exceed your control you must cast with fallout, not backlash.
--- End quote ---

Not sure what that last phrase means. I'm guessing it prevents you from taking backlash if you choose to use that bonus and then fail your control roll. Not sure though. I'd probably drop that limitation, and maybe limit the fallout bonus to attacks.


--- Quote from: Mr. Death on June 23, 2014, 03:54:22 PM ---There are times when higher power at this cost can be useful.

Generally speaking, an attack roll of 5 or 6 is going to be enough to land a hit on most things; so with this effect, once your effective Discipline is up that high, you could pour all the rest of your resources, refinements, foci, whatever, into boosting power.

Say you've got someone with Discipline and Conviction both at 5. This version is going to make all attack spells 7 easily; two slots in offensive power will push that up to 9, which means that someone can cast a Weapon:12 spell before taking a consequence for it. Weapon:14 at a mild, which they've got two of if they've got Conviction at 5.

Sounds useful to me.
--- End quote ---

An attack roll of 5 or 6 will hit most things as long as it's not too important, but once you pump up the weapon rating FP come out and things become less certain.

More importantly...take your hypothetical spellcaster and replace their power bonuses with control bonuses. They now do just as much damage, hit more often, and don't need to burn Sponsor Debt to avoid losing power. Taking power is only better if you're not focusing on attacks.

Mr. Death:

--- Quote from: Sanctaphrax on June 23, 2014, 08:26:54 PM ---An attack roll of 5 or 6 will hit most things as long as it's not too important, but once you pump up the weapon rating FP come out and things become less certain.
--- End quote ---
It'd work wonders on crowds of goons, though, as zone attacks.


--- Quote ---More importantly...take your hypothetical spellcaster and replace their power bonuses with control bonuses. They now do just as much damage, hit more often, and don't need to burn Sponsor Debt to avoid losing power. Taking power is only better if you're not focusing on attacks.
--- End quote ---
Thematically speaking, that goes against Hellfire and how it's typically used. Hellfire isn't for precision and lots of control -- it's about power and damage. The kind of character who's going to go the Hellfire route instead of other available ones is the kind of character who's going to err toward power.

Sanctaphrax:

--- Quote from: Mr. Death on June 23, 2014, 08:34:12 PM ---It'd work wonders on crowds of goons, though, as zone attacks.
Thematically speaking, that goes against Hellfire and how it's typically used. Hellfire isn't for precision and lots of control -- it's about power and damage
--- End quote ---

Exactly!

That's why I want Hellfire to make power over control into a good choice. If someone with Hellfire is better off pumping control over power, or if Hellfire is better at blocks than attacks, then something is wrong.

Mr. Death:

--- Quote from: Sanctaphrax on June 23, 2014, 08:36:27 PM ---Exactly!

That's why I want Hellfire to make power over control into a good choice. If someone with Hellfire is better off pumping control over power, or if Hellfire is better at blocks than attacks, then something is wrong.

--- End quote ---
Given the way magic is cast in this game, control is always going to be better than power when you're talking about mechanics and attacks.

I don't see the sponsored magics as being about optimization -- they're about theme and flavor. What I'm saying is you're not going to take Hellfire so much because its unique mechanics make it so that throwing more power into a spell works better; you're going to take it because it lets you put more power into a spell than other magics.

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