The Dresden Files > DFRPG
Can you prolong an attack spell?
sethbrayman:
--- Quote from: Mr. Death on September 20, 2017, 04:28:26 PM ---Because if you can only add duration to a block or maneuver, why would you put "especially" there?
--- End quote ---
Yes I thought the same at first, but then it says:
--- Quote ---Normally, you’d assign shifts of power to make
the spell persist longer than an exchange.
However, this makes the lifespan of very
powerful effects depressingly short.
Alternately, you can actively funnel more
energy into an evocation to maintain it, but this
takes up your standard action for the round.
--- End quote ---
The use of the words "alternatively" and "normally" to me could indicate that there would be an original way of doing it, so not an attack. The vague wording, like you point out, is vexing :)
I think the thread linked as a post update by Taran is as close as I'm going to get to official errata or the like.
--- Quote from: Taran on September 20, 2017, 03:36:12 PM ---Edit: found it:
http://www.jimbutcheronline.com/bb/index.php/topic,17115.msg776018.html#msg776018
--- End quote ---
Thanks much!
Taran:
@Mr. Death: I like that rule but I maintain that, if you have to homebrew a rule to make it work, it's probably not covered by the main mechanics.
I think that text you quoted really just points to the fact that, sometimes, there are exceptions. The game is really intended to be flexible. There might arise a situation where having a prolonged evocation attack makes the most sense. It's amazes me to see how many ways there are to do the exact same action.
That said, I'll point back to that comment from Iago. I don't think persistent attacks are intended by the rules. Although, I think persistent damage can be done well with an appropriate aspect and a compel. Like 'on fire' or something.
Taran:
double post
--- Quote ---The use of the words "alternatively" and "normally" to me could indicate that there would be an original way of doing it, so not an attack. The vague wording, like you point out, is vexing :)
--- End quote ---
I think this is talking about extending duration in the following round and not specifically pointing at attacks.
Normally,
With 5 shifts of power you can do a 3 shift block with 2 shifts of durations
Alternatively,
you can cast a full powered 5 shift block in round 1.
In round 2, you can funnel more power into the spell and extend it for an additional 5 rounds. You'd still have use your action to control the 5 shifts but then you don't have to worry about the spell for the next 5 exchanges.
BearsDragon:
I've seen this more in my game with defensive spells rather than offensive. The issue is you trade duration for power.
Mr. Death:
Thinking about this some more, an alternative might be to effectively make a scene aspect on a zone (and it only really makes sense, to me, for a zone for this purpose) where the power of the spell is its targeting value (no Weapon rating).
So if, say, you wanted to clear a room, you might create a 4-strength firestorm that'd last for three rounds as a 9-shift spell, cast it, and then whoever's in that zone endures a 4-shift attack each of those three rounds.
This would mitigate the overpoweredness of the attack roll + weapon rating combo, but I think it only works as a zone attack, as that helps mitigate its overall power (since you need to spend 2 shifts for a zone effect), creates limits to its use (you'd be reluctant to abuse it if your allies are in the zone), and lets you do other things.
Thoughts?
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