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The Dresden Files => DFRPG => Topic started by: HumAnnoyd on February 15, 2011, 08:07:41 PM

Title: Spirit Spell
Post by: HumAnnoyd on February 15, 2011, 08:07:41 PM
I am trying to come up with a new Rote Spell for my Warden character.  He is primarily associated with Spirit magic and has the Ghost Speaker power.  I was toying with him having a spell that would summon surrounding spirits and ghosts and made them visible and audible to his targets whom they would harrow and harrass hopefully scaring the crap out of them.  I pictured it as a Area Block that would be resisted by Discipline and affect Alertness.  What I am wondering is if it is successful and blocks a target's Alertness would they be able to function as usual?  For example would the target be able to use his Guns skill without a functioning Alertness?  How does that work?

•ANIMUS TEMPESTAS (Spirit Storm)
TYPE: Spirit evocation, Block
POWER:  5 (3 Effect +2 for Area)
CONTROL: Discipline 3 +1 for Ring and +1 for Spirit Control Specialization
DURATION: One exchange
OPPOSED BY: Discipline
EFFECT: Summons local spirits to scare and harass all targets in an area.  Block 3 of Alertness.
Title: Re: Spirit Spell
Post by: UmbraLux on February 15, 2011, 08:28:41 PM
Blocking Alertness might stop someone from seeing you if you're hiding or behind cover.  It won't stop them from pulling the trigger if they do spot you.  Or even if they simply decide to spray an area.

It's worth noting the entire block effect goes away once anyone beats it with an Alertness check.  You might prefer to redo as a pair of maneuvers or armor type of block.
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 15, 2011, 09:02:42 PM
Once ANYONE beats it?  So if there was one person with a high Alertness the spell is completely innefectual?  The spell is resisted by Discipline so wouldn't they have to beat that instead to be able to use Alertness?

I do get that it wouldn't prevent a spray and pray action though.  How would I "redo it as a pair of manueuvers or an armor block"?  Are you saying it would just give my character an Armor of 1 against any attacks that hit?  Not sure it is worth it at that point since I already have a Shield Rote that is a lot more effective than that.

I am not really trying to prevent them from seeing me so much as scaring the hell out of them rendering them less effective and maybe even scaring them off. 
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Title: Re: Spirit Spell
Post by: devonapple on February 15, 2011, 09:30:59 PM
That sounds like a block against all actions except running away, resisted by Discipline or Presence.
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 15, 2011, 09:40:53 PM
Can you declare a spell with that much of a far reaching effect?  I was thinking that originally would be what I was going for but I wondered if that was too far reaching.  That is why I thought the Alertness Block resisted by Discipline might be a way to model it.
Title: Re: Spirit Spell
Post by: Howl on February 15, 2011, 09:48:05 PM
You could make it as an block against all actions, or you could turn it into a maneuver placing the aspect "Harrassed by spirits" on the scene which you could tag or invoke for effect.

My necromancer character used two "spirit" spells in our last session. The first was against some crazy npc who thinks hes a warden( the real wardens dont know the guy) and who came at my character with a sword.... So I put up a block against attacks and moving to hold him while I retreated( sounds better than run away  :P ). It was a Superb(+5) block that lasted 1 additional exchange that he tried to resist but failed-so I got away safe( the block was a bunch of spirits that appeared and grabed the guy). And the other spell was a maneuver I used on a couple of black court vampires me and my group were fighting in the sewers; A 5-shift maneuver that placed the aspect "Distracted by spirits" on the vamps( a bunch of spirits appeared and started distracting the vamps by attacking them and moving around them)... an aspect that our Summer Knight tagget quite succesfully to take out the vamps :)

Title: Re: Spirit Spell
Post by: devonapple on February 15, 2011, 09:55:17 PM
I don't have the rules in front of me, but with an Evocation Block (or most mundane Blocks) you can generally stop one person from doing anything at all, or a lot of people from doing one thing. The rules are not precise about areas in between, however, such as blocking a few types of actions.

A Veil, of course, is a good example of an Evocation Block which keeps a lot of people from doing one thing (seeing/targeting you).
A Grapple, by counterexample, is a mundane Block which keeps one person from doing just about anything.

There may be some middle ground between the two, such as adding a Zone AoE to the Evocation Block, but it's hard to adjudicate. Common sense would indicate that summoning spirits to harangue everyone you designate as an Enemy requires a lot more finesse than summoning spirits to harangue everybody in a given Zone, but the commensurate cost in shifts would imply that you need to place that on each enemy individually.

One option would be to
1) cast an Evocation Maneuver to place a Sticky Scene Aspect "Spirits Gone Wild"
2) the next exchange, free-tag that to cast an Evocation Block to keep everyone in the Zone from "attacking."
3) if someone finds a way to get around your Block, use Fate Points to Invoke the Spirits Gone Wild Aspect and hope your GM allows you to Invoke-for-Effect/Compel that enemy to not act
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 15, 2011, 09:58:55 PM
Hmm.  Cool.  Sounds like what I was thinking about exactly. I might have to try a single target spell like you did.  My character is haunted by the very powerful spirit of his father who was a warden but who is now in coma (long story).  I could summon him to grab a single target which could be cool.  So here is the revised spell:

•ANIMUS TEMPESTAS
TYPE: Spirit evocation, Block
POWER:  3 +2 for Area
CONTROL: Discipline 3 +1 for Ring and +1 for Spirit Control Specialization
DURATION: One exchange
OPPOSED BY: Discipline
EFFECT: Summons local spirits to scare and harass all targets in an area.  Block 3 on any action except running away.
Title: Re: Spirit Spell
Post by: devonapple on February 15, 2011, 10:04:29 PM
EFFECT: Summons local spirits to scare and harass all targets in an area.  Block 3 on any action except running away.

Yeah, I definitely want to find a way to balance these Block effects.

Also, your spell, as currently designed, has only a one-exchange duration (unless, of course, you Prolong it the next round as per the normal Prolonging rules).
Title: Re: Spirit Spell
Post by: Howl on February 15, 2011, 10:07:20 PM
•ANIMUS TEMPESTAS
TYPE: Spirit evocation, Block
POWER:  3 +2 for Area
CONTROL: Discipline 3 +1 for Ring and +1 for Spirit Control Specialization
DURATION: One exchange
OPPOSED BY: Discipline
EFFECT: Summons local spirits to scare and harass all targets in an area.  Block 3 on any action except running away.


This spell would work very well, and it is nicely balanced since the target can run away with no problem. And it lasts for only one-exchange. But still a very usefull spell :)
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 15, 2011, 10:19:52 PM

Also, your spell, as currently designed, has only a one-exchange duration (unless, of course, you Prolong it the next round as per the normal Prolonging rules).

I figure one exchange would be good for now.  As you say I can continue it as necessary with some effort. 
Title: Re: Spirit Spell
Post by: UmbraLux on February 15, 2011, 11:12:46 PM
Once ANYONE beats it?  So if there was one person with a high Alertness the spell is completely innefectual? 
Yep, that's the way blocks work.  Armor lasts after being pierced but blocks don't.

Quote
The spell is resisted by Discipline so wouldn't they have to beat that instead to be able to use Alertness?
As a general rule of thumb, blocks are resisted by whatever they're blocking.  (Note:  This can make broad blocks easy to break, the blockee simply uses their best applicable skill.)  There is some amount of play (and player - GM negotiation) in that, but spells are built from effects to mechanics.  So a block against sight is generally resisted by one or more skills related to sight...details are mutable based on the exact description of the effect.

Quote
I do get that it wouldn't prevent a spray and pray action though.  How would I "redo it as a pair of manueuvers or an armor block"?  Are you saying it would just give my character an Armor of 1 against any attacks that hit?  Not sure it is worth it at that point since I already have a Shield Rote that is a lot more effective than that.
As a five shift maneuver, you could apply one aspect to a zone for one exchange or one aspect to an individual for three exchanges.  When tagged, you'll gain a +2 bonus.  Using a five shift block spell as 'armor' you'd have two points of armor for two exchanges, one point of armor for four exchanges, or potentially one point of armor (essentially a debuff) to everyone in a zone for two exchanges.

Quote
I am not really trying to prevent them from seeing me so much as scaring the hell out of them rendering them less effective and maybe even scaring them off. 
Sounds like this could be termed as applying a 'Quaking in Fear' aspect (maneuver), a fear based block against offensive action potentially resisted by any skill which helps deal with fear (Discipline is most likely but Lore could be used to realize the spirits are harmless, Conviction might be used to resist the fear and even Presence might be usable...depending on the situation and spell), or a fear and distraction based debuff (armor) against offensive actions.

Spells are negotiated between players though - different groups will have different standards. 

Can you declare a spell with that much of a far reaching effect?  I was thinking that originally would be what I was going for but I wondered if that was too far reaching.  That is why I thought the Alertness Block resisted by Discipline might be a way to model it.
You can, but note my rule of thumb on resisting it...the broader the block the more skills which can break it.

Title: Re: Spirit Spell
Post by: devonapple on February 15, 2011, 11:20:52 PM
You can, but note my rule of thumb on resisting it...the broader the block the more skills which can break it.

Is that the balancing mechanism, then, when building a more broad Block? That may be sufficient.
Title: Re: Spirit Spell
Post by: UmbraLux on February 15, 2011, 11:29:28 PM
Is that the balancing mechanism, then, when building a more broad Block? That may be sufficient.
It's my rule of thumb.  :)  However it is backed up by the mechanics behind combat blocks, grapples, and wards in the text. 

You do still have the 'specific' vs general block guidelines for individual vs group blocks. 
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 15, 2011, 11:40:46 PM
It's my rule of thumb.  :)  However it is backed up by the mechanics behind combat blocks, grapples, and wards in the text. 

You do still have the 'specific' vs general block guidelines for individual vs group blocks. 

If I stipulate that the spell is resisted by Discipline wouldn't the targets have to defeat it with that or be forced to inaction (or to run away) for a round by the spell?
Title: Re: Spirit Spell
Post by: devonapple on February 15, 2011, 11:48:52 PM
If I stipulate that the spell is resisted by Discipline wouldn't the targets have to defeat it with that or be forced to inaction (or to run away) for a round by the spell?

Running away or inaction would be tactical choices made on a case-by-case basis.
Or possibly a Compel in the case of an Evocation Maneuver Aspect (as opposed to a Block).

My players generally do Zonewide Evocation Blocks versus movement, resisted by Athletics, the skill needed to move in a hurry. That's just one action type, with a single obvious opposed skill.
Title: Re: Spirit Spell
Post by: UmbraLux on February 15, 2011, 11:59:44 PM
If I stipulate that the spell is resisted by Discipline wouldn't the targets have to defeat it with that or be forced to inaction (or to run away) for a round by the spell?
My point was simply that it's a group game with a shared narrative.  If you stipulate Discipline and your GM agrees, then yes - they should use Discipline to attempt penetrating the block.  IMO GM's should only agree if it makes sense.  If other things appear to apply, bring them up as options.  By the same logic, players have the option of trying to convince the GM. 

For comparison: a block against damage is penetrable by any damage causing skill; a ward against entry may be broken by anything which allows you to force entry; and a grapple may be broken by just about any physical skill you'd care to use and, potentially, a few non-physical skills.
Title: Re: Spirit Spell
Post by: Drachasor on February 16, 2011, 12:06:03 AM
Running away or inaction would be tactical choices made on a case-by-case basis.
Or possibly a Compel in the case of an Evocation Maneuver Aspect (as opposed to a Block).

My players generally do Zonewide Evocation Blocks versus movement, resisted by Athletics, the skill needed to move in a hurry. That's just one action type, with a single obvious opposed skill.

Mmm, not sure that's how blocks should work exactly.  You should be able to resist with any appropriate skill.  If you have a grappling hook and a rope, then you should be able to pull yourself out of the movement block using Might.  Blocks are generally against a particular kind of ACTION (move, maneuver, attack, block...this is explicit), veils allow blocks against DETECTION as well.  You don't have blocks against "using discipline" or the like in the rules.  Indeed, if you are trying to stop someone form thinking, then you should be doing a mental attack of some sort and try to inflict consequences (or a maneuver).  Since you can potentially come up with a lot of ways to do a move action (drive, might, athletics, etc), any one of them can overcome a block against movement, if justified.  I think otherwise it can get way overpowered (I block his ability to think about moving since I know his discipline is crap).
Title: Re: Spirit Spell
Post by: devonapple on February 16, 2011, 12:12:26 AM
Since you can potentially come up with a lot of ways to do a move action (drive, might, athletics, etc), any one of them can overcome a block against movement, if justified.  I think otherwise it can get way overpowered (I block his ability to think about moving since I know his discipline is crap).

Ah, perhaps I should have mentioned that, with the Block versus Moving as resisted by Athletics, the victims who make the Athletics check are also getting to move if they break the block. I suppose they could have used Might to break the block as well, but then they would have used an action. None of the Jiang Shi had a car, though, so no Driving check. I may also have been Compelling their Hopping Vampire aspect to limit how they could break out of their bonds.
Title: Re: Spirit Spell
Post by: Drachasor on February 16, 2011, 12:20:15 AM
Ah, perhaps I should have mentioned that, with the Block versus Moving as resisted by Athletics, the victims who make the Athletics check are also getting to move if they break the block. I suppose they could have used Might to break the block as well, but then they would have used an action. None of the Jiang Shi had a car, though, so no Driving check. I may also have been Compelling their Hopping Vampire aspect to limit how they could break out of their bonds.

Yeah, I am just pointing out a block is against a particular kind of action, not a particular skill.  It's important to keep that in mind.  Even veils aren't against alterness or the like, they are against DETECTION.*

*Interesting thing here that the GM might have to arbitrate.  If a veil has a weakness, then how do the PCs know about that enough to try to pierce it using a declaration (it doesn't fully stop smell and I have Beast Senses, so I get a +2 to smell 'em!).  The GM has to kind of handle that, seems like, since the player might not even know the guy is there.
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 16, 2011, 12:22:32 AM
Quote
You should be able to resist with any appropriate skill.

But how would Athletics, Might or Weapons help you with resisting a horrific apparition rushing right at your face like it is about to rip it off while screeching with a soul numbing wail?  I guess I am getting just a bit confused at how open to interpretation these rules really are.
Title: Re: Spirit Spell
Post by: bitterpill on February 16, 2011, 12:24:44 AM
To resisit fear caused by appiritions you could roll discipline to ignore, lore to realise it cannot hurt you, conviction to carry on even given you fear and alertness to work out it is not real.
Title: Re: Spirit Spell
Post by: Drachasor on February 16, 2011, 12:25:48 AM
But how would Athletics, Might or Weapons help you with resisting a horrific apparition rushing right at your face like it is about to rip it off while screeching with a soul numbing wail?  I guess I am getting just a bit confused at how open to interpretation these rules really are.
'

What kind of block is that intended to be?  Remember, if you overcome a block, your efforts are still reduced by the block, so it isn't like you were struggling with something.

If your example is a block against movement, then the person just does his best to ignore those wails, visions, and forces and overcomes them if he beats the block (with his net effort giving him his result - block in movement).
Title: Re: Spirit Spell
Post by: Drachasor on February 16, 2011, 12:29:04 AM
To resisit fear caused by appiritions you could roll discipline to ignore, lore to realise it cannot hurt you, conviction to carry on even given you fear and alertness to work out it is not real.

If they are apparitions, then a discipline to ignore them might work (though you wouldn't get any movement out of it).  Lore to realize they can't hurt you would just be an Assessment that would give you a bonus to resist them.  I think the conviction and altertness bits are similar to that.

Again, going by the rules (which seem quite reasonable here), a block against movement can be overcome by anything that causes you to move.  A block against attacks can be overcome by any attack attempt you make, no matter the skill.  A block against blocking can be overcome by any sort of block attempt.  A block against maneuvers can be overcome by any maneuver.  With in reason of course, but if you can't overcome it with that attempt then you aren't being blocked -- a block only can stop actions that can overcome it.
Title: Re: Spirit Spell
Post by: devonapple on February 16, 2011, 12:29:28 AM
Yeah, I am just pointing out a block is against a particular kind of action, not a particular skill.  It's important to keep that in mind.  Even veils aren't against alterness or the like, they are against DETECTION.*

Yeah, mechanically, that's true. How do we simulate metagame effects like fright and horror, though?
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 16, 2011, 12:33:43 AM
Yeah, mechanically, that's true. How do we simulate metagame effects like fright and horror, though?

Would this whole thing be better simulated by making it a weapon 3 mental attack with possible consequences representing the fear that it would cause?  If so would this then be violating the Laws of Magic?
Title: Re: Spirit Spell
Post by: bitterpill on February 16, 2011, 12:37:52 AM
Would this whole thing be better simulated by making it a weapon 3 mental attack with possible consequences representing the fear that it would cause?  If so would this then be violating the Laws of Magic?

Yes
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As long as it was not a direct attack though it should not break the lore like projecting the pained faces of the loved ones of the enemy via illusions would not be breaking the law.
Title: Re: Spirit Spell
Post by: Drachasor on February 16, 2011, 12:47:42 AM
Yeah, mechanically, that's true. How do we simulate metagame effects like fright and horror, though?

If you are scaring someone away, then that sounds more like a maneuver, invoked for effect (resulting in a compel).  Potentially it would be a mental attack.

Sure though, you can do fear as a block in some manner, but that has a limited amount of teeth to it.  It attempts to stop an action, but that action can still go through.  It's being horrendously cheap (and in fact rightly against the rules) to put up a block on someone and say "this is fear, you can only overcome it with discipline or something like that".  That just leads to people with magic making blocks that can only be overcome by the weakest skill a known enemy has...and it is just messed up in general.  Weapons can easily represent your MARTIAL discipline (e.g. training and such), much like it can represent knowledge.  One shouldn't look at skills so narrowly.  Otherwise you're essentially putting up two blocks attached to each other, and one of those blocks is of infinite strength...and how lame is that?
Title: Re: Spirit Spell
Post by: devonapple on February 16, 2011, 12:57:16 AM
If you are scaring someone away, then that sounds more like a maneuver, invoked for effect (resulting in a compel).  Potentially it would be a mental attack.

Sure though, you can do fear as a block in some manner, but that has a limited amount of teeth to it.  It attempts to stop an action, but that action can still go through.  It's being horrendously cheap (and in fact rightly against the rules) to put up a block on someone and say "this is fear, you can only overcome it with discipline or something like that".  That just leads to people with magic making blocks that can only be overcome by the weakest skill a known enemy has...and it is just messed up in general.  Weapons can easily represent your MARTIAL discipline (e.g. training and such), much like it can represent knowledge.  One shouldn't look at skills so narrowly.  Otherwise you're essentially putting up two blocks attached to each other, and one of those blocks is of infinite strength...and how lame is that?

I suspect that the halfway point between the two is perhaps setting up an Aspect and then using an Invoke-for-Effect/Compel to specify they won't do X until they pass a check of skill Y, like someone who has been hit with the aspect "On the Ground" is going to be on the ground until they make an Athletics check to get up. For doing this to a large group of people, you need a lot of shifts (for stacking up free tags) or a lot of Fate Points.
Title: Re: Spirit Spell
Post by: Drachasor on February 16, 2011, 03:25:04 AM
I suspect that the halfway point between the two is perhaps setting up an Aspect and then using an Invoke-for-Effect/Compel to specify they won't do X until they pass a check of skill Y, like someone who has been hit with the aspect "On the Ground" is going to be on the ground until they make an Athletics check to get up. For doing this to a large group of people, you need a lot of shifts (for stacking up free tags) or a lot of Fate Points.

Hmm, a compel to force someone to make a particular check?  That kind of strikes me as against the spirit of compels, which are negotiated.  The whole idea of forcing someone to make a particular skill check is rather against the spirit of the rules, imho.  You might be confronted with a particular obstacle, but you should be able to exercise your full breadth of creativity in dealing with it.  Now I can see knocking someone over as a compel, but not forcing them to have to get up in a particular manner at a particular difficulty.  This isn't to say there aren't certain skills that tend to be better suited for some situations/blocks/whatever than others, but that doesn't mean there should be a way to force someone to use that skill if they have another one that will get the job done.
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 16, 2011, 08:15:44 AM
 
Quote
The whole idea of forcing someone to make a particular skill check is rather against the spirit of the rules, imho
.
Isn't this what you do every time you attack someone with a gun or a sword?  You force them to make an Athletics roll to resist?

I did not intend the spell to be some kind of munchkin rules breaking thing but that seems to be the consensus.  I was simply looking for a creative spell based on the fact that my character is mostly casting Spirit magic. Discipline was what I picked NOT because most characters don't have it (which would seem a bit odd but I will assume you are right) but because it is the skill used to resist fear.  Don't most attack spells stipulate a resistance using Athletics?  Why is making that Discipline a deal breaker? I can see cases being made for using Conviction or Presence under some circumstances but it seems odd to me that this spell would be resisted using Athletics or Weapons as if it was a bolt of lightning or something.  And doesn't that almost make Athletics a kind of uber skill that can resist anything?

In a related note would casting a spell that encased people in an area in thin ice holding them in place for an exchange (or even just making the floor so slippery that they couldn't act or something) be any different as what I am talking about? What would the differences be between that and my character doing it with Spirit magic? Do the elements of magic really matter at all?

How would you simulate casting a spell that caused local spirits or ghosts to appear and start screaming bloody murder in your face?
Title: Re: Spirit Spell
Post by: Drachasor on February 16, 2011, 08:22:41 AM
Isn't this what you do every time you attack someone with a gun or a sword?  You force them to make an Athletics roll to resist?

An attack with a sword can be resisted by weapons, athletics, fists (with a stunt), or various kinds of magic (both spells and enchanted items).  Guns can't be resisted by weapons by default, but otherwise they have the same list of possible ways to resist them (spells are like guns).  Of course, given circumstances might provide other modifiers or even other skills to be capable of resistance (drive if you are in a car or even on a horse, for instance).  So no, there's no attack that forces someone to use a particular skill to resist.

In any case, blocks simply don't work by specifying a skill to resist them.  That's not how they function, that's not how the rules are written.  You specify an action type or types from the following list:  move, attack, block, maneuver (and veils allow detection).  An area block can stop one of those action types, a single-target block can stop them all.  They do not make someone perform a particular action a certain way, they only resist, in general, that type of action.  If a player can justify using another skill to overcome the block then that is allowable as far as the rules seem to be written.  A GM might allow Might to be used to defend against a magical attack if the player with supernatural strength is holding a metal dumpster to stop the damage.  Particular defense skills are TYPICALLY what is used.

Consider the following passage from 309 in YS:

Quote
The guiding principle for all uses of the rules in this game is that intent precedes mechanics. What this means is that you should always start off by figuring out what the player wants to accomplish, and then determine how to model that using the rules. This might seem like common sense, but it’s easy to get caught in the trap of looking at the various game actions (like attack, block, declaration, maneuver, etc.) as a straightjacket that limits your available options, rather than as a set of tools to express whatever the player wants to try to do.

Many actions map directly to one of the mechanics already, so most of the time this isn’t going to be very hard—a player says, “I want to punch that dude in the face,” and you reply with,“Okay, that’s an attack using Fists, and he’s going to defend with Fists. Roll it.”

Sometimes it isn’t going to be quite so simple, and a player will say something like, “Well, I want to push the table over the landing while he’s charging me, so that he’ll smash into it before he hits me.” You don’t want to refuse the player just because that action doesn’t clearly fall into one of the basic conflict action types (page 197)— especially because that’s a pretty cool move.

In those cases, you’ll have to tease out a more specific intent from the player, which will allow you to make a decision. If the player says, “Yeah, I want to hurt him with the table,” that might be an attack with Might, and the NPC rolls defense normally. If he says, “I just don’t want to get bowled over by the bull charge,” the NPC could get a defense roll with Athletics and you might give the player credit for declaring the table by letting him tag it as a scene aspect. What matters is that you match the mechanics to the player’s intent, not the other way around

Mandating a particular skill as necessary to overcome some sort of attack or block is putting a straightjacket on the enemy, which is just as bad as putting a straightjacket on the attacker.
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 16, 2011, 08:32:06 AM
So then any attack can be resisted by any skill if you can create a rationale for it?  The spell I propose could conceivably be resisted by spells, Discipline, Presence or Conviction.  Does that make it bad/wrong since it isn't using spells, Athletics, Weapons or Fists (with a stunt)?
Title: Re: Spirit Spell
Post by: Drachasor on February 16, 2011, 08:42:04 AM
So then any attack can be resisted by any skill if you can create a rationale for it?  The spell I propose could conceivably be resisted by spells, Discipline, Presence or Conviction.  Does that make it bad/wrong since it isn't using spells, Athletics, Weapons or Fists (with a stunt)?

Yeah, I think it is inherently awful if you make a block which flat-out stops certain actions unless you magically resist with some completely unrelated skill.  THAT IS NOT HOW BLOCKS WORK.  You overcome that with discipline...ok...what do the extra shifts on your roll do?  Nothing?  You aren't moving from your discipline check nor are you attacking with your ax...so how is it blocking that?  What you've done is essentially setup a very complicated compel making it so they can't attack.  If you want to do that, make a maneuver and invoke it, but the guy can buy out or they can make any kind of maneuver they want (which makes sense) to overcome your maneuver.

If you want to stop attacks with a block, then ANY attack can overcome that block.  If you want to stop movement with a block, then ANY that results in movement can overcome that block.  Etc.  That's how blocks work and they work that way for a very good reason.  If you could declare any random skill the resisting skill, then you can cherry pick the skills to be the worst ones the opponent has, thereby making it so they can't do anything.  That's not fair, and more damning, that's not fun.
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 16, 2011, 08:57:50 AM
Sigh. I guess I just don't get it.  I will read the book again and see if I can grok this stuff.

I like FATE but at times it just seems too...obtuse for me.  Every time I think I finally have a handle on something someone explains to me that I am completely wrong and here is why.   Makes me wonder if it just isn't a good game for me.  Or I could just need to get some sleep... ;)
Title: Re: Spirit Spell
Post by: Drachasor on February 16, 2011, 09:03:26 AM
Sigh. I guess I just don't get it.  I will read the book again and see if I can grok this stuff.

I like FATE but at times it just seems too...obtuse for me.  Every time I think I finally have a handle on something someone explains to me that I am completely wrong and here is why.   Makes me wonder if it just isn't a good game for me.  Or I could just need to get some sleep... ;)

It's simple.  You want to block attacks, then you say "this is a block against attacks".  Your result works as a defense roll against any attack the affected target(s) makes.  If you block movement, then likewise it works as a resistance against any attempt to move.  If it blocks maneuvers, then any attempt to make a maneuver will be resisted by the block.  Same with blocking a block or detection.  The roll to attempt the action in all cases has to overcome the strength of the block.  If the block strength is 5, and the person gets a result of 6, then they have just 1 shift of success.

Blocks work against types of actions, and they resist that TYPE of action (move, attack, maneuver, block) no matter how the enemy tries to do it.  I can see making this work in a more limited fashion, such as just resisting moves in one direction or all but one direction, but in any case if the block interferes with a type of action A, then anything that you can use or justify to do A can overcome the block.

It's an important part of the balance that blocks are overcome by what they are attempting to stop.  Otherwise you could make the "Spell of Auditing" which requires they pass an academics check to do anything.  Or if they are good at academics, then make the "Engineering Puzzle of the Mind" spell which requires craftsmanship, etc.  That way lies broken things where the big bad has to have 5+ skills in everything otherwise you pick the one skill he is bad at to stop him.  That's why the rules are written as they are regarding blocks, imho.
Title: Re: Spirit Spell
Post by: UmbraLux on February 16, 2011, 11:32:25 PM
I will read the book again and see if I can grok this stuff.

I like FATE but at times it just seems too...obtuse for me. 
One thing to keep in mind as you reread - FATE in general and DFRPG in particular strive to create a story through game play.  It's not trying to simulate reality or some fantasy take on a world.  The shared narrative / consensus trumps static mechanics.  Hence the 'effects first, mechanics later' approach.

Going back to the basic text on blocks:  Hope that helps.
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 17, 2011, 06:07:25 PM
Quote
Hope that helps.
It does.  Thank you.

I finally get it after reading over the rules again.  I think I was mostly just punch drunk from an abnormally difficult work schedule (deadlines are an evil that even Harry can't beat). 

I guess the best thing for this spell would be to say it is a manuever adds an aspect like "Blind Terror" that can be compelled.  This makes it fairly useless as far as I can tell since I won't have very many Fate points as a Wizard and won't really be able to compel that many targets.  I guess it is pretty good against thugs and the like though since my fellow players could tag the aspect to help themselves out in a variety of ways. 
Title: Re: Spirit Spell
Post by: newtinmpls on February 17, 2011, 06:44:21 PM
"But how would Athletics, Might or Weapons help you with resisting a horrific apparition rushing right at your face like it is about to rip it off while screeching with a soul numbing wail?  I guess I am getting just a bit confused at how open to interpretation these rules really are."

To answer the actual question here; if the person attempts combat, makes "what would normally be contact" and then goes right through, they could be realizeing that the horrific apparitions in question really don't have much in the way of combat skills - at this point they become an annoyance (the block is still doing 'something') but the character is not totally occupied/stopped by them.

dian
Title: Re: Spirit Spell
Post by: crusher_bob on February 18, 2011, 08:34:57 AM
Remember that you can make maneuvers that effect zones as well.  So, in theory, you can place an aspect on everyone in the zone, not just one guy.

It can be a bit cheesy, so think of whether you'll allow it in your game or not.

Example:
Wizard guys gets the drop on 3 thugs, and decides to use a zone wide maneuver.  He's got a base power of 6 for evocation, so he does a power 4, 1 zone maneuver.  Each thug resists the maneuver separately, so you could only effect some of the thugs, but you'd have a free compel against every single thug that failed.

-------------

If you allow this, you should probably let people with really high skills do the same trick.  For example, someone with intimidation 5 takes a -2 on his intimidation result to try to intimidate everyone in the room individually (so they'd each get an intimidated aspect).
Title: Re: Spirit Spell
Post by: Drachasor on February 18, 2011, 11:23:33 AM
Remember that you can make maneuvers that effect zones as well.  So, in theory, you can place an aspect on everyone in the zone, not just one guy.

It can be a bit cheesy, so think of whether you'll allow it in your game or not.

Example:
Wizard guys gets the drop on 3 thugs, and decides to use a zone wide maneuver.  He's got a base power of 6 for evocation, so he does a power 4, 1 zone maneuver.  Each thug resists the maneuver separately, so you could only effect some of the thugs, but you'd have a free compel against every single thug that failed.

-------------

If you allow this, you should probably let people with really high skills do the same trick.  For example, someone with intimidation 5 takes a -2 on his intimidation result to try to intimidate everyone in the room individually (so they'd each get an intimidated aspect).

Hmm, technically there aren't any rules for that.  You can use 2 shifts for blocks to hit all allies in the same zone or 2 shifts on an attack to hit everything in a zone, but maneuvers and counterspells don't have that option.  You can do a maneuver on a scene or the like (as the example, just 3 shifts for strong winds on a whole scene), but it doesn't seem like there is a way, going by the rules, to do it to each target individually.
Title: Re: Spirit Spell
Post by: LokiTM on February 20, 2011, 06:15:10 PM
Quote
I guess the best thing for this spell would be to say it is a manuever adds an aspect like "Blind Terror" that can be compelled.  This makes it fairly useless as far as I can tell since I won't have very many Fate points as a Wizard and won't really be able to compel that many targets.  I guess it is pretty good against thugs and the like though since my fellow players could tag the aspect to help themselves out in a variety of ways. 

Don't forget the free tag to compel. If this was a spray attack to set up the aspect you should be able to compel every one of the affected targets at no additional cost. To continue it you would either spend fate points (if the aspect was sticky) or cast again to continue the effect.
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 21, 2011, 10:02:12 PM
Well since I only have 5 points of effort to deal with I am going with a block against attacks in a zone that can be resisted by whatever skill is being used to attack with. 

•ANIMUS TEMPESTAS (Spirit Storm)
TYPE: Spirit evocation, Block
POWER: 3 +2 for Area
CONTROL: Discipline 3 +1 for Ring and +1 for Spirit Control Specialization
DURATION: One exchange
OPPOSED BY: Attack Skill
EFFECT: Summons local spirits to harrow and harass all targets in an area. Block 3 vs Attack actions in one zone.
Title: Re: Spirit Spell
Post by: Aminar on February 21, 2011, 11:56:24 PM
I see nothing wrong with the spell.  It's beautifully cinematic, and functionally seems effective.  Admittedly I would go with Discipline or Conviction to resist.  From there I would have it put a fog style aspect on the field, essentially giving -2 to spot a person at a cost of 2 power from the block.

As far as a fog effect going away once anybody has resisted it, the rational way to handle that is that a block like this goes away for a the resisting person once they have resisted.  Remember the story is more important and logical breaches due to rules kill stories more than slightly OP spells. 
Title: Re: Spirit Spell
Post by: Drachasor on February 22, 2011, 01:12:31 AM
I see nothing wrong with the spell.  It's beautifully cinematic, and functionally seems effective.  Admittedly I would go with Discipline or Conviction to resist. 

The thing wrong with it is you don't get to choose what the enemy can resist with.  That path leads to brokenness is one really good reason to go with the rules on this.

Another thing to remember is that a block ALWAYS "hits."  They have to overcome the block once you put it up and so it reduces the effectiveness of whatever type of action they are trying to do no matter what (unless somehow the action they want to do is even harder to achieve than overcoming your block).
Title: Re: Spirit Spell
Post by: Aminar on February 22, 2011, 06:13:48 AM
With a DM handling things right that should never happen.  Technically yes the DM should choose what they resist with, but if creating a fear based effect the obvious answers are discipline or conviction.  You always choose what they resist with in a sense.  They resist with something that dodges/blocks the effect.  Dodging fire requires athletics or a shield.  Dodging fear requires willpower or discipline.

Admittedly Blocks always hit, and against weak willed individuals a mental block is a real pain, same as throwing  a physical block against a weak person would be.  That's good use against those opponents, exploiting their weakness so that just throwing a horde of mooks doesn't stop the enemy.  Now throw that same thing at a fetch.  The fear based creature is just going to laugh, it doesn't know fear(likely a tag).  Throw that same spell at John Marcone and he'll make his roll.  Once they break the block it is gone and they continue on with what they do. 


Title: Re: Spirit Spell
Post by: Drachasor on February 22, 2011, 06:21:30 AM
With a DM handling things right that should never happen.  Technically yes the DM should choose what they resist with, but if creating a fear based effect the obvious answers are discipline or conviction.  You always choose what they resist with in a sense.  They resist with something that dodges/blocks the effect.  Dodging fire requires athletics or a shield.  Dodging fear requires willpower or discipline.

So you are saying someone making an attack would roll discipline instead of guns?  How does that even make sense?  Again, blocks aren't resisted, they are OVERCOME.  Blocks work like a defensive roll and don't make sense as an attack.

Again, it is broken as hell if you make some house rule to allow this in some manner.  The wizard can completely disable anyone in the entire game doing this as long as they know a weak skill or two that person possesses.  It is pretty easy to have an arsenal of block ideas.
Title: Re: Spirit Spell
Post by: Aminar on February 22, 2011, 06:41:13 AM
Make them roll both, Discipline to act and Guns to attack.  Gain the right to attack against this fear effect.  It's well within the scope of what the game wants (to tell an interesting story).  The spell is a block that is resisted, a mental block instead of a physical one.  It's like an evocation illusion. 
Veils are described as blocks on sight within RAW.  Would you roll guns to see through a veil?  Nope, you would roll alertness to spot them and then roll your attack.  Same idea.
Title: Re: Spirit Spell
Post by: UmbraLux on February 22, 2011, 06:47:07 AM
Make them roll both, Discipline to act and Guns to attack.  Gain the right to attack against this fear effect.  It's well within the scope of what the game wants (to tell an interesting story).  The spell is a block that is resisted, a mental block instead of a physical one.  It's like an evocation illusion. 
Veils are described as blocks on sight within RAW.  Would you roll guns to see through a veil?  Nope, you would roll alertness to spot them and then roll your attack.  Same idea.
Remember, you block action types (blocks & armor) or perception (veils).  You're generally not blocking methods or specific skills unless your block trappings limit its effects.
Title: Re: Spirit Spell
Post by: Aminar on February 22, 2011, 06:58:42 AM
But it can easily function the same way as blocking perception.  It fits flavor wise, functions nigh on identically to a RAW example but with a different skill, and isn't really broken given these facts.  Especially given that the character is doing this out of flavor motivations.  In that sense it is really awesome.  I'd love it if my players were that creative...  granted I require justifications and personality reasons for any spell.  My non-offensive wizard uses mental blocks against moving on supernaturally strong foes frequently.  He has yet to break anything doing so. (granted my average roll of -2 breaks the campaign a bit, but that is just my DM dice.) 
I guess this is one more flavor over function argument although I would argue it is RAW, just not specifically mentioned.  And filled with Flavor, which strikes me as the name of the game here.  And I would say that once the type of block is resisted it can't just be put back up again the same way.  They have overcome their fear of ghosts for the scene kind of thing...  But that is once again a flavor call.
Title: Re: Spirit Spell
Post by: UmbraLux on February 22, 2011, 07:08:17 AM
But it can easily function the same way as blocking perception.  It fits flavor wise, functions nigh on identically to a RAW example but with a different skill, and isn't really broken given these facts.  Especially given that the character is doing this out of flavor motivations.  In that sense it is really awesome.
I agree.  That's where the trappings limitation comes in.  Just not sure you've considered the ramifications...

I can make a damage block which only shooting can break because my trappings are an air block which only stops extremely high speed objects.  The ramifications are simple - it's not going to block damage at all from someone's fist, sword, or thrown knife.  They completely bypass the block since they don't meet the 'extremely high speed' criteria.  To look at it another way, you've given the block a catch in order to limit what can break it...
Title: Re: Spirit Spell
Post by: Aminar on February 22, 2011, 07:15:59 AM
Nah, I understand the ramifications pretty well, anything with low Discipline/conviction is screwed, like anything with low alertness is screwed by a good veil.  And frankly the party is likely not always comfortable with this.  Plus it looks suspiciously like necromancy...  Mightn't the white council care.  Same as my wizards mental blocks functionally breaking the 4th(?) law on regular people and not doing jack against things that don't take to being controlled(non-minion types) limit them.  Basically if I need something to resist a problem a player causes I find a way to limit it while not screwing the character over. 
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 22, 2011, 07:56:04 AM
Quote
Plus it looks suspiciously like necromancy...  Mightn't the white council care.  Same as my wizards mental blocks functionally breaking the 4th(?) law on regular people and not doing jack against things that don't take to being controlled(non-minion types) limit them.

Well I don't see it as Necromancy at all given that it isn't just ghosts attacking but spirits. And it doesn't break the Fifth Law thanks to the nature of ghosts themselves; ghosts aren’t actual dead people—they’re the supernatural “echoes” of the dead.

My character has the Ghost Talker ability from the book but that doesn't limit him to dealing with just ghosts.  It includes all kinds of spirits.  I see this spell as him getting those spirit's attention and getting them to manifest against an area causing havoc and confusion but no real damage.

Title: Re: Spirit Spell
Post by: Aminar on February 22, 2011, 08:18:04 AM
I used looks like for a reason...  Wardens can be jumpy about these.  It most definitely doesn't break the 5th law, but it might raise suspicion for a while.
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 22, 2011, 05:04:36 PM
I used looks like for a reason...  Wardens can be jumpy about these.  It most definitely doesn't break the 5th law, but it might raise suspicion for a while.

Yeah good point.  One of the storylines for my Warden is that he was a rather bad boy in his youth running with criminals and con artists and the like.  After nearly destroying his entire family when trying to rob his dad's vault (his dad is now in a coma and his sister was nearly sacrificed by a Denarrian) he had an epiphany and is now trying to walk the straight path and become a Warden himself.  His Trouble is that he is the Usual Suspect.  So your point about it raising suspicion plays to that nicely. 
Title: Re: Spirit Spell
Post by: Drachasor on February 23, 2011, 07:40:51 AM
Make them roll both, Discipline to act and Guns to attack.  Gain the right to attack against this fear effect.  It's well within the scope of what the game wants (to tell an interesting story).  The spell is a block that is resisted, a mental block instead of a physical one.  It's like an evocation illusion. 
Veils are described as blocks on sight within RAW.  Would you roll guns to see through a veil?  Nope, you would roll alertness to spot them and then roll your attack.  Same idea.

Look up the rules on hiding (stealth and altertness skills).  A veil against sight is just letting you hide for all intents and purposes.  If you get your attack off, everyone knows where you are because at that point you don't NEED alertness to spot people participating in combat.  Now, you might say your block against enemy attacks is being hard to see, in which case it works like any other kind of blocks.  People roll their attack against it to hit you.  Your interpretation of how veils work in combat has no backing in the rules (and would likewise ALSO be horribly broken if implemented).  Heck, this is even backed up in the books with Shagnasty who had great veils.  And Molly who also has really good veils can't stay hidden in combat unless she isn't participating in the combat (e.g. not attacking).

This isn't about "telling an interesting story" that can be done with blocking working as written.  This is about game balance, which this idea would wreck.  Wizards are already extremely powerful in the game; there's no need to make them ridiculously powerful and able to shut down anyone with an evocation that breaks the rules and makes the target have to success with an arbitrary skill decided by the evoker before they can do anything.
Title: Re: Spirit Spell
Post by: bitterpill on February 23, 2011, 07:43:21 AM
Can veils be used instead of stealth for an ambushing roll?
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 23, 2011, 08:16:57 AM
Look up the rules on hiding (stealth and altertness skills).  A veil against sight is just letting you hide for all intents and purposes.  If you get your attack off, everyone knows where you are because at that point you don't NEED alertness to spot people participating in combat.  Now, you might say your block against enemy attacks is being hard to see, in which case it works like any other kind of blocks.  People roll their attack against it to hit you.  Your interpretation of how veils work in combat has no backing in the rules (and would likewise ALSO be horribly broken if implemented).  Heck, this is even backed up in the books with Shagnasty who had great veils.  And Molly who also has really good veils can't stay hidden in combat unless she isn't participating in the combat (e.g. not attacking).

This isn't about "telling an interesting story" that can be done with blocking working as written.  This is about game balance, which this idea would wreck.  Wizards are already extremely powerful in the game; there's no need to make them ridiculously powerful and able to shut down anyone with an evocation that breaks the rules and makes the target have to success with an arbitrary skill decided by the evoker before they can do anything.

I already conceded your point and endured you essentially saying I was gaming the system like some kind of power gamer.  I realized you were right about how to use zone blocks and I said so.  So please quit telling me that my spell idea would wreck a game.  I proposed it as a interesting point of flavor for a character who deals in spirits.  Maybe I am just being a bit cranky and misreading your posts but I would really appreciate it if you would stop acting as if you are the only one who is right in these discussions and telling me how I can't do things without ruining the game and maybe instead give me an idea or two on how I can go about making this work.

And another thing; you seem to be morally opposed to idea of using an "arbitrary skill" as you call it to resist a spell.  Yet Earth Stomp on page 293 specifies it is resisted by Might.  On the same page Entanglement states it is opposed by a target's Athletics.  In fact most of the spells listed on page 293 on have an "Opposed By:" listing in their write up.  Admittedly most of them are resisted by Athletics but this suggests that a caster may indeed specify what skill is used to resist a spell based on its context.  If this was not true then why would they have that listing in the spell write ups? 
Title: Re: Spirit Spell
Post by: Drachasor on February 23, 2011, 08:38:49 AM
I already conceded your point and endured you essentially saying I was gaming the system like some kind of power gamer.  I realized you were right about how to use zone blocks and I said so.  So please quit telling me that my spell idea would wreck a game.  I proposed it as a interesting point of flavor for a character who deals in spirits.  Maybe I am just being a bit cranky and misreading your posts but I would really appreciate it if you would stop acting as if you are the only one who is right in these discussions and telling me how I can't do things without ruining the game and maybe instead give me an idea or two on how I can go about making this work.

I am saying it heavily favors power gamers -- which either leads to power gamers being too powerful or the rules being kind of up to GM whim depending on how often you use them.  I never said you were a power gamer (not that there's anything wrong with that, don't confuse "power gamer" and munchkin, and I didn't accuse you of the latter either).  I am also saying you were misunderstanding the veil rules.

And I've already said how to make it work.  Just use the standard block rules.  There ya go.  People highly trained in weapons, for instance, can have their training overcome the fear (though it would still reduce their effectiveness).  It does make sense when you think about it.

And another thing; you seem to be morally opposed to idea of using an "arbitrary skill" as you call it to resist a spell.  Yet Earth Stomp on page 293 specifies it is resisted by Might.  On the same page Entanglement states it is opposed by a target's Athletics.  In fact most of the spells listed on page 293 on have an "Opposed By:" listing in their write up.  Admittedly most of them are resisted by Athletics but this suggests that a caster may indeed specify what skill is used to resist a spell based on its context.  If this was not true then why would they have that listing in the spell write ups?  

Yeah, I don't think Earth Stomp would be very balanced as written, unless you could also dodge it.  Frankly, I don't understand how it wouldn't be dodgeable.  The problem with a spell like that is that if you let such a thing in, then a player is can just make bunch of things with odd things to resist.  Might for guys without strength powers, Discipline for people without strong minds, etc, etc.  At that point they are hit their enemies no matter what.  It also means that any big bad the GM creates is going to have to be ridiculously designed to avoid this stuff (and probably they'll all have to be wizards or practitioners of some sort for blocking spells).  It also isn't good for the players if the GM uses a lot of stuff like this since pure mortals and non-casters get unfairly hampered.

Frankly, spells and other attacks should pretty much always be opposable by standard methods (athletics) and if the player can justify something thematically appropriate then that too.  That's how the rules are written, Earth Stomp seems to be the odd duck out in this regard (and again, not being able to dodge it doesn't make a lot of sense).  To be fair, there are other things in the spell and magic item section that are a bit questionable in their balance, especially if you generalize their non-standard mechanics.

To be pedantic, the rules on evocation attacks:
Quote
The Discipline roll to control an attack spell also counts as the attack roll; to avoid the spell, the target can roll a defense roll as per the usual options from Playing the Game (page 200).

Now, page 200 doesn't go into a lot of detail, but it does say Athletics is the catch-all defense.

I mean, if this was Eldritch Ass-kicking, I don't think it would matter, but since there are people that aren't wizards then this sort of thing matters a lot.
Title: Re: Spirit Spell
Post by: Drachasor on February 23, 2011, 08:47:45 AM
Can veils be used instead of stealth for an ambushing roll?

You hide badly because you have no hide skill.  You have a veil up.  They try to detect you and fail because of the veil.  Ambush away!

Note that there are no rules for staying hidden after you attack.  Well, you could potentially attack one round, hide the next, attack one round, hide the next.  If they never pierce the veil, that would work.  They'd have a chance to hit you so it doesn't help you that much.
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 23, 2011, 08:56:39 AM
Quote
And I've already said how to make it work.  Just use the standard block rules.  There ya go.  People highly trained in weapons, for instance, can have their training overcome the fear (though it would still reduce their effectiveness).  It does make sense when you think about it

You are right.  You did suggest how to make it work.  I apologize for suggesting otherwise. 

Quote
Yeah, I don't think Earth Stomp would be very balanced as written, unless you could also dodge it.  Frankly, I don't understand how it wouldn't be dodgeable.  The problem with a spell like that is that if you let such a thing in, then a player is can just make bunch of things with odd things to resist. 

OK.  So in your opinion it should be resisted by Athletics as well but that isn't as written. 

I think the best way to prevent the problem you are suggesting is to play with a mature group of players who wouldn't try to take advantage of the system too much by making crazy spells that target Scholarship or whatever.  Also it would be important to have a GM who is confident enough to resist them if they try it. In my original proposal I picked Discipline because it makes complete sense given the context.  However, I agree that having the confidence that comes with training with a weapon could provide resistance too. So I will go with the second version of the spell which is a zone block against attacks that can be resisted by whatever skill the target is attacking with.
Title: Re: Spirit Spell
Post by: Drachasor on February 23, 2011, 09:13:05 AM
I think the best way to prevent the problem you are suggesting is to play with a mature group of players who wouldn't try to take advantage of the system too much by making crazy spells that target Scholarship or whatever.  Also it would be important to have a GM who is confident enough to resist them if they try it. In my original proposal I picked Discipline because it makes complete sense given the context.  However, I agree that having the confidence that comes with training with a weapon could provide resistance too. So I will go with the second version of the spell which is a zone block against attacks that can be resisted by whatever skill the target is attacking with.

Let's say you only allow people to resist with...
Alertness, Athletics, Conviction (act of faith), discipline, empathy, endurance, fists, might, rapport, weapons, and maybe 1 or 2 other skills.

In a way this is even more problematic than any skill.  With any skill being a potential defense, you really can't effectively defend, so you just pick whatever you like and the traditional defenses.  With a select group like the above, you have now placed undo weight on those skills.  Major Villains will need to be decent in all of them or they'll get struck with a lame attack they don't defend against well.  Non-casters will just be at a major disadvantage against casters since they can't put up a Block.  It would really kind of suck.  The nice thing about a small number of defensive skills except for very, very rare things is that it leaves the players with a lot of room to express their character without feeling penalized by the mechanics.  Same with the GM and expressing an NPC.  I'm not against this sort of thing because I'm against spell creativity, but rather because I think it would damage a more fundamental creativity.  Sure, everyone could put little straight-jackets on themselves and artificially restrict what spells characters use, but I don't think that's a very satisfying way to go for most groups.

That's why I tend to think the way that's more in the spirit of the rules (especially given the GM advice) is to use the default defenses, but if you can come up with something else to overcome an effect or defend then that's ok to use too.  So Morgan's Earth spell cast on your Hercules-clone might prompt the player to go "Grargh, Hercules scoffs at the moving earth!  I overpower it with my great strength!", and the GM might respond "sound good, roll might".  Maybe against your fear spell someone might say "I don't believe this is real, I want to overcome this with my mind!" and the GM might let them counter the ability (kind of like a non-magical counterspell) using discipline.  That encourages creativity but doesn't, imho, risk damaging the game at all.

I'll grant I tend to be pretty certain of my opinion a lot of the time.  Unsurprisingly, perhaps, I do think I am right here.  It might not be a problem in every game allowing this, but I think in a general sense it is problematic.  Kind of like how 3E D&D Clerics aren't overwhelming powerhouses with every group, but the rules certainly allow a cleric to be such a powerhouse.*

*Hence the 3.XE term CoDzilla (Cleric or Druid - zilla).
Title: Re: Spirit Spell
Post by: bitterpill on February 23, 2011, 09:22:04 AM
Major NPC all ready need to be good at Discipline (Mind Hacks), Athletics (Most Things) and Endurance (Area of Effect) to stand a chance against a well balanced party. It does make sense that somethings can only be defended against by some things but for most types of block or grapple then number of relevant skills for blocking is at least 4 so go with narrative logic for what and how a NPC can block against an effect. That being said there is a definate advantage of going mental over physical because of the Speed and Strength Powers.   
Title: Re: Spirit Spell
Post by: zenten on February 23, 2011, 03:32:01 PM
You hide badly because you have no hide skill.  You have a veil up.  They try to detect you and fail because of the veil.  Ambush away!

Note that there are no rules for staying hidden after you attack.  Well, you could potentially attack one round, hide the next, attack one round, hide the next.  If they never pierce the veil, that would work.  They'd have a chance to hit you so it doesn't help you that much.

In my game I handle someone being under someone else's veil (we have a changeling with Glamour) as being a manouver with the "invisible" aspect, which can be tagged once.  They don't get to have an ambush for free though, but they can use that aspect for the ambush, and it's valid for non-zone wide attacks even if the veil is pierced (like getting shot at), since it covers more space than just the PCs.
Title: Re: Spirit Spell
Post by: Kommisar on February 23, 2011, 03:47:57 PM
The best way, IMHO, to work out what defenses are allowed against any given attack is to let the players propose what they should be able to defend with and why.  I let my players make their case as to why, in this case, Empathy would allow them to defend against, say, gun fire.  If I think it is a good argument and makes sense in a specific case, I allow it.

Otherwise, if you allow someone to craft a spell or effect that can only be blocked/defended against a specific skill or list of skills, then you completely lose the ability to allow the specific circumstances of a given scene or encounter to play a part.  You lose a level of flexibility.

Take my example with using Empathy or Rapport to defend against gun fire.  Normally, I would not allow it.  But, if the attacker was being unwillingly controlled by a warlock using mind magic to attack people he knows then I can see it being very appropriate as an expression of his strong feelings for that person pulling against the warlock's control.

 I think that you could build a spell and come up with what you and your GM feel should be the allowed default defenses against it.  Just don't etch it in stone.
Title: Re: Spirit Spell
Post by: HumAnnoyd on February 23, 2011, 04:30:46 PM
I am not saying that because I listed Discipline as a skill used to resist this spell that it would be the ONLY one allowed.  In fact throughout this thread there have been cases made for using a variety of skills to resist this spell.  I have noted that.  Flexibility maintained.

But the question remains:  if a spell should be resisted by any skill then why is there a listing for "Resisted By:" in each spell in the book?  Drachasor made it seem as if I was breaking the entire game because he believes that a player has no RIGHT providing an "arbitrary skill" for a spell to be resisted by.  I disagree and see it as something that should be dealt with based on the context of the spell and the rationale of the character who is resisting. Just because Discipline is listed doesn't mean that there aren't other options.

One thing that seems odd to me is that Drachasor suggests a player would come up with spells that would attack a character's lowest skill over and over again.  But how would the player know what skill that would be? Just because a thug comes at a character with a submachinegun doesn't mean he doesn't have a high Discipline and is automatically susceptible to the spell. GMs are not obligated to show the players a NPCs character sheet so I don't see it as a problem.