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The Dresden Files => DFRPG => Topic started by: gojj on July 14, 2014, 10:36:28 PM

Title: Skill Replacements?
Post by: gojj on July 14, 2014, 10:36:28 PM
I don't see any mention of them in YS but a quick search shows a lot of players using them.
Title: Re: Skill Replacements?
Post by: Sanctaphrax on July 14, 2014, 10:44:24 PM
One of the standard methods of calculating thaumaturgy complexity is to think about what roll you'd need to accomplish the same result with a skill. People around here sometimes call a ritual that's closely analogous to a skill roll a "skill replacement" ritual.

Is that what you're asking about?
Title: Re: Skill Replacements?
Post by: Haru on July 14, 2014, 11:02:10 PM
It's the colloquial term for the "Solve Improbable or Impossible Problems" option of Thaumaturgy (YS263). You basically determine what you would have to do if you were using a skill to solve the problem, and then use the ritual instead. Sometimes the skill you would use is not really possible to use, but the magic can bridge that gap, and often safe you some time in the process.
Title: Re: Skill Replacements?
Post by: gojj on July 14, 2014, 11:05:32 PM
I should have been more clear.

One of my players wants to cast a spell that would effectively make his Rapport 6, and then use the increased rapport skill for a social attack, not sure if I should allow it or not.
Title: Re: Skill Replacements?
Post by: Haru on July 14, 2014, 11:28:42 PM
That's not how it works, no. If it is in the middle of a conflict, he could only use evocation, anyway, so if he doesn't have evothaum, skill replacement is out of the question.

A skill replacement spell doesn't actually replace your skill, it solves a problem with magic that would have required you to use another skill.

The best solution to your problem is probably to make a maneuver spell, that somehow lets the character appear more appealing, and then tag that aspect on a subsequent rapport roll.
Title: Re: Skill Replacements?
Post by: gojj on July 15, 2014, 12:00:43 AM
Ok, thanks. I thought a maneuver seemed more appropriate too, just wanted to see if there was some common house rule that I did not know about.
Title: Re: Skill Replacements?
Post by: Taran on July 15, 2014, 02:28:05 AM
That's not how it works, no. If it is in the middle of a conflict, he could only use evocation, anyway, so if he doesn't have evothaum, skill replacement is out of the question.

Not totally true!

I allow social enchanted items.

But they follow the same rules as combat items:  maneuver/block/attack.

So I'd allow a Rapport 6 social attack.  It's a 1-shot item that uses charges.  It only works for 1 attack (not a whole scene).

If he wants to defend, he has to make a Rapport Block item. (which is a separate item than the attack item)

I slot items like that into the "divination" category.  You get a glimpse of what kind of counter-argument to make, or an instantaneous spark of inspiration.

I don't allow attack items with a weapon value, even though you can do that with physical combat items.  So they are all 'skill replacement' and have a weapon value of 0.  This is specifically because Divination is Thaumaturgy and thaum attacks don't have a weapon value.
Title: Re: Skill Replacements?
Post by: Arcane on July 15, 2014, 04:58:42 AM
Not totally true!

I allow social enchanted items.

But they follow the same rules as combat items:  maneuver/block/attack.

So I'd allow a Rapport 6 social attack.  It's a 1-shot item that uses charges.  It only works for 1 attack (not a whole scene).

If he wants to defend, he has to make a Rapport Block item. (which is a separate item than the attack item)

I slot items like that into the "divination" category.  You get a glimpse of what kind of counter-argument to make, or an instantaneous spark of inspiration.

I don't allow attack items with a weapon value, even though you can do that with physical combat items.  So they are all 'skill replacement' and have a weapon value of 0.  This is specifically because Divination is Thaumaturgy and thaum attacks don't have a weapon value.

Would you ever allow social enchanted items with a Weapon rating if someone could make a good argument that it works via a principle other than divination?  Like for example waving around an enchanted badge that makes your words have more impact because it has the weight of lawful authority behind it?
Title: Re: Skill Replacements?
Post by: Blk4ce on July 15, 2014, 06:36:07 AM
Social items?!?

I'm seeing you in whole new light, Taran.
Title: Re: Skill Replacements?
Post by: Taran on July 15, 2014, 11:48:16 AM
Would you ever allow social enchanted items with a Weapon rating if someone could make a good argument that it works via a principle other than divination?  Like for example waving around an enchanted badge that makes your words have more impact because it has the weight of lawful authority behind it?

That sounds like a presense or intimidate skill replacement item and not a Weaponized attack.  What kind of magic would that be? 

Weaponized attacks generally need a targeting skill.  How would you target a social attack?  Rapport? How would your rapport deliver the 'damage'?  In any case, I would never allow weoponized attacks in my game

It's a slippery slope.  Skill replacement I allow.  In practice, it's worked well in a defensive capacity.  I could see a crafter owning a social combat if they have lots of slots/uses but considering the investment, I'm allowing it.  It's probably not everyone's cup of tea.
Title: Re: Skill Replacements?
Post by: Cadd on July 15, 2014, 03:51:23 PM
Along these lines - would you consider this item legal? It's designed for a spellcaster that has lately run into a few scrapes where overt magic was inappropriate but haven't been able to dedicate the time to actually become competent in hand-to-hand combat.

Heat-seeking Ring
A ring that helps not with the force of the punch, but with landing it in the first place.
Effect: Physical attack against a single opponent in melee (i.e. same zone), weapon 0. Accuracy 5 (my base effect strength).

Open to compelling if there are strong heat sources near the target, or when the target is actually not much warmer then the ambient temperature (using this against for example a BCV would be a horrendously Bad IdeaTM)
Title: Re: Skill Replacements?
Post by: gojj on July 15, 2014, 04:21:11 PM
My player would like me to point out that he does have evothaum, but I still don't think you can simply cast a spell to make Skill = X. This would seem to defeat the purpose for taking any skills other than Conviction, Discipline, and Lore. Anyone disagree?
Title: Re: Skill Replacements?
Post by: narphoenix on July 15, 2014, 04:23:55 PM
My player would like me to point out that he does have evothaum, but I still don't think you can simply cast a spell to make Skill = X. This would seem to defeat the purpose for taking any skills other than Conviction, Discipline, and Lore. Anyone disagree?

Like everyone's been saying. You can do it once per spell (like cast a "I'm super charming" evothaum to make your effective Rapport +6 for a social attack), you can use spells to maneuver, but you can't permanently replace skills. If your player continues to try being a power gaming weasel, feel free to mention that you are the GM and therefore he is subject to your whims. If he doesn't like it, he can GTFO.
Title: Re: Skill Replacements?
Post by: Haru on July 15, 2014, 04:36:06 PM
Hmm, I just thought of a way to replace a skill, at least for a little while. It's definitely a ritual though, so it'll take some time.

First, we want to slap on a power, so we need to take ourselves out: 5 shfits.
We want the skill to be at a value of 6, so let's put 6 shifts into the spell for.
Next, we need an ingredient that fits the skill. In the case of Rapport, maybe hair of a siren or a succubus would work nicely. We'll use the free tag on the aspect to power the temporary power.

So that would make it an 11 shift ritual, and you'd need parts of something that would boost your rapport. As a temporary power, we'll take "mimic ability", and use the 1 mimic point for a 6 shift rapport skill.

If you want to do this more often, just purchase the mimic ability power and call it "magical abilities". Treat the skills you use that way as magically enhanced, so they might not work all the time and may be prone to compels or working in weird ways.
Title: Re: Skill Replacements?
Post by: gojj on July 15, 2014, 04:42:08 PM
If your player continues to try being a power gaming weasel, feel free to mention that you are the GM and therefore he is subject to your whims. If he doesn't like it, he can GTFO.
Whoah, what's with the name calling?

He's not trying to permanently replace it, but I get the impression he expects the +6 rapport to last for multiple exchanges.


The main reason I am hesitant for this kind of skill replacement (or even social social items) is that it allows the already ridiculously versatile magic users to step into the limelight even more. There is no way a Pure Mortal completely devoted to social combat can compete with a wizard with even just a few focus items if this kind of skill replacement is allowed.
Title: Re: Skill Replacements?
Post by: Haru on July 15, 2014, 04:59:11 PM
The main reason I am hesitant for this kind of skill replacement (or even social social items) is that it allows the already ridiculously versatile magic users to step into the limelight even more. There is no way a Pure Mortal completely devoted to social combat can compete with a wizard with even just a few focus items if this kind of skill replacement is allowed.
Remember that the wizard is dedicating a lot of his wizardry resources to this, so he is specializing just as much as the pure mortal is. And then there's always the fact that he's using magic, so if he is trying to use it on a sidhe, for example, it's just not going to have any effect, and the pure mortal charmer is going to have a much better time dealing with them.

If it's about player characters stealing the spotlight, I think it is important to look outside of the rules and talk with each other. That starts at character creation, where people try to not create characters with overlapping specialties, and continues when things overlap to let one have the scene and the other stepping back, and later it will be the other way around.
Title: Re: Skill Replacements?
Post by: narphoenix on July 15, 2014, 05:01:52 PM
Whoah, what's with the name calling?

In retrospect, I probably shouldn't have said that. I didn't think it was super insulting because Jim has called himself that on multiple occasions.

Quote
He's not trying to permanently replace it, but I get the impression he expects the +6 rapport to last for multiple exchanges.


The main reason I am hesitant for this kind of skill replacement (or even social social items) is that it allows the already ridiculously versatile magic users to step into the limelight even more. There is no way a Pure Mortal completely devoted to social combat can compete with a wizard with even just a few focus items if this kind of skill replacement is allowed.

On one hand, you could put extra shifts into duration to manage the multi exchange skill replacement. On the other, you have a point about wizards already being ridiculously versatile.
Title: Re: Skill Replacements?
Post by: Taran on July 15, 2014, 05:58:37 PM
@gojj

He has evothaum?  What kind?  It's relevant.  Seelie and Unseelie doesn't let you cast divination at the speed and methods of evocation.

Soul-fire might since it's about speaking in tongues and evangelizing.

Also, the act of casting a spell in a social situation might just ruin what he's trying to accomplish. 

Skill replacement is more than just mechanics, "I replace skill 'x' with Lore/Conviction".  The spell has to make sense.  What kind of magic is it?  This will also let you judge whether or not a particular sponsored magic is appropriate.

I'm going to make a list of what I think is appropriate for each skill...mostly as an exercise.

@Haru:
I don't think taking yourself out is necessary.  Although, it might depend on the spell.  IMO, that might just be adding shift/complexity for no reason.  Harry doesn't take himself out to do his tracking spell and a tracking spell is just a survival/investigation skill replacement spell.
Title: Re: Skill Replacements?
Post by: Haru on July 15, 2014, 06:08:49 PM
@Haru:
I don't think taking yourself out is necessary.  Although, it might depend on the spell.  IMO, that might just be adding shift/complexity for no reason.  Harry doesn't take himself out to do his tracking spell and a tracking spell is just a survival/investigation skill replacement spell.
I'm talking about taking a skill replacement for a scene, which feels like a temporary power to me, so I modeled it like that. To achieve a single goal, I'd do a normal ritual.
Title: Re: Skill Replacements?
Post by: Taran on July 15, 2014, 06:09:58 PM
Ah, o.k.  That makes sense, then.
Title: Re: Skill Replacements?
Post by: Taran on July 15, 2014, 06:18:11 PM
Here's a WIP of what I see for the various skills.  It's not exhaustive and much is left up to specific situations and interpretation.

(click to show/hide)

Title: Re: Skill Replacements?
Post by: Llayne on July 15, 2014, 06:45:05 PM
Solve Improbable or Impossible problems... first you need to address what the problem is. I don't see this as "I'm socially incapable, so I want to boost my social skills" I see it as "I want to manipulate this guy into agreeing with me." The goal isn't to raise you skill so you can do what you want with it, the goal is to accomplish X by temporarily increasing/replacing your effective skill.

The Duration and Enhanced Evocation section on 265/266 says that thaumaturgic spells that inflict consequences or temporary aspects on living targets don't have a base duration of "until sunrise." They don't have an intrinsic duration, they happen and they are done. The effect they caused might last just like a normal consequence or temporary aspect.
Title: Re: Skill Replacements?
Post by: Taran on July 15, 2014, 07:00:10 PM
Solve Improbable or Impossible problems... first you need to address what the problem is. I don't see this as "I'm socially incapable, so I want to boost my social skills" I see it as "I want to manipulate this guy into agreeing with me." The goal isn't to raise you skill so you can do what you want with it, the goal is to accomplish X by temporarily increasing/replacing your effective skill.

The Duration and Enhanced Evocation section on 265/266 says that thaumaturgic spells that inflict consequences or temporary aspects on living targets don't have a base duration of "until sunrise." They don't have an intrinsic duration, they happen and they are done. The effect they caused might last just like a normal consequence or temporary aspect.

Disclaimer: I think I'm agreeing with you, Llayne.  It makes sense to me, assuming I'm interpreting what you're saying:

"I want to manipulate this guy into agreeing with me."  is pretty broad.  It could be as short as a singular Lie or as long as an entire social combat.

As far as I'm concerned, if you want to win a social combat with a ritual, you need to put enough shifts in to it to fill all his consequences, assuming a perfect +4 roll and assuming he has a max defense.  That's how 'heart explosion' spells work.  That's, generally, how you 'take someone out' in a combat.

The improbably/impossible problem has a set Difficulty, usually.  You get one shot at it and if you don't put enough shifts in to it, the spell fails.

So, putting 5 shifts in to a skill replacement spell is not good enough to win a social conflict.  It may be good to get a single lie or compliment in.  That's it.  I wouldn't allow you to re-use the same 5 shift skill-replacement spell over and over again for an entire scene.

If your goal (or problem) is to pass off a single lie, than a 5 shift spell *might* be enough.  If your goal is to win a social conflict, you're likely to fail with 5 shifts.

Title: Re: Skill Replacements?
Post by: Llayne on July 15, 2014, 07:10:26 PM
That's what I was thinking. Yeah, my goal was probably too broadly worded, I was simply thinking of applying an aspect in my example.
Title: Re: Skill Replacements?
Post by: Sanctaphrax on July 15, 2014, 11:43:57 PM
On one hand, you could put extra shifts into duration to manage the multi exchange skill replacement.

Nope. A standard skill replacement ritual replaces a roll, it doesn't actually increase a skill.

For example, you could call up a demon that tells you the boiling point of mercury instead of making a Scholarship roll. But adding duration to the spell won't let you have an effectively-higher Scholarship for the whole duration. (You could create a bunch of DEMONIC KNOWLEDGE Aspects though.)

Hmm, I just thought of a way to replace a skill, at least for a little while. It's definitely a ritual though, so it'll take some time.

First, we want to slap on a power, so we need to take ourselves out: 5 shfits.
We want the skill to be at a value of 6, so let's put 6 shifts into the spell for.
Next, we need an ingredient that fits the skill. In the case of Rapport, maybe hair of a siren or a succubus would work nicely. We'll use the free tag on the aspect to power the temporary power.

So that would make it an 11 shift ritual, and you'd need parts of something that would boost your rapport. As a temporary power, we'll take "mimic ability", and use the 1 mimic point for a 6 shift rapport skill.

If you want to do this more often, just purchase the mimic ability power and call it "magical abilities". Treat the skills you use that way as magically enhanced, so they might not work all the time and may be prone to compels or working in weird ways.

I wouldn't recommend using Mimic Abilities as a precedent. But the idea of treating it a bit like a temporary Power seems sound to me. I'd probably charge 1 FP for every 2 skill points.
Title: Re: Skill Replacements?
Post by: Haru on July 16, 2014, 12:36:08 AM
I wouldn't recommend using Mimic Abilities as a precedent. But the idea of treating it a bit like a temporary Power seems sound to me. I'd probably charge 1 FP for every 2 skill points.
I like mimic ability, but I can see where YMMV. 1 FP for every 2 skill points feels a bit expensive.
Title: Re: Skill Replacements?
Post by: toturi on July 16, 2014, 03:20:20 AM
In retrospect, I probably shouldn't have said that. I didn't think it was super insulting because Jim has called himself that on multiple occasions.

On one hand, you could put extra shifts into duration to manage the multi exchange skill replacement. On the other, you have a point about wizards already being ridiculously versatile.
As an elder used to tell me, "it is fine that Jesus did it, but you ain't Jesus, boy".

In fact, I think most people on this board are a little too quick to label someone else as "powergaming" and a little too free with using "munchkin" or "powergamer" as derogatory labels.

I think as long as the player is following the rules, he cast the spell, uses extra shifts for duration, it is fine. If he is using it in a fluid situation, even if it is social "combat", he needs to use Evocation or Evothaum to do it and take stress for it.

Nope. A standard skill replacement ritual replaces a roll, it doesn't actually increase a skill.

For example, you could call up a demon that tells you the boiling point of mercury instead of making a Scholarship roll. But adding duration to the spell won't let you have an effectively-higher Scholarship for the whole duration. (You could create a bunch of DEMONIC KNOWLEDGE Aspects though.)
May I know how you are getting this? My impression is that you can have effectively higher Scholarship for the whole duration.
Title: Re: Skill Replacements?
Post by: Sanctaphrax on July 16, 2014, 03:46:53 AM
Skill replacement spells are usually modelled as simple actions. You cast an 8-shift spell, you can do a thing that would normally take an 8-shift skill roll. No matter how much duration you add you're still just replacing one roll.

That being said, adding a bunch of duration might let you do your thing for a long time. Which is kinda like having an effectively higher skill for that time. Like, you could use one spell to carry a boulder for eight hours. Or maybe you could have that demon give you the benefits of a high "know chemistry" roll for a week. Really depends on what you interpret as a simple action.

But if you want to really replace a skill, you'll have to use a different method of calculating costs. Haru's temporary Power suggestion sounds like a good one to me. Speaking of which...

I like mimic ability, but I can see where YMMV. 1 FP for every 2 skill points feels a bit expensive.

I mostly like it too, but using it as a guide for making other Powers is iffy. The fact that you have to actually eat someone is a pretty critical balancing element. And even standard Mimic Abilities could get broken, if someone were to collect skills and hold onto them for session after session. Once you're done with the difficult and icky eating part, 1 Refresh for an above-cap skill is just ridiculously efficient.

And yeah, it might be too much. Maybe 1 FP for every 3 skill points?
Title: Re: Skill Replacements?
Post by: Llayne on July 16, 2014, 04:20:32 AM
Quote
I think as long as the player is following the rules, he cast the spell, uses extra shifts for duration, it is fine. If he is using it in a fluid situation, even if it is social "combat", he needs to use Evocation or Evothaum to do it and take stress for it.

Except at that point it's no longer a simple action, its an Attack, Maneuver, etc... which don't have a duration. I can see adding duration to allow you to prepare it in advance and save it for later in the scene/day, but not allow you to use X number of shifts repeatedly until the duration ends. (barring a far more expensive ritual along the lines of what Haru suggested)
Title: Re: Skill Replacements?
Post by: dragoonbuster on September 11, 2014, 07:03:34 PM
Something we've used in our game is potions modeled after the Faerie Glamour Ointment in YS...a narrow instance of a skill trapping (in this case, a bonus to Passive Awareness but only for Faerie Glamours) would get +X where X is your potion complexity; a temporary replacement of the whole skill (which is what you've described so far) replaces the skill level with the complexity of the potion instead of adding a bonus. They usually last the length of the scene.

One way to think of this is like the potion Harry uses in Changes:
(click to show/hide)

So if your character wants to be a smooth talker for a scene, it'd be a full skill replacement and his Rapport skill would be rolled at whatever complexity the potion was set to for the conflict. If he wants a one-up on some Fae and wants to flawlessly converse in Elizabethan English to charm them, it'd be a bonus on top of his rapport skill, but it wouldn't help him with anything other than that one specific application.

I'd personally only allow using one such potion at a time before there was some kind of interference, so you couldn't down three and suddenly have Superb Rapport, Intimidation, and Empathy...