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The Dresden Files => DFRPG => Topic started by: Dr.FunLove on February 28, 2013, 11:34:24 PM

Title: Drawing and Storing Magical Power
Post by: Dr.FunLove on February 28, 2013, 11:34:24 PM
A thought occurred to me a few days ago that I wanted to put forth for discussion. In the Dresden-verse there are examples of magical power being drawn into practitioners and stored for use (in excess of their own juice or Conviction) - a prominent example of this occurs in Small Favor. This led to the question of how to model such a concept in-game.

I have my own thoughts on this, but first I turn my question onto you all - I'll take new thoughts and idea or references to such a discussion in the past. Just want to know where the communities head is at on this. Thanks!
Title: Re: Drawing and Storing Magical Power
Post by: Hick Jr on February 28, 2013, 11:50:58 PM
I'd model it as a Conviction roll, allowing you to use your highest Power Specialization to add to it. For each successful roll, you get to keep that many shifts. For example, Harry, who's Conviction is Fantastic and has a +2 Specialization in Fire, which brings him up to Legendary. He rolls Conviction at Legendary for let's say 5 exchanges, and gets a +8, +8, +7, +10, and +11, for a total of 44 shifts. Once he gets inside the Sign, this is all he's got for spellcasting.
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 12:02:08 AM
That's a very interesting way of doing it Hick Jr. Would you model that the same way in a "normal" situation - an example might be:
(click to show/hide)
Title: Re: Drawing and Storing Magical Power
Post by: Hick Jr on March 01, 2013, 12:07:35 AM
That might be better modeled as a Conviction maneuver that Cowl gained several tags on.
Title: Re: Drawing and Storing Magical Power
Post by: Taran on March 01, 2013, 12:31:20 AM
I'd model it as a Conviction roll, allowing you to use your highest Power Specialization to add to it. For each successful roll, you get to keep that many shifts. For example, Harry, who's Conviction is Fantastic and has a +2 Specialization in Fire, which brings him up to Legendary. He rolls Conviction at Legendary for let's say 5 exchanges, and gets a +8, +8, +7, +10, and +11, for a total of 44 shifts. Once he gets inside the Sign, this is all he's got for spellcasting.

You'd probably want some kind of cap?  Maybe you can only draw for a number of exchanges equal to the stat?
Title: Re: Drawing and Storing Magical Power
Post by: Hick Jr on March 01, 2013, 12:48:57 AM
Excellent point, but I figured the GM would mandate how many exchanges you got to roll for.
Title: Re: Drawing and Storing Magical Power
Post by: Deadmanwalking on March 01, 2013, 12:57:09 AM
I prefer the simpler, less potentially broken, use of Discipline and Conviction maneuvers to stack up some navel-gazing Aspects. Works perfectly well both thematically and mechanically.
Title: Re: Drawing and Storing Magical Power
Post by: narphoenix on March 01, 2013, 01:02:28 AM
I prefer the simpler, less potentially broken, use of Discipline and Conviction maneuvers to stack up some navel-gazing Aspects. Works perfectly well both thematically and mechanically.

It's not broken. Those are the total amount of shifts you get to bring with you PERIOD for all of your spells in the Sign.
Title: Re: Drawing and Storing Magical Power
Post by: Hick Jr on March 01, 2013, 01:07:15 AM
A latent block on spellcasting versus Conviction might work as well.
Title: Re: Drawing and Storing Magical Power
Post by: Taran on March 01, 2013, 01:12:43 AM
It's not broken. Those are the total amount of shifts you get to bring with you PERIOD for all of your spells in the Sign.

It kind of reminds me of Spell Points.   Keeping track of a running total until it's all gone.  Then you have to rest for the night ;)
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 01:50:23 AM
So far we have a roll on Conviction for Draws and stacking Aspects as solutions. Both are great solutions. I might agree with Taran that the number of possible draw rolls should be capped on a per scene/combat basis to a level equal to Conviction. Using Conviction rolls, are we adding the extra shifts as if they're Conviction or would they each be causing stress? The same question applies to tagging Aspects.
Title: Re: Drawing and Storing Magical Power
Post by: Deadmanwalking on March 01, 2013, 01:52:24 AM
It's not broken. Those are the total amount of shifts you get to bring with you PERIOD for all of your spells in the Sign.

Depends on how you handle them causing Mental Stress, really.
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 01:55:39 AM
Which I just asked a question on actually ;)

In examples from the novels, the case could be made for those extra shifts to be counted as Conviction. Under that assumption that would require a cap on extra drawn shifts (at least in Evocation) in order not to become imbalanced.
Title: Re: Drawing and Storing Magical Power
Post by: Hick Jr on March 01, 2013, 02:17:16 AM
I would rule that it wouldn't cause mental stress unless you exceeded your "safe" limit, where it would cost more than one normally. I think the mental stress is supposed to be the drawing of power, and this invalidates that.
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 02:20:14 AM
In this scenario Hick, what is the safe limit? Up to Conviction per the RAW? Something else entirely?
Title: Re: Drawing and Storing Magical Power
Post by: Lavecki121 on March 01, 2013, 02:32:32 AM
It almost seems like thaumaturgy to gain a power pool.
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 02:34:50 AM
Agreed - as shown in the books, power draws can be done fairly quickly or more slowly but that power doesn't always have to be expelled in the "stressful" manner of Evocation. When it is expelled via Evocation, how to treat those stored shifts is an important question.

What do you think about that Lavecki?
Title: Re: Drawing and Storing Magical Power
Post by: Hick Jr on March 01, 2013, 02:46:11 AM
Again using Harry as an example here.

He's drawn 44 shifts. Now that he has, he can use them however he pleases for Evocation. So he throws a Fire attack at Urumviel. Harry's "safe" (Power and Control are equal) Fire evocations are at 7 shifts. So if he throws a 7 shift evocation, he takes no mental stress, and subtracts 7 from his shift count, bringing it down to 37.

later, he throws a 9 shift evocation at Deidre. Normally, this would cost him 3 mental stress- one base, and two for exceeding his limit. Now it costs him only 2, because the base cost no longer applies.


This actually reminds me of the Power Points system used in D&D 3.5 for psions and the like. It'd be an interesting "alternate magical paradigm" power. I'd be willing to take a stab at it.
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 02:51:41 AM
In the example from Small Favor, this is very true. However, what about points drawn under normal conditions? Say a practitioner spends an exchange drawing power before entering the fray. The draw five shifts of power and have a Conviction of Five. They want to strike with their normal Conviction and the five shifts of power they drew previously. Are we saying that said practitioner must take 6 stresses?
Title: Re: Drawing and Storing Magical Power
Post by: Hick Jr on March 01, 2013, 03:02:53 AM
No, because that's the exact same thing as the RAW. I'd say that they would have to make the control roll, but wouldn't have to take extra mental stress.
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 03:10:36 AM
I concur...in this case, the major drawback is being able to control that much power safely. Of course sometimes that isn't so much a problem... ;)
Title: Re: Drawing and Storing Magical Power
Post by: Lavecki121 on March 01, 2013, 03:22:48 AM
No, because that's the exact same thing as the RAW. I'd say that they would have to make the control roll, but wouldn't have to take extra mental stress.
I disagree, in that case they would only take 5 stress. (The example given he wants the appellate in question to use a 10 shift evocation, 5 drawn, 5 conviction)
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 03:25:14 AM
So you would handle stored shifts of power the same as drawn shifts of power in Evocation - every shift beyond your Conviction incurs a stress?
Title: Re: Drawing and Storing Magical Power
Post by: Sanctaphrax on March 01, 2013, 03:40:53 AM
I'd model it as a Conviction roll, allowing you to use your highest Power Specialization to add to it. For each successful roll, you get to keep that many shifts. For example, Harry, who's Conviction is Fantastic and has a +2 Specialization in Fire, which brings him up to Legendary. He rolls Conviction at Legendary for let's say 5 exchanges, and gets a +8, +8, +7, +10, and +11, for a total of 44 shifts. Once he gets inside the Sign, this is all he's got for spellcasting.

So what stops any random dude with Average Conviction from rolling until he has 100 shifts?

It can't be time, because exchanges don't actually have a fixed length. They don't even exist outside of conflicts, really. And this will rarely be done during a conflict.

However, what about points drawn under normal conditions? Say a practitioner spends an exchange drawing power before entering the fray. The draw five shifts of power and have a Conviction of Five. They want to strike with their normal Conviction and the five shifts of power they drew previously. Are we saying that said practitioner must take 6 stresses?

Not sure what you're asking.

Are they trying to cast a 5-shift spell or a 10-shift one?

I would rule that it wouldn't cause mental stress unless you exceeded your "safe" limit, where it would cost more than one normally. I think the mental stress is supposed to be the drawing of power, and this invalidates that.

I'm pretty sure that this is a bad idea.

Mental stress costs are an important limitation and should not be messed with carelessly.
Title: Re: Drawing and Storing Magical Power
Post by: Lavecki121 on March 01, 2013, 03:42:45 AM
I would rule that it has the same rules as thaumaturgy but you can only do it as many rounds as you have conviction
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 03:45:02 AM
@Sanctaphrax
Looks like I was talking about a total of 10-shifts...yep, 10-shifts.

Would you care to weigh in on the concept of draw/storage of power (shifts) and how to handle the idea mechanically in game?

@Lavecki
So the power build-up from Thaumaturgy capped by Conviction. Interesting...but how would you handle the release of it via Evocation. Per the RAW?
Title: Re: Drawing and Storing Magical Power
Post by: Hick Jr on March 01, 2013, 03:49:28 AM
The amount of times you can roll is limited by your Conviction. Conviction 5 would let you roll 5 times.

Mental stress is supposed to be the drawing of magic, not its control. If you've already drawn it, you shouldn't have to take the base stress. But to mitigate your concerns-
-This can be done once per scene
-for every roll you make, there is an attack versus your Endurance equal to your Conviction. If you fail this, you must take physical/mental stress or you lose all the gathered shifts as fallout. It's a lot like gathering shifts for Thaumaturgy and then running around with them.
Title: Re: Drawing and Storing Magical Power
Post by: Sanctaphrax on March 01, 2013, 04:01:37 AM
I don't think that's likely to work. It seems like a hodge-podge of random rules.

Plus it's bad to punish high skills like that, and the thematic justification is weak. If drawing power costs mental stress, why doesn't it cost stress to draw power in advance?

Limiting it to once per scene is unimportant, there's not much reason to do it more often than that.

I don't see much reason to do something fancier than simple Conviction Declarations here.
Title: Re: Drawing and Storing Magical Power
Post by: Taran on March 01, 2013, 04:06:27 AM
Why is it so complicated?

Normal circumstances:  I draw power, cast a spell and take mental stress

Circumstance where magic is locked down:  You can't cast spells.  So, in advance You may draw on shifts a number of times = to your conviction.  You use those shifts to cast spells normally until the shifts are gone.  Why would you be able to avoid mental stress?    Each spell works like evocation normally does.  You take mental stress.  You can cast spells until you have no stress boxes/consequences left or you have no shifts left - whatever comes first. 

Note:   you cannot draw more magic until you've completely depleted the pool you've gained.  This prevents people from going:  "I draw 44 shifts.  Next scene:  I draw 44 shifts.  I do that 20 times until I have oodles of shifts making the lock-down an un-challenge"

If you do it this way, there is no in-game benefit.

I see this as a very specific challenge.  You'd never use it except in that very specific circumstance. With 44 shifts, you could preserve your energy by casting less powerful spells, but you'd go through your mental track quicker or you could cast less, more powerful spells and end up running out of your pool.  The latter doesn't happen in a normal combat.


******

The other way is setting up a bunch of aspects, as dmw said, and invoke them.

GM:  you can't cast spells here
Player:  I created 3 aspects in advance that let me cast magic, I'll ivoke.

When  you run out of tags, you start spending FP's so you can cast.

and/OR

The GM says:  there's a "magic dead" aspect on the scene I compel you not to cast."  You earn a FP.  The next time you want to cast, you spend a fp to turn down the compel and cast your spell.
Title: Re: Drawing and Storing Magical Power
Post by: Hick Jr on March 01, 2013, 04:17:51 AM
There's really a number of ways to represent the Sign. I suppose you could pick whichever one, with Conviction maneuvers that are tagged for effect to allow you cast being the simplest, and my ruleset there being the most complex.

And i'm really tempted to do a Power Points/Vancian Casting custom power based on those rules. you roll Conviction X number of times at the beginning of the scene, and that's how many shifts you get for spellcasting.
Title: Re: Drawing and Storing Magical Power
Post by: Tedronai on March 01, 2013, 04:19:21 AM
I've yet to see any compelling argument as to why something already within the rules (ie. navel-gazing maneuvers) is insufficient to this task.
Title: Re: Drawing and Storing Magical Power
Post by: Taran on March 01, 2013, 04:21:35 AM
And i'm really tempted to do a Power Points/Vancian Casting custom power based on those rules. you roll Conviction X number of times at the beginning of the scene, and that's how many shifts you get for spellcasting.

Actually, that's a good way to do it.  You make them roll right before the scene in which they're going to be casting.  Whatever shifts don't get used at the end of the scene go away.

I've yet to see any compelling argument as to why something already within the rules (ie. navel-gazing maneuvers) is insufficient to this task.

Because people like custom powers?

Edit: 

I'm in the scene aspect/compel boat on this one, but...

Here's a question:
To reiterate sanctaphrax's comment:  what prevents you from calling up 100shifts.

On that same line of thinking, where do you draw the line for the number of naval-gazing maneuvers one can do before a big fight?

Title: Re: Drawing and Storing Magical Power
Post by: blackstaff67 on March 01, 2013, 04:24:34 AM
I'll differ from everyone here by stating that while Conviction may allow you to draw it, Endurance should be the defining skill regarding how much power you can hold based on the shifty (Hah! Get it?) premise that Harry spoke about how painful it was to retain all that magic.
Title: Re: Drawing and Storing Magical Power
Post by: Taran on March 01, 2013, 04:27:14 AM
I think that's just narrating the aspect.  "thrumming with power" or "painfully Powered up" 

I think it gets way too complicated if you start bringing in piles of skills.
Title: Re: Drawing and Storing Magical Power
Post by: Hick Jr on March 01, 2013, 04:27:23 AM
@Taran
The aforementioned restriction on the number of rolls, based on your Conviction. But based on Blackstaff's comment, I like basing it off of Endurance.

Title: Re: Drawing and Storing Magical Power
Post by: Sanctaphrax on March 01, 2013, 04:30:39 AM
And i'm really tempted to do a Power Points/Vancian Casting custom power based on those rules. you roll Conviction X number of times at the beginning of the scene, and that's how many shifts you get for spellcasting.

I would be interested in seeing that.
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 04:48:47 AM
So it seems like the consensus would be to utilize maneuvers/temporary Aspects. Interesting.

The idea of draw in this case, as has been said, should be considered to be as if you were drawing power in Thaumaturgy. Hence without stress. I'm more interested in modeling the retention/storage of such power (hence my question)

I feel like the "storage" concept could be handled in a way similar to the overflow/spin rules. Another way to consider it would be to have a "storage track" (perhaps based on Endurance as blackstaff suggested) to represent stored shifts.

@Taran
I agree that it is of an equal concern about stacking maneuvers ad infinitum. GM discretion there I guess?

@Hick
You should model that as a custom power. We all want it...oh yea.
Title: Re: Drawing and Storing Magical Power
Post by: Lavecki121 on March 01, 2013, 04:52:04 AM
Would it be reasonable to have the PC take one mental stress per "round" that the magic is not being used to both represent the it hurts to hold in this magic and to mitigate the fact that they don't have to play that one stress minimum any longer?
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 04:55:09 AM
Without having its own track, I think that would be reasonable though I would lean towards physical stress instead of mental stress. You're filled to bursting...in a literal sense.

EDIT:
Example of a storage track
Power Reserves Track
Practitioners are capable of drawing power in and storing it for later use. The Power Reserves Track represents this ability in-game: a practitioner may draw in and store a number of shifts equal to their Conviction safely and without consequence. Any more shifts and they must take a physical consequence equal to the number of excess shifts stored. These shifts of power are subject to the standard rules governing Evocation and Thaumaturgy.
Title: Re: Drawing and Storing Magical Power
Post by: Tedronai on March 01, 2013, 08:38:07 AM
On that same line of thinking, where do you draw the line for the number of naval-gazing maneuvers one can do before a big fight?

I would use precisely the same limits in this instance as I would in any other similar one dealing either with maneuvers out-of-conflict or declarations within.  Personally, I prefer soft limits based primarily on an understanding between players and GM that they should avoid excess, with scaling difficulties for the inevitable situations where those limits are pushed.
Title: Re: Drawing and Storing Magical Power
Post by: JDK002 on March 01, 2013, 03:42:47 PM
Actually, that's a good way to do it.  You make them roll right before the scene in which they're going to be casting.  Whatever shifts don't get used at the end of the scene go away.

Because people like custom powers?

Edit: 

I'm in the scene aspect/compel boat on this one, but...

Here's a question:
To reiterate sanctaphrax's comment:  what prevents you from calling up 100shifts.

On that same line of thinking, where do you draw the line for the number of naval-gazing maneuvers one can do before a big fight?
I would raise the difficulty of the roll for every declairation.  Representing it getting more and more difficult to hold the power drawn, and not allow further attempts after the first failed roll.

Also that the player is throwing a different aspect on themselves every time they roll.  It becomes very very easy to compel them multiple times.  Like say losing control of some or all of that power at the worst possible moment.  It would cost them a lot of fate points to buy out of it if they went overboard on the aspects.   
Title: Re: Drawing and Storing Magical Power
Post by: Taran on March 01, 2013, 03:53:31 PM
Without having its own track, I think that would be reasonable though I would lean towards physical stress instead of mental stress. You're filled to bursting...in a literal sense.

EDIT:
Example of a storage track
Power Reserves Track
Practitioners are capable of drawing power in and storing it for later use. The Power Reserves Track represents this ability in-game: a practitioner may draw in and store a number of shifts equal to their Conviction safely and without consequence. Any more shifts and they must take a physical consequence equal to the number of excess shifts stored. These shifts of power are subject to the standard rules governing Evocation and Thaumaturgy.

I really wouldn't try to make it too complicated.  How often would it get used?  How often is a wizard going to find himself in a place where magic is completely blocked?  I like a quick-and-dirty way of dealing with it.  The storing up shifts is an easy way of doing it.  Maybe just give them a "buzzing with Power" aspect until all the additional shifts are spent.  This can be compelled.

Also that the player is throwing a different aspect on themselves every time they roll.  It becomes very very easy to compel them multiple times.  Like say losing control of some or all of that power at the worst possible moment.  It would cost them a lot of fate points to buy out of it if they went overboard on the aspects.   

I never thought about compelling all those aspects. I tend to forget that GM's can use naval-gazing aspects against a PC when it's applicable.  It's an excellent way to represent any stress or consequences that result from building up all that power.
Title: Re: Drawing and Storing Magical Power
Post by: blackstaff67 on March 01, 2013, 03:57:11 PM
Not only that, you can also force a Discipline roll to keep from involuntarily loosing all the power they stored up...and losing control of it.  Perhaps there's a legitimate reason many wizards don't try this except at home ("Sorry, Bob, you blew your Discipline roll, and now x number of shifts of magic are now flying wildly about.  Let's see what happens next...").
Title: Re: Drawing and Storing Magical Power
Post by: Mr. Death on March 01, 2013, 04:28:50 PM
I remember starting a thread about this same problem a little while ago. As I recall, some of the suggestions there were maneuvers before you go in, with each tag or invoke letting you cast a spell as normal. Alternately, taking mental consequences you could tag for the same purpose.

Or, someone else suggested, you 'bank' the mental stress going in--if Harry takes a 1-stress mental hit, that means later he can cash it in for an evocation that would normally cost him that shift. That way, it's basically regular casting, only you pay the stress up front before the fight.
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 04:55:31 PM
@Taran
I think we might be agreeing more or less here - all I am saying is have a track to represent stored shifts. I see the ability to pre-game shifts of power and store it as a facet of magic that one can use at any time, I think is the one thing I'd add. Keeping it simple is the goal of this discussion! :)

@JDK002
I like the idea of extra compels - it jives very well with the theme of the game/novels of "Power has Consequences".

#Maneuvers
I think my own issue with using maneuvers to represent this is that a wizard can, in theory, draw in as much extra power as he wants as long as its available. They CAN draw those extra shifts, but if they didn't want to use them they should be able to hold on to them somehow. I wouldn't want to add a roll to a practitioner character on something they can clearly do already.

Unless the maneuver is to HOLD the shifts...?
Title: Re: Drawing and Storing Magical Power
Post by: Taran on March 01, 2013, 09:13:57 PM
my own issue with using maneuvers to represent this is that a wizard can, in theory, draw in as much extra power as he wants as long as its available. They CAN draw those extra shifts, but if they didn't want to use them they should be able to hold on to them somehow. I wouldn't want to add a roll to a practitioner character on something they can clearly do already.

Unless the maneuver is to HOLD the shifts...?

I don't get what you mean here. 

The maneuvers aren't so that you can draw extra shifts, they're there so that you can cast - period.

Lets say I'm prepping for a fight.  Before combat, I make 3 maneuvers:  Buzzing with Power, Fuelled Up and Extra Reserves.

In a normal combat, I could tag those for a +2 to my spell casting.  So this is getting you extra shifts of power.

In a combat where the GM presents the challenge "You cannot draw magic from the area", you have invoke those aspects to be able to cast at all.
Title: Re: Drawing and Storing Magical Power
Post by: Dr.FunLove on March 01, 2013, 09:36:22 PM
@Taran
I believe this is a concept that comes against the spell-casting rules of the system in some ways. The best way to approach it, as been said, is to utilize manuevers. I think there is some GM discretion/house-rules to be had in this based on the situation (such as the Small Favor example).

Hopefully I get into a combat situation in my Singapore game soon I can poke at these ideas with a spoon.

Thanks everyone for your feeback on this! Keep it simple stupid is the axiom of the thread!