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The Dresden Files => DFRPG => Topic started by: Bosh on May 02, 2010, 08:11:52 AM

Title: What's the most munchkin character you can build?
Post by: Bosh on May 02, 2010, 08:11:52 AM
I always liked the WotC Char-Op boards, not so much for character building but for being able to help me learn what to spot as a GM. So, in that light I'm going to try to abuse some rules a bit to try to make an overpowered character.

I give you: Bobo the Monkey Man!
The son of a wild fae flying monkey, Bobo strikes fear into the hearts of all evil doers!

Powers:
Inhuman Recovery -2
Feeding Dependency (massive quantities of bananas, affects inhuman recovery only) +1

Monkey Blade
It's a big sword +2 discount cost.
Exceptional blade (+1 weapons when using the sword) -1
Inhuman Strength -2 The monkey blade makes Bobo strong!

Beast Change (can turn into a flying monkey) -1
Wings -1
Inhuman Speed -2 (flying monkeys are fast!)
Human form +2 (in human form, Bobo is neither fast nor does he have wings. Whenever Bobo is hurt he involuntarily changes into his flying monkey form)

Supernatural Toughness -4
The Catch (cold iron and the like +3)

That’s a total of 5 refresh spent.

That means at just Feet in the Water level he’s a freaking killing machine.

Skills would be very very focused on mental abilities in human form and very very focused on physical abilities in flying monkey form.

Put some appropriate aspects on him and he should be able to walk over most Feet in the Water threats with big clumpy feet.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 04:46:36 PM
Eh, he's not really that overpowered.

The Item of Power can be easily lost, and with it goes all his offensive power (which, while nice, is far from unstoppable), and his Supernatural Toughness doesn't help a bit against swords, knives, wrenches and most other Weapon attacks. Nor the attacks of anyone who knows what he is and preps for it.

And due to the way his monkey-form works he's going to start off every battle wounded at least a bit.

Now, he's still scary, but all his weaknesses except Feeding Dependency are legitimately bad.


What I'd watch out for in terms of overpowered characters is spellcasters. Particularly those with just Evocation or Sponsored Magic and all their skills focused on it plus a few levels of Refinement. Those can get nasty really cheap and fast.

Beast Change is another big thing to watch out for, though. Particularly if not combined with Human Form. The ability to switch between two sets of stats is awesome. By the same token, True Shapeshifting just shouldn't be allowed. That thing is really broken for PCs.

Feeding Dependency on a single 2 Refresh ability is another thing to watch out for, particularly if the character has high Discipline anyway, since it'll almost never come up.

Mimic Power is also something to watch out for if abused, though if used as intended it's not too bad.

Taking the Human Form drawback, and then a relatively normal looking 'powered' form and never leaving it is another possibility to be watched out for.

Allowing anyone to take Mythic abilities is kinda risky, thus so is someone with 8 or more points invested in Modular Abilities.


Now, all of these can be justified, and even result in cool characters but watch out for characters who sombine several of them, or have them for no good reason.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 04:57:16 PM
Here is one that should definitely never be approved.

Item of Power     total cost -1
Staff of Death   +2 for being a walking stick sized staff. , Feeding dependency +1 , must use fire to "consume" living flesh
Evocation -3   +1 Power Fire from base specialization.
2 focus item slots are used on the staff itself for +2 to Offensive fire power
Refinement -1         +2 focus item slots[ for another +2 offensive fire power], +1 Control Fire, +1 Power Fire

Wizards constitution -0
Lawbreaker First -2       


Physical immunity Always active, immunity to "Weapons"Adjusted cost -1 total cost -8
Stacked catch:  Not a Weapon +2, Easy to come by +2, Can be researched +1                           [+5]
 The Catch: Obsidian +2, Can be researched +1 applies to all "toughness" powers.              [+3]
        
"Combat Form"  Adjusted cost -1  [-4 +1, +2=-1]
+2 human form, +1 left over from stacked catch applied to to recovery [+3], -4 Supernatural recovery
Human form +2 
(Whenever xxx is attacked he involuntarily changes and gains Supernatural recovery)+1 base, +1 involuntary,
  Supernatural  recovery -4 
             


4 Great        [2]  Discipline, Lore   
3 Good        [2]   Conviction, Alertness     
2 Fair          [2]   Endurance, Athletics
1 Average    [2]   Presence, Weaponry

total Refresh -5 so hes made at feet in the water level, with 6 refresh available and 20 skill points.

Summary

So hes completely immune to "weapons", that makes him invulnerable to bullets, swords and pretty much 99% of the weapons hes going to encounter,when  he dose actually take damage he "involuntarily" switches into his "combat form" which is his normal self but with... oh lets say swirly tattoos and black eyes. With his staff he gets an affective conviction of 7 [3+3+1] , and control role of 7 [4+1+2 from lawbreaker]

Here is his three rotes.
Fire Blast Weapon 7 attack against one person base 7 to hit
Reign of fire.  Weapon 5 attack against an entire zone base 7 to hit.
I am the Fire! Create a "Zone border" around yourself so that Reign of fire. can effectively target everyone but yourself.  3 shifts for persistence. and the last 3 for the aspect "wall of fire"

So he can casually inflict 10ish [14 minus a great defense score]  levels of stress to one target, or with a round or two of prep. 5+ target successes to everyone that's not him. and is immune to most weapons, and heals just about everything else super fast.



Edited to reduce confusion, and represent the discussions below.
Title: Re: What's the most munchkin character you can build?
Post by: Falar on May 02, 2010, 05:10:04 PM
Quote
Physical immunity -8 total immunity Metal.  total cost -1
Stacked catch:  Not Metal +2, Easy to come by +2, Can be researched +1,
 Catch Obsidian +2, Can be researched +1
Obsidian is already Not Metal. That would be like having a Catch of True Emotions and also True Love and expecting to get paid for both of them. Stacked Catches work for Physical Immunity and another form of Toughness, not both on Physical Immunity. At least, that's how I'm reading Physical Immunity's trapping.

In fact, it looks like you took almost exactly what was in Physical Immunity, but neglected to apply the Obsidian Catch to a Supernatural Toughness or something like that.
Title: Re: What's the most munchkin character you can build?
Post by: luminos on May 02, 2010, 05:17:32 PM
What Falar said.  The stacked catch doesn't let you apply two different catch bonuses to physical immunity.  It just lets you stack the bonus from your immunity catch with the bonuses from your regular toughness powers catch, which if you don't have any other toughness powers, you don't get a bonus for the regular catch.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 05:21:59 PM
I was going to say the fact it doesn't make any sense was one of the reasons hes a "munchkin, but i reread the stacking rules and while there kinda vague i simply came up with a better idea. change his immunity to "weapons" and leave the obsidian catch as is. ill go and edit the initial post to reflect this.


Quote
which if you don't have any other toughness powers,
he has a recovery power and the catch affects that. just like it dose toughness
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 05:24:55 PM
Still doesn't work. Look at the example on p. 187. This is literally the exact same situation as there.

The cost of Immunity to Metal or Immunity to Weapons is thus -3.
Title: Re: What's the most munchkin character you can build?
Post by: luminos on May 02, 2010, 05:26:30 PM
Or look at any of the character sheets that involve the stacked catch.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 05:28:49 PM
Okay i personally think that for that example recovery powers should be/are interchangeable with toughness powers but if you want to interpret so that there not that's fine. we simply change his supernatural recovery to inhuman recover and pick up inhuman toughness, then the points work as i originally indicated.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 05:30:27 PM
Okay i personally think that for that example recovery powers should be/are interchangeable with toughness powers but if you want to interpret so that there not that's fine. we simply change his supernatural recovery to inhuman recover and pick up inhuman toughness, then the points work as i originally indicated.

Umm...no they don't. His Immunity to Weapons only gets one catch, and is thus a -3 Power. Adjusting his other powers and their Catch doesn't effect this in the least.
Title: Re: What's the most munchkin character you can build?
Post by: luminos on May 02, 2010, 05:30:52 PM
That's not what we are saying.  The recovery's are toughness powers.  What we are saying is you don't get twice the discount from the catch by also pairing it with the stacked catch.  Look at the example on YS 187.  Look at Wellington's character sheet in the Nevermore section.  Look at the ogre template in OW.  All of these show how the rebate for stacked catch works.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 05:32:54 PM
Quote
Umm...no they don't. His Immunity to Weapons only gets one catch, and is thus a -3 Power. Adjusting his other powers and their Catch doesn't effect this in the least.

it is a stacked catch as per the page you quoted, he is immune to all non obsidian weapons, so its +8  to his toughness powers. 5 for the non weapons , and 3 for the obsidian getting through. with out stacking the obsidian part on it m hed be immune to obsidian arrows and knives as well.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 05:35:03 PM
its not twice the benefit, he has a total of +8 from his stacked cacth to aply to all his thoughness powers.

he also has +3 from his cheasy human form that affects his recovey/toughness.

so recovery/toughness is -4 +3 from human form  for -1
Invulnerability is -8 +8 for -1

Quote
For example, let’s say a fire demon has
Supernatural Toughness with the Catch that
he’s vulnerable to cold. Normally, this would
give him a refresh rebate of +3: +2 because
cold is easy to come by, and +1 because
research would normally uncover it.
In addition, he has physical immunity
to damage from any kind of fire. The Catch
is that it only applies to attacks with fire.
Normally, this would give a rebate of +5:
+2 for protecting against only one specific
thing, +2 because “not fire” is easy to come
by, and +1 because research would normally
uncover it.
Because you can stack these two refresh
benefits, the demon gets a total of +8
toward his Toughness powers, so his total
refresh cost is only –4 (–4 for Supernatural
Toughness, –8 for Physical Immunity, +8 for
the stacked benefit).
Title: Re: What's the most munchkin character you can build?
Post by: Falar on May 02, 2010, 05:36:29 PM
All weapons would also be ruled too broad, I think. Unless you're talking about all weapons that fall under the Weapons skill, in which case it would be great. If it's all weapons, then that's just a dumb amount of munchkinning and it'd get smacked ten ways to Sunday.

As it is, you're using a Stacked Catch on the same power. You can't do that. You have the Stacked Catch that only applies to Physical Immunity, which would get you +2 Not Weapons, +2 Easily Found (I hit you with a chair), +1 Research required. You can't then take a regular catch on the same power for what you had. You get the regular catch on some other power. Otherwise you have two things you're weak to for the same power - +2 Not Weapons and +2 Obsidian, in which case you would only take the higher of the two because it's the same Catch, not a different one.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 05:37:38 PM
it is a stacked catch as per the page you quoted, he is immune to all non obsidian weapons, so its +8  to his toughness powers. 5 for the non weapons , and 3 for the obsidian getting through. with out stacking the obsidian part on it m hed be immune to obsidian arrows and knives as well.

Hmm. I think perhaps there's a miscommunication here: The normal Catch (Obsidian in this case) applies to all Toughness powers (including Physical Immunity), and you get the rebate once. You may apply a second Catch (Non-Weapons in this case) which also applies to Physical Immunity, and the cost breaks of these two stack. Hence Stacked Catch. You do not get to take the same Catch again and get it's rebate twice, becuse any non-stacked Catch you have already applies to Physical Immunity.
Title: Re: What's the most munchkin character you can build?
Post by: luminos on May 02, 2010, 05:38:02 PM
its not twice the benefit, he has a total of +8 from his stacked cacth to aply to all his thoughness powers.

he also has +3 from his cheasy human form that affects his recovey/toughness.

so recovery/toughness is -4 +3 from human form  for -1
Invulnerability is -8 +8 for -1


Then this is where the problem is.  You don't get a +3 from human form.  You get a +2 from it the way you have it written, and if you really get attacked with lethal force, I kind of doubt shape-changing will happen fast enough to change you dieing.
Title: Re: What's the most munchkin character you can build?
Post by: Falar on May 02, 2010, 05:40:59 PM
Yeah, you'd only get +0 probably from Human Form.

Immunity to Weapons: -3 (Active at all times)
Toughness/Recovery against all but Obsidian: (-1)

Since the Toughness/Recovery are now -1, you don't gain ANYTHING for human form from them. Because if it's a -1 power, that's the lowest that you can pay for it. You can't get points back for a -1 power because you have a non-powered human form that is rarely and involuntarily triggered.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 05:41:34 PM
nope, the base catch is applied to his recovery/toughness, then he has the second catch of "it only applies to weapons" which is nearly identical to the example one of "The Catch is that it only applies to attacks with fire." [pg 187 your story] in the example the fire elemental is vulnerable to cold, and its immunity only works on fire, this character is vulnerable to obsidian and its immunity only works on "weapons".

Quote
As it is, you're using a Stacked Catch on the same power. You can't do that. You have the Stacked Catch that only applies to Physical Immunity, which would get you +2 Not Weapons, +2 Easily Found (I hit you with a chair), +1 Research required. You can't then take a regular catch on the same power for what you had. You get the regular catch on some other power. Otherwise you have two things you're weak to for the same power - +2 Not Weapons and +2 Obsidian, in which case you would only  take the higher of the two because it's the same Catch, not a different one.

Also i would not approve this character, weapons is obviously a munchkinish catch to take, but since the op asked for the most broken character you could make, this is what i came up with.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 05:41:53 PM
Then this is where the problem is.  You don't get a +3 from human form

You're right!

Okay, that's an entirely different issue. Human Form maxes out at +2, look at Lycanthropes who are both involuntary and rare, and still at +2. Other than that it technically works. Still, that's -6 Refresh, not -5.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 05:45:34 PM
Quote
Okay, that's an entirely different issue. Human Form maxes out at +2, look at Lycanthropes who are both involuntary and rare, and still at +2. Other than that it technically works. Still, that's -6 Refresh, not -5.

thankfully that doesn't significantly change the math.
we have +8 from the stacked catch that applies to all toughness powers. we only need 7 of it to bring invulnerability to 1. that leaves one more to apply to toughness/recovery.

we take +2 from human form and the extra one from the stacked catch to bring that -4 to -1
Title: Re: What's the most munchkin character you can build?
Post by: Falar on May 02, 2010, 05:47:20 PM
Actually, you'd only get +0 from Human Form because you've only got one point of power tied to it and you can't get more back from Human Form than one less than the point of power you've got in it. Now, if you tied the Physical Immunity to the Human Form, then you could get the +2. And then you'd be totally vulnerable to the bullet to your head in Human Form as that would be before the Special Form kicked in.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 05:49:34 PM
Quote
Actually, you'd only get +0 from Human Form because you've only got one point of power tied to it and you can't get more back from Human Form than one less than the point of power you've got in it. Now, if you tied the Physical Immunity to the Human Form, then you could get the +2.

hes got 4 points of toughness/recovery tied to it, allowing the full +3. im gonna go out on a limb and say my formatting was vague...
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 05:50:21 PM
Actually, you'd only get +0 from Human Form because you've only got one point of power tied to it and you can't get more back from Human Form than one less than the point of power you've got in it. Now, if you tied the Physical Immunity to the Human Form, then you could get the +2.

That's...debatable. His Catch can reduce Toughness abilities in general...including Physical Immunity. As long as he's not applying it twice, the math and mechanics actually work out.

The character is pretty damn broken, but it does work. Of course, the first werewolf or Red Court Vampire who meets it will tear it to pieces (claws aren't a weapon), but it works.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 05:51:40 PM
Quote
The character is pretty damn broken, but it does work. Of course, the first werewolf or Red Court Vampire who meets it will tear it to pieces (claws aren't a weapon), but it works.

It wasn't meant to be Balanced just to be be broken, and be an example of what shouldn't be allowed as the op asked for. 


Also i have edited the original to make the math more transparent.
Title: Re: What's the most munchkin character you can build?
Post by: Mal_Luck on May 02, 2010, 05:57:21 PM
Of course, the first werewolf or Red Court Vampire who meets it will tear it to pieces (claws aren't a weapon), but it works.
Technically, bullets aren't weapons either. Just ammunition.  ;)
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 05:59:38 PM
Quote
Technically, bullets aren't weapons either. Just ammunition.  Wink

Depends on gm interpretation. but yes that could be a get around. also remember that hes freakishly good with fire magic and can make "fire shields" on top of his other ability's at a base 7 shifts of power.
Title: Re: What's the most munchkin character you can build?
Post by: Falar on May 02, 2010, 06:02:11 PM
Physical immunity -8 total immunity Weapons. total cost -1
Stacked catch:  Not a Weapon +2, Easy to come by +2, Can be researched +1,
 Catch Obsidian +2, Can be researched +1
        The base catch affects physical immunity and supernatural recovery.
Inhuman recovery -2 and Inhuman Toughness -2 Tied to human form  total cost -1
   catch Obsidian +2, Can be researched +1
Human form +3 (Whenever xxx is attacked with lethal force he involuntarily changes)+1 base, +1 involuntary, +1 rare, how often dose a person really try to kill you.. so that's rare right...right?.

I think if you changed it to:

Physical immunity -8 total immunity Weapons. Total cost -8
Stacked Catch:  Not a Weapon +2, Easy to come by +2, Can be researched +1 Total Cost +5
Inhuman recovery -2 and Inhuman Toughness -2 Tied to human form   total cost -4

The Catch Obsidian +2, Can be researched +1 Total Cost +3

Human form +2 (Whenever xxx is attacked with lethal force he involuntarily changes)+1 base, +1 involuntary/rare

Then it would be a lot more clear. I still have the feeling you're getting a double +2 from the Recovery/Toughness and the Human Form, but it's more of an Iago question. I get the uneasy feeling (especially given my character of a similar nature), that when you use Human Form, you can't split a set of powers across both sides. It's either all of this type on one side, or all of this type on the other side. I'm fairly sure that's not definitely in the rules anywhere.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 06:10:44 PM
edited. hopefully its less confusing now.
Title: Re: What's the most munchkin character you can build?
Post by: Falar on May 02, 2010, 06:14:10 PM
Yeah, the edit is clearer, but it still seems to say that the Recovery is -1, when it's actually -3. Unless you edited it again between the one while I was posting the previous post and when you said edited.

Darn fast moving threads. :P

Also, I'm pretty sure this character is exactly who Ebenezer is around to deal with. Blackstaff would pwn him.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 06:22:39 PM
Item of Power     total cost -1
Staff of Death   +2 for being a walking stick sized staff. , Feeding dependency +1 , must use fire to "consume" living flesh
Channeling fire  -2   2 focus item slots are used on the staff itself for +1 to Offensive fire power,+1 to Control: Fire
Refinement -2         +2 focus item slots[ for another +2 offensive fire power], +1 Control Fire, +1 Power Fire

Looking it over, this...doesn't quite work. Since you have only Channeling you can't get Refinement except for Item Slots. So, 6 Focus Item Slots total. Which isn't enough for all the bonuses you list (especially when they all need to be assigned to either offense or defense). If you assign 4 to Off. Power and 2 to Off. Control you're good for the Rotes listed...but you need a Focus Item other than the staff since you lack Lore 6. Also his defensive magic'll be at about 3 Shifts.

Alternately (for slightly more brokenness) you could instead get Evocation and have your one Refinement be in Specialization (for a total of +2 Power, +1 Control with Fire) though you'd then only have 2 Focus Item Slots (for +2 Off. Power). That'll still all fit in the staff, and his defense will be at 5 shifts, but his offense will drop from 8 to 7.

In short, you somewhat overstate the magic you can achieve with -1 Refresh even with the drawbacks. 7 shift defenses? Not with any offense to speak of you don't.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 06:26:27 PM

Refinement has no musts, The restriction your thinking of is for focused practitioners or sorcerers templates.

Quote
Looking it over, this...doesn't quite work. Since you have only Channeling you can't get Refinement except for Item Slots. So, 6 Focus Item Slots total. which isn't enough for all the bonuses you list (especially when they all need to be assigned to either offense or defense).
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 06:30:21 PM
Refinement has no musts, The restriction your thinking of is for focused practitioners or sorcerers templates.

Nope, check Channeling on p. 181. No Refinements for anything but Item Slots is an explicit restriction of the power.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 06:32:46 PM
well foo. going to change that. ill just take the extra piont of refinement out and put it into evocation. will be back in a minute with the changes numbers.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 06:34:32 PM
Alternately (for slightly more brokenness) you could instead get Evocation and have your one Refinement be in Specialization (for a total of +2 Power, +1 Control with Fire) though you'd then only have 2 Focus Item Slots (for +2 Off. Power). That'll still all fit in the staff, and his defense will be at 5 shifts, but his offense will drop from 8 to 7.

As a suggestion. Though it'd be more broken if you had the Focus grant +2 Off. Control. That'd give you only Weapon 5, but, with Lawbreaker, a 9 on attacks.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 06:42:05 PM
went ahead and changed channeling to evocation and dropped the second level of refinement.
leaving his focus items at +3 power, +1 control, for the 2 base F.I. slots and +2 from one level of refinement. with a base conviction of +3 that's a base of 7 shifts of power.

His discipline is 4 + 1 from the focus item and +2 from lawbreaker. =7
So he'd want to only use 5 shifts of power for his "shield" but his offensive rotes basically remain unchanged.

Alternatively we could switch all of the power bonuses to control and while it would make even less sense conteptually due to the fact that control is significantly better for offense when not useing rotes hed hit like a freight train.
which would look something like

conviction 3 stays at three.
Discipline 4  +2 lawbreaker, +4 Focus item, +1 base specialization. =11
Title: Re: What's the most munchkin character you can build?
Post by: Falar on May 02, 2010, 06:50:34 PM
Seeing as it's a Staff of Death, not of Roasting, I think it might also work better thematically as Spirit and have the rotes literally rend flesh and such like that, splitting it open right there and spilling blood. Have the I am the Fire cloak you in shadows and dull burning light in a coruscating pattern of colors.

Granted, that's not about breaking the character, just thematicality, but I think it would look a whole metric asston better and creepier.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 06:57:40 PM
Quote
Granted, that's not about breaking the character, just thematicality, but I think it would look a whole metric asston better and creepier.
Agreed and doing it that way would justify changing the bonuses to control instead of power. making for significantly more powerful attacks and weaker defense's.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 10:33:22 PM
Okay, away from that character and back on to the general topic:

Clearly, certain Physical Immunities are particularly unbalancing. A Physical Immunity to all non-Water based Magic would likewise be a mere -1, and powerful out of proportion to it's cost. It'd likely be best to disallow the original Catche's points being used on Physical Immunity in general, which is what I'd do.

Likewise, Lawbreaker (First) is potentially extremely dangerous if taken twice, and also extremely out-of-theme for most games.

Emotional Vampire and particularly Blood-Drinker (sans the Red Court Infected's restriction on killing) are also potentially dangerous combined with Inhuman or better Recovery (especially if taken without Feeding Dependency), since they allow a full healing period by killing a foe. A condition that could crop up quite a bit in fighting things where nobody cares if they die, and could easily heal almost all their damage once every fight. This is obviously only a problem when fighting large numbers of relatively weak foes.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 10:46:43 PM
Quote
Clearly, certain Physical Immunities are particularly unbalancing. A Physical Immunity to all non-Water based Magic would likewise be a mere -1, and powerful out of proportion to it's cost.


Not sure how you'd accomplish that, could you walk me through the math?
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 10:52:03 PM

Not sure how you'd accomplish that, could you walk me through the math?

Sure, the same way you did the weapon immunity:

Physical Immunity (-8)
The Catch: Water Magic (+3)
The Catch (Stacked): Non-magical attacks (+5)-We know this for a fact, look at Ogres.

Assuming you have no other Toughness powers, this works well, actually. The Catch has to be applicable to the restricted scope of the Physical Immunity (which this one is), but it works.
Title: Re: What's the most munchkin character you can build?
Post by: arentol on May 02, 2010, 11:01:57 PM
Your PI/Toughness is still broken you know. It is NOTHING AT ALL like the example on page 187 no matter how much you insist that it is.

Here is how the example on 187 works...

Supernatural Toughness (-4)
The Catch: vulnerable to cold (+3)
Total = -1

Physical Immunity (-8)
The Catch (stacked)*: Immune only to fire (+5)
Total = -3

Total toughness powers refresh cost (-4)  from the book: "the demon gets a total of +8 toward his Toughness powers, so his total refresh cost is only –4"

Here is what you should have done:

Physical immunity (-8)
Stacked catch:  Not a Weapon +2, Easy to come by +2, Can be researched +1  [+5]
Total (-3)

Supernatural Recovery (-4)
The Catch: Vulnerable to Obsidian +2, Can be researched +1 [+3]
Total (-1)

Human Form 0
Affects Supernatural Recovery (-1 power, so this is a 0 point ability)
Involuntary Change: When attacked (+1)

Total cost of toughness powers using this method is -3 instead of the -2 you pulled out of thin air.

However, you could get it to -2 pretty easily. Just have the Human Form affect all toughness powers. Then those powers would be exactly as in my example, but Human form would have a base of +1 and total of +2. Enemies would then get one chance to attack you before your defenses kicked in.

The core mistake you seem to be making is that you are not handling each power independently, though that is also a problem made by the rule book. The book has a massive hole because of the way it handles combining of toughness powers and toughness catches.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 11:06:05 PM
There's not technically any reason the original Catch's discount can't can't apply to Physical Immunity. It's not how the example critter does it...but it could by the rules do precisely that. I think that's idiotic, and would never allow it, but it's technically legal, barring errata.
Title: Re: What's the most munchkin character you can build?
Post by: luminos on May 02, 2010, 11:12:20 PM
I think that the correct interpretation, which would disallow your -1 immunity to everything not water magic, is that a damage source from either catch bypasses the physical immunity.  so your -1 physical immunity would be bypassed by both water magic and non-magic attacks.  That is still pretty powerful, but its a little bit more reasonable. 
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 11:17:43 PM
I think that the correct interpretation, which would disallow your -1 immunity to everything not water magic, is that a damage source from either catch bypasses the physical immunity.  so your -1 physical immunity would be bypassed by both water magic and non-magic attacks.  That is still pretty powerful, but its a little bit more reasonable. 

Oh, you're absolutely right. It's an immunity to all non-Water based magic only, I never meant to imply otherwise. Though I can see how you'd take it that way, but, well, -1 for immunity to almost all magic? That sounds too cheap to me.
Title: Re: What's the most munchkin character you can build?
Post by: arentol on May 02, 2010, 11:27:42 PM
There's not technically any reason the original Catch's discount can't can't apply to Physical Immunity. It's not how the example critter does it...but it could by the rules do precisely that. I think that's idiotic, and would never allow it, but it's technically legal, barring errata.

I do see what you are saying, and I agree. Overall the rules on toughness are actually VERY broke anyway. Example:

Inhuman Toughness -4
Inhuman Recovery -2
The Catch +3
Total cost: -4-2+3 = -3

Human Form +?
Affects Inhuman Recovery ONLY

So is Human Form 0 or +1?

It is clear in this situation though:

Inhuman Recovery -2
The Catch +3
Total cost: -1 (minimum cost)

Human Form +0
Affects Inhuman Recovery ONLY

Then there is this:
Inhuman Toughness -2
Inhuman Recovery -2
The Catch +3
Total cost: -2-2+3 = -1, but there is a -1 minimum cost per power, so it is actually a total cost of -2. However, how do we right this on a character sheet since you don't actually sum these things normally (see the many examples in OW).


All this is really the core problem that Moridens idea is exploiting, and I am dang glad he brought this up because it needs to be fixed in all these variations that people have posted here.

Title: Re: What's the most munchkin character you can build?
Post by: Falar on May 02, 2010, 11:28:49 PM
I guess the crux of the matter is how Catch and Stacked Catch actually work together. I would think personally that Physical Immunity is only decreased by the Stacked Catch and all your other powers are affected by the regular Catch. That's how I personally think they should work ... even though that's not borne out by a strict reading of the rules.

If it was, then you could have Physical Immunity to something at a maximum of -3. And your normal Catch maxes out at one less than the sum of all your other Toughness powers. So you'd always pay at least -4 for Physical Immunity+.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 11:29:29 PM
Okay that looks like in the ogres case
immunity to magic -8
+2 only protects again mortal magic
+2 mundane attacks are easy to come by
+1 can be researched.
for the plus 5.
and his normal catch which also affects his immunity is "cold iron and the like" for +3

for your example youd be doing something like
immunity to magic  -8
+2 only protects again mortal magic
+2 mundane attacks are easy to come by
+1 can be researched.
for the plus 5.

for your' example wed be doing the same?
+2 only protects again mortal magic
+2 mundane attacks are easy to come by
+1 can be researched.
for the plus 5.

and his normal catch which affects his immunity  Water Magic (+3)

making him immune to all mortal magic except water. Yeah that works. I'm not sure that's actually any cheesier then the ogres version where he has the full mortal magic immunity and its bypassed by cold iron. since the vast majority of the time magical attacks aren't cold iron

My original confusion and i assume Luminos's as well was we didn't catch that you wrote "to all non-Water based Magic" and thought you meant immunity to everything but but water magic,

Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 11:34:54 PM
making him immune to all mortal magic except water. Yeah that works. I'm not sure that's actually any cheesier then the ogres version where he has the full mortal magic immunity and its bypassed by cold iron. since the vast majority of the time magical attacks aren't cold iron

Well, no, but his Cold Iron catch also applies to his other Toughness abilities, and in fact subtracts from them. So no imbalance worries there.

It just strikes me as imbalanced, that Immunity to Magic is a -3 power, and Immunity to 4/5ths of magic is a -1 power. I mean, at -1 Refresh, why hasn't every Wizard in the world just picked it up? It'd absolutely be worth it.

My original confusion and i assume Luminos's as well was we didn't catch that you wrote "to all non-Water based Magic" and thought you meant immunity to everything but but water magic,

Gotcha. Sorry for the confusion.
Title: Re: What's the most munchkin character you can build?
Post by: arentol on May 02, 2010, 11:36:17 PM
I guess the crux of the matter is how Catch and Stacked Catch actually work together. I would think personally that Physical Immunity is only decreased by the Stacked Catch and all your other powers are affected by the regular Catch. That's how I personally think they should work ... even though that's not borne out by a strict reading of the rules.

If it was, then you could have Physical Immunity to something at a maximum of -3. And your normal Catch maxes out at one less than the sum of all your other Toughness powers. So you'd always pay at least -4 for Physical Immunity+.

The maximum "catch" or "stacked catch" is +6, and your normal catch can be as high as you want it to be, but you still must pay 1 point for each power. So you could have PI -8, and inhuman recovery and toughness, then have +6 to both catches for a total of -12, but you still have a total cost for the three powers of -3, -1 each.

The rules as written are just horribly broken. It is easily resolved if all players and the GM agree not to be stupid about all this, but it is still broken.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 02, 2010, 11:38:43 PM
I guess the crux of the matter is how Catch and Stacked Catch actually work together. I would think personally that Physical Immunity is only decreased by the Stacked Catch and all your other powers are affected by the regular Catch. That's how I personally think they should work ... even though that's not borne out by a strict reading of the rules.

If it was, then you could have Physical Immunity to something at a maximum of -3. And your normal Catch maxes out at one less than the sum of all your other Toughness powers. So you'd always pay at least -4 for Physical Immunity+.

I agree with this completely, and doing it the other way is inordinately silly. I'm just talkng abou the way the rules technically work.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 11:41:26 PM
Quote
All this is really the core problem that Moridens idea is exploiting, and I am dang glad he brought this up because it needs to be fixed in all these variations that people have posted here.

your welcome, i intentionally added as many borderline ruling's and horribly broken things as i could.

Quote
I guess the crux of the matter is how Catch and Stacked Catch actually work together. I would think personally that Physical Immunity is only  decreased by the Stacked Catch and all your other powers are affected by the regular Catch. That's how I personally think they should work ... even though that's not borne out by a strict reading of the rules.

The wording is pretty vague, but the example pretty clearly shows that "currently" the implementation is that the stacked catch and base catch apply as kinda a "pool" of points that you can use to defray all of your toughness powers.
Now weather that can lower any individual power to -1 or if the "toughness package" can be lowered to -1 is the question.

example one you have 8 "points" from your stacked catch, and you take human form +1
you get immunity -8 and inhuman toughness -2
immunity -8 +7 = -1   inhuman toughness -2 + 1= -1      total cost 2 and a wasted bonus point from human form total cost -2

Example two same situation.
Your "toughness powers which all only apply in human form are a combined "combat form" and thus are effectively one big power.
immunity               -8
Inhuman toughness -2
for a total of a        -10 "power"
you then add  your +9 from catch's and human form to bring it to a total of -1
Title: Re: What's the most munchkin character you can build?
Post by: luminos on May 02, 2010, 11:48:02 PM
I think there is plenty of ways to make the catch abusable.  To me, the best solution is to try to calculate the rebate to reflect how hard it is to use someones catch.  Use the guidelines when possible, but use commonsense otherwise. 

Think about this:  The catch is balloons.  +2 for being something that anyone can get, maybe +1 if you can justify how it is researchable.  And yet, finding ways to hurt someone with balloons is so stupidly hard to do that using them to satisfy the catch is almost worthless.  So it would end up being a +0 catch
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 11:50:02 PM
This thread moves to fast when I'm trying to post  :'(

Personally i think the immunity power is half the problem, the fact that you can have

Immunity -8
Cacth: Hasent been discoverd +0

and be immune to everything until your st arbitrarily decides what your catch is. is rather horrid. 
I cant really think of any combination that includes immunity that isn't broken.

Quote
It just strikes me as imbalanced, that Immunity to Magic is a -3 power, and Immunity to 4/5ths of magic is a -1 power. I mean, at -1 Refresh, why hasn't every Wizard in the world just picked it up? It'd absolutely be worth it.

Well there is the slight limitation's of needing your high concept to justify the powers that you buy, and short of putting it in an item of power
(click to show/hide)
you'd have to Transform yourself to get something like this regardless of if it was +0 or -8, and theirs all kinds of other problems when you try to do that.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 02, 2010, 11:52:02 PM
Quote
Think about this:  The catch is balloons.  +2 for being something that anyone can get, maybe +1 if you can justify how it is researchable.  And yet, finding ways to hurt someone with balloons is so stupidly hard to do that using them to satisfy the catch is almost worthless.  So it would end up being a +0 catch

While i would never allow balloons to be someones catch there is the argument that it would work in a similar way to inherited silver verse loup-garoux. so if you used a magical attack to deliver the balloon, that would qualify and use the magical attacks strength, same if you wrapped a balloon around a club and beet the poor sap with it.
Title: Re: What's the most munchkin character you can build?
Post by: arentol on May 03, 2010, 12:44:27 AM
...same if you wrapped a balloon around a club and beet the poor sap with it.

Or put sand in it and sapped the sap with it. ;)
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 03, 2010, 12:48:24 AM
Well there is the slight limitation's of needing your high concept to justify the powers that you buy, and short of putting it in an item of power
(click to show/hide)
you'd have to Transform yourself to get something like this regardless of if it was +0 or -8, and theirs all kinds of other problems when you try to do that.

Not really. A permanent Ward against most magic is absolutely in-theme for a Wizard. It's even a reasonable option for them...I just really don't think it's value is on par with a level of Refinement.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 03, 2010, 12:51:05 AM
Quote
Not really. A permanent Ward against most magic is absolutely in-theme for a Wizard. It's even a reasonable option for them...I just really don't think it's value is on par with a level of Refinement.

Wards, in this setting, are stationary. you'd have to attach it to yourself or an object you can carry somehow.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 03, 2010, 12:53:17 AM
Wards, in this setting, are stationary. you'd have to attach it to yourself or an object you can carry somehow.

Depends on what you mean by a ward. In a system sense, yeah. But I was more referring to any long-term magical protection (aka Harry's coat), when I said Ward.

Also, even going by needing an 'item', you could get some tattoos.
Title: Re: What's the most munchkin character you can build?
Post by: drnuncheon on May 03, 2010, 01:17:25 AM
Personally i think the immunity power is half the problem, the fact that you can have

Immunity -8
Cacth: Hasent been discoverd +0

and be immune to everything until your st arbitrarily decides what your catch is. is rather horrid.

If that was the only supernatural power an enemy in a Dresden book had, I would be laughing as Murph put him in an armbar, slapped cuffs on him, and marched him away.  Physical immunity by itself is not all that powerful - it has to be stacked with something else to make it worthwhile.

Look at the creatures in the book and note that every single one of them has a good reason for their Physical Immunity (and a logical catch as well).  Complete physical immunity is extremely rare, immunity to mortal magic is linked to Faerie, etc.  I would never allow a generic PI with an unknown catch in my game - I'd be saying "Tell me how you got this way, then we decide the catch based on that."

The rules are no substitute for a GM who knows when to say "no".  Any rules can be abused in the absence of sense.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 03, 2010, 01:18:41 AM
From the typo thread:

Non-Typo potentially major issues that have come up in various threads:

1. Can you apply the original Catch as well as the Stacked Catch to Physical Immunity? It would seem by the rules that you can, but that results in this:

Physical Immunity (-8)
The Catch: Water Magic (+3)
The Catch (Stacked): Non-magical attacks (+5)

And a character immune to all non-Water Magic for a single point of Refresh. Which seems a bit cheap for the effect.

#1 - The Stacked Catch only applies if you already have another catch applying to your other Toughness powers. There are no other Toughness powers in #1, so the principle of biggest value catch applies, netting only a +5 value.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 03, 2010, 01:52:57 AM
Quote
Also, even going by needing an 'item', you could get some tattoos.

Yeahp and i personally count that as a trans-formative ritual  taking the affect of tattoos, it cant be an item of power in that case because its not separate from you, And there's no real way to represent it as an enchanted item, so you'd need to deal with all of the trans formative problems. unless your saying that you'd enchant the ink itself and that the "enchanted tattoo ink" would give you the immunity. Personally id veto that as just not being possible in the setting but i guess it might work.

Now if we can only get a clarification on "package" toughness powers and weather each of them individually has to always be worth -1 or if that's just for the "package"
Title: Re: What's the most munchkin character you can build?
Post by: drnuncheon on May 03, 2010, 02:09:37 AM
Now if we can only get a clarification on "package" toughness powers and weather each of them individually has to always be worth -1 or if that's just for the "package"

IIRC, Fred has clarified this multiple times, and its the way that all the examples work in the book:

1. Add up total cost of Toughness powers.
2. Subtract cost of Catch (or Catches, in the case of Physical Immunity + Stacked Catch).
3. Minimum total refresh cost is -1.

J
(So what happens when Harry broadcasts Nicodemus' weakness to everyone on the Paranet?  Does the guy get a couple of Refresh back?)
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 03, 2010, 02:12:16 AM
Now if we can only get a clarification on "package" toughness powers and weather each of them individually has to always be worth -1 or if that's just for the "package"

It's been clarified, in precisely the way drnuncheon mentions. He's also fixed the problem:

Stacked Catch now reads:

Stacked Catch [+varies]. Normally, all your Toughness powers can only receive the refresh rebate effect of one Catch, so you line them all up and choose the best one. If you take Physical Immunity, and have other Toughness abilities already covered by a Catch, you may also receive the refresh rebate of a second Catch. This second Catch may only affect how the Physical Immunity works, and it’s called a Stacked Catch. If you take a Stacked Catch, the first Catch covering the other Toughness powers does not include the Physical Immunity as one of the abilities covered.

For example, let’s say a fire demon has Supernatural Toughness with the Catch that he’s vulnerable to cold. Normally, this would give him a refresh rebate of +3: +2 because cold is easy to come by, and +1 because research would normally uncover it.

In addition, he has physical immunity to damage from any kind of fire. The Catch is that it only applies to attacks with fire. Normally, this would give a rebate of +5: +2 for protecting against only one specific thing, +2 because “not fire” is easy to come by, and +1 because research would normally uncover it.

Because you can stack these two refresh benefits, the demon gets a total of +8 toward his Toughness powers, so his total refresh cost is only –4 (–4 for Supernatural Toughness, –8 for Physical Immunity, +8 for the stacked benefit).

A character with a Stacked Catch that that inverts the conditions of the first Catch is strongly discouraged. A Physical Immunity to Fire layered on top of Supernatural Toughness that can only be pierced by Fire just never happens in reality, and if it did, one or both Catches would be rightly valued as worth zero.
Title: Re: What's the most munchkin character you can build?
Post by: arentol on May 03, 2010, 02:29:57 AM
Yup, the new change makes it clear you can only take a single Catch if you only have PI, and that if you have PI + Toughness a/o Recovery the regular catch can only apply to T+R, not PI.
Title: Re: What's the most munchkin character you can build?
Post by: drnuncheon on May 03, 2010, 02:33:45 AM
It's been clarified, in precisely the way drnuncheon mentions.

Technically (based on the new rule) it might be better phrased like this:

1. Add up total cost of Toughness powers (except Physical Immunity)
2. Subtract cost of Catch - minimum total refresh cost is -1.
3. Add cost of Physical Immunity (minus the Catch that applies to it).

Since the most you can get back from the Catch is +6, Physical Immunity will always cost at least -2 Refresh. 
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 03, 2010, 02:51:27 AM
Okay so using my original example wed have.

Physical immunity Always active, immunity to "Weapons" Adjusted cost -3 total cost -8
Stacked catch:  Not a Weapon +2, Easy to come by +2, Can be researched +1                           [+5]
 Because only the PI catch can now reduce the cost of this power pi will never be less then -3?
 

I believe this works though

Immunity -8      catch +5                  -8 +3 =       -3
Inhuman toughness -2                                       -2
Inhuman recovery  -2                                        -2
                                                                    -7 total

Catch +3    Goes to pool                                   +3
Human Form +2  affects all of them                     +2
Feeding dependency +1  affects all of them          +1
                                                                    +6 total

If my understanding of Iagos most recent post is correct. the way we do the math here is that we add up the total "toughness powers" in this case that is -7 with the note that the +3 from the primary catch cant apply to invulnerability. we have a total available points of +6 we use the +2 from human form to apply to invulnerability and the others on the rest reducing the "package "to a -1
 
meaning when in your "combat form" you get your immunity, toughness, and recovery all for the low low cost of -1 refresh.
Title: Re: What's the most munchkin character you can build?
Post by: Falar on May 03, 2010, 02:56:15 AM
That works. The way you phrase it is kinda whack, but it works now. And I'd personally go for the Toughness/Recovery being always active, have the Immunity in special form because you'll get the same reduction, but sweet, sweet Toughness/Recovery all the time.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 03, 2010, 03:03:23 AM
Technically it should be like this:

Inhuman toughness -2                                       -2
Inhuman recovery  -2                                        -2
Catch +3                                                         +3
                                                                      -1 total

Immunity -8                                                     -8
catch +5                                                         +5
                                                                      -3 total

Applied to both:
Human Form +2  affects all of them                     +2
Feeding dependency +1  affects all of them          +1
                                                                    +3 total

But yeah, that'd work. Though the normal Catch would have to be a non-weapon (to avoid the Immunity Fire and Fire catch situation mentioned).

Using this power set would also provoke up to a +12 Discipline attack (depending on which flaws the GM said counted towards it) resulting in power loss, and would make the staff unusable as is since you can't have multiple Feeding Dependencies.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 03, 2010, 03:09:05 AM
 
Quote
and would make the staff unusable as is since you can't have multiple Feeding Dependencies.

two different examples, just wanted the second one to be as clear as possible so tried not to get to specific about its details.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 03, 2010, 03:12:05 AM

two different examples, just wanted the second one to be as clear as possible so tried not to get to specific about its details.

That's cool, just making the point that the first character mentioned wouldn't work with this setup.
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 03, 2010, 03:26:34 AM
if there's any interest ill redo the original munchkin character in the morning. with these new clarifications.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 03, 2010, 12:54:49 PM
Here is my try, of an unbalanced Char (for Submerged):


-3 Item of Power
+2 Item Bonus, a Cloak
-2 Glamours
-1 Beast Change*
-----
-1


* The Char turns into an D&D Succubus (with non-functional Wings).


-2 Ritual: Item Creation    


-4 Supernatural Recovery
+3 Catch: Salt   
-----
-1



+1 Human Form
-1 - Emotional Vampire**
-1 - Incite Emotion**
-----
-1


** When using this Powers, the Char. gains black Eyes and and the room temperature gets higher (think Withe Court, only warmer instead of colder), small Horns sprout…


-1 Refinement x 4   -4
-----
-4

(10 Focus Item Slots) +5 Item Crafting Power Focus, 10 Enchanted Item Slots.


Skills:
Superb 2: Lore, Resources
Great 2: Athletics, Deceit
Good 2: Presence, Guns
Fair 3: Alertness, Athletics, Endurance
Average 5: Conviction, Driving, Contacts, Fists, Discipline

After Beast Change:
Superb 2: Deceit, Guns
Great 2: Alertness, Athletics
Good 2: Endurance, Discipline
Fair 3: Conviction, Fists, Weapons
Average 5: Driving, Contacts, Investigation, Lore, Presence

Enchanted Items:
Knife: Opens a Door into the NeverNever.
(Strength 6, 5 uses per Session) --> 1 Enchanted Slot.
Shield Bracelet: +8 Block or +4 Armor (Duration 3 exchanges), 7 Uses per Session --> 4 Enchanted Item Slots.
An enchanted Chain: +10 Weapons attack (to Hit is with Guns), 9 Uses per Session --> 5 Enchanted Item Slots.



Title: Re: What's the most munchkin character you can build?
Post by: crusher_bob on May 03, 2010, 03:39:48 PM
The spec bonuses for refinement must also follow the skill pyramid, so you can't have a +5 to crafting power spec without at a +4, +3, +2, and +1 also dedicated to thaumaturgy. 
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 03, 2010, 03:43:36 PM
Nope, there you are wrong  ;)

Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 03, 2010, 03:45:47 PM
Quote
Or, gain two additional specialization
bonuses for Evocation and/or Thaumaturgy.
You have to structure your specialization
bonuses for each ability according to the same
“column” limits for skill
s (see page 65).
pg 182 your story.

Emphasis mine.

The only bonuses that ignore this rule are focus items.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 03, 2010, 03:50:19 PM
Oh sorry, didnt read crusher_bob's post correctly.
My posted Char. only has Refinement for extra Item Slots.

I was under the impression, after first reading he meant Item Slots need to follow the Collumn rule.
(But the Char. in question cant take refinement for anything but Items Slots)

And here is the relevant text about item slots.
Quote
The one restriction on the bonuses provided
is that they may not total to a number greater
than your Lore. So if your Lore is Good (+3),
you can have an evocation focus item that
provides +3 to offensive control, offensive power,
defensive power, or defensive control, or a focus
item that provides +1 to three of those, or +2 to
one and +1 to another, but you can’t construct
one that provides bonuses totaling 4 or more.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 03, 2010, 03:53:24 PM
pg 182 your story.

Emphasis mine.

The only bonuses that ignore this rule are focus items.

Which is what Korwin used. The character's legal.

Though I'm not sure it's too overpowered. It's powerful, but by no means unbeatable. Hell, a specialized Evocater can equal the items fairly well, ditto the Glamour if they're a Spirit specialist. The Emotional Vampire and Incite Emotion are nicely thematic, but since she needs physical contact to do them not that powerful considering

Oh, and her first skill pyramid has Athletics twice.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 03, 2010, 04:08:01 PM
Well Glamour has the advantage that it doesnt get you stress.
And with it you should get near enough to a target to use incite emotion.

I thought about only getting her 1 refinement and instead an immunity to Magic.

Ups about that skill pyramide.

Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 03, 2010, 04:12:17 PM
Oh, I'm not arguing the character isn't effective. And you're right about Glamour being free, but outside combat that doesn't matter much.

And, for both the Glamour and the Enchanted Items, there's the disadvantage that they can be taken away, leaving you effectively down 7 Refresh worth of powers.

It's an effective and powerful character...but I'm really not sure if it's broken in the same way as, say, Moriden's character. Or, indeed, any more powerful than a number of more conventional options.
Title: Re: What's the most munchkin character you can build?
Post by: SaintAndSinner on May 03, 2010, 04:31:49 PM
I don't think its really broken and I've got a new NPC for my games. 

Win + Win = Awesome Win!!

Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 10, 2010, 05:21:21 PM
Ups, modified the wrong post...

High Concept: Changling Sorcerer
Trouble: In-Debt
Other Aspects: Mutual Protection Pact

-3 Thaumaturgy


-4 Supernatural Recovery
+3 Catch: Iron   
-----
-1



-8 Physical Immunity
+5 Stacked-Catch: only against Mortal Magic*   
-----
-3



-1 Refinement x 2   -2
-----
-2

(6 Focus Item Slots)
+5 Summoning and Binding Complexity Focus.
+1 Item Focus Slot exchanged into Enchanted Item Slots.

* Is a Catch against Magic possible? How would that be priced?


Total Refresh cost: -9



Important Skills:
Superb: Lore, Discipline
Title: Re: What's the most munchkin character you can build?
Post by: KOFFEYKID on May 11, 2010, 12:58:47 AM
Lilith, Mistress of the "Little Death", a men's club in the Financial District.

Cost   Ability
 -1      Emotional Vampire
+0      Human Guise
 -1      Incite Emotion
 -1      -At Range
 -1      -Lasting Emotion
 -1      --Potent Emotion
+1      Item Of Power (Affecting Incite Emotions)
+1      Feeding Dependency
+0      -The Catch (is True Love)
 -2      --Inhuman Recovery
 -2      -Inhuman Speed
 -2      -Inhuman Strength
-------------------------------------
-9

Item of Power: Valentine's Day Locket, gives the At Range, Lasting Emotion, and Potent Emotion upgrades to a character's Incite Emotion power.

Rank   Skills
5      Deceit
4      Resources, Contacts, Discipline
3      Presence, Rapport, Endurance
2      Empathy, Alertness, Conviction
1      Might, Weapons, Guns   

Stress: P OOOO M OOO S OOOO H OOOO

This character isn't powerful by herself, but she has Great Contacts (meaning she knows almost everybody on the scene), and she has Great Resources (meaning she can get those contacts to help her with her money). She does mental attacks at Weapon: 4 using Deceit, which she has at Superb.

Lets give her some aspects:

Succubus of the White Court High Concept
Lilith is a Sexy Bitch. She knows everything about the arts of love, lies, and betrayal.
Invoke: Anything having to do with seduction, social skills, controlling her hunger, and White Court Powers.
Compel: She just has to have a taste of almost anybody she sees.

Stress Eater Trouble
Lilith is a stress eater, she gets hungry if problems arise, she gets hungry if she breaks a nail, she gets hungry when a client is late. Whenever things don't go her way, she's probably hungry.
Compel: To get her to feed on somebody.

Access To The Family Jewels Background
Lilith is a member of the White Court, and part of a noble house. She has also proven to be a successful businesswoman and that has extended the access to her families deep pockets.
Invoke: She gets bonuses to social situations when making lucrative deals, and she gets bonuses to her resource rolls when invoking this.
Compel: What you borrow, you have to pay back. When a deal falls through, she'll have to pull money out of her own coffers to pay the piper, or loose standing in the House.

Pillow Talk Rising Conflict
Lilith and her girls are adept at pulling information out of somebody they have... relaxed. She's learned many secrets, and can usually get what she wants through blackmail.
Invoke: Bonuses to Contacts if she's willing to call on a "client", bonuses to social skills post-coitus.
Compel: Some people take blackmail very poorly, some people think that the only way to keep a secret is if everybody else who knows it is dead.

Honeyed Tongue First Adventure
Lilith is able to lie like the best of them, and she is able to put on a front of innocence that almost anybody will believe.
Invoke: Bonuses to Deceit rolls.
Compel: Sometimes a lie will bite you in the ass.

Dominatrix, thy name is Lilith Guest Star
She knows how to use a whip, she knows how to tie you up, and she knows how to make you feel good even when you feel so very bad.
Invoke: On rolls to tie somebody up, on rolls to use a whip in combat, on rolls to interrogate somebody she's tied up.
Compel: Some people just cant handle a woman in control, some people are intimidated by her without her meaning to.

Guards! Seize that Man! Guest Star Redux
Lilith is the Madame of a Gentlemen's Club/Bordello of the finest quality. She has lots of guards to keep the girlies safe, lots of guards to keep her safe. They don't appreciate people hurting the Mistress or her Girls.
Invoke: To get her Guards to help in a tough spot, to hire new guards, etc etc.
Compel: Sometimes a Guard needs to be showed that he is appreciated.

So Basically Lilith has a license to print Fate Points, she just has to do somebody. She can leverage 2 or 3 aspects on almost any social situation, giving her up to a +11 on her Deceit rolls, even if somebody with a superb rapport defends, she'll hit them for 6 mental stress. She can feed at a distance, and she can probably pull a zone wide incite emotions + emotional vampire feed at weapon 2.
Title: Re: What's the most munchkin character you can build?
Post by: arentol on May 11, 2010, 02:54:56 AM
Changling Focused Practioner:

This Char. doesnt need preparation for Complexity 10 Summoning and Binding Rituals.
If Summoning and Binding takes 5 Minutes (I can see an argument that the time needed is shorter, but not one for longer
(click to show/hide)
)
this Char can Summon 22 Hellhounds in two Hours (and they would keep company for 1 month). (http://www.jimbutcheronline.com/bb/index.php/topic,17543.0.html)
But since (IMHO) Fae can die, we summon Magical-Constructs with the Stats of Hellhounds.

An Wizard could do the same, but wouldnt be as good in defense as this Char.

The Char. becomes really really good if you can (the GM lets you) make the Summoned Creatures yourself (Low Conviction - High Refresh).

I'm looking at the Giant Scarecrow at the moment (OW 45), this Char. should be able to summon it...  


Sounds a lot like a
(click to show/hide)
from Turn Coat build, except as a changeling. Super focused and extremely capable at what he does, summoning and binding nasty little monsters.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 11, 2010, 03:29:54 AM
Yeah, I had him in mind.

But for my games I'll need something to limit summoning...
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 11, 2010, 07:55:29 AM
Changling Focused Practioner:


-3 Thaumaturgy


-4 Supernatural Recovery
+3 Catch: Iron   
-----
-1



-8 Physical Immunity
+5 Stacked-Catch: only against Mortal Magic*   
-----
-3



-1 Refinement x 2   -2
-----
-2

(6 Focus Item Slots)
+5 Summoning and Binding Complexity Focus.
+1 Item Focus Slot exchanged into Enchanted Item Slots.

* Is a Catch against Magic possible? How would that be priced?


Total Refresh cost: -9



Important Skills:
Superb 2: Lore, Discipline


This Char. doesnt need preparation for Complexity 10 Summoning and Binding Rituals.
If Summoning and Binding takes 5 Minutes (I can see an argument that the time needed is shorter, but not one for longer
(click to show/hide)
)
this Char can Summon 22 Hellhounds in two Hours (and they would keep company for 1 month). (http://www.jimbutcheronline.com/bb/index.php/topic,17543.0.html)
But since (IMHO) Fae can die, we summon Magical-Constructs with the Stats of Hellhounds.

An Wizard could do the same, but wouldnt be as good in defense as this Char.

The Char. becomes really really good if you can (the GM lets you) make the Summoned Creatures yourself (Low Conviction - High Refresh).

I'm looking at the Giant Scarecrow at the moment (OW 45), this Char. should be able to summon it...  


Now to the cheesy part: This Chars summons an magical Construct:

Big Bad Dragony Thingy -

Aquatic [–1]
Breath Weapon [–2]
Claws [–1]
Venomous [–2]
Wings [–1]
Spider Walk [–1]
Supernatural Sense Broad Senses [–2]
Greater Glamours [–4]
Worldwalker [–2]
The Sight [–1]
Mythic Speed [–6]
Mythic Strength [–6]
Mythic Recovery [–6]
Mythic Toughness [–6]
+0 Catch: Wildberries from the Himalaya
Physical Immunity [–8]
+0 Catch: Alcohol older than 200 years
-------------------------------------------------------------
49 Refresh.

Conviction of Mediocre +0

Above Summoner would have an extra Specialisation bonus from Thaumaturgy, so he would get an extra +1 to Complexity. So if we use that bonus for extra time, the time would change from 1 month to several months.

If we change the binding ritual to 1 Shifts for the Binding and 10 Shifts for an extended duration the Thing would be bound for a few years… (or until the Summoner/Constructor got into an circle? Not worth the extra time for the binding, in this case)


And here is my suggested fix:
My solution would be (and I'm thinking for using it with Demons too) Refresh cost x 2 is the base Summoning (Constructing) Ritual.
(Containmend and Binding Ritual would be still based of Conviction)



Title: Re: What's the most munchkin character you can build?
Post by: Slife on May 11, 2010, 09:25:16 PM
Summon anything with greater glamor -> Create Antimatter. 

(since " As far as the effects of the object are concerned, simply give it the same attributes a fully real object of its type would have. ")

Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 12, 2010, 08:33:37 AM
On the Changeling Summoner:  Yeah, that works fine. And can be killed casually by anyone with a sword or gun. Sure, vast horde of minions, but he's fragile and anyone who kills him likely doesn't need to worry about most of the minions thereafter. His power also all depends on prep-time. Not a lot, but some (he can't keep 22 Hellhounds around all the time).

And I'd argue that nothing
(click to show/hide)
does proves Summoning takes that little time (I'd make it quite a bit longer, personally). I, also personally, assumed his Summonings were of entire groups, and all conducted offscreen, all he did onscreen was yell the equivalent of "Here, boy!" at already summoned critters.


As for the dragon-thingy, I'd rule that to power that you need either a ridiculously old, potent, and strong-willed spirit, or an AI so complex and intelligent it will rapidly gain such qualities and escape your control easily.


On Lilith: Yeah, she works fine, but I'm gonna repeat a "So?" here. She's badass White Court, but bullets don't bounce off her. In fact, most Wardens (or other combat Wizard PCs) can casually fry her physically at least as fast as she can mess them up mentally.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 12, 2010, 11:27:12 AM
As for the dragon-thingy, I'd rule that to power that you need either a ridiculously old, potent, and strong-willed spirit, or an AI so complex and intelligent it will rapidly gain such qualities and escape your control easily.

While the Dragon Thingy is way over the top, where do you draw the line?

Some examples of Entities and Willpower (Conviction):
Chauncy - Fair
Kalshaza - Mediocre
Shen - Mediocre
Cobb  - Mediocre
Elf - Mediocre
Bucky - Mediocre
Hammerhands - Mediocre
The Reaper - Mediocre
Giant Scarecrow - Average or Fair
Goblin - Mediocre
Elder Gruff - Average
Hellhound - Mediocre
Hob - Mediocre
Malk - Mediocre
Nixie - Mediocre
Ogre - Mediocre
Pixie - Mediocre
Shellycobb - Mediocre
Sylph - Mediocre
Bridge Troll - Mediocre
Spectre - Average
Library Ghost - Great
Hecatean Hag - Great
He Who Walks Behind - Good
Tentacled Horror - Average

Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 12, 2010, 11:38:47 AM
I'd actually give an Elder Gruff or the Scarecrow more than that (in fact, I did precisely that when I statted up my version of the Gruffs), and the Tentacled Horror is an Outsider and thus plays by it's own rules. Also summoning elite hitters from either Summer or Winter has consequences you'd better be prepared to face (Eldest Brother Gruff may be annoyed you forced his brother to do something, just for example).

Also, even assuming you go with those scores, those are alot less powerful than a -49 Refresh, and there is a clear ascending hierarchy, it just goes a bit slowly. But even by those standards (say, 1 point of Conviction every 10 Refresh, rounded down), the dragon would have a minimum of Great or Superb Conviction.

And aside from those two, I'm not inclined to see any problems with summoning any of the things listed.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 12, 2010, 12:25:11 PM
The list is there as an example of existing NeverNever NPC's and their Conviction scores.
As guidline for stating other NPC's.

Also, even assuming you go with those scores, those are alot less powerful than a -49 Refresh, and there is a clear ascending hierarchy, it just goes a bit slowly. But even by those standards (say, 1 point of Conviction every 10 Refresh, rounded down), the dragon would have a minimum of Great or Superb Conviction.

Even with Superb Conviction, its trivial easy for an Focused Summoner to Summon and Bind it.
(Superb +5, +4 best possible dice roll = +9 without Fate Points).
Asses two Aspects for the Containment Ritual and you have nothing to fear.

Quote
Yeah, that works fine. And can be killed casually by anyone with a sword or gun.
Sword OK, Gun would need special munition.
And if we use not an Fae as Parent but something other from the Nevernever it looks different.
And the Char. has two Enchanted Item Slots, an Lore of Superb and Thaumaturgy, so it would be prudent for the Char. to get an Enchanted Armor Item asap.
Better idea: Downgrade Thaumaturgy to Ritual: Summoning. Get an Extra Refinement for Enchanted Item Slots and let an dedicated summoned Item Crafter make your Magic Items.

Casually by anyone with an Sword? Even if we keep the Iron Catch. Not seeing it.

On the whole, I dont see the problem with the Char. per se, but with the Summoning/Binding rules.
So my House-Rule is: More complex NPC's need a higher complexity (Summoning-)Ritual.
(And that would fit into the Summoning of the Erling. Harry got the Summoning Ritual from Peabody [well his book], but the Containment-Spell was Harrys [and would still be based on Conviction and be possible])

Summary:
Even if you give all NeverNever NPC's an Superb Conviction, its still trivial easy for an Summoner to summon and bind them. There is no in-Game reason why
(click to show/hide)
had such whimps as cannon fodder.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 12, 2010, 10:16:20 PM
The list is there as an example of existing NeverNever NPC's and their Conviction scores.
As guidline for stating other NPC's.

Sure, but it's sample of high-powered ones is very limited, and, IMO, a bit low Conviction.

Even with Superb Conviction, its trivial easy for an Focused Summoner to Summon and Bind it.
(Superb +5, +4 best possible dice roll = +9 without Fate Points).
Asses two Aspects for the Containment Ritual and you have nothing to fear.

True enough. Not precisely a problem, though. Binding's the hard part, and WAY more difficult than you're allowing for. Complexity 26+ to ensure it even on Mediocre Conviction (at least, if they use all their Consequences). Now, I'd suspect that more impressive creatures are more willing to burn all their Consequences to avoid being bound. In fact, that's explicit in the rules (with named characters actually using their Consequences and all). Also, if their Consequences are filled, you need to give them some downtime after Binding them...or those'll still be filled when you use them and any hit that gets through their Stress will take them out.

Sword OK, Gun would need special munition.
And if we use not an Fae as Parent but something other from the Nevernever it looks different.
And the Char. has two Enchanted Item Slots, an Lore of Superb and Thaumaturgy, so it would be prudent for the Char. to get an Enchanted Armor Item asap.
Better idea: Downgrade Thaumaturgy to Ritual: Summoning. Get an Extra Refinement for Enchanted Item Slots and let an dedicated summoned Item Crafter make your Magic Items.

Casually by anyone with an Sword? Even if we keep the Iron Catch. Not seeing it.

Um...they're as vulnerable to a sword as anyone with body armor...that's actually pretty vulnerable. Look at Harry.

On the whole, I dont see the problem with the Char. per se, but with the Summoning/Binding rules.
So my House-Rule is: More complex NPC's need a higher complexity (Summoning-)Ritual.
(And that would fit into the Summoning of the Erling. Harry got the Summoning Ritual from Peabody [well his book], but the Containment-Spell was Harrys [and would still be based on Conviction and be possible])

But Summoning doesn't need to be difficult, since summoned creatures can do whatever they like, it's Binding that needs to be difficult...and is.

Summary:
Even if you give all NeverNever NPC's an Superb Conviction, its still trivial easy for an Summoner to summon and bind them. There is no in-Game reason why
(click to show/hide)
had such whimps as cannon fodder.

I'll repeat: Summoning, easy. Binding, not easy. Since Summoning is basically the magical version of a Contacts roll, this seems appropriate. This also explains the thing with the Erlking being fairly simple: Hary was putting him in a circle and keeping him there...not binding him to service.
Title: Re: What's the most munchkin character you can build?
Post by: JustinS on May 13, 2010, 04:08:51 AM
I'll repeat: Summoning, easy. Binding, not easy. Since Summoning is basically the magical version of a Contacts roll, this seems appropriate. This also explains the thing with the Erlking being fairly simple: Hary was putting him in a circle and keeping him there...not binding him to service.

Also, if you are taking time to get the binding up, they have time to escape. Your creature can sit around, and assess you and your binding circle, probe it for weaknesses, meditate to gather focus, and then lash out with a handful of tags.

Remember the circle it took to hold Ivy... 
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 13, 2010, 12:28:09 PM
@deadmanwalking:
You can Bind with multiple spells, not hard anymore...

In case the GM wants only one big binding ritual you need an bunch of tags anyhow (~10) those three or four extra tags for the higher conviction seem a little like thowing an lighter in an burning house...

@JustinS:
Examples? Discipline Assesment for extra Concentration, OK. Other than that?

[Edit:]
And its not as if an Big Hammer Ritual is short, the Creature should be able to tag those Aspects anyhow (if there are tagable there).
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 13, 2010, 12:50:00 PM
@deadmanwalking:
You can Bind with multiple spells, not hard anymore...

In case the GM wants only one big binding ritual you need an bunch of tags anyhow (~10) those three or four extra tags for the higher conviction seem a little like thowing an lighter in an burning house...

Well, the more important and powerful a creature is the more likely it is to use it's Consequences. So the Scarecrow might use all of it's (making it a Complexity 30 or so ritual), while a Hellhound uses none (making it a Complexity 10 or so ritual). That's a large difference. Or, using the 'multiple rituals' model, one or two Rituals vs. five or six.

[Edit:]
And its not as if an Big Hammer Ritual is short, the Creature should be able to tag those Aspects anyhow (if there are tagable there).

Indeed. And it can make Declarations that they exist, as well as Assessments (and old, powerful, creatures should do precisely that). Either way it's got a good chance to break the hell out unless that's one hell of a binding circle (say, another Complexity 15 spell or so, if you want to be really safe).

Also, you're ignoring the potential diplomatic issues with this strategy. If you go around doing this to powerful, intelligent, entities, your former minions and/or their friends and associates will likely be annoyed and do something violent and unpleasant to you. Summoning up Fetches in Scarecrow's league is likely to arouse Mab's personal interest (they're her elite assassins), while summoning and binding Elder Gruffs is likely to annoy their elder brother. Neither of these are healthy for you. And the results are likely to be similar for summoning similarly powerful entities.

And thaqt, too, fits the books perfectly. It wasn't primarily summoning the Erlking that was  bad for Harry...it was the long-term consequences of doing so (ie: he wants to hunt Harry down and kill him).
Title: Re: What's the most munchkin character you can build?
Post by: JustinS on May 13, 2010, 03:02:38 PM
@deadmanwalking:
You can Bind with multiple spells, not hard anymore...

In case the GM wants only one big binding ritual you need an bunch of tags anyhow (~10) those three or four extra tags for the higher conviction seem a little like thowing an lighter in an burning house...

@JustinS:
Examples? Discipline Assesment for extra Concentration, OK. Other than that?

[Edit:]
And its not as if an Big Hammer Ritual is short, the Creature should be able to tag those Aspects anyhow (if there are tagable there).

off the top of my head, with no actual situation to work off of...

Lore assessments of the actual spell. Rapport assessments of the wizard in question. Possible craft declarations of the wizard having messed up his circle. Lore declarations of the wizard having used a crow feather instead of a raven...
Also, if you are going to force your way out, you may be able to add in the complementary skill might bonuses from levels of strength powers. Also, may have some fate points if they got spent against you from the summon if they invoked any of your aspects.

Not to mention the social attack of 'let me out, you can trust me even though I've never given my word'.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 14, 2010, 06:52:34 AM
Well, the more important and powerful a creature is the more likely it is to use it's Consequences. So the Scarecrow might use all of it's (making it a Complexity 30 or so ritual), while a Hellhound uses none (making it a Complexity 10 or so ritual). That's a large difference. Or, using the 'multiple rituals' model, one or two Rituals vs. five or six.
And how does the Wizard know before he tries to bind the creature, how many Consequences it will take? That sound very metagamy to me. Shouldnt the Wizard plan for the worst?

Quote
Indeed. And it can make Declarations that they exist, as well as Assessments (and old, powerful, creatures should do precisely that). Either way it's got a good chance to break the hell out unless that's one hell of a binding circle (say, another Complexity 15 spell or so, if you want to be really safe).
Complexity 15 Containment spell. We are talking about two Assessments...

Quote
Also, you're ignoring the potential diplomatic issues with this strategy. If you go around doing this to powerful, intelligent, entities, your former minions and/or their friends and associates will likely be annoyed and do something violent and unpleasant to you. Summoning up Fetches in Scarecrow's league is likely to arouse Mab's personal interest (they're her elite assassins), while summoning and binding Elder Gruffs is likely to annoy their elder brother. Neither of these are healthy for you. And the results are likely to be similar for summoning similarly powerful entities.
Back to the sample summoned creature: Magical Constructs - no diplomatic issues?

off the top of my head, with no actual situation to work off of...

Lore assessments of the actual spell. Rapport assessments of the wizard in question. Possible craft declarations of the wizard having messed up his circle. Lore declarations of the wizard having used a crow feather instead of a raven...
Also, if you are going to force your way out, you may be able to add in the complementary skill might bonuses from levels of strength powers. Also, may have some fate points if they got spent against you from the summon if they invoked any of your aspects.

Not to mention the social attack of 'let me out, you can trust me even though I've never given my word'.

The wizards gain an Fate point every time a declarations is made against him, right?
So he can and should make an declaration right back. Seems like an no win situation.
For Assesments: The wizard should have the upper hand, because he controls the place and time of the Ritual. So he should go to the trouble of making clear there are no objects on the floor he can tripp over...
And how about preparing the room? Scene Aspect: Cleaned room, nothing to use against me. (Not shure how that would work exactly.)


From the other Thread (so we can discuss in one place):
Potentially. It depends on how you read and look at the rules. Even assuming that's the case, your new minion will then immediately need time to recover or be pretty much useless until it does. Also, see the other thread for reasons why this is usually a bad idea. Two words: Diplomatic Repercussions.
How so, the minion can choose every time to take no consequences, and be bound.
And if you use one big ritual for binding, the creature can still choose to take consequences and would be useless for you until recovered.

Quote
Though now that I think about it, there's also the whole 'literal genie' problem, where your new minion is ordered to protect you from the demon, and immediately kills you since then the demon can't. That's a bit of an over-the-top example, but the kind of thing that's likely to be a much bigger problem for powerful creatures than the less powerful.
Thats on of the reasons we want long term binding.

But lets drop the matter of uber-powerfull summons for the moment. Does nobody see a problem with summoning an Army?
100 hundred magical constructs on the powerlevel of an Hellhound? (little more of 8 hours nonstop summoning and binding).
Its not as problematic as the mass summoning of Powerfull Things and workable. But its hard on the overpowered mark.

@Deadmanwalking: If
(click to show/hide)
had his creatures allready summoned, how did he call them?
If its so easy to call them through the NeverNever (and he couldnt open a door into the NeverNever by the rules), then

Not a lot, but some (he can't keep 22 Hellhounds around all the time).

And I'd argue that nothing
(click to show/hide)
does proves Summoning takes that little time (I'd make it quite a bit longer, personally). I, also personally, assumed his Summonings were of entire groups, and all conducted offscreen, all he did onscreen was yell the equivalent of "Here, boy!" at already summoned critters.

he can keep them around 24/7.





Sorry to say it, but at the moment I get the feeling of: Srew the player over for abusing rules that shouln't be there.

At the moment every creature is Summonable, Containable and Bindable (with Superb Conviction or lower, probably the Conviction could go even higher).
I could see an House Rule that the Binding Spell disrupts the Containment spell. So you would need one big powerfull Binding spell.
But then nothing would be bindable. The wizard cant know this creature isnt going to use Consequenses.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 14, 2010, 07:22:39 AM
And how does the Wizard know before he tries to bind the creature, how many Consequences it will take? That sound very metagamy to me. Shouldnt the Wizard plan for the worst?

Less powerful creatures trying less hard to resist? That’s not really metagamey. And careful Wizards with the time and energy to do so should indeed plan for the worst. Notice how I phrased that?

Complexity 15 Containment spell. We are talking about two Assessments...

True enough, for a dedicated summoner.

Back to the sample summoned creature: Magical Constructs - no diplomatic issues?

Unless you take the time and energy to make a complicated magical AI, Constructs ARE summoning. Even if you do the AI thing (which I'd actually rule to take ALOT longer), there's the potential of it going rogue, or the Wardens coming down on you for creating  a sentient being and mistreating it. And if you aren't mistreating it and it serves you willingly...well, what makes it different from any other allied NPC?

The wizards gain an Fate point every time a declarations is made against him, right?
So he can and should make an declaration right back. Seems like an no win situation.

No. No he doesn’t. He’d get a Fate Point if the enemy burned a Fate Point to use one of his Aspects…but if the enemy uses Tags he gets jack and shit. And you can make Declarations without burning fate Points on them, too.

For Assesments: The wizard should have the upper hand, because he controls the place and time of the Ritual. So he should go to the trouble of making clear there are no objects on the floor he can tripp over...
And how about preparing the room? Scene Aspect: Cleaned room, nothing to use against me. (Not shure how that would work exactly.)

It…really wouldn’t. Except inasmuch as he could make it one of his own Assessments or Declarations to enhance the summoning circle.

From the other Thread (so we can discuss in one place):How so, the minion can choose every time to take no consequences, and be bound.

Sure, but will they do that? Many proud and powerful ones wouldn’t, they’d fight to the bitter end.

And if you use one big ritual for binding, the creature can still choose to take consequences and would be useless for you until recovered.
Thats on of the reasons we want long term binding.

Oh, indeed. But that makes this a tactic requiring A LOT of prep time. Wizards can do almost anything if you give them prep time…but their enemies are aware of this, and seldom give them such time.

But lets drop the matter of uber-powerfull summons for the moment. Does nobody see a problem with summoning an Army?
100 hundred magical constructs on the powerlevel of an Hellhound? (little more of 8 hours nonstop summoning and binding).
Its not as problematic as the mass summoning of Powerfull Things and workable. But its hard on the overpowered mark.

No, it’s not. You can easily play a general in this game and not be overpowered, because you can’t keep your soldiers with you 24/7 and when they aren’t there, they’re useless to you. Additionally, there’s the potential problems with having a supernatural army. Major players start seeing you as a threat, and various people start worrying that you’ll draw attention to the magical community. Neither of these are good for you.

@Deadmanwalking: If
(click to show/hide)
had his creatures allready summoned, how did he call them?

Okay, to be clear, he already has them bound. He the n spends a Complexity 4 or so spell summoning them, with no need for any Focus Items or circle (since they come pre-bound). Those are what likely take the time, not the summoning itself.

If its so easy to call them through the NeverNever (and he couldnt open a door into the NeverNever by the rules), then he can keep them around 24/7.

Sure could. And? He’s planned, prepped, and put effort into his little army, and ne guy with a gun can still snuff him like a candle. He deserves something out of it.

Sorry to say it, but at the moment I get the feeling of: Srew the player over for abusing rules that shouln't be there.

No, that’s not what I’m saying. I’m saying characters don’t operate in a vacuum, and their actions provoke appropriate responses in NPCs. A PC with Superb Resources and Filthy Lucre might be able to get, say, a helicopter gunship and the mercenaries to use it effectively, but if he does so in an obvious way, the Police are going to come down on him like a ton of bricks. Same deal with summoning, you can get a lot of help and power, but you need to be careful of the consequences. Contacts can probably do the same sort of thing at high ratings.

At the moment every creature is Summonable, Containable and Bindable (with Superb Conviction or lower, probably the Conviction could go even higher).
I could see an House Rule that the Binding Spell disrupts the Containment spell. So you would need one big powerfull Binding spell.
But then nothing would be bindable. The wizard cant know this creature isnt going to use Consequenses.

Huh? How would that make the creature unbindable? He’d just need to take all it’s Consequences into account.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 14, 2010, 08:30:50 AM
Unless you take the time and energy to make a complicated magical AI, Constructs ARE summoning.

Can you rephrase that? Not shure I understand that... Constructs are summoning?
Quote
Even if you do the AI thing (which I'd actually rule to take ALOT longer), there's the potential of it going rogue,

Alot longer = House Rule?
Potential of going rogue. How if its bound?
Quote
or the Wardens coming down on you for creating  a sentient being and mistreating it.

Why would they? Its not human.

Quote
And if you aren't mistreating it and it serves you willingly... well, what makes it different from any other allied NPC?

The Power of the NPC?


Quote
No. No he doesn’t. He’d get a Fate Point if the enemy burned a Fate Point to use one of his Aspects…but if the enemy uses Tags he gets jack and shit. And you can make Declarations without burning fate Points on them, too.
Got confused, thought Declarations need an Fate point. Whats the difference between an Assessment and an Declaration again?


Quote
It…really wouldn’t. Except inasmuch as he could make it one of his own Assessments or Declarations to enhance the summoning circle.
Wouldnt it be an Aspect the Summoned Creature needs to buy of with an Fate point? (ToDo: Need to reread the Aspect chapter...)


Quote
Oh, indeed. But that makes this a tactic requiring A LOT of prep time. Wizards can do almost anything if you give them prep time…but their enemies are aware of this, and seldom give them such time.
Not shure we are talking about the same. I'm talking about a wizard who uses one work day (8 hours) per month to gain 100 NPC's as followers. He does that regulary. If he need more he has 100 followers who protect him while he summons more.
Hellhounds are a little obvious but not all summoned creatures are.

Quote
Major players start seeing you as a threat, and various people start worrying that you’ll draw attention to the magical community. Neither of these are good for you.
Finally an use for the "Marked by Power" Power ;D


Quote
Okay, to be clear, he already has them bound. He the n spends a Complexity 4 or so spell summoning them, with no need for any Focus Items or circle (since they come pre-bound). Those are what likely take the time, not the summoning itself.
Nice thinking. Need to remember this.

Quote
No, that’s not what I’m saying. I’m saying characters don’t operate in a vacuum, and their actions provoke appropriate responses in NPCs.
While I see this for summoning actual existing creatures. I have (as stated multiple times) a problem with Magical Constructs.

But since you (sort of) used an HR to limit Magical Constructs, we are on the same page. Our House Rules are different, but we agree that AI Magical Constructs need an limitation. Do you agree?
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 14, 2010, 09:00:03 AM
Can you rephrase that? Not shure I understand that... Constructs are summoning?

Indeed. The vast majority of constructs are a spirit summoned to inhabit a constructed body.  AIs are a different matter but, well, see below.

Alot longer = House Rule?

Not really. There are never any rules at all listed to deal with making magical AIs (beyond a statement in OW on p. 31 that it requires a large investment of magical power). The type of Construct Work that uses the Summoning rules is the kind that is summoning. AIs aren’t ever even implied to use the same.

Potential of going rogue. How if its bound?

It could break the binding. In fact, the GM can always break any binding by giving the bound creature a Major Milestone…breaking it’s binding by removing the Extreme Consequence.

Why would they? Its not human.

See the first book, and Morgan getting antsy about Harry putting Toot-toot in a circle, or how worried he was about the Wardens not taking him summoning up Chancy well. It’s not technically a violation, but Wardens can still very much get on your case about it. And humane ones will do so.

The Power of the NPC?

True enough. But on the other hand, a PC could make friends with Thor in a bar, and get an even nastier friend. If the GM lets him.

Got confused, thought Declarations need an Fate point. Whats the difference between an Assessment and an Declaration again?

An Assessment is figuring out a fact or Aspect the GM’s already decided on, a Declaration is making up a fact and having it be true. The GM can veto Declarations, of course, but if the GM’s the one making them…

Wouldnt it be an Aspect the Summoned Creature needs to buy of with an Fate point? (ToDo: Need to reread the Aspect chapter...)

That’s…not quite how that works. Though I suppose you could try and Compel them with it…

Not shure we are talking about the same. I'm talking about a wizard who uses one work day (8 hours) per month to gain 100 NPC's as followers. He does that regulary. If he need more he has 100 followers who protect him while he summons more.

Hellhounds are a little obvious but not all summoned creatures are.

Sure. He can do that. And you could also play a Marcone type with that many mundane (but skilled) thugs more cheaply and easily.

Finally an use for the "Marked by Power" Power ;D

Indeed. Though the social skill bonus is nice as well.

Nice thinking. Need to remember this.

Happy to oblige.

While I see this for summoning actual existing creatures. I have (as stated multiple times) a problem with Magical Constructs.

Addressed above.

But since you (sort of) used an HR to limit Magical Constructs, we are on the same page. Our House Rules are different, but we agree that AI Magical Constructs need an limitation. Do you agree?

They do indeed, but I’m not convinced that’s a house rule any more than statting up a Rakshasa is (since neither are in the rules as written).
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 14, 2010, 09:30:17 AM
Quote
Not really. There are never any rules at all listed to deal with making magical Ais (beyond a statement in OW on p. 31 that it requires a large investment of magical power). The type of Construct Work that uses the Summoning rules is the kind that is summoning. AIs aren’t ever even implied to use the same.
I would argue, they are implied because AI rules are missing.

You need to have an rule if you want to use an AI Construct. (or use an existing rule [Summoning and Binding] but then they get overpowered)
So since there is no rule you need to make on = House Rule.

And as for rules for Rakshasha, there are rules. Its called Character Generation...  ;)


Quote
It could break the binding. In fact, the GM can always break any binding by giving the bound creature a Major Milestone…breaking it’s binding by removing the Extreme Consequence.
You are asuming the Creature has an Extreme Consequence and that the Consequence is: Bound.
I see two problems with it:
1. It could be bound without an Extreme Consequence.
2. IF it had the Extreme Consequence "Bound" it would be bound until it got an Major Milestone... That could be a long time. (And no need to shift power into duration).


Quote
See the first book, and Morgan getting antsy about Harry putting Toot-toot in a circle, or how worried he was about the Wardens not taking him summoning up Chancy well. It’s not technically a violation, but Wardens can still very much get on your case about it. And humane ones will do so.
But Harry was under the Doom of Damocles and still got away. And what has humane to do with it? Will Wardens kill you if you hit an hound/cat whatever?


Quote
True enough. But on the other hand, a PC could make friends with Thor in a bar, and get an even nastier friend. If the GM lets him.
???
That could be read as, you dont let PC's be Summoner?
Or if you have an Summoner in the party, the non-Summoner gets Thor as an buddy?

I hope that was a joke...


Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 14, 2010, 09:43:15 AM
I would argue, they are implied because AI rules are missing.

You need to have an rule if you want to use an AI Construct. (or use an existing rule [Summoning and Binding] but then they get overpowered)
So since there is no rule you need to make on = House Rule.

And as for rules for Rakshasha, there are rules. Its called Character Generation...  ;)

I disagree. A lack of rules for something doesn't necessarily imply that it works just like something else. It can, but it doesn't have to, and saying it doesn't isn't really a House Rule.

You are asuming the Creature has an Extreme Consequence and that the Consequence is: Bound.
I see two problems with it:
1. It could be bound without an Extreme Consequence.
2. IF it had the Extreme Consequence "Bound" it would be bound until it got an Major Milestone... That could be a long time. (And no need to shift power into duration).

True, though I'd be inclined to see Extreme Consequences as a fairly normal way to bind things.

But Harry was under the Doom of Damocles and still got away. And what has humane to do with it? Will Wardens kill you if you hit an hound/cat whatever?

Probably not, but a nice Warden who sees someone mistreating their Golem might well decide to do something about it. Kill them? Maybe, maybe not. Work magic to free the golem? Quite a bit more likely.

???
That could be read as, you dont let PC's be Summoner?
Or if you have an Summoner in the party, the non-Summoner gets Thor as an buddy?

I hope that was a joke...

Sorta. Though I'd likely let a PC do precisely that. Having powerful allies doesn't make PCs invulnrable, and I've never been shy about allowing it, nor should you be. I mean, look at Harry. He's personal friends with a Senior Council Member (as well as something like two dozen werewolves, the Summer Lady and Knight, and quite a few other people)...has that stopped him from getting in trouble?
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 14, 2010, 10:01:01 AM
I disagree. A lack of rules for something doesn't necessarily imply that it works just like something else. It can, but it doesn't have to, and saying it doesn't isn't really a House Rule.
But making rules for AI Construct is definitly a House rule. And you did that. You didnt say I dont allow AI Constructs because there are no rules for them...
Quote
True, though I'd be inclined to see Extreme Consequences as a fairly normal way to bind things.
But then you wouldnt need shifts for extra duration.
Quote
Probably not, but a nice Warden who sees someone mistreating their Golem might well decide to do something about it. Kill them? Maybe, maybe not. Work magic to free the golem? Quite a bit more likely.
Sounds like an Ex-Warden to me. Or an recipe for Civil War. Next you tell me an Warden tries to free cars from the oppression of their recless drivers?
An Warden that attacks an Wizard for something thats not an violation of an Law of Magic (and freeing an Golem is definitivly an attack)...
If that Warden is an PC and he tries to free an Stone Hound from Martha Liberty, what would you say to him?

Quote
Sorta. Though I'd likely let a PC do precisely that. Having powerful allies doesn't make PCs invulnrable, and I've never been shy about allowing it, nor should you be. I mean, look at Harry. He's personal friends with a Senior Council Member (as well as something like two dozen werewolves, the Summer Lady and Knight, and quite a few other people)...has that stopped him from getting in trouble?

We were talking about NPC followers. (like Marcones goos). Got to Summoned NPC's are likely more powerfull. Got to meeting Thor and are now by distant NPC's who might do some favors from time to time.
At this point, we are talking in circles and I think we should stop. We have both our standpoint, nobody is likely to change his mind...

Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 14, 2010, 10:29:49 AM
But making rules for AI Construct is definitly a House rule. And you did that. You didnt say I dont allow AI Constructs because there are no rules for them...

Uh…not allowing things just because there aren’t specifically rules for them is actually explicitly against the rules. Saying “Yes” is actually right in there.

But then you wouldnt need shifts for extra duration.

True, but the lack of assured duration balances out with that pretty well.

Sounds like an Ex-Warden to me. Or an recipe for Civil War. Next you tell me an Warden tries to free cars from the oppression of their recless drivers?

An Warden that attacks an Wizard for something thats not an violation of an Law of Magic (and freeing an Golem is definitivly an attack)...

Wardens are given very broad powers in how they pursue their duties. Morgan tried to kill Harry (albeit indirectly) and got off without much of any punishment at all. He had backing, but so will others doing this sort of thing. Violating free will IS against a Law of Magic…and while it’s technically a grey area doing it to non-humans, it’s up to the individual Warden how to deal with grey areas.

If that Warden is an PC and he tries to free an Stone Hound from Martha Liberty, what would you say to him?

Well, the Ward Hounds aren’t mistreated, and that’s a false comparison anyway. It’s like bringing up attacking Listens-to-Wind as an example of why attacking any Wizard is suicide. The Senior Council are rather obviously people you should tread lightly around. Also, BTW, it’s Ancient Mai, not Martha Liberty who does the hounds.

We were talking about NPC followers. (like Marcones goos). Got to Summoned NPC's are likely more powerfull. Got to meeting Thor and are now by distant NPC's who might do some favors from time to time.

At this point, we are talking in circles and I think we should stop. We have both our standpoint, nobody is likely to change his mind...

Um, all those are potential NPC relationships, and useful ones at that. There is indeed a distinction between friends and minions, but having 20-30 werewolves a phone call away blurs it quite a bit.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 14, 2010, 02:14:12 PM

Quote
Uh…not allowing things just because there aren’t specifically rules for them is actually explicitly against the rules. Saying “Yes” is actually right in there.
I'm not saying you should not allow it. But the moment you need to invent rules you have a House Rule. No problem with an House Rule. You should only be honest about it: Yeah the rules are unclear about that, this is how I rule it.
So you could say: The rules say you should make houserules when needed, but its still an House Rule.


Quote
Wardens are given very broad powers in how they pursue their duties. Morgan tried to kill Harry (albeit indirectly) and got off without much of any punishment at all. He had backing, but so will others doing this sort of thing. Violating free will IS against a Law of Magic…and while it’s technically a grey area doing it to non-humans, it’s up to the individual Warden how to deal with grey areas.
Thats Harrys (an law-breaking Wizard!) perspective talking here.
If Wardens could kill non-law violating Wizards without repercussions, only because they dont like his attitude...
Then some Warden would do that and we would have an Civil War within the White Council. They cant have unlimited power, otherwise every powerhungry would be Warlock would try to get into the outfit.


Quote
Well, the Ward Hounds aren’t mistreated, and that’s a false comparison anyway.
Well you brought the mistreadment of Golems on the table. And its all in the eye of the beholder...
I bet those golems dont have an 38,5 hour work week. They dont get paid. Must fight to the dead...

Quote
It’s like bringing up attacking Listens-to-Wind as an example of why attacking any Wizard is suicide. The Senior Council are rather obviously people you should tread lightly around.
Its dangerous, you dont do it if there isnt a clear law violation.
So the Senior Council is out of reach for the Wardens.
How about some random 400 years old Wizard, who is not on the senior Council?
(And who dont have the modern view of what is an abuse and what is normal.)

Quote
Also, BTW, it’s Ancient Mai, not Martha Liberty who does the hounds.
Yeah, got them confused.








Here another try of an Summoning Character, this one with more justification for the social side of Summoning and Binding.


High Aspect: Mortal General for the War Department of the Chinese Hell as described in this books (http://www.webscription.net/p-936-snake-agent.aspx)
Trouble: Stupid Orders
Other Aspects: Demons under my Command


Marked by Power -1

Item of Power: Scepter of Command (Spear) +2
Human Form +1
(when using the Item, the Gerneral shows full body (glowing) Tatoos which proclaim his allegiance to the War Department)
Ritual: Summoning and Binding -2
Refinement x 2 -2 (4 Extra Focus Item Slots = 6 Item Slots) +5 Complexity +1 Controll
-------------
Total -1 Refresh

Refinement -1 (2 Focus Item Slots converted into 4 Enchanted Item Slots)

Physical Immunity (only against Mortal Magic) -3

Supernatural Recovery -4
Catch: Wood +3
-------------
Total -1 Refresh

Lawbreaker First (multiple times) -2


Total Refresh Cost of Char. -9



Summoned Item Crafter:
-3 Thaumaturgy +1 Item Crafting Power (Focus Items +2 Wards Complexity)
-21 Refinement
  +6 Item Frequency,
  +5 Item Power,
  +5 Wards Complexity
  +4 Wards Controll, +4 Transformation Complexity
  +3 Transformation Controll, +3 Divination Complexity
  +2 Divination Controll, +2 Summoning Complexity, +2 Summoning Controll, +2 Conjuration Complexity
  +1 Conjuration Controll, +1 Transportation Complexity, +1 Transportaion Controll, +1 Veils Complexity
-2 Inhuman Strenght
-2 Inhuman Thoughness
-2 Inhuman Recovery
+3 Catch: Wood

Skills:
Superb +5: Lore, Resourcess
Great +4: Discipline, Conviction


The General orders his Magic Items by this Demon (and his Home is warded by this Demon).
Tai Chi clothes of hellish Protection (Block +10 or Armor +5 / 7 uses per session).
Silk gloves of Sudden painfull Death (to hit with Guns, Damage +8 / 9 uses per session).
Kukri of Dimensional Rending (opens door into the NeverNever +6 effect / 11 uses per session).
Facemask of Skulking (Veil +8 / 9 uses per session)


Bodyguard/Guide in the NeverNever
-4 Supernatural Speed
-2 Supernatural Strenght
-4 Supernatural Recovery
+3 Catch: Wood
-8 Physical Immunity
Catch +2: Taoistic holy relicts
-1 Claws
-1 Flesh Mask


Skills:
Superb +5: Lore, Awareness
Great +4: Fists, Endurance


Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 14, 2010, 03:07:53 PM
BTW. the enchanted items should probably be all at item Power -1 since the general isnt the creator off them.
Title: Re: What's the most munchkin character you can build?
Post by: JustinS on May 14, 2010, 03:17:51 PM

But lets drop the matter of uber-powerfull summons for the moment. Does nobody see a problem with summoning an Army?
100 hundred magical constructs on the powerlevel of an Hellhound? (little more of 8 hours nonstop summoning and binding).
Its not as problematic as the mass summoning of Powerfull Things and workable. But its hard on the overpowered mark.

Well, who's army was it to start with? How are you going to get that many names?

Things you can summon are likely in the lore declaration range. Or research in a good lore library. Binder's pack of whatnots is likely the result of a stunt or two (bring in the minion rules and stunts from spirit of the century)

Alternately, if you want to be able to bring in a pack of minions or whatnot, without unexpected trouble, summon and talk with a power that has an army. Make a deal to be able to summon their minions and have them obey.
Title: Re: What's the most munchkin character you can build?
Post by: pogoman on May 14, 2010, 07:41:50 PM
Quote from: Korwin

But lets drop the matter of uber-powerfull summons for the moment. Does nobody see a problem with summoning an Army?
100 hundred magical constructs on the powerlevel of an Hellhound? (little more of 8 hours nonstop summoning and binding).
Its not as problematic as the mass summoning of Powerfull Things and workable. But its hard on the overpowered mark.


I'd also like to throw out the idea that any character who routinely spends 8 hours summoning and binding an army is A) not being played realistically, B) being given problems that are too simplistic (and thus CAN be solved just by summoning a giant army), and C) is being given far too much time to deal with their problems.

Although I suppose I should add that I personally don't have a problem with the fact that the rules allow for a character who can summon an army.  Why?  Because that's freaking awesome.  It shouldn't be anything that a (player) character can do on the fly every day, but once in a blue moon when the situation gets bad?  Yeah.  Heck, if I were a GM, I'd be willing to plot an entire adventure around putting their character in a position to do that.  Just to allow the player/character to have that shining moment of awesome, the kind that you still talk about months later.  Character should be allowed to be super-powerful occasionally, whether by burning a metric ton of fate points or by cashing in on the powers they spent their refresh on.

Also, it might be cool to make this a chance to show exactly how far a character will go to get something.  What does it take to force your character into a situation where they cash in all 100 True Names they've spent years gathering?  How much debt will they take?  Will the bound creatures try to take revenge later?  Something on this scale would probably be worth an aspect change.

So bottom line: summoning an army could be fantastic character development, as well as completely awesome conceptually.  And there are some very good reasons why it'll be difficult to do it with any sort of regularity.  So I'm on the side that says it's not a problem.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 15, 2010, 08:29:10 AM
I'm not saying you should not allow it. But the moment you need to invent rules you have a House Rule. No problem with an House Rule. You should only be honest about it: Yeah the rules are unclear about that, this is how I rule it.

The rules aren’t clear. Therefore a personal ruling isn’t a House Rule…it’s how you rule it. House Rules are, generally speaking, rules changes, not filling in empty spots using the general rules (like the Thaumaturgy section).

I should note that I actually do diverge from the authors in a few areas, and have House Rules there, but really, I think on this one I’m doing the RAI, and not diverging from the RAW, and thus it’s not really a House Rule.

So you could say: The rules say you should make houserules when needed, but its still an House Rule.

Not precisely. But we’re arguing semantics here as much as anything.

Thats Harrys (an law-breaking Wizard!) perspective talking here.

True. And who better would know what the Wardens occasionally punish people for?

If Wardens could kill non-law violating Wizards without repercussions, only because they dont like his attitude...

And then there’s Bob talking about ‘convicting on suspicion’ and the actual evidence indicating that they might kill Harry merely for who his brother is. Wardens are given very broad latitude in their duties. They likely wouldn’t kill someone with a Bound Golem…but they might free the creature which is (to quote Harry in regards to demon summoners) ‘classic Coucil tactics’.

Then some Warden would do that and we would have an Civil War within the White Council. They cant have unlimited power, otherwise every powerhungry would be Warlock would try to get into the outfit.

Oh, if their Warden Commander finds a Warden abusing their power they can destroy their career if not kill them outright, so it’s risky. But I’m talking about an NPC Warden doing this to a PC here, not a PC getting away with it, necessarily.

Well you brought the mistreadment of Golems on the table. And its all in the eye of the beholder...
I bet those golems dont have an 38,5 hour work week. They dont get paid. Must fight to the dead...

True. Though considering their AIs are duplicate fragments of Ancient Mai’s own mind, what makes you think they are bound, or need to be?

Its dangerous, you dont do it if there isnt a clear law violation.
So the Senior Council is out of reach for the Wardens.

Yes, as a rule, it is indeed.

How about some random 400 years old Wizard, who is not on the senior Council?
(And who dont have the modern view of what is an abuse and what is normal.)

Um, again, I’m talking about NPC reactions to a PC’s actions.  Unless you’re playing a 400 year old Wizard, this example is irrelevant. Wardens, like cops and soldiers everywhere, treat their superiors and important civilians quite a bit more carefully than they do some punk kid.

Yeah, got them confused.

No worries.






Here another try of an Summoning Character, this one with more justification for the social side of Summoning and Binding.


High Aspect: Mortal General for the War Department of the Chinese Hell as described in this books (http://www.webscription.net/p-936-snake-agent.aspx)
Trouble: Stupid Orders
Other Aspects: Demons under my Command


Marked by Power -1

Item of Power: Scepter of Command (Spear) +2
Human Form +1
(when using the Item, the Gerneral shows full body (glowing) Tatoos which proclaim his allegiance to the War Department)
Ritual: Summoning and Binding -2
Refinement x 2 -2 (4 Extra Focus Item Slots = 6 Item Slots) +5 Complexity +1 Controll
-------------
Total -1 Refresh

Refinement -1 (2 Focus Item Slots converted into 4 Enchanted Item Slots)

Physical Immunity (only against Mortal Magic) -3

Supernatural Recovery -4
Catch: Wood +3
-------------
Total -1 Refresh

Lawbreaker First (multiple times) -2


Total Refresh Cost of Char. -9



Summoned Item Crafter:
-3 Thaumaturgy +1 Item Crafting Power (Focus Items +2 Wards Complexity)
-21 Refinement
  +6 Item Frequency,
  +5 Item Power,
  +5 Wards Complexity
  +4 Wards Controll, +4 Transformation Complexity
  +3 Transformation Controll, +3 Divination Complexity
  +2 Divination Controll, +2 Summoning Complexity, +2 Summoning Controll, +2 Conjuration Complexity
  +1 Conjuration Controll, +1 Transportation Complexity, +1 Transportaion Controll, +1 Veils Complexity
-2 Inhuman Strenght
-2 Inhuman Thoughness
-2 Inhuman Recovery
+3 Catch: Wood

Skills:
Superb +5: Lore, Resourcess
Great +4: Discipline, Conviction


The General orders his Magic Items by this Demon (and his Home is warded by this Demon).
Tai Chi clothes of hellish Protection (Block +10 or Armor +5 / 7 uses per session).
Silk gloves of Sudden painfull Death (to hit with Guns, Damage +8 / 9 uses per session).
Kukri of Dimensional Rending (opens door into the NeverNever +6 effect / 11 uses per session).
Facemask of Skulking (Veil +8 / 9 uses per session)


Bodyguard/Guide in the NeverNever
-4 Supernatural Speed
-2 Supernatural Strenght
-4 Supernatural Recovery
+3 Catch: Wood
-8 Physical Immunity
Catch +2: Taoistic holy relicts
-1 Claws
-1 Flesh Mask


Skills:
Superb +5: Lore, Awareness
Great +4: Fists, Endurance



Heh. Yeah, just no. Technically legal in theory, but no GM in their right mind would allow the first summoned creature to be doing shit for any PC without payment (probably major and excessive payment), any more than they‘d let you have Thor as your personal bitch as an Emissary of Odin (which is also technically legal).

The second is a possibility, but it doesn’t help you much when they target you directly.
Title: Re: What's the most munchkin character you can build?
Post by: Slife on May 15, 2010, 11:52:34 AM
I'm sorry, I'm too busy destroying the planet with antimatter to bother with summoning anything else.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 15, 2010, 11:59:41 AM
I'm sorry, I'm too busy destroying the planet with antimatter to bother with summoning anything else.

Actually, looking this over, reread Conjuration. All Conjured materials are inherently false, it's all actually Ectoplasm given form but not substance by magic. You can't conjure materials (like anti-matter), though you can conjure things that look like them. To take a more reasonable example, you also can't conjure an 'iron' sword that satisfies a Fairie's Catch.

EDIT: Wait, looking back, you're talking about Greater Glamour. Which I'd argue still operates by the above rules, but the distinction is academic. It doesn't matter, from a bizarre rules exploits point of view, because it's the one power explicitly limited to a specific group (pure Fae) and it's one of the only groups explicitly stated to never be allowed as PCs.
Title: Re: What's the most munchkin character you can build?
Post by: Slife on May 16, 2010, 12:15:47 AM
Yeah, but you just have to bind a pure fey once.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 16, 2010, 06:25:30 AM
I'd still argue it doesn't work like that.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 16, 2010, 08:05:12 AM
Antimatter is still an theory? Or did we get some antimatter made in RL and I missed it?


Quote
Heh. Yeah, just no. Technically legal in theory, but no GM in their right mind would allow the first summoned creature to be doing shit for any PC without payment (probably major and excessive payment), any more than they‘d let you have Thor as your personal bitch as an Emissary of Odin (which is also technically legal).

The second is a possibility, but it doesn’t help you much when they target you directly.

Fluffwise I see no reason why an Emisarry of Power couldnt command the underlings of his employer. You could even argue he doesnt need to bind them...
(This is the reason I have problems with Knight of the Fairy Courts too. I think I will lift the Emisary of Power to the same Power/refresh level as Denarians)
Title: Re: What's the most munchkin character you can build?
Post by: crusher_bob on May 16, 2010, 08:24:26 AM
Antimatter is still an theory? Or did we get some antimatter made in RL and I missed it?

It's make all the time in various large particle accelerators.  (CERN and Fermilab are examples)

Title: Re: What's the most munchkin character you can build?
Post by: Slife on May 16, 2010, 08:35:51 AM
We make antimatter all the time.  It's just ridiculously energy intensive, and can't be contained.

Even if it's ruled to "matter only", though, just create a boatload of polonium dust.   The LD-50 is about a microgram or so, so a kg or so could in theory decimate the world's population.


And these are things that are certainly less complicated to make than, say, a sword or an ice cream cone or a vine or something.  It's just pure substance.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 16, 2010, 09:03:47 AM
Fluffwise I see no reason why an Emisarry of Power couldnt command the underlings of his employer. You could even argue he doesnt need to bind them...
(This is the reason I have problems with Knight of the Fairy Courts too. I think I will lift the Emisary of Power to the same Power/refresh level as Denarians)

I think you're looking at Emissary of Power wrong. An Emissary can represent their liege and serve as a messenger for their commands, but unless doing so they don't necessarily have any authority over their other people (though they likely do over lesser servants).

In medieval times, think of it as a Knight sworn directly to a King. He need only obey the King himself directly, but he's still lower ranked than, say, a Duke, and can't just order a Duke to do things on his own authority, though he could bear commands from the king. Now, he could pretend to be representing the King when he isn't to get a Duke to do something, but when the King (or even the Duke) finds out they are not likely to be pleased, and have many ways to avenge the slight.

We make antimatter all the time.  It's just ridiculously energy intensive, and can't be contained.

Even if it's ruled to "matter only", though, just create a boatload of polonium dust.   The LD-50 is about a microgram or so, so a kg or so could in theory decimate the world's population.


And these are things that are certainly less complicated to make than, say, a sword or an ice cream cone or a vine or something.  It's just pure substance.

Uh. My point is that you can't make materials. You can make something that looks like gold, or even antimatter, but it's not really, it's ectoplasm, and it doesn't necessarily have any chemical, physical, or mystical properties of the material it's duplicating.

Now, I might allow a Faerie to make things that duplicate the effects of things they're familiar enough with, like alcohol, or arsenic, but certainly not radioactive compounds. And even that's something of a house rule, the intent is clearly that it flat-out can't duplicate material compositions at all.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 16, 2010, 09:14:49 AM
I think you're looking at Emissary of Power wrong. An Emissary can represent their liege and serve as a messenger for their commands, but unless doing so they don't necessarily have any authority over their other people (though they likely do over lesser servants).

Thats one interpretation. An limiting interpretation that is (IMHO) not supported by the books.

In the books, taking the Mantle of the Winter Knight gains equivalent power to taking up one of the Coins.
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Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 16, 2010, 09:30:03 AM
Thats one interpretation. An limiting interpretation that is (IMHO) not supported by the books.

Depends on what you count as an Emissary. I'd say Gard absolutely counts and she's certainly in the category I've described.

In the books, taking the Mantle of the Winter Knight gains equivalent power to taking up one of the Coins.
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I tend to agree that the Summer and Winter Knights specifically are more powerful than portrayed in their writeups and not good material for starting PCs, but that's a very specific example, and using it to say all Emissaries are inappropriate a bit like using Kincaid's write-up to suggest all Scions are inappropriate. They're exceptionally powerful examples of a template, but not all examples are so excessive.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 16, 2010, 09:39:43 AM
I tend to agree that the Summer and Winter Knights specifically are more powerful than portrayed in their writeups and not good material for starting PCs, but that's a very specific example, and using it to say all Emissaries are inappropriate a bit like using Kincaid's write-up to suggest all Scions are inappropriate. They're exceptionally powerful examples of a template, but not all examples are so excessive.

Emissary is the broader version of Summer and Winter Knight.
Scion is the broader version of Changeling.

The association lend itself for more powerful Emissaries.

But at this point we are nitpicking...
Title: Re: What's the most munchkin character you can build?
Post by: KOFFEYKID on May 16, 2010, 09:40:55 AM
I disagree, Deadmanwalking. I think the knights as portrayed in the RPG present a good baseline strength for a novice knight. On the other hand I think the stats listed for the Summer and Winter Knights in OW are probably a bit off.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 16, 2010, 10:06:58 AM
Recent evidence seems to suggest that Inhuman Strength, Speed, and Toughness, with no Item of Power to offset them, are part of the default power set for the Summer or Winter Knight (along with Sponsored Magic and Marked By Power), that's what I, personally, would give a novice Knight. That's also -10 Refresh...and thus just slightly out of PC reach.


And to Korwin: Huh? I'm not sure what you're getting at. True Believer or Champion of God are debatably broader versions of Knight of the Cross, and yet less powerful for the most part. A broader variation means more variation, not necessarily higher power level.
Title: Re: What's the most munchkin character you can build?
Post by: KOFFEYKID on May 16, 2010, 10:34:34 AM
Id rather think that recent evidence suggests that you don't need an item of power to gain those abilities, you can do so without relying on the sword of summer flame, for example, it just costs more refresh. In RPG terms, during Changes Harry basically goes Off the Deep End, as seen on Page 92. He's pulling refresh way below 0. I like to think of it as how much of the mantle are you going to let get its hooks into you? Sort of like a changeling going more and more fey.
Title: Re: What's the most munchkin character you can build?
Post by: Korwin on May 16, 2010, 10:39:00 AM
Quote
Emissary of Power
...
Knights of the Faerie Courts are an example of this, as are—by certain lights—Champions of God such as the Knights of the Cross. (Both have their own templates found elsewhere in this chapter.)

Looks like the same power Level to me. But lets drop this point.
Even if we (I) scratch this Template and the Knights of the Faerie Court...
Actually I dont scratch the Template. I scratch the fluff of this Templates for starting Characters...


But another question to an earlier post from you:
Quote
Heh. Yeah, just no. Technically legal in theory, but no GM in their right mind would allow the first summoned creature to be doing shit for any PC without payment (probably major and excessive payment), any more than they‘d let you have Thor as your personal bitch as an Emissary of Odin (which is also technically legal).
Are we back on-topic? Do we have an overpowered Char?


How could the Demon even try to not do as commanded?

1. He is bound and is under the control of the binder.
2. Afterwards he cant get revenge, because he would get a problem with his own boss? And its not as if it doesnt get screwed by his superiours anyway. So its not even something that stands out in his memory.
Hell (no pun intended) the time out of Hell (or is it intended?) is basically an Holliday for him...
"Hey boss, I'm finished with your Armor. But I think I could upgrade the Ward with a little more time..."




Well, who's army was it to start with? How are you going to get that many names?
Thats the reason I wrote "Magical Construct" and even if you ban AI Constructs or copies of your on Mind (see Stone Warden Dogs) look at the General build.
He gets the names from his employer...

I'd also like to throw out the idea that any character who routinely spends 8 hours summoning and binding an army is A) not being played realistically, B) being given problems that are too simplistic (and thus CAN be solved just by summoning a giant army), and C) is being given far too much time to deal with their problems.
Are you serious?
A) ??? Is an Char unrealistic who only works 8 hours per month? Because of too much work? Then any normal mortal who didnt won in the lottery is unrealistic?
B) Do you think he can use the "Army" only for fighting, because I wrote Army there? He can have the right tool for the right job every time he wants it. Scouting, no Problem. Fighting, no Problem. Information gathering, no Problem. Fast talkin, no Problem. Going to jail for you (Go to the Police and make an "I did it" statement), no Problem. And so on...
C) ??? The Chars in you game dont have 8 uninterupted hours in an month?
And even then, he coud divide those 8 hours in sixteen half hours and summon and bind creatures before he goes to bed.



Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 16, 2010, 11:20:50 AM
Looks like the same power Level to me. But lets drop this point.
Even if we (I) scratch this Template and the Knights of the Faerie Court...
Actually I dont scratch the Template. I scratch the fluff of this Templates for starting Characters...

Okay…I think? I’m really not sure what you’re saying here.

Though thinking about it, Knights of the Cross are a great example of what I mean when talking about Emissaries of Power: They’re emissaries of God, but despite working for the same boss Michael and Uriel tell them what to do, not vice versa. Being an Emissary hardly makes you the top of your boss’s hierarchy.

But another question to an earlier post from you:Are we back on-topic? Do we have an overpowered Char?

Not in any mechanical sense. He’s overpowered in the same sense as a PC President of the United States, because he has access to things no sane GM gives a player access to, but he’s not mechanically overpowered. Summoning isn’t the problem, it’s allowing concepts that intrinsically grant such implicit and non-mechanical benefits.

How could the Demon even try to not do as commanded?

1. He is bound and is under the control of the binder.
2. Afterwards he cant get revenge, because he would get a problem with his own boss? And its not as if it doesnt get screwed by his superiours anyway. So its not even something that stands out in his memory.
Hell (no pun intended) the time out of Hell (or is it intended?) is basically an Holliday for him...
"Hey boss, I'm finished with your Armor. But I think I could upgrade the Ward with a little more time..."

Sure, and the President can nuke you, or the CIA director have you assassinated. So? They’re not appropriate PC concepts and thus disallowed in all sane games. No game can actually prevent this kind of thing, because it’s an issue with the non-mechanical aspects of the game.

Thats the reason I wrote "Magical Construct" and even if you ban AI Constructs or copies of your on Mind (see Stone Warden Dogs) look at the General build.

I believe I’ve addressed these possibilities, repeating myself seems unnecessary.

He gets the names from his employer...
Are you serious?
A) ??? Is an Char unrealistic who only works 8 hours per month? Because of too much work? Then any normal mortal who didnt won in the lottery is unrealistic?
B) Do you think he can use the "Army" only for fighting, because I wrote Army there? He can have the right tool for the right job every time he wants it. Scouting, no Problem. Fighting, no Problem. Information gathering, no Problem. Fast talkin, no Problem. Going to jail for you (Go to the Police and make an "I did it" statement), no Problem. And so on...
C) ??? The Chars in you game dont have 8 uninterupted hours in an month?
And even then, he coud divide those 8 hours in sixteen half hours and summon and bind creatures before he goes to bed.

I think his point is that they won’t have time to do it in an adventure. And personally, I’d say this kind of constant mass binding is probably about as likely to get you dead as a single big-thing binding. Every non-bound critter in the city will constantly be trying to kill you, just so you don’t enslave them someday.
Title: Re: What's the most munchkin character you can build?
Post by: pogoman on May 17, 2010, 04:57:00 AM
Are you serious?
A) ??? Is an Char unrealistic who only works 8 hours per month? Because of too much work? Then any normal mortal who didnt won in the lottery is unrealistic?
B) Do you think he can use the "Army" only for fighting, because I wrote Army there? He can have the right tool for the right job every time he wants it. Scouting, no Problem. Fighting, no Problem. Information gathering, no Problem. Fast talkin, no Problem. Going to jail for you (Go to the Police and make an "I did it" statement), no Problem. And so on...
C) ??? The Chars in you game dont have 8 uninterupted hours in an month?
And even then, he coud divide those 8 hours in sixteen half hours and summon and bind creatures before he goes to bed.


"A" and "C" have nothing to do with the time investment being too much, and everything to do with a character whose response to a threat is to summon an army.  As has been pointed out other places, there are game (not necessarily system, mind you, although their could be) ramifications to summoning and binding large numbers of creatures routinely.  And you missed my point on the time investment, because what I was saying was that I don't routinely give my players 8 uninterrupted hours during an adventure with which to do whatever they want.  Time constraints are king.  If there's an evil warlock trying to complete a magic ritual, he's likely got a time-frame.  And the player may not HAVE 8 hours to spend before they need to stop him.

In your other example, if he's summoning creatures before bed what is he doing with them in the meantime?  Do they just sit around his apartment?  Watch some TV?  Do the neighbors notice something weird?  Landlady? What if aforementioned Warlock can tell something weird is going on, and calls in a tip to the police who show up with a warrant?  Do his summoned beasts need to eat?  Honestly, the comic potential for having a dozen unruly summoned creatures in your apartment... well, it boggles the mind.  As a GM I'd salivate over the chance to mess with a character that way.  It would just be too funny.

I think his point is that they won’t have time to do it in an adventure. And personally, I’d say this kind of constant mass binding is probably about as likely to get you dead as a single big-thing binding. Every non-bound critter in the city will constantly be trying to kill you, just so you don’t enslave them someday.

^-This.  I actually think exploring the story ramifications could be cool, though, so I have no problem with a character summoning a ton of creatures.  I'm just pointing out that it could cause massive problems for the character.

As for being able to tailor the army to whatever you want, that's true to a point.  But I hold that it makes things too simplistic.  Again, if you're not putting a character under any sort of time constraint, the problem is simpler than it would be.  Or if you put them in situations where there is a clear foe to defeat.  Even scouting won't help if you don't know what you're actually looking for and have to deal with surly bound creatures who aren't inclined to exercise initiative on your behalf.  Remember how Grimalkin hates being bound by Harry in SK?  Think about that times 100.  And god help you if you summon a creature and force it to divulge information without payment.  It may then decide to come back later to collect, or sell your "debt" to something a lot stronger.

I mean, c'mon, does anything LIKE being called out of wherever they were and told to do stuff?  Without payment?  Or, if it DID want to be summoned, would it go back nicely afterwards?  And if you're playing them, then the GM has an in to limit your summoning to something... manageable.  If not, you may have just summoned a new villain for your character.  Or army of villains.

But this is all really about GMing style.  My bottom line is I think summoning an army is totally awesome, and I'm glad you can do it within the rules.  I just think that it provides so many story-based hooks and downsides that it's impractical to use regularly.
Title: Re: What's the most munchkin character you can build?
Post by: toturi on May 17, 2010, 07:17:12 AM
Not in any mechanical sense. He’s overpowered in the same sense as a PC President of the United States, because he has access to things no sane GM gives a player access to, but he’s not mechanically overpowered. Summoning isn’t the problem, it’s allowing concepts that intrinsically grant such implicit and non-mechanical benefits.

Sure, and the President can nuke you, or the CIA director have you assassinated. So? They’re not appropriate PC concepts and thus disallowed in all sane games. No game can actually prevent this kind of thing, because it’s an issue with the non-mechanical aspects of the game.
Sanity is relative. There are character concepts that one GM may reject that another may accept. It does not make the other GM insane. Similarly just because you see such a thing as one that no sane GM will give a player access to does not necessarily mean that it actually is insane.

Furthermore, I find that this line of reasoning is quite irrational given the premise of this thread. The President and the CIA director could well be appropriate PC concepts, you simply do not see it as such. The mechanical aspects of the game can well prevent this sort of thing if the game mechanics touch upon the socio-economics/non-combat aspects of the characters.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 17, 2010, 07:30:20 AM
Perhaps I should rephrase: No sane GM would allow such a character in the kind of game the DFRPG is intended to be.

Now, other game styles are a different matter (I played the Secretary of State in a Call of Cthulhu game once), but they also aren't the kind of game the DFRPG is intended to facilitate.

And I actually can't think of any games that regulate socio-economic status to the extent that you couldn't be the President. D&D sure doesn't, nor Call of Cthulhu, nor the Unisystem from Eden Studios, nor any other game I can think of. In some, including the DFRPG actually, you'd need to invest a fair amount into it (Superb Resources and either Presence or Contacting, with several Stunts in DFRPG), but it's doable.
Title: Re: What's the most munchkin character you can build?
Post by: toturi on May 17, 2010, 11:27:58 AM
Again you presume the sanity of a GM who would allow such a character in the kind of game the DFRPG is intended to be.

Further, is it not the writers' intent that once the book reaches the GM's hands, it is up to him to decide what kind of game he intends to run?
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 17, 2010, 11:46:52 AM
Again you presume the sanity of a GM who would allow such a character in the kind of game the DFRPG is intended to be.

Yep!  :)

Allowing such a character in a group of more typical PCs will inevitably lead to power imbalances, which are no fun for anybody, and generally a bad idea.

Further, is it not the writers' intent that once the book reaches the GM's hands, it is up to him to decide what kind of game he intends to run?

Oh, absolutely. I'm a big advocate of doing anything you like with a game. Call of Cthulhu isn't reall intended for that sort of thing either and that game was still fun.

But you can't really expect a Noir style urban fantasy game to have rules for dealing with, say, starship combat. Or, for that matter, rules against playing someone with his own starship capable of planetary destruction (there are no such rules as it's a vehicle, not a personal capability, after all). You can add such rules, but they can't be expected to be there.

The same with allowing characters to be the President (or someone with dieties on call). It's something the game was never intended for and can't really be expected to have rules to accomodate. It's certainly overpowered but not mechanically overpowered in the way, say, Moriden's first listed character was, because it's power is pretty much entirely based on having a GM who will allow you to play such a thing. The stats are immaterial, you could have absolutely no powers aside from Marked By Power (clearly a reasonable ability on it's own), and a ridiculously bad skill array, and you could still be General of the Demon Army and have god-level beings on call who must do exactly as you say if the GM let you. It's not an overpowered character mechanically, just conceptually.
Title: Re: What's the most munchkin character you can build?
Post by: toturi on May 17, 2010, 01:06:50 PM
Yep!  :)

Allowing such a character in a group of more typical PCs will inevitably lead to power imbalances, which are no fun for anybody, and generally a bad idea.

The same with allowing characters to be the President (or someone with dieties on call). It's something the game was never intended for and can't really be expected to have rules to accomodate. It's certainly overpowered but not mechanically overpowered in the way, say, Moriden's first listed character was, because it's power is pretty much entirely based on having a GM who will allow you to play such a thing. The stats are immaterial, you could have absolutely no powers aside from Marked By Power (clearly a reasonable ability on it's own), and a ridiculously bad skill array, and you could still be General of the Demon Army and have god-level beings on call who must do exactly as you say if the GM let you. It's not an overpowered character mechanically, just conceptually.
It would just as likely that a GM that doesn't allow such characters that is insane. I am a firm believer that there is no such thing as a "typical" PC, just a PC that is well built or not. Allowing a well built character in a group of well built PCs will not lead to power imbalances. If the GM has in his mind what a typical PC should look like will inevitably lead to similar-looking PCs and boring game, which are no fun for anybody and is generally an even worse idea.

A General of the Demon Army that doesn't have the skills nor the ability to back it up should shortly lose his army. Usually in a messy way.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 17, 2010, 01:28:28 PM
But that's rather the point, isn't it? As stated above, the General can be vastly below his own subordinates in power...because his power is entirely vested in his Master's authority. They can't overthrow him, as their own Master (presumably the Lord of Hell) wouldn't allow it. Which all makes perfect logical sense, and (like the Emissary of Odin who can casually order Thor to smite his enemies) is completely inappropriate for anything resembling a normal Dresden Files game.

Being flexible in the characters allowed is absolutely a GM must...but there are limits. In this game (and most, but not all, others), those include no characters with giant demon armies on call, nobody with access Nuclear Weapons, and no one with the ability to blow up the planet.

Sometimes, not often, but sometimes being a GM means being able to hear a player's concept and say 'No", because it would inherently unbalance the game to such an extent the other players won't have fun.

But really, you know that already. You wouldn't actually allow a character with a Death Star and Star-Trek style transporter in a Dresden Files game where the other PCs are an ordinary Cop with some good gun skills and a novice wizard. Nor even the mystical equivalent. Nor an army of 10,000 screaming demons all capable of slaying gods. Those are what I mean by inappropriate concepts. And yes, the Demon General and the President of the United States are absolutely in that category (if somewhat less obvious as examples).
Title: Re: What's the most munchkin character you can build?
Post by: Moriden on May 17, 2010, 02:45:16 PM
Quote
But really, you know that already. You wouldn't actually allow a character with a Death Star and Star-Trek style transporter in a Dresden Files game where the other PCs are an ordinary Cop with some good gun skills and a novice wizard. Nor even the mystical equivalent. Nor an army of 10,000 screaming demons all capable of slaying gods. Those are what I mean by inappropriate concepts. And yes, the Demon General and the President of the United States are absolutely in that category (if somewhat less obvious as examples).

Ether way the character fulfills what the OP asked for, examples of character that from a mechanical or other standpoint he should be looking out for.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 17, 2010, 02:53:27 PM
Ether way the character fulfills what the OP asked for, examples of character that from a mechanical or other standpoint he should be looking out for.

True enough.  :)

But threads evolve over time, and this particular topic grew out of a discussion of whether the summoning rules are broken...and I was explaining why that wasn't the problem with the character in question.

Also, I'm defending my position that the only real thing that can be done to limit characters of the problematic type mentioned is for the GM to not allow them, which seems more or less true to me.
Title: Re: What's the most munchkin character you can build?
Post by: Slife on May 21, 2010, 07:51:02 PM
Uh. My point is that you can't make materials. You can make something that looks like gold, or even antimatter, but it's not really, it's ectoplasm, and it doesn't necessarily have any chemical, physical, or mystical properties of the material it's duplicating.

Now, I might allow a Faerie to make things that duplicate the effects of things they're familiar enough with, like alcohol, or arsenic, but certainly not radioactive compounds. And even that's something of a house rule, the intent is clearly that it flat-out can't duplicate material compositions at all.
Oh, good.  Next time a demon tries to hit my character with poisonous fangs, I have a great counterargument.
Title: Re: What's the most munchkin character you can build?
Post by: Deadmanwalking on May 21, 2010, 11:09:33 PM
Not all demons/creatures from the Nevernever are pure ectoplasm. Faeries aren't.