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Messages - Troy

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61
DFRPG / Re: Newbies ask the darnest things
« on: July 30, 2013, 01:01:57 PM »
You always count based on the sum of skill+dice+modifiers (like invocations), so I suppose that would be "before" in your description. The only thing a Power bonus does is give you higher effective Conviction, it sets the amount of power you can use without taking extra stress higher.

I can understand that, but Invoking an Aspect can be done after the fact. I roll Fair, I want better, I Invoke an Aspect. My roll becomes Great.

Bonuses for Thaumaturgy and Evocation do not work this way, then?

62
DFRPG / Re: Newbies ask the darnest things
« on: July 30, 2013, 06:33:31 AM »
Evocation & Thaumaturgy: do the bonuses from specializations and focus items apply prior to the roll or after it?

If I need a FAIR roll to control the power of my spell and my bonus is +3 power, do I need a SUPERB roll to control my spell? Or would the fair roll do, and then my spell had 5 shifts of power?

63
DFRPG / Re: Son of Zeus
« on: July 26, 2013, 09:02:22 PM »
Some DMs take offense to the [-1]upgrade making it Weapon:4

Do you know why that might be? It works for Incite Emotion and Channeling/Evocation creates potential Weapon:10 or whatever.

64
DFRPG / Re: Son of Zeus
« on: July 26, 2013, 03:49:09 AM »
For Natural Weaponry... when you take the Ranged Weaponry upgrade does that mean your natural weapon is only ranged? I guess it doesn't matter, huh?

65
DFRPG / Re: Newbies ask the darnest things
« on: July 18, 2013, 12:46:38 AM »
So, all Defense rolls are "default" or suggestions? Although, situations vary and, if appropriate, you can defend using whatever makes sense? That makes sense to me.

Are there ever situations wherein the default defense would not be allowed?

66
DFRPG / Re: Newbies ask the darnest things
« on: July 17, 2013, 03:27:39 PM »
I know that that Rote Spells in the book are to be taken with a grain of salt. I do, however, have a question about something they introduce to the game.

Magic dictates how the target of the spell Defends against the attack or maneuver. Is that a feature or a bug?

67
DFRPG / Re: Newbies ask the darnest things
« on: July 15, 2013, 04:39:47 PM »
Potions take time and resources each time you want to make them, while an enchanted item has to be recharged.

It's the difference between buying more ammo for a gun and having to build a new gun from scratch every time you wanted to shoot someone.

The way it's presented in the book, it doesn't seem like you have to do much of that sort of thing unless you are telling that part of the story. The way I read it, we begin a session and I state I have potions X, Y, Z on me. Also, I can spent a Fate Point and have potion X on me without having stated it beforehand, or do the same thing with a successful declaration on a Lore roll. Is that not how it works?

68
DFRPG / Re: Newbies ask the darnest things
« on: July 15, 2013, 03:46:39 PM »
Here's a question we've been bandying around in my circle...

What's the advantage of  carrying an enchanted item(s) over a potion(s)? In other words, why wouldn't you just have some Potion Slots that you can fill each session with whatever you'd like?

69
DFRPG / Re: Law Talk
« on: July 13, 2013, 10:57:30 PM »
But it would well be within the bounds of the setting and I would argue even well within the supposed themes of the DFRPG.

Yes, indeed.

70
DFRPG / Re: Law Talk
« on: July 12, 2013, 11:51:35 PM »
I can make the same argument. But with the caveat that given enough time and resources. I could think of several alternatives but they all require time to prepare or a lot more resources. Which in my example, the character would not have.

Making the opposite argument would be like the infamous Kobayashi Maru test of Starfleet. Or even the "lifeboat" game. You would have to construct a scenario and place a rule on me (or yourself) that the only way to resolve this scenario for the win is to use your magic to kill another human being (or otherwise be a Lawbreaker).

That's dramatic, I won't argue with that. And if that's how your group wants to roll, it makes for awesome stories. But it's not the truth. It's a box. It's a fiction you've constructed for your story and it removes a certain amount of agency from the player. And, like James T Kirk, that's what I would argue against.

71
DFRPG / Re: Limits of Evocation?
« on: July 12, 2013, 03:00:05 PM »
I have had similar questions and I think that the thread I started on this sort of thing garnered a lot of insight and constructive responses. Here it is:

Purview of Evocation

I think the bottom line is, regardless of your element or sphere of expertise (in this case, biomancy) ... quick and dirty attacks, blocks, and maneuvers are Evocation. Channeling/Evocation are magical guns; they are also probably magical bulldozers, too -- and little more than that. For everything else, you'll need Ritual/Thaumaturgy.

72
DFRPG / Re: Law Talk
« on: July 12, 2013, 02:49:35 PM »
Creativity and/or resourcefulness covers about nearly all of how any problem can be solved. There will come a time when a choice has to be made between what is selfish and what is selfless. Someone is holding the world hostage, the only way you can stop him is to kill him with magic (you do not have the resources to do otherwise, and the time contraints greatly limit your creativity). Do you save the world and damn your soul or save your soul and let the world burn? Choose wisely indeed. I think this is what Lawbreaker is truly about.

I think I will always argue that there is another way as long as the protagonist has something like magic at his disposal. You don't have to damn your soul to save the world. That seems like a weak justification for every bad thing that could happen.

I also find it hard to believe that you couldn't think of an alternative to Lawbreaking in order to stop someone from "holding the world hostage" or "letting it burn."

73
DFRPG / Re: Newbies ask the darnest things
« on: July 11, 2013, 10:02:26 PM »
When you cast an Evocation, you take one mental stress. When you bump the power up beyond your Conviction, you take one mental stress for every shift over your Conviction. So, if you have Conviction 3 and you want to summon up Weapon:4 for your attack, that's 2 Mental Stress.

When you mark off your Stress box does it mark off two boxes or just the 2nd box?

Would it look like this?
[X][X]

or like this?
[ ][X]


74
DFRPG / Re: Son of Zeus
« on: July 08, 2013, 10:05:16 PM »
If you stick with Channeling (Air), you can do thunder and lightning. Or do Channeling (Thunderstorms) and do all sorts of thunderstorm related attacks, blocks and maneuvers.

75
DFRPG / Re: Newbies ask the darnest things
« on: July 08, 2013, 02:22:38 PM »
I'm going to go with "As long as it takes". Which is about the best and the worst answer I could give, I assume.

Let me elaborate. The time it takes to cast a spell is not always an important factor. If you've got the afternoon off, it doesn't really matter if the spell takes 2 seconds, minutes or hours, you'll have easily finished it in the time you have.

For casting a spell when you are under pressure, there are already rules for that. Just gather the shifts you need over the course of a few exchanges, and as long as you aren't interrupted or fudge up the roll, your spell works as planned.

For the SK spell you talk about in your link, the casting process doesn't even have to be part of the equation. The GM compels the "mind fog" scene aspect on Murphy and Harry. Murphy's player doesn't want to go to lala land, so she decides to buy the compel off. The GM asks her how that happens, and she says "Well, can't our wizard here do something?", and they decide that is a good idea. Harry's player doesn't have that many fate points to spare, so he accepts the compel. He'll still be able to fight against the mind fog invading him, but at times, that's going to take his full concentration, so he'll be way less effective in the ensuing conflict. Hell, he might even do something stupid like throwing marbles on the floor in order to stop an ogre.

The things that take time for any thaumaturgy spell is the preparation. Getting the right ingredients can be a session on its own, if you want it to be. Preparing the circle, making arcane calculations, ritual cleansing, meditating and what have you all (can) take time. But it always depends on what kind of spell you have, too. For Harry, it makes sense to have a quick tracking spell, that's his bread and butter, so he can do a spell like that with a rough chalk circle and a piece of string. Other wizards might need a lot more to do that, but they can make a tree grow with just an effort of will, for example.

Interesting. What about the same scene in Summer Knight Harry considered escaping via a portal to the Nevernever. If that were an in-game situation that sort of ritual would not have taken longer than the exchanges needed to summon up the power to do that?

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