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Topics - Auspice

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DFRPG / Mechanics Question About Thaumaturgy and Skill Boosts
« on: January 28, 2013, 11:10:43 AM »
The book seems a little vague about skill boosts with Thaumaturgy.  There is some mention on OW p.282 concerning this topic but nothing solid.  I'm trying to get the exact rules down before I make any house rules so any specific references from the book or an administrator (posted AFTER the final version was released) would be very much appreciated.

Let me give some examples of possible Thaumaturgical uses that I'm not sure would work:

(Assume a Lore of 5 for these)
Boots of Speed (Enchanted Item): +4 to Athletics 2x per session
      Would this have to be narrowed to a specific specialization like running or initiative?  How much of a bonus would be required before a consequence would be taken?  Would it be something like more than double the original skill?

Potion of Mightiness: +4 to Might for 2 exchanges
      Might is where I got the original idea of being able to add in skills because of the Biomancy section in OW p.284.  There it talks about boosting strength, and just boosting lifting without it boosting wrestling seems silly to me.  Making a potion that gives you a quick burst of Might seems sound, but that has implications on other Thaumaturgy aspects.  As for a mild consequence, I can imagine inserting something like "Sore Back" if the character does something extreme, but is there a specific place where the line is drawn or do I come up with that as the GM?
      Random side note, I enjoy thinking of somebody who took this potion, lifted a car, and forgot to put it down before the potion wore off.

Finally, this bleeds into the really broken concept that I would outlaw as a GM but might be sound as rules go...

Potion of Understanding (First): Lore +5 for one exchange
      A wizard can drink this and take a mild consequence to make a new potion...
Potion of Understanding (Second): Lore +10 for one exchange
      Even if I make the consequence a moderate one this time, it's worth it.  The player can always try to heal himself with a healing spell later.  Meanwhile, the wizard makes an enchanted item based on a +10 Lore.


Is there a key factor I'm missing in all of this?

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DFRPG / Mechanics Questions About Evocation Blocking/Armor and Enchanting
« on: January 28, 2013, 10:36:29 AM »
(Sorry if this has been covered.  I'm new to the forums and couldn't find an answer.)

First, with Evocation blocks/armor does the end of a round take an exchange even if nothing connected or will the spell persist until the end of the scene?  The example in OW p.259 seems to imply that it does despite my initial thoughts of the spell lasting the scene.

Second, are Evocation blocks and Evocation armors two completely different spells?  Normally this isn't an issue because OW p.260 talks about changing the spell, but this has caused a debate over enchanted items.  Does this mean that if a PC made an item identical to Harry's Duster (OW p.303) it can only be an Armor:2 item with 3x uses or can that be changed at any time during combat to have a Block:4 instead?

We are trying to fully understand every aspect of the system before introducing house rules, so any specific references from the books or an administrator (AFTER the final version was released) would be very much appreciated.

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