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The Dresden Files => DFRPG => Topic started by: Locnil on July 25, 2012, 04:28:11 AM

Title: Ask a simple question...
Post by: Locnil on July 25, 2012, 04:28:11 AM
Get a simple answer.

Seriously, though, I had dozens of questions I'd been meaning to ask lying around, but when I get a spare moment to actually ask, all I can remember is this one. How does this keep happening?

Anyway, if you buy both Toughness and Recovery powers, do you get The Catch rebate twice (once for each power), or just once for both? I.e. Would a fae with a cold iron catch, pay 1 Refresh for Supernatural Toughness and Supernatural Recovery, or 5 Refresh?

P.S. If anyone else has questions, feel free to use this thread.
Title: Re: Ask a simple question...
Post by: Sanctaphrax on July 25, 2012, 04:35:22 AM
Heh, this reminds me of computerking's old thread. I wonder where that guy went...

Anyway, one Catch rebate only. The fairy pays 5 Refresh (or 4, depending on how you interpret cold iron's Catch value). So doubling your Toughness quintuples (or quadruples) your cost.

Personally I don't like this, so I recommend Becq's rewrite. It gives a proportional rebate.
Title: Re: Ask a simple question...
Post by: Locnil on July 25, 2012, 04:40:00 AM
Link?
Title: Re: Ask a simple question...
Post by: Sanctaphrax on July 25, 2012, 05:23:28 AM
Yo. (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1491779.html#msg1491779)

(It's my post, but the credit for this one belongs to Becq.)
Title: Re: Ask a simple question...
Post by: Locnil on July 25, 2012, 01:27:01 PM
When a spellcaster chooses a rote spell, must all the details be written out and set in stone?That is, after choosing his rote spells, can he change:
- Whether it's single-target, spray attack or zonewide
- The number of zones affected
- The exact maneuver
- Duration of the spell
- Element used
- The power of the spell
- The skill used to resist it
- Focus items
- Aspects invoked or tagged

Also, re: the last one on that list, I have the impression that the caster can choose any skill to be used in resisting the spell, so long as it makes sense. Is that true, or is it always athletics?
Title: Re: Ask a simple question...
Post by: InFerrumVeritas on July 25, 2012, 01:53:59 PM
When a spellcaster chooses a rote spell, must all the details be written out and set in stone?That is, after choosing his rote spells, can he change:
- Whether it's single-target, spray attack or zonewide
- The number of zones affected
- The exact maneuver
- Duration of the spell
- Element used
- The power of the spell
- The skill used to resist it
- Focus items
- Aspects invoked or tagged

Also, re: the last one on that list, I have the impression that the caster can choose any skill to be used in resisting the spell, so long as it makes sense. Is that true, or is it always athletics?

Per a strict reading of RAW, they must all be set in stone. 
Title: Re: Ask a simple question...
Post by: Orladdin on July 25, 2012, 08:39:39 PM
...
Also, re: the last one on that list, I have the impression that the caster can choose any skill to be used in resisting the spell, so long as it makes sense. Is that true, or is it always athletics?
It's not the caster that gets the only say in what skill can be used to defend against the spell.  The defender can rationalize suggestions, too, and the GM makes the final say.

For example, if the caster makes a rust spell, he could say he expects someone to defend against it with Athletics (to dodge the energy bolt).
The defender might be a great armorsmith, and suggest that since he made the armor, and the spell targets the armor, it should use his Craftsmanship (or whatever) skill to defend.
In this situation, the GM would probably nod and say, "yeah, makes sense."

And as for Rote attributes being locked in stone, remember, you still get the extra shifts from an exceptional attack roll added to your effect.  I believe the book says you have to declare what they go towards in the creation of the rote (for example, to damage); though, I could be mistaken.
Title: Re: Ask a simple question...
Post by: Mr. Death on July 25, 2012, 08:46:24 PM
When a spellcaster chooses a rote spell, must all the details be written out and set in stone?That is, after choosing his rote spells, can he change:
- Whether it's single-target, spray attack or zonewide
Yes. Just about all of the example attack rotes mention this as a possibility.
Title: Re: Ask a simple question...
Post by: amberpup on July 25, 2012, 10:01:02 PM
What type of spells are best for rote spells has caused alot of discussion in my group. I was going with one attack, one defense, and one misc. My friend was thinking more just defense for blocks and such. Yet another, it just meld his brain and he didn't mess with them at all.
Title: Re: Ask a simple question...
Post by: JDK002 on July 25, 2012, 11:33:38 PM
What type of spells are best for rote spells has caused alot of discussion in my group. I was going with one attack, one defense, and one misc. My friend was thinking more just defense for blocks and such. Yet another, it just meld his brain and he didn't mess with them at all.
Defensive rote spells would depend on your conviction rating.  Defensive rote spells are limited if they only last for one exchange.  If the player in question only has a conviction of 3, then the rote can only block a power of 2 and last for one additional exchange, not very useful.  But with a conviction of 5, it's a strength 4 with one additional exchange duration.  That is assuming I'm remembering the rules right.  I still feel like I need to read them a 3rd time haha.
Title: Re: Ask a simple question...
Post by: GryMor on July 26, 2012, 01:13:08 AM
Defensive rote spells would depend on your conviction rating.

I'm not sure where you are getting this from. IIRC, the only real limitations on what a rote can be are that control isn't rolled and that almost all the decisions need to be made when the rote is created.  AFAICT, you can have a 'rote' that takes you out from mental stress and physical backlash at the same time.
Title: Re: Ask a simple question...
Post by: Locnil on July 26, 2012, 04:06:36 AM
Yes. Just about all of the example attack rotes mention this as a possibility.

So, everytime a wizard casts a rote spell, he can change them? A zonewide for a gang of thugs, a spray if he recognises one of the thugs as an undercover cop, or a single target if he just wants one specific thug?
Title: Re: Ask a simple question...
Post by: Locnil on July 26, 2012, 04:14:54 AM
Also, is there a formula or tool around for calculating the probability of success on any given 4dF roll?
Title: Re: Ask a simple question...
Post by: Sanctaphrax on July 26, 2012, 04:56:29 AM
When a spellcaster chooses a rote spell, must all the details be written out and set in stone?That is, after choosing his rote spells, can he change:
- Whether it's single-target, spray attack or zonewide
- The number of zones affected
- The exact maneuver
- Duration of the spell
- Element used
- The power of the spell
- The skill used to resist it
- Focus items
- Aspects invoked or tagged

Also, re: the last one on that list, I have the impression that the caster can choose any skill to be used in resisting the spell, so long as it makes sense. Is that true, or is it always athletics?

Those aren't simple questions.

I don't know the answer to the first, and I know that the second is a bit of an irritating issue (http://www.jimbutcheronline.com/bb/index.php/topic,28950.msg1241610.html#msg1241610).

IIRC, the rules say nothing about what skills are used to defend against Evocation. So you'd normally assume that you use whatever skills have appropriate trappings, which generally means Athletics for attacks and whatever seems reasonable for maneuvers.

(Craftsmanship and other such skills aren't really valid defences by the RAW, but I might allow them in some situations.)

Except that there's this attack spell in the example list, which says that you use Might to defend against it.

I strongly advise you to ignore that spell. It's not remotely fair to let spellcasters choose what skills their opponents use to defend against their attacks.

PS: Whaddaya think of the Catch rewrite?
Title: Re: Ask a simple question...
Post by: Locnil on July 26, 2012, 05:49:01 AM
I see.

Well, that Catch rewrite... I'm rather conflicted on it, to be honest. :-\
Title: Re: Ask a simple question...
Post by: Sanctaphrax on July 26, 2012, 05:56:07 AM
Go on.
Title: Re: Ask a simple question...
Post by: Orladdin on July 26, 2012, 01:43:27 PM
Also, is there a formula or tool around for calculating the probability of success on any given 4dF roll?
*Ah-hem*  I'll just leave this here. (http://hill-kleerup.org/pmwiki/FATE/FUDGEDice)

IIRC, the rules say nothing about what skills are used to defend against Evocation. So you'd normally assume that you use whatever skills have appropriate trappings, which generally means Athletics for attacks and whatever seems reasonable for maneuvers.

(Craftsmanship and other such skills aren't really valid defences by the RAW, but I might allow them in some situations.)

Except that there's this attack spell in the example list, which says that you use Might to defend against it.

I strongly advise you to ignore that spell. It's not remotely fair to let spellcasters choose what skills their opponents use to defend against their attacks.
The spell caster describes his spell.  The defender rationalizes what makes sense to defend against it with.  The GM sanity-checks the whole thing.

The trappings under the skills in the book should not be assumed to be the only thing those skills can ever possibly do.
The Gravitas example makes most sense to defend against with Might.  You're being crushed to the ground by your increased weight.  Someone who is stronger is going to have a much easier time defending against it.

Title: Re: Ask a simple question...
Post by: Mr. Death on July 26, 2012, 05:46:59 PM
Defensive rote spells would depend on your conviction rating.  Defensive rote spells are limited if they only last for one exchange.  If the player in question only has a conviction of 3, then the rote can only block a power of 2 and last for one additional exchange, not very useful.  But with a conviction of 5, it's a strength 4 with one additional exchange duration.  That is assuming I'm remembering the rules right.  I still feel like I need to read them a 3rd time haha.
Not true. You can make a Rote over your conviction or even discipline. You just have to pay for it in stress and backlash as normal. The main advantage of a rote here is that if your Discipline is 4, a 6-shift rote won't ever do more than 2 shifts of stress.

So, everytime a wizard casts a rote spell, he can change them? A zonewide for a gang of thugs, a spray if he recognises one of the thugs as an undercover cop, or a single target if he just wants one specific thug?
According to the descriptions of Harry's Fuego and shield spells and Morgan's earthquake, yes, how you divide the shifts of a rote spell is up to the wizard at the time of the casting. The write ups give it as an option to make them spray or zone attacks.
Title: Re: Ask a simple question...
Post by: JDK002 on July 26, 2012, 06:09:42 PM
My mistake, I mush be mixing up mechanics.  For some reason I was thinking base power for rotes couldn't be higher than your conviction.  Or maybe I was just transposing that with thinking the practicality of doing so wouldn't make it viable in most games.
Title: Re: Ask a simple question...
Post by: Sanctaphrax on July 27, 2012, 07:21:03 AM
The spell caster describes his spell.  The defender rationalizes what makes sense to defend against it with.  The GM sanity-checks the whole thing.

This is sensible, but not really RAW unless you're going by that one spell example. The rules for attacks say that skill descriptions explain whether a skill can be used to defend.

And skills like Craftsmanship say no such thing.

PS: Trappings ought to cover every possible use of skills, but realistically there are gonna be holes in the writing. Breaking down every field of human endeavour into simple categories is actually pretty hard.
Title: Re: Ask a simple question...
Post by: Tedronai on July 27, 2012, 08:23:43 AM
According to the descriptions of Harry's Fuego and shield spells and Morgan's earthquake, yes, how you divide the shifts of a rote spell is up to the wizard at the time of the casting. The write ups give it as an option to make them spray or zone attacks.

If only they didn't thoroughly contradict the rules on the matter, that'd be great.
Title: Re: Ask a simple question...
Post by: UmbraLux on July 27, 2012, 01:15:46 PM
This is sensible, but not really RAW unless you're going by that one spell example. The rules for attacks say that skill descriptions explain whether a skill can be used to defend.

And skills like Craftsmanship say no such thing.
Orladdin is correct.  The book states "intent precedes mechanics" - you figure out what you want to do then you fit mechanics to it.

Bringing up false dilemmas like using Craftmanship to defend is simply a red herring.
Title: Re: Ask a simple question...
Post by: Orladdin on July 27, 2012, 02:21:02 PM
Orladdin is correct.  The book states "intent precedes mechanics" - you figure out what you want to do then you fit mechanics to it.

Thanks.

Bringing up false dilemmas like using Craftmanship to defend is simply a red herring.
When Sanc brought it up this time, out of context, it was. 
Though, since I was the one to bring up the corner-case of a craftsmanship defense previously, let me address it once more and show how it made sense in the context in which I brought it up.

This is sensible, but not really RAW unless you're going by that one spell example. The rules for attacks say that skill descriptions explain whether a skill can be used to defend.

And skills like Craftsmanship say no such thing.

Except the discussion about a Craftsmanship defense was when dealing with a spell that targets armor.  An--I think--reasonable and likely thing to have happen.

You're thinking too inside-the-box, I think.  FATE is supposed to be more freeform by design.  Roll a skill that makes sense to attack, roll a skill that makes sense to defend.  It's a lot quicker and has less cognitive dissonance to say the quality of the armor defended than to say "the only way to avoid this spell is to be quick on your feet."  Nevermind that both in traditional fantasy and real-life people wearing armor are generally not quick on their feet.  And what if the person narrating the spell doesn't narrate that it's a beam at all?  What if it just "happens"?  What skill defends then?

But if we can only defend with skills that include defense trappings: The armor itself doesn't have skills in DFRPG.  Does that mean the spell is unopposed?  No.
But Wait: The armor does have skills in DFRPG!  The FATE fractal discusses how everything in a FATE game can be made more or less complex on as-needed basis to model situations more accurately*

Here's another way you might do it given the situation where armor is attacked by utilizing the fractal:
The armor is important enough in this scene to partially stat is as a character.  Therefore, it might have a Durability skill (if that's how we decide how to best represent its ability to resist a rust spell) and that skill might have the Attrition Resistance trapping.  And, it stands to reason, that armor is as good as the person who made it, so that skill might be set based on the original craftsmanship skill of the person who crafted it.  Now, the armor rolls its Durability skill to defend against the spell.

Do you see?  It comes out to the same roll in the end.  The crafter of the armor rolls their craftsmanship as defense.  Do you like this dust-jacket more?  The only difference is that it takes more work and more time to add the more detailed abstraction.

You're supposed to rationalize things out when they aren't explicitly covered in the rules or when the rules are unclear.  DFRPG (as a FATE game) is way more open about this than other games, even.  It specifically tells you in numerous places to "make it up if it doesn't exist." 



PS: Trappings ought to cover every possible use of skills, but realistically there are gonna be holes in the writing. Breaking down every field of human endeavour into simple categories is actually pretty hard.
Actually, it's truly impossible for trappings to cover every possible use of skills.  If you will indulge me in a single ad-absurdum for a moment: The example of the Homemaker skill came up in another thread to cover vacuuming, cleaning, fixing pants, etc.  If we can only perform actions that are covered by existing trappings, does that mean PCs cannot possibly operate a vacuum? 

Common sense, an open mind, and a reasonable demeanor is absolutely necessary to synch simulation to reality.  And being able to do it quickly and without argument at the table keeps the game rolling smoothly.


[Edit:] Wow, I guess I was more passionate about that than I realized.  The thread should probably be renamed "Ask a simple question... get a long-winded answer."  lol


*While the fractal is not included in the book, Fred has discussed how that's how he expect(s/ed) things to be resolved in FATE.  It's the biggest behind-the-curtain reveal in game mechanics today.
Title: Re: Ask a simple question...
Post by: Mr. Death on July 27, 2012, 04:17:00 PM
I agree with Orladdin--intent precedes mechanics, and frankly, if it's cool and the player can adequately justify it, I say go ahead.

Hell, in my game last night, a character killed a goblin with an Intimidation roll (with the flavor of goading said goblin into tackling them--while they were wearing iron), specifically because it was cooler than the character just smacking the goblin with the iron instead.
Title: Re: Ask a simple question...
Post by: Sanctaphrax on July 27, 2012, 07:21:20 PM
Okay.

I was expecting rebuttals, but instead y'all made my points for me. But apparently you thought you were arguing with me...

Let me quote myself here:

(Craftsmanship and other such skills aren't really valid defences by the RAW, but I might allow them in some situations.)

What I'm saying is, the mechanics say that you can't defend with Craftsmanship. But you should feel free to override the mechanics if it suits you. The whole intent precedence thing, etc.

You should know what the mechanics are even if you're going to change them, though.

And the bit about trappings is what I was trying to say as well. The platonic ideal DFRPG would have trappings that cover everything, but it's not gonna happen in real life.

The only part I object to is this:

When Sanc brought it up this time, out of context, it was.

I didn't bring it up. I was continuing my rebuttal to your earlier statement, using the example that you so considerately provided.

When you call a direct answer to what you said a red herring, it makes it difficult to take anything else you say seriously.
Title: Re: Ask a simple question...
Post by: Orladdin on July 27, 2012, 08:03:53 PM
Well, I wasn't the only one who (mis?)interpretted it that way, but all the same: sorry for name-calling. 


I don't think you're right saying that it's not supported by RAW, though.  The spell in-question, for one; but also (and I'll need remember to check my books when I get home to find the section on it) but I'm pretty sure it talks somewhere about negotiating the skill used for defense and actually uses a similar example to my armor one. 

Until I can back it up with a quote from the text I'm fine ceding the point though, since we're in agreement on the (much more important) point of being flexible to player suggestions.
Title: Re: Ask a simple question...
Post by: JDK002 on July 27, 2012, 11:58:36 PM
Not to derail the current line of discussion, but I have a question about speed powers.  Does the "free" zone movement of something like Inhuman Speed count as your supplemental action?  Or can you move one zone at no penalty, then move a second zone at a -1 penalty to your action?
Title: Re: Ask a simple question...
Post by: Becq on July 28, 2012, 12:09:36 AM
Not to derail the current line of discussion, but I have a question about speed powers.  Does the "free" zone movement of something like Inhuman Speed count as your supplemental action?  Or can you move one zone at no penalty, then move a second zone at a -1 penalty to your action?
Here's my take.  The rules state:
Quote
Whenever moving as part of another physical activity, you may move one zone without taking the –1 penalty for a supplemental action (page 213).
To my mind, the key premise is that you are moving as part of another physical activity, which means you are moving as a supplemental action.  The effect of the power is to remove the penalty when doing this, but it doesn't seem to change doing so into a free action.
Title: Re: Ask a simple question...
Post by: Sanctaphrax on July 28, 2012, 01:40:47 AM
Wait, are characters limited to one supplemental action per turn?

I always figured that limitation was only for movement. So if I wanted to move a zone, draw my gun, and load that gun, then shoot someone, I could do that all in one turn. Albeit at a -3 penalty for the shot.

That aside, I agree with Becq. One zone only.
Title: Re: Ask a simple question...
Post by: Locnil on July 28, 2012, 03:37:07 AM
The wording on YS213 seems to indicate that you get just one main action and one supplemental action per exchange. It doesn't actually come out and say only one suplemental action, though.
Title: Re: Ask a simple question...
Post by: AstronaughtAndy on July 28, 2012, 05:42:57 AM
Maybe it was Spirit of the Century, but I think in some FATE games, you can take a penalty greater than -1 to your main action to do something like run across a parking lot, jump a fence and then punch a dude in the face, taking a penalty equal to the movement necessary to cover the parking lot and fence.

I also think there's a section that talks about using extra shifts of success after an action to do something else. The example involves Michael Carpenter cutting down a demon/cultist and using his extra shifts to start running out of a collapsing temple/building.
Title: Re: Ask a simple question...
Post by: UmbraLux on July 28, 2012, 04:57:28 PM
Per the book you may get one supplemental action and a GM dependent number of free actions per turn.  Along with your main action of course.  Though overflow actions may or may not allow a second supplemental - that isn't clear. 
Title: Re: Ask a simple question...
Post by: Locnil on July 28, 2012, 05:19:38 PM
Are players allowed to trade fate points between themselves?
Title: Re: Ask a simple question...
Post by: JDK002 on July 28, 2012, 05:32:35 PM
Are players allowed to trade fate points between themselves?
Not in any direct fashion.  But that's where teamwork comes in.  Yo may not be able to give another player your FP's, but making assessments, declairations, and compels to aid another player is a huge part of the game.

Of course it's entirely feaseable to create a power of some sort that could allow very limited FP trading.  Heck I wouldn't be surprised if there's one in the custom powers thread already.
Title: Re: Ask a simple question...
Post by: UmbraLux on July 28, 2012, 05:58:14 PM
I don't really think there's a need to give away fate points - you can spend them to invoke their aspects when appropriate.  It gives you the advantages of trading fate points while allowing you to retain control of how they're used.
Title: Re: Ask a simple question...
Post by: JDK002 on July 28, 2012, 07:48:44 PM
I don't really think there's a need to give away fate points - you can spend them to invoke their aspects when appropriate.  It gives you the advantages of trading fate points while allowing you to retain control of how they're used.
I was mostly just pointing out it is possible to come up with in game mechanics for FP trading.  But I do agree with you.  There is little meaningful difference between trading someone a FP and using one to make a declairation and letting someone else tag the aspect.

The latteris actually better because someone else is using their action and you can tag it on your next action instead of having to wait an entire exchange.
Title: Re: Ask a simple question...
Post by: Sanctaphrax on July 28, 2012, 08:27:55 PM
Per the book you may get one supplemental action and a GM dependent number of free actions per turn.  Along with your main action of course.  Though overflow actions may or may not allow a second supplemental - that isn't clear.

Could I get a page reference?

I'm not doubting you, I just want to see what I missed.

PS: I once considered a custom Power that transferred Refresh and FP, but I never went anywhere with it. It was intended for God and other such beings, who can actually create free-willed entities.
Title: Re: Ask a simple question...
Post by: UmbraLux on July 28, 2012, 08:51:50 PM
It's spread throughout the 'Playing the Game' chapter.  The Grapple section explicitly offers a choice ("or" not and) between supplemental actions.  What you can do on YS199, the example on YS212, the description of free and supplemental actions on YS213, and the definition on YS401 all refer to supplemental actions in the singular while referring to free actions in the plural.  Meanwhile free actions explicitly allow you to break the one action per turn rule but, if you do enough of them, may become a (singular) supplemental action.  Overflow actions are discussed on YS214.
Title: Re: Ask a simple question...
Post by: Chrono on July 28, 2012, 09:04:42 PM
If each breaking of a law of magic has a bad effect on you, what happens when a chronomancer goes against the flow of time? Does she exist a little less or just slowly go insane or something else?
Title: Re: Ask a simple question...
Post by: JDK002 on July 28, 2012, 09:34:24 PM
If each breaking of a law of magic has a bad effect on you, what happens when a chronomancer goes against the flow of time? Does she exist a little less or just slowly go insane or something else?
That law is less a "this is dark magic that will destroy you if you use it." and more a "don't do this because you could cause all of time and space to unravel.  No seriously."

But you could make them take aspects that perhaps they are having trouble experiencing time in a linear perception due to excessive time travel.  Or maybe they are getting past or future "echos".  Seeing ghostly images of things that happened or will happen overlayed on top of the here and now.  If you have played the Assassins Creed games you'll know exactly what I means.
Title: Re: Ask a simple question...
Post by: Chrono on July 28, 2012, 10:00:06 PM
That law is less a "this is dark magic that will destroy you if you use it." and more a "don't do this because you could cause all of time and space to unravel.  No seriously."

But you could make them take aspects that perhaps they are having trouble experiencing time in a linear perception due to excessive time travel.  Or maybe they are getting past or future "echos".  Seeing ghostly images of things that happened or will happen overlayed on top of the here and now.  If you have played the Assassins Creed games you'll know exactly what I means.

I know it is one of the 3 laws that you just shouldn't do, but the law about outsiders has a huge bad effect on you just like the necromancy leaves an evil (or 'true') magic stain on your soul just as much as killing or transforming someone else does. I would have to assume that chronomancy does the same thing if you go against the flow of time.
Title: Re: Ask a simple question...
Post by: Tedronai on July 28, 2012, 10:14:37 PM
Most of those 'stain on your soul' changes amount to varying degrees of 'breaking this Law is no big deal'.

Killing with magic?  'You're good enough, important enough, to judge when it's 'okay' to kill.  You have that RIGHT.'
Seeking beyond the Gates?  'Power is just power, man.  It's all in how you use it, and I can handle this.'
etc

The Bad Things (tm) that can come from breaking a particular Law might be why you shouldn't do it, but the changes breaking those Laws have on your soul don't have to be connected in the least.
Title: Re: Ask a simple question...
Post by: UmbraLux on July 28, 2012, 10:15:38 PM
I would have to assume that chronomancy does the same thing if you go against the flow of time.
Most of the Laws can simply be treated as addictive 'substances'.  It's so easy to solve your problem with time travel you want to use it every time you have a problem.  Before too long you don't even care about extraneous effects as long as your problem is fixed.

If you don't like the addictive model, you can treat time travel as something which corrupts the time stream.  Ripples which resonate up and down the time traveler's life affecting him and those nearby.
Title: Re: Ask a simple question...
Post by: Chrono on July 28, 2012, 10:22:48 PM
That makes a lot of sense. Thanks guys!
Title: Re: Ask a simple question...
Post by: Locnil on July 31, 2012, 04:00:36 AM
Not sure how simple this is, but...

How feasible, exactly, is it to make it so that only mortals can have Evocation and Thaumaturgy, and fully supernatural beings must take some kind of Sponsored Magic to use magic?

Related to the above, can you take specializations for Sponsored Magic? What about Soulfire?
Title: Re: Ask a simple question...
Post by: crusher_bob on July 31, 2012, 04:36:36 AM
If each breaking of a law of magic has a bad effect on you, what happens when a chronomancer goes against the flow of time? Does she exist a little less or just slowly go insane or something else?

To use a less value laden judgement, breaking one of the laws of magic tends to make you want to solve your problems with yet more law breaking.  So, for example, break the first law enough, and you start to realize that if mass murder can't solve your problem you just aren't thinking of killing enough people.

So, Id guess that breaking the sith law does the same thing.  Get deep enough in that hole and the answer to "I'm hungry" is "go and eat breakfast", but more some sort of horrible plot where you arrange time such that you have eaten breakfast already, or something.
Title: Re: Ask a simple question...
Post by: Tedronai on July 31, 2012, 04:42:57 AM
Not sure how simple this is, but...

How feasible, exactly, is it to make it so that only mortals can have Evocation and Thaumaturgy, and fully supernatural beings must take some kind of Sponsored Magic to use magic?
Not terribly feasible.
Some things have magic that is simply too broad to be reasonably represented by Sponsored Magic's single element/theme, while some others have magic that is more powerful than would be reasonably represented by pure skills (or skills and focus items; see below).

Related to the above, can you take specializations for Sponsored Magic? What about Soulfire?
Specializations are only available to those who have full Evocation and/or Thaumaturgy.
Title: Re: Ask a simple question...
Post by: UmbraLux on July 31, 2012, 08:55:46 AM
How feasible, exactly, is it to make it so that only mortals can have Evocation and Thaumaturgy, and fully supernatural beings must take some kind of Sponsored Magic to use magic?
Define 'feasible'.  ;)  It'd be a different game (not Dresdenverse) and you'd probably have to make some associated changes to things like refinements. 

Quote
Related to the above, can you take specializations for Sponsored Magic?
Yes but, as Tedronai notes, you need Evocation or Thaumaturgy as well.  Then you could build your pyramid to include some sponsored magics...something like +1 pwr Air, +2 pwr Fire, +3 pwr Summer.

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What about Soulfire?
As the book notes, Soulfire's capabilities are not very well known.  There's no un-equivocated statement saying it's used as an element as Summer and Winter have...just one saying it's "most like" the element of fire.
Title: Re: Ask a simple question...
Post by: Gatts on July 31, 2012, 12:30:47 PM
Would a stunt that used Craftsmanship rather than Scholarship for science be too powerful? I'm not sure how narrow it is. It leaves out languages, medicine and computers which are all useful, but I wanted to run it by you guys. (Would call it 'Practical Science'.)
Title: Re: Ask a simple question...
Post by: Locnil on July 31, 2012, 01:25:09 PM
Well, depends on how you define "science", but in general I'd say it's fine.
Title: Re: Ask a simple question...
Post by: Locnil on July 31, 2012, 02:22:28 PM
Define 'feasible'.  ;)  It'd be a different game (not Dresdenverse) and you'd probably have to make some associated changes to things like refinements. 
Actually, I was considering this houserule to actually better fit in with the canon, but yes, that Refinement thing throws everything off-track.
Quote
As the book notes, Soulfire's capabilities are not very well known.  There's no un-equivocated statement saying it's used as an element as Summer and Winter have...just one saying it's "most like" the element of fire.
The reason I was asking about Soulfire in particular was because it appeared to be Channeling + Thaumaturgy instead of Channeling + Ritual, hence the increased Refresh cost, so I was wondering if a wizard could take Soulfire in place of Thaumaturgy and still be able to get thaumaturgical specializations.
[/quote]
Title: Re: Ask a simple question...
Post by: Tedronai on July 31, 2012, 02:26:59 PM
Soulfire as-written is capable of producing effectively any thaumaturgy spell effect, but that doesn't mean it grants actual thaumaturgy, which would include the ability to purchase refinement for specializations.
Title: Re: Ask a simple question...
Post by: UmbraLux on July 31, 2012, 03:22:48 PM
Actually, I was considering this houserule to actually better fit in with the canon...
At least one vampire had standard casting abilities in the books and, arguably, it had to be relatively common for the big 'kill your family' ritual to be set up.  Others are also shown with casting abilities appearing similar to evocation.

That said, it wouldn't be too much of a stretch to retcon those - just need to figure out how to handle refinements.  Splitting up the sponsors agenda into discrete goals / elements might work.
Title: Re: Ask a simple question...
Post by: Locnil on July 31, 2012, 04:31:13 PM
I see. Well, thanks for all your responses.
Title: Re: Ask a simple question...
Post by: Locnil on August 01, 2012, 06:44:57 PM
Can you make a thaumaturgcal spell a rote spell, by default? What about if you have sponsored magic?

Can you make a rote thaumaturgy spell that require you to make a number of successful declarations?

Say, a sorcerer with Superb Lore and a +5 conjuration control focus item. Can he make a control 10, complexity 9 rote that requires him to make two successful declarations/ invoke two aspects?
Title: Re: Ask a simple question...
Post by: UmbraLux on August 01, 2012, 08:07:58 PM
Rote spells are evocation only, thaumaturgy is for when you have more time.  ;)   
Title: Re: Ask a simple question...
Post by: GryMor on August 02, 2012, 12:11:50 AM
Can you make a thaumaturgcal spell a rote spell, by default? What about if you have sponsored magic?

Can you make a rote thaumaturgy spell that require you to make a number of successful declarations?

Say, a sorcerer with Superb Lore and a +5 conjuration control focus item. Can he make a control 10, complexity 9 rote that requires him to make two successful declarations/ invoke two aspects?

Rote spells are for Evocation. The closest thing to an exception are Thaumaturgical effects executed with "The speed and methods of Evocation" on account of Sponsored Magic. Those probably count as Evocations for the purposes of Rote spells.
Title: Re: Ask a simple question...
Post by: Locnil on August 02, 2012, 02:16:07 AM
So if you have sponsored magic, you can have thaumaturgical effects as rote spells? How does that interact with declarations?
Title: Re: Ask a simple question...
Post by: UmbraLux on August 02, 2012, 02:30:19 AM
So if you have sponsored magic, you can have thaumaturgical effects as rote spells? How does that interact with declarations?
Any declarations, intentional use of consequences, invoked aspects, or use of foci need to be built into the rote up front.  The rote spell doesn't (can't) change when cast.  You can build those into a rote but, if you can't use one for some reason, you can't cast the spell as a rote. 

Frankly I wouldn't waste a rote on most thaumaturgy spells even when cast-able as evocation.  One potential exception is a ward.  (Perhaps this is how a certain wizard put one up so quickly!)  For the most part I want rotes to be those things I need right now - defense spells, veils, a utility boost, and perhaps one overcharged attack. 
Title: Re: Ask a simple question...
Post by: computerking on August 03, 2012, 09:47:35 AM
Heh, this reminds me of computerking's old thread. I wonder where that guy went...


Wow, Someone remembers me!
I'm still lurking... barely. Life gets in the way, you know how it is....
Title: Re: Ask a simple question...
Post by: Sanctaphrax on August 04, 2012, 02:21:32 AM
Yeah, I know how it is.
Title: Re: Ask a simple question...
Post by: Locnil on August 11, 2012, 06:02:08 PM
Just reread the thaumaturgy section.

When you take consequences to fuel a spell, can you then tag the consequence to add to the spell as well? It seems funky to me, but the section on Death Curses indicates that's the way it works. It's one way to make consequences more significant I guess,

When getting temporary powers, is there a FP tax on top of the regular price? Say, a WCV wants to upgrade Inhuman Strength to Supernatural. Does he just pay 2FP to get it for a scene for does he have to pay 1FP to invoke his High Concept first, making the total cost 3FP?

Regarding bosting complexity through sacrifice: Does it have to be human? Can you sacrifice animals and supernatural beings for power? If you can, will doing so break the First law?

Has the boards come out with a way to model long-distance teleportation, like the lightning gateways in Changes? If not, is anyone here willing to take a shot at it?
Title: Re: Ask a simple question...
Post by: UmbraLux on August 12, 2012, 01:26:15 AM
When you take consequences to fuel a spell, can you then tag the consequence to add to the spell as well? It seems funky to me, but the section on Death Curses indicates that's the way it works. It's one way to make consequences more significant I guess,
You don't get your consequence tags until the next scene.  The way I read that even includes Death Curses...but "you own your death scene" - death initiates a new scene for you which grants you tags off of consequences taken.

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When getting temporary powers, is there a FP tax on top of the regular price? Say, a WCV wants to upgrade Inhuman Strength to Supernatural. Does he just pay 2FP to get it for a scene for does he have to pay 1FP to invoke his High Concept first, making the total cost 3FP?
I don't think this is explicit.  Personally, I'd require a reason (beyond simple desire) to take a temporary power.  It could be a spell being cast on you or an item you picked up, neither of which requires a third fate point.  Or it could be you invoking your "Powerful Ancestry" (or whatever) aspect for effect - which would require a third fate point.

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Regarding bosting complexity through sacrifice: Does it have to be human? Can you sacrifice animals and supernatural beings for power? If you can, will doing so break the First law?
You can use animals, usually for a much lower effect.  Supernatural beings open a can of worms about what being "human" consists of...as I remember (it's been a while) they suggest but don't explicitly state Harry considers many supernaturals "human".  Personally again, if they're sentient enough to relate to the rest of us in a social manner (beyond predator / prey) they have the potential to be considered human.

Quote
Has the boards come out with a way to model long-distance teleportation, like the lightning gateways in Changes? If not, is anyone here willing to take a shot at it?
Massive ritual thaumaturgy.   ;) 
Title: Re: Ask a simple question...
Post by: AstronaughtAndy on August 13, 2012, 07:14:14 AM
Regarding bosting complexity through sacrifice: Does it have to be human? Can you sacrifice animals and supernatural beings for power? If you can, will doing so break the First law?

Has the boards come out with a way to model long-distance teleportation, like the lightning gateways in Changes? If not, is anyone here willing to take a shot at it?

As mentioned, you can sacrifice animals, but they probably only have a mild consequence to give. And in most cases I dont think sacrificing supernatural beings counts as breaking the First Law, but it will probably count as breaking the Unseelie Accords, which is, uh, probably worse.

Awhile back I had asked about a ritual to power a magical train, and the suggestion was that the shifts of power required were based on reducing the time scale for the journey, and I think you could probably do the same here. Approximate how long it would take to get there on the time chart (if you were going to walk/take horses) and pick how long you want it to take on the time chart (say, an instant) and then count the difference in shifts of power. 
Title: Re: Ask a simple question...
Post by: Tedronai on August 13, 2012, 01:13:53 PM
As mentioned, you can sacrifice animals, but they probably only have a mild consequence to give.
If that.

And in most cases I dont think sacrificing supernatural beings counts as breaking the First Law, but it will probably count as breaking the Unseelie Accords, which is, uh, probably worse.
Only if you get caught.

Awhile back I had asked about a ritual to power a magical train, and the suggestion was that the shifts of power required were based on reducing the time scale for the journey, and I think you could probably do the same here. Approximate how long it would take to get there on the time chart (if you were going to walk/take horses) and pick how long you want it to take on the time chart (say, an instant) and then count the difference in shifts of power.
Well, shifts of athletics movement + shifts of time reduction.
Title: Re: Ask a simple question...
Post by: Chrono on August 15, 2012, 01:24:06 PM
If a spell caster was using a death curse to send a message like "Vlad the vampire killed me" to anyone that may be able to help in a neighborhood, how many shifts of power would that be?
Title: Re: Ask a simple question...
Post by: InFerrumVeritas on August 15, 2012, 01:31:17 PM
If a spell aster was using a death curse to send a message like "Vlad the vampire killed me" to anyone that may be able to help in a neighborhood, how many shifts of power would that be?

I would treat it like a contacts roll.  If we say Legendary contacts, the question becomes how many shifts to make it a city wide effect.  I'd probably say 4, but that's just pulling a number out of the ether.  12 shifts should be more than sufficient.  Which, with a death curse, isn't that difficult. 
Title: Re: Ask a simple question...
Post by: Locnil on August 17, 2012, 07:19:07 PM
Question about foci and specializations cap. How do they work?

Specifically, you can't have a bonus higher than your Lore. So, assuming a wizard with a Great Lore, is his total foci bonus limited to +4, or can he have, say, an +4 offensive fire control focus and a +4 offensive fire power focus, and use them both at the saane time, for the same spell.

What if it was specializations, instead of foci?
Title: Re: Ask a simple question...
Post by: THE_ANGRY_GAMER on August 17, 2012, 07:25:59 PM
Question about foci and specializations cap. How do they work?

Specifically, you can't have a bonus higher than your Lore. So, assuming a wizard with a Great Lore, is his total foci bonus limited to +4, or can he have, say, an +4 offensive fire control focus and a +4 offensive fire power focus, and use them both at the saane time, for the same spell.

What if it was specializations, instead of foci?

Specialisations can have as much of a bonus as you pay refresh for; that's what makes them better in high-refresh-level games. The other point is a little muddy. Per RAW, you can have the two +4s, but a good houserule to prevent Wizards getting ridiculosly powerful is to disallow using multiple Foci per spell, or making it so that you can't have a bonus of more than your Lore on any one spell. You can have a bonus of up to our Lore in multiple Foci at once, though, provided you have the slots for it.
Title: Re: Ask a simple question...
Post by: Locnil on August 18, 2012, 04:53:41 AM
Damn. That means foci are even better than I thought.

Also, regarding specializations, doesnt YS183 say you can't have a bonus higher than Lore?
Title: Re: Ask a simple question...
Post by: JDK002 on August 18, 2012, 06:16:07 AM
I would have to look it up to be sure.  Don't specializations follow the same rules as stats?  Have to have a +1 before you can have a +2 ect?  I always get the rules for foci and specializations mixed up.
Title: Re: Ask a simple question...
Post by: Tedronai on August 18, 2012, 07:18:19 AM
Specializations are subject to their own 'pyramid', yes.
Title: Re: Ask a simple question...
Post by: Locnil on August 18, 2012, 07:51:10 AM
Even if it tends to be more of a column in my experience.  :P
Title: Re: Ask a simple question...
Post by: THE_ANGRY_GAMER on August 18, 2012, 08:26:34 AM
This is true. Eventually, that column outstrips focus bonuses, according to those who've played high-refresh games. Plus, you can't lose your specialisations. That's why the SCs nad powerful wizards in OW have loads of Specialisations, rather than powerful Foci.
Title: Re: Ask a simple question...
Post by: Locnil on August 19, 2012, 07:40:11 AM
Optimally, you would want both, though.

Another couple questions.

If you have Feeding Dependency, and a Discipline of Superb or higher, do you get "mild hunger consequences"?

If so, can you use them to power rituals?

Can you save skill points, to spend them all at one go later?
Title: Re: Ask a simple question...
Post by: THE_ANGRY_GAMER on August 19, 2012, 09:19:45 AM
Optimally, you would want both, though.

Another couple questions.

If you have Feeding Dependency, and a Discipline of Superb or higher, do you get "mild hunger consequences"?

If so, can you use them to power rituals?

Can you save skill points, to spend them all at one go later?

1. If you can spend Hunger stress on consequences, I don't see why not.

2. I'd say no, but I suppose you could justify it.

3. Yes. This is used in one of the examples in Advacement chapter of YS. Remember, though, you have to obey the skill pyramid at all times.
Title: Re: Ask a simple question...
Post by: JDK002 on August 19, 2012, 03:49:27 PM
You can save skill points for later use.  Otherwise you would never be able to gain anymore "skill slots" above average, and would be glutted with average skills before long.
Title: Re: Ask a simple question...
Post by: Chrono on August 20, 2012, 04:14:25 PM
How does running water affect magic. Is it treated as a block or a location aspect?
Title: Re: Ask a simple question...
Post by: Taran on August 20, 2012, 04:16:19 PM
I think it can work as a threshold.

EDIT:  http://www.jimbutcheronline.com/bb/index.php/topic,23721.0.html
Title: Re: Ask a simple question...
Post by: Chrono on August 20, 2012, 06:19:26 PM
The confusing part of the threshold for me is how that pairs with shorting out magic. And if the rain was only a threshold of 1 when Harry dealt with the Nightmare (looked like him, attacked Charity Carpenter), then how was that enough to beat it?
Title: Re: Ask a simple question...
Post by: THE_ANGRY_GAMER on August 20, 2012, 09:09:07 PM
The confusing part of the threshold for me is how that pairs with shorting out magic. And if the rain was only a threshold of 1 when Harry dealt with the Nightmare (looked like him, attacked Charity Carpenter), then how was that enough to beat it?

The rain wasn't enough. It just shorted out the Fire spell. The stream that Harry pushed the Nightmare into had a greater volume of moving water, thus it beat the Nightmare.

In a system sense, the stream would be a zone or scene aspect that Harry (or his player Jim :P) made an assessment to discover or, more likely, spent a Fate Point to declare. He then made an attack with Might, tagging the 'stream' aspect, or, more likely, Maneuvered the Nightmare in and tagged the 'In a stream' aspect for effect to dissolve the ectoplasmic body. At least, that's how I'd do it.
Title: Re: Ask a simple question...
Post by: AugustusGloop on August 21, 2012, 02:40:04 PM
When a character takes a stunt allowing them to sustain multiple mild consequences at the same time, how do those consequences heal?  Simultaneously? Consecutively? Or does recovery take one scene per consequence, so they're staggered simultaneous?
Title: Re: Ask a simple question...
Post by: Chrono on August 21, 2012, 02:47:53 PM
My understanding is simultaneously, which is why you would bother taking multiples. If you had to take them in order, it would be like a moderate consequence only without the benefit of a higher discount.
Title: Re: Ask a simple question...
Post by: AugustusGloop on August 21, 2012, 02:52:22 PM
Not exactly like a Moderate, since half of your Moderate would disappear in half the time.  It just feels like if they disappear simultaneously, than the stunt, which as written in YS allows you 3 simultaneous milds, is really a Severe that disappears at the speed of a mild.
Title: Re: Ask a simple question...
Post by: Centarion on August 21, 2012, 03:02:14 PM
The stunt (as far as I know, I may be misunderstanding) allows you one extra mild. Having 5 endurance also grants one extra mild. So by using an apex skill and a stunt you are able to absorb 6 points of stress as 3 consequences that each heal simultaneously at the speed of a mild. That seems reasonable.

Note that it is really nothing like a severe. First, you can use one, two or all of them on any attack (with a severe if you have to use it on a 4 stress hit, then you used it, with 3 mild's you only used 2 of them). Second, each one places an aspect which can be tagged or invoked against you, so in this way it is much worse to take 3 mild's than one severe (at least assuming that the opponent is going to get another round). Third, you can use recovery powers to heal them in combat, or make them disappear at the start of the next scene.
Title: Re: Ask a simple question...
Post by: AugustusGloop on August 21, 2012, 03:11:39 PM
Centarion: You're posting without a book in front of you I think, which I am guilty of all the time, but reading from the book:
A severe cancels 6 stress, not 4, that's a moderate.  The stunt as written in YS grants you two additional milds. (pg 152), which (in the absence of anything else modifying your consequences) is equal to 3 milds total, or 6 stress.  That's a severe.  If they heal simultaneously, that's clearing a severe at the speed of a mild, and still having a real severe in reserve.  Is that how it works?  Seems powerful for 1 refresh.
Title: Re: Ask a simple question...
Post by: Centarion on August 21, 2012, 03:38:10 PM
I am not familiar with that stunt. The only stunts in YS that grant consequences are an endurance stunt that grants 1 mild physical, and a conviction stunt that grants 2 mild mental to resist torture. You are correct, I do not have a book in front of me, so I may be wrong, but I am fairly sure I am not.

I am well aware a severe cancels 6 stress and a mild cancels 2, the point I was making was that if your moderate was full and you needed to cancel a 4 stress hit (lets say your 2nd, 3rd, and 4th stress boxes are filled along with your moderate consequence) you would have to spend your severe. If you had 3 mild's you would only spend 2 of them (not all 6 stress worth). Also, as I mentioned each mild will give an aspect that the opponent can tag, so if you did use all 3 like a sever and suffered another attack the opponent could easily get a free +6 (instead of the +2 they would get if you used only your severe).

I am fairly certain that all the mild consequences will heal simultaneously (I do not think this is mentioned in the rules, but it is the common sense interpretation). Your body can heal from a small arm cut and a bruise at the same time, so there shouldn't be a reason why they do not heal simultaneously. Also note that most characters require some justification to start the healing process.

So, if I remember correctly you would need to spend both a stunt and an apex skill to get the benefit you need. So it would be more costly than 1 refresh. Note that Inhuman Recovery already effectively give a free extra mild and allows moderates to heal at the speed of mild's (and mild's to heal like stress) for only 2 refresh, so this doesn't seem all that good by comparison. 
Title: Re: Ask a simple question...
Post by: UmbraLux on August 21, 2012, 04:43:41 PM
Centarion: You're posting without a book in front of you I think, which I am guilty of all the time, but reading from the book:
A severe cancels 6 stress, not 4, that's a moderate.  The stunt as written in YS grants you two additional milds. (pg 152), which (in the absence of anything else modifying your consequences) is equal to 3 milds total, or 6 stress.  That's a severe.  If they heal simultaneously, that's clearing a severe at the speed of a mild, and still having a real severe in reserve.  Is that how it works?  Seems powerful for 1 refresh.
Are you looking at a pre-release version perhaps?  Endurance's No Pain, No Gain trapping gives you one additional mild.

Don't really think it's all that powerful even as you'd written it though - sure it would let you heal six stress worth of consequences fairly quickly but it would have given your opponents three free tags which they could easily have used to give you that Severe as well.  Mild consequences really aren't worth it - the free tag is the same value as the consequence itself. 
Title: Re: Ask a simple question...
Post by: AugustusGloop on August 21, 2012, 04:58:48 PM
I AM looking at a pre-release, because my book isn't in front of me.  That would make more sense, and I'm sorry for doubting you Centarion!

Seems like the consensus is simultaneous, so that's what I'm going with.  Thanks everyone!

Now I have another stunt question: Upon a successful defense, Riposte grants you an immediate, automatically successful attack at the cost of your next action.  Is that weapon damage only or would you roll something?
Title: Re: Ask a simple question...
Post by: JDK002 on August 21, 2012, 05:05:25 PM
I AM looking at a pre-release, because my book isn't in front of me.  That would make more sense, and I'm sorry for doubting you Centarion!

Seems like the consensus is simultaneous, so that's what I'm going with.  Thanks everyone!

Now I have another stunt question: Upon a successful defense, Riposte grants you an immediate, automatically successful attack at the cost of your next action.  Is that weapon damage only or would you roll something?
You would probably roll for attack like normal.  But even if you rolled a zero to hit, the weapon damage would still go through.  This would make it easy to defend, but It's basically a free attack action, but that's just my take on it.  Also what constitutes as a "successful" defense roll is kinda muddy.  Does successful mean as long as you block ANY of the attack?  Or do you have to block the whole thing for the stunt to trigger?  I have no idea.   :o
Title: Re: Ask a simple question...
Post by: Orladdin on August 21, 2012, 05:10:09 PM
I AM looking at a pre-release, because my book isn't in front of me.  That would make more sense, and I'm sorry for doubting you Centarion!

Seems like the consensus is simultaneous, so that's what I'm going with.  Thanks everyone!

Now I have another stunt question: Upon a successful defense, Riposte grants you an immediate, automatically successful attack at the cost of your next action.  Is that weapon damage only or would you roll something?

If I remember correctly, it's the same roll-- you just consider it oppositely directed:

You are attacked for 3, defend with a 7.  Normally this would simply generate 4 (mostly) useless shifts.  If you have riposte, you immediately hit your attacker for 4 (+weapon).


Also what constitutes as a "successful" defense roll is kinda muddy.  Does successful mean as long as you block ANY of the attack?  Or do you have to block the whole thing for the stunt to trigger?  I have no idea.   :o
It seems like it would be a defense where you take no damage.  After all, an attack where you do do* damage is a successful attack...  seems pretty simple to me...?




*  haha, doo-doo.  ;)
Title: Re: Ask a simple question...
Post by: AugustusGloop on August 21, 2012, 05:17:12 PM
Thanks Orladdin, you reminded me of the stunt Murphy has, and that's exactly how it works.  As to the degree of blocking, a 0 shift hit is still a hit, so it wouldn't have been successfully defended, and Riposte wouldn't trigger.
Title: Re: Ask a simple question...
Post by: Mr. Death on August 21, 2012, 06:05:13 PM
The way I've read Riposte, and which seems supported by its write-up under Shiro's bio in Our World, is that your defense is the attack--so if someone attacked and rolled a 3, and you defended and got a 5, using Riposte would switch the values, as if you'd attacked with 5 and they defended with 3.

Ack, didn't realize I was still on the previous page. Ninja'd by Orladdin.
Title: Another Question
Post by: Chrono on August 21, 2012, 06:55:54 PM
If a GM compells a player to tread carefully (athletic's check if they move) or fall using the room's aspect of "Floor Covered With Fish", does the fate point go to the player since it is affecting them or the room since it is the room's aspect?
Title: Re: Ask a simple question...
Post by: Centarion on August 21, 2012, 07:02:36 PM
If the GM decides a compel in appropriate here then the fate point goes to the player. On the other hand if the room has that aspect or some environmental hazard that mandates athletics rolls to move with failure placing a "fall" aspect, then that is what the room is, I personally do not feel this is a compel.

In my mind a compel would be something like the player says his character runs across the zone, the GM says "I compel you to fall since the floor is covered with fish." A compel generally does not have a roll involved, either there is a skill check for weather or not you can do something, or there is a compel. There are some cases where this may not be true, but in this case I think that is correct. This also assumes that falling is a big inconvenience (ie this is a combat or chase scene, or the fact that his jacket is now covered in fish is going to hurt him later or something), otherwise it would be a weak compel. 
Title: Re: Ask a simple question...
Post by: Chrono on August 21, 2012, 07:43:39 PM
In my mind a compel would be something like the player says his character runs across the zone, the GM says "I compel you to fall since the floor is covered with fish." A compel generally does not have a roll involved, either there is a skill check for weather or not you can do something, or there is a compel.
That makes a lot of sense. Thank you.
Title: Re: Ask a simple question...
Post by: THE_ANGRY_GAMER on August 21, 2012, 08:13:38 PM
So if you didn't want a compel, you could just set the difficulty higher and cite the Aspect as the reason for the difficulty.
Title: Re: Ask a simple question...
Post by: Richard_Chilton on August 21, 2012, 09:28:00 PM
I AM looking at a pre-release, because my book isn't in front of me.  That would make more sense, and I'm sorry for doubting you Centarion!

As an aside, since you bought the pre-release you can get a free copy of the released PDF.  Evil Hat is great!

Richard
Title: Re: Ask a simple question...
Post by: Orladdin on August 22, 2012, 01:19:26 PM
...  Evil Hat is great!

Truly!
Title: Re: Ask a simple question...
Post by: Chrono on August 22, 2012, 02:09:42 PM
  Evil Hat is great!

Here here!
Title: Re: Ask a simple question...
Post by: Chrono on August 29, 2012, 01:50:41 AM
Working on a potion making NPC. If I want to give him the specialization of +2 lore for the purposes of potion power, is that a mortal stunt or a spellcasting power like refinement.
Title: Re: Ask a simple question...
Post by: Tedronai on August 29, 2012, 02:26:14 AM
That would most likely be refinement for specializations.  This would necessitate both full Thaumaturgy (to allow refinement for specializations) as well as a separate +1 specialization in thaumaturgy, though that could include the 'free' point with the power itself, and could be put into crafting frequency.

It could also be a focus item.

In either case, it would apply to all enchanted items that the character crafted, potion or otherwise.
Title: Re: Ask a simple question...
Post by: Chrono on August 29, 2012, 04:59:49 AM
I wanted to go the focus item rout, but I thought the rules said no on focus or enchanted items to crafting bonuses.
Title: Re: Ask a simple question...
Post by: GryMor on August 29, 2012, 05:09:45 AM
I wanted to go the focus item rout, but I thought the rules said no on focus or enchanted items to crafting bonuses.

Craft: Frequency and Craft: Power foci improve the frequency and power of all enchanted items and potions you make using them. That is their entire point. The limitation is that Craft: Foci don't help you make stronger foci.
Title: Re: Ask a simple question...
Post by: AstronaughtAndy on August 29, 2012, 12:37:19 PM
As an example, in the back of Your Story, the Caffeinomancer at Neutral Grounds has a Craft: power foci spoon.
Title: Re: Ask a simple question...
Post by: citadel97501 on August 29, 2012, 10:59:34 PM
Stupid question, but it has been coming up in our games a lot?  When filling in stress boxes, if you take 3 stress do you just fill in the 3rd box or do you fill in the 1st, 2nd, and 3rd boxes?

Please provide page #?
Title: Re: Ask a simple question...
Post by: Tedronai on August 29, 2012, 11:06:19 PM
I'm away from my books at the moment, but it's just the 3rd.
Title: Re: Ask a simple question...
Post by: Chrono on August 29, 2012, 11:47:51 PM
Your Story page 202. It gives actual examples and shows a picture of how the stress boxes are filled out.

Only the 3 is checked off. The confusion is understandable since other fate games have you check off all 3 circles.
Title: Re: Ask a simple question...
Post by: Chrono on August 30, 2012, 12:22:47 AM
Can a character with only fire,earth, and air evocation still make an enchanted item using water? I wouldn't think so, but I can't find it in the rules.
Title: Re: Ask a simple question...
Post by: THE_ANGRY_GAMER on August 30, 2012, 01:38:17 AM
I'd say you can, since an enchanted is technically thaumaturgy - the main block on using elements that you're not familiar with in combat is time - Harry's gravitus spell would technically be combat thaumaturgy. Since you don't have to worry about this with an enchanted, as the spell is already keyed up and ready to go, I see no reason why you can't have an enchanted with a Water evocation in it, if you can have an Enchanted that summons a construct (and you can, technically).

EDIT: YS279 says 'Nearly any effect within the realm of Evocation or Thaumaturgy is allowed', which suggests that the normal element restrictions are waived.

Look at it this way: when you're using an enchanted item, you're not actually using Evocation, you're triggering thoumaturgy you did earlier.
Title: Re: Ask a simple question...
Post by: GryMor on August 30, 2012, 02:44:25 AM
Can a character with only fire,earth, and air evocation still make an enchanted item using water? I wouldn't think so, but I can't find it in the rules.

You are only restricted in what effects you can create with self made enchanted items and potions when you don't have full Thaumaturgy nor Ritual: Crafting.
Title: Re: Ask a simple question...
Post by: InFerrumVeritas on August 30, 2012, 04:34:59 AM
You are only restricted in what effects you can create with self made enchanted items and potions when you don't have full Thaumaturgy nor Ritual: Crafting.

To clarify:  IF you have Thaumaturgy or Ritual: Crafting, you can make anything.
If you don't, you can only create enchanted items whose effects you could actually perform. 
Title: Re: Ask a simple question...
Post by: citadel97501 on August 30, 2012, 09:19:22 AM
Hello all,

I would like to make sure I understand Thaumaturgy properly?

I can summon up to twice my lore in shifts of power, and then I divide that into a series of rolls which I then need to succeed on each one or it blows up in my face?

-Is the power level restricted to double the lore value, or Lore + Foci Value times 2?
Title: Re: Ask a simple question...
Post by: THE_ANGRY_GAMER on August 30, 2012, 09:58:54 AM
Hello all,

I would like to make sure I understand Thaumaturgy properly?

I can summon up to twice my lore in shifts of power, and then I divide that into a series of rolls which I then need to succeed on each one or it blows up in my face?

-Is the power level restricted to double the lore value, or Lore + Foci Value times 2?

The power level is not restrictied at all, I think. You just need to be able to meet the defecit between your Lore and the power level, either by using Foci, taking consequences, or making declarations.

You are correct about the control rolls. If you fail just one, you take all the shifts of power you previously controlled as backlash or fallout, which is why it's better to have the more difficult rolls at the start, IMO.
Title: Re: Ask a simple question...
Post by: Orladdin on August 30, 2012, 12:24:13 PM
Your Story page 202. It gives actual examples and shows a picture of how the stress boxes are filled out.

Only the 3 is checked off. The confusion is understandable since other fate games have you check off all 3 circles.


Some other FATE games.  Not all.  About 1/2 of them, actually.
Title: Re: Ask a simple question...
Post by: Orladdin on August 30, 2012, 12:29:45 PM
The power level is not restrictied at all...
Correct.  Lots of people have made house-rules to restrict it, though (typically unnecessary, but one wily wizard can ruin a game for everyone).  Check with your GM.

...You just need to be able to meet the defecit between your Lore and the power level, either by using Foci, taking consequences, or making declarations.
...
Correct.  Bold is the important part.  You have to succeed at gathering the materials necessary to meet the complexity of the spell before you begin.  Your Lore is the base complexity (and what you can do without needing additional material components or preparation).
Title: Re: Ask a simple question...
Post by: JDK002 on August 30, 2012, 04:43:01 PM
While on the topic of thaumaturgy, in the prep phase you're basically making scene aspects and tagging them instantly correct?  Meaning you can't tag these aspects while actually casting the spell?  If this is the case can you still spend fate points on any of these aspects if they make narratve sense?
Title: Re: Ask a simple question...
Post by: Tedronai on August 30, 2012, 05:39:06 PM
By my interpretation: true, true, and true.
Title: Re: Ask a simple question...
Post by: citadel97501 on August 30, 2012, 11:12:01 PM
Can you use Greater Glamours to cause damage?  Lets say you use it to create a swarm of bees that then begin stinging someone, is that only going to be a Declaration or is it able to do physical stress?
Title: Re: Ask a simple question...
Post by: Tedronai on August 30, 2012, 11:34:11 PM
As poorly defined as Greater Glamours is, it's very difficult to determine what, exactly, it is capable of.

My interpolation would be 'you create

Note, though, that only the GM is likely to ever be faced with a quesion such as this, as the players are incredibly unlikely to come into such power, it being explicitly called out as belonging to 'Pure' Fae, which are not generally the source for player characters.
Title: Re: Ask a simple question...
Post by: Chrono on August 31, 2012, 02:45:00 PM
For my own games, I tend to have Greater Glamours treated as illusions, transformation, and items of convenience. Nothing created can attack in a conflict unless it already could (like turning a human into a hound).
Title: Re: Ask a simple question...
Post by: Locnil on September 01, 2012, 02:28:58 PM
Do rolls favour the attacker or defender? Say a werewolf attacks me at Great, I manage to defend at Great. What happens?
Title: Re: Ask a simple question...
Post by: THE_ANGRY_GAMER on September 01, 2012, 02:54:58 PM
Rolls favour the attacker. So, in the example, the attack hits, but for 0 shifts. Then you add Weapon bonuses from Claws, Strength, Weapons, and subtract Armour bonuses.
Title: Re: Ask a simple question...
Post by: Chrono on September 01, 2012, 05:44:21 PM
I see now. I just misread. It says you can't make focus items to empower other focus items.
Title: Re: Ask a simple question...
Post by: THE_ANGRY_GAMER on September 01, 2012, 06:07:59 PM
For my own games, I tend to have Greater Glamours treated as illusions, transformation, and items of convenience. Nothing created can attack in a conflict unless it already could (like turning a human into a hound).

See, I'd say they could, since they're just another kind of (very realistic) ectoplasmic construct. So if you created a greater glamour of a sword with true seeming, it'd be a sword.

Next question: would a conjured iron sword satisfy a Faerie's Catch? And how would it interact with an Ogre's Physical Immunity to Mortal Magic?
Title: Re: Ask a simple question...
Post by: Chrono on September 01, 2012, 06:13:42 PM
My understanding, and I could be totally wrong, is that it has to be COLD iron, which means iron that was refined a certain way. I would assume that magically conjured iron would not meet a fiary's catch.
Title: Re: Ask a simple question...
Post by: Tedronai on September 01, 2012, 07:53:03 PM
My understanding, and I could be totally wrong, is that it has to be COLD iron, which means iron that was refined a certain way. I would assume that magically conjured iron would not meet a fiary's catch.
The Za Lord's Guard employed common box cutters in a manner that certainly seemed to be sufficiently efficacious as to be satisfying a certain Sidhe's Catch.


Next question: would a conjured iron sword satisfy a Faerie's Catch? And how would it interact with an Ogre's Physical Immunity to Mortal Magic?

IMO, the resulting sword would NOT satisfy an iron catch, and might be negated (or at least ignored) by Immunity to Mortal Magic.
Title: Re: Ask a simple question...
Post by: THE_ANGRY_GAMER on September 01, 2012, 11:15:50 PM
My understanding, and I could be totally wrong, is that it has to be COLD iron, which means iron that was refined a certain way. I would assume that magically conjured iron would not meet a fiary's catch.

In the books, it seems to be ANY Iron which hurts Faeries, including the parts in steel, etc.

IMO, the resulting sword would NOT satisfy an iron catch, and might be negated (or at least ignored) by Immunity to Mortal Magic.

Hmm. I think it might be negated by the Immunity, but the writeup (and the books) state that conjured objects are EXACTLY what they're supposed to be, in every possible way (see the Construct Germs in DM). So, maybe it would satisfy the Faerie's Catch. Of course, there's nothing to stop the Faerie disrupting or dispelling the construct.
Title: Re: Ask a simple question...
Post by: GryMor on September 02, 2012, 05:46:34 AM
See, I'd say they could, since they're just another kind of (very realistic) ectoplasmic construct. So if you created a greater glamour of a sword with true seeming, it'd be a sword.

Next question: would a conjured iron sword satisfy a Faerie's Catch? And how would it interact with an Ogre's Physical Immunity to Mortal Magic?

A conjured iron/steel sword is a iron/steel sword. As for an Ogre's Physical Immunity to Mortal Magic, as it's a stacked catch and it still has the vulnerability to iron, it would cut through it like a hot knife through butter, just like a (force or earth) evocation strike of propelled iron filings. A stacked catch can't protect you from your normal catch's weakness.

And on that note:
(click to show/hide)
Title: Re: Ask a simple question...
Post by: Locnil on September 02, 2012, 07:12:08 AM
Ah, yes, conjured iron and faeries was another of those questions I forgot.

In that same vein - Say I hit a Ogre with a spirit evocation and describe it as drawing my sword with supernatural speed and enhancing the momentum even further to slash the Ogre, a la Aristedes. With it ignore Magic Immunity? Or would I have to compel the Ogre for it to work? Or would it not just work, no matter how many fate points I pay? Or is it treated as if I has made a regular attack with the sword?
Title: Re: Ask a simple question...
Post by: Sanctaphrax on September 02, 2012, 07:33:21 AM
There is no correct answer.

There are no mechanics for what satisfies a Catch, the question is left entirely to group discretion.

I'd let such an attack bypass magic immunity, but I wouldn't let spirit evocation do anything like that without a special Power. Spirit already does way too much.
Title: Re: Ask a simple question...
Post by: Locnil on September 02, 2012, 02:08:52 PM
Right. Out of curiosity, how would you model Aristedes's abilities, if simply giving him Inhumans wasn't an option?
Title: Re: Ask a simple question...
Post by: InFerrumVeritas on September 02, 2012, 03:58:02 PM
Ah, yes, conjured iron and faeries was another of those questions I forgot.

In that same vein - Say I hit a Ogre with a spirit evocation and describe it as drawing my sword with supernatural speed and enhancing the momentum even further to slash the Ogre, a la Aristedes. With it ignore Magic Immunity? Or would I have to compel the Ogre for it to work? Or would it not just work, no matter how many fate points I pay? Or is it treated as if I has made a regular attack with the sword?

I would use aspect invocation.

For Aristides, I would have him have a stunt that allows him to use channeling for skill replacement rolls.  So a power 6 effect could be a Fatadtic Athletics result.  He'd burn out quickly though.
Title: Re: Ask a simple question...
Post by: Sanctaphrax on September 03, 2012, 02:11:28 AM
Right. Out of curiosity, how would you model Aristedes's abilities, if simply giving him Inhumans wasn't an option?

MAGICAL SELF-ENHANCEMENT [+varies]
Description: Many supernatural abilities can be mimicked through an application of spellcasting. But that requires specialization, of the sort that this power represents.
Musts: A character must possess the Evocation, Channeling, and/or Sponsored Magic powers in order to use this one. Other powers to link this power to are also required.
Skills Affected: Conviction, Discipline, Lore
Effects:
Limited Powers. When you take this power, you must select at least one other supernatural power that you possess. Which powers may be selected with this power is a matter of the GM's discretion. The selected powers are disabled, and the character gets a rebate equal to one-third of the powers' total cost.
Magical Self-Enhancement. This power allows the user to grant themselves access to the selected powers through evocation. Such evocations may be of any element that makes sense, and they may be offensive or defensive. The power required of an evocation that grants powers is equal to the total refresh cost of the granted powers plus the intended duration. The user may extend this effect using the normal rules for the extension of evocation, and they may choose to grant themselves only a few of the selected powers. This also allows them to grant lesser versions of the selected powers. For example, a character who had selected Supernatural Strength and Inhuman Speed with this power may grant themselves Inhuman Strength for 5 exchanges with a 7-shift evocation.
Magical Enhancement [-varies]. This option removes the rebate from Magical Self-Enhancement, making the total cost of the power 0. In exchange, it gives the user the ability to cast power-granting evocations on other characters. Please note that these evocations cannot be zone-wide.

For Aristides, I would have him have a stunt that allows him to use channeling for skill replacement rolls.  So a power 6 effect could be a Fatadtic Athletics result.  He'd burn out quickly though.

I'm like the general idea, though it could be worryingly powerful. How exactly would this work? Would one stunt cover every skill? Would such spells take an action?
Title: Re: Ask a simple question...
Post by: InFerrumVeritas on September 04, 2012, 12:38:07 PM
MAGICAL SELF-ENHANCEMENT [+varies]
Description: Many supernatural abilities can be mimicked through an application of spellcasting. But that requires specialization, of the sort that this power represents.
Musts: A character must possess the Evocation, Channeling, and/or Sponsored Magic powers in order to use this one. Other powers to link this power to are also required.
Skills Affected: Conviction, Discipline, Lore
Effects:
Limited Powers. When you take this power, you must select at least one other supernatural power that you possess. Which powers may be selected with this power is a matter of the GM's discretion. The selected powers are disabled, and the character gets a rebate equal to one-third of the powers' total cost.
Magical Self-Enhancement. This power allows the user to grant themselves access to the selected powers through evocation. Such evocations may be of any element that makes sense, and they may be offensive or defensive. The power required of an evocation that grants powers is equal to the total refresh cost of the granted powers plus the intended duration. The user may extend this effect using the normal rules for the extension of evocation, and they may choose to grant themselves only a few of the selected powers. This also allows them to grant lesser versions of the selected powers. For example, a character who had selected Supernatural Strength and Inhuman Speed with this power may grant themselves Inhuman Strength for 5 exchanges with a 7-shift evocation.
Magical Enhancement [-varies]. This option removes the rebate from Magical Self-Enhancement, making the total cost of the power 0. In exchange, it gives the user the ability to cast power-granting evocations on other characters. Please note that these evocations cannot be zone-wide.

I'm like the general idea, though it could be worryingly powerful. How exactly would this work? Would one stunt cover every skill? Would such spells take an action?

I'd have it include Athletics, Might, and Fists (technically it'd be a power, not a stunt, which is my mistake).  It would take an action to cast the spell. 

Example:
Aristides casts a 6 shift evocation to grant him superspeed.  This is a standard action.  His Athletics always yields a Fantastic result (before situational modifiers) until the end of his next turn.

So he may use athletics to move very quickly on his next turn, and gets a bonus to dodging this turn.  It's not very powerful (slightly better than a block if used for defense rolls). 

The idea is that it takes an exchange to be used (Round 1: You cast.  Round 2: You use the skill), so allowing it to apply to things like defense rolls is a fair trade off.  Even with Fists (where you get defense rolls and an attack) it's balanced by having to wait to attack, and only getting one attack.

I'm not sure if I would allow these to be prolonged.  I'd have to actually playtest this to see if it becomes the strategic default to do so.  It probably wouldn't hurt to allow shifts to be spend to extend duration.  Note, though, that this IS better than a block.  The fact that spellcasters tend to be weak defensively (without enchanted items) is the only thing making me wary of this. 

Title: Re: Ask a simple question...
Post by: Sanctaphrax on September 04, 2012, 08:01:34 PM
Sounds workable.
Title: Re: Ask a simple question...
Post by: Chrono on September 07, 2012, 03:57:26 PM
When a block is broken by an attack, the block's strength is still subtracted from the attack, correct?
Title: Re: Ask a simple question...
Post by: Tedronai on September 07, 2012, 04:00:30 PM
Yes.  Unless the defense roll from the target is greater than the block strength, in which case that is subtracted instead (though the block is still broken)
Title: Re: Ask a simple question...
Post by: Locnil on September 25, 2012, 04:04:32 PM
Do you spend FP to boost a roll before or after rolling?
Title: Re: Ask a simple question...
Post by: Mr. Death on September 25, 2012, 04:09:33 PM
Do you spend FP to boost a roll before or after rolling?
You could do either or. Though generally, if one of my players spends a point to boost by +2, then ends up rolling all -'s, I'll let them revise their decision and use it for a reroll instead.
Title: Re: Ask a simple question...
Post by: GryMor on September 25, 2012, 04:37:37 PM
Do you spend FP to boost a roll before or after rolling?

Strictly after, though there is nothing stopping you from pre negotiating some tags/invokes (it can bog things down though)