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DFRPG / Craft Specialization Question
« on: January 29, 2011, 04:52:39 AM »
I remember someone mentioning that Craft Specializations were reaaaaally overpowered, but I don't feel like checking the math. Can someone fill me in?
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Ghosts aren't people or their souls. They are afterimages of them, echoes as the book said. All Harry did was amplify the echo. That doesn't cross the border between life and death. (Zombies are somehow an exception here. It isn't very clear how they violate the border, imho. Sure, making a corpse move around is unseemly, but it doesn't seem like it is reaching beyond the border of life and death. The books don't seem to explain it very well either).
Don't care, on that one. Just don't.
Power bonuses always add to the conviction score of the character. Control bonuses add to the discipline of the character. I suppose that's the way it is for both evocation and thaumaturgy.
A little bit of a tangent--sorry--but this leads into something that I've been pondering for a while: do the fae--known for the sensuality of their food and drink, and the predatory-ness of their natures (extremely so, in some cases)--have to eat? Not "can" they eat, but do they "have to" eat? And if they do, is it the physical they have to consume, or is it more of a spiritual intake?
I think the easiest way to cover this would be to explain the process and each skill's part in it.
First you figure out the complexity of the spell and then try to match that with lore + other bonuses (I'm glossing over that bit, it's a bit more complex). Once that's done you (eventually) have to summon enough shifts of power to match the complexity. This is done as a series of simple actions similar to individual evocations where the caster draws as much power as he likes (any amount between 1 and his conviction plus any power bonuses for no stress, each one after that costing one additional stress) and then attempts to channel that into the spell rolling his discipline plus any control bonuses and attempting to get over the amount of power drawn. The drawing and controlling of power is done repeatedly till the complexity is matched and the spell works, or until the caster mucks it up (which is usually pretty bad, but depends on how high the complexity is and how far into the spell you are).
Does this answer your question?
Cannot be used to thwart fate (Narrators call on what is or is not fated to happen).
And such compels as, must kill Giants or trolls, cannot back down from a fight or show cowardice of any kind, must seek revenge for fallen friends and family no matter the cost, etc.
I fail to understand your point. We're not talking about using theory in game. We're talking about legitimately hexing the ever-loving hell out of things in game. Which I do suppose is a fair bit odd; hypotheticals within hypotheticals vs supposed reality within hyoptheticals.
Soulfire costs more because of it's hax against catches.
That sounds... awesome.
All my games have mostly died before I got around to our badass moments.
Personally I would have had Harry accidentally hexing bad guys weapons at least some of the time. Could have saved Harry some pain if a flamethrower exploded when someone tried to use it. Evidently random bad stuff only happens to the good guys in DF.