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Messages - Fandraen

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DFRPG / Non-were animals, and the human form +1
« on: August 13, 2010, 08:23:13 PM »
I've got a player running an Egyptian Temple Cat, in the spirit of Mouse. Not a were; just a supernaturally intelligent animal. He's been looking at the Human Form (+1, i.e. "disadvantage") and noting that it really is a major positive, too. Sure, you don't get all your powers all the time, but you get to be *human*, which makes a huge difference in the social game. Cats aren't really known for their skill at the negotiating table, no matter *how* friendly they are. And it's a little odd that a were, with the ability to effectively move between worlds and talk (and have *thumbs*!) is actually *cheaper* than an animal. Hm.

On the other hand, neither of is quite convinced that *lack* of human form is necessary worth +1 refresh either... and yet he really is at a noticable (if entertaining) disadvantage. He's already got the "Temple Cat" high concept which will be getting tagged a lot for the inconveniences of being an animal, so there's a fate point
boost here, but he's also physically incapable of doing a lot of the default activities. (Driving, for example; thank goodness we're in New York, where even animals can ride the subway.) It's a fun schtick, and I'm not completely crippling him (as with Mouse, there's a general assumption that he can get across surprisingly complex concepts with body language) but the unacknowledged handicap does feel a little odd.

So... what would you folks do, if anything, to make giving up thumbs and a voice feel balanced?

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DFRPG / Re: Magical null zone, powers, and penalties
« on: August 10, 2010, 10:44:30 PM »
Ah, hey. The "Threshold no one is invited to cross" might actually cover a lot of what I'm looking for. I'll have to go take a look at what exactly that does.

And decide whether it stacks with my faith-based chars. (I think the answer is "No", officially a threshold or not.)

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DFRPG / Magical null zone, powers, and penalties
« on: August 10, 2010, 08:00:36 PM »
During city creation, my players came up with the idea of having a particular area be a magical null zone, a la the
(click to show/hide)
; part safe zone (there's not as much power available here), part prison. I thought I'd ask around and see if folks here had any good ideas for how to run a location like that.

1) External magic sources are cut off; you have what you came in with. How would this operate in play? A limit to how many shifts of power worth of spells you can cast? And if so, how would one set a reasonable default limit, and a reasonable "You can pull in a little bit of extra power, but you'll be casting dangerously until you bleed the excess off" effect? For the second, I'm inclined towards a variation on "you can pull in up to your conviction extra shifts of power, or roll to draw in power and control it a la thaumaturgy but without the spell; all spells that you cast have an added difficulty of the extra shifts of power you have stored over your normal threshold"; it makes holding more than a few extra shifts of power really, really dangerous, but it's possible if you're desperate. What I don't have is any idea what a reasonable base threshold ought to be.

2) Some powers probably shouldn't work as well there... but which ones? Sponsored Magic being right out unless you prepared the spell in advance would make sense. How about faerie glamours that create things out of ectoplasm pulled from the Nevernever? Or other shapeshifting, ditto? Which magics are inherent (and therefore preserved), which are penalized, and which ought to just be out of the question?

3) How do I create a feeling of "Magic is hard here?" For an actual mage, limiting the amount of power they can draw or making all spells more expensive (for more of a low-level anti-magic-field than an actual hard cut-off) seems pretty reasonable. But for powers that don't normally have a roll (like shapeshifting), what do I do? I can add an aspect to the location easily, but that will only help people trying to take advantage of it; it won't make life harder for everyone else. And... should it? Or is this really something that ought to just be color?

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DFRPG / Re: Thamaturgy at the speed of Evocation through high lore?
« on: August 10, 2010, 06:38:05 PM »
So, given a very high Lore character (Superb, plus several points of Complexity focus bonus), and given that maneuvers can create free taggable aspects (like "There's a suitable circle here", "the enemy is distracted"), and given that we don't have any kind of time-to-exchange conversion: Where do you say "No, you cannot cast now, it's too fast?" I can't just say "not in conflict", because as my player has pointed out, the Lincoln-Douglas debates (social conflict) would have provided *plenty* of time to cast moderately complex spells, let alone really simple ones. And there *is* no "this is a social conflict so it's slow, while this here is a physical conflict so it's fast" division in the Dresden Files.

I can stat up a Thaumaturgist who can toss off complexity four rituals trivially (so, a sticky maneuver a round) and who is likely to take no stress from it most of the time; she'll need to take a minor consequence very occaisionally, when her control role fails. Then again.... maneuvers are maneuvers, any skill should let you do them. The thaumaturgist *can't* be the attack monster the Evocator is, because Evocation's discipline roll counts as the attack roll while the spell strength counts for the weapon; it's effectively twice as powerful as the thaumaturgist's attack. The Thaumaturgist can do much more complex rituals (9-15) in combat time with a bunch of free tags from maneuvers, but then the magician or the party is spending a non-trivial number of in-conflict exchanges setting up for the spell (whether officially spell prep, or used for control and/or paying off for things like transformation effects); but that actually seems pretty cool, and encourages the wizard to enlist the group's cooperation instead of stealing the show solo. (Running around sticking candles in appropriate places while yelling for the party to keep the enemies off of your back while you concentrate seems to fit nicely into this universe.)

So... is there really a problem that results from taking the "you can start casting as soon as you have enough lore + taggable aspects to finish spell prep" literally, and handwaving the exact time?

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DFRPG / Re: Thamaturgy at the speed of Evocation through high lore?
« on: August 05, 2010, 09:59:51 PM »
ahunting: The thing is, it's not already defined. That sidebar covers a particular effect of *sponsored magic*. Among other things, it allows you to cast in one round, but also *requires* you to cast in one round, and on targets in line of sight. It's very clearly thaumaturgy *with evocation methods and speeds*-- and constraints--, not just what thaumaturgy looks like if you're a master of ritual.

The question is, what breaks (if anything) if the "you can skip preparation for spells with complexity below your lore" rule is interpreted to be "preparation takes no time/happens offscreen because you're a boy scout and always prepared, and only casting time counts". So, a maneuver-only spell of complexity 3 would probably only be one round, but a thaumaturgist could also spend several rounds casting in the usual way for a spell of much higher complexity (say, 14).

Pros and cons relative to other powers I can see:
- An evocator is building up stress much faster than the thaumaturgist (evocation requires one stress per spell when building power; thaum doesn't, advantage to thaum)
- An evocator can use rote spells for zero risk casting (this is one advantage to the sponsored magic approach as well)
- A failed thaum spell is likely to hurt more/cause more problems than evocation (advantage to evocation and sponsored magic)
- A thaumaturgist can spend several rounds to build up to more powerful spells (I think this is advantage thaum; larger spells are higher-risk, though. Evocators and sponsored magic users can create maneuvers that can be tagged for Conviction and Discipline rolls for higher-powered spells, but that's an effective +2/round, versus an expected +min[Conviction, Discipline]/round; for a wizard, the latter seems likely to be higher.)
- A thaumaturgist/sponsored magician can create arbitrary effects, not just unsubtle/high force effects like Evocation (advantage thaum/sponsored)
- A thaumaturgist is not limited to line of sight, although unlike an evocator/sponsored magician he needs a symbolic link to target (....wash?)
- A thaumaturgist doesn't get to buy a power bonus, just a control bonus; complexity is going to be a ceiling for the power of the spell, but doesn't actually contribute to raising that power quickly. (Slight bonus Evocation/sponsored magic.)
- An evocator was not required to have a high lore in order to create powerful spells in combat, thus potentially saving skill points for better Conviction/Discipline (Slight bonus evocation, maybe; two relevant skills instead of three, but we're currently just looking at combat casting and the world is more complicated than that.)
- A thaumaturgist preparing an enhanced evocation effect (like a ward) can add complexity to enhance duration; an evocator has to channel power each round. Given a one-complexity-shift-per-duration-increase
- A thaumaturgist's one shift bump in spell duration for enhanced evocation is, as written, longer than an evocator's. Even assuming it is scaled back to match evocation (one shift per additional exchange) a thaumaturgist can spend one extra round to gain an expected min(Conviction,Discipline) additional rounds of effect. The evocator can do the same under the Prolonging Spells rules, but it costs stress. Then again, that extra turn for evocation won't cause the spell to explode with more power if you fail the roll, unlike thaum. (Wash?)

Outside of combat, the high-lore character is spending more exchanges building power, while the low-lore high-discipline/conviction character is spending scenes of preparation/exchanges of maneuvers to create taggable aspects.

This seems to boil down to "Evocation is much safer, but is guaranteed to wear you down"; "Thaumaturgy is very flexible, you can do it all day, and it will usually get you completely awesome effects, but will occasionally blow up in your face and cause massive damage". Sponsored magic gets you the safety of evocation and the flexibility of thaumaturgy, but constrains you to less totally awesome effects than straight thaumaturgy. (You only get one round to build power, and there's probably a limit to how much power you can gain from going into debt.) That seems to make the thaum-with-evocation-speed-and-methods power useful but not in and of itself worth 2 refresh; you're also probably getting some power boost, but it's probably a wash or even a little weaker than a point of refinement. (Kemmerlites, for example, get the equivalent of a Refinement in necromancy, although it doesn't appear to follow the usual specialization-stacking requirements; Summer, however, doesn't.) Then again, is the added flexibility and potential power of thaumaturgy in combat worth 1-2 refresh in general? (i.e, is sponsored magic from, say, the fae actually worth the cost for a wizard? Discounting the "ooh, fun plot" factor; I don't think we generally assume that plot should cost refresh.)

Has anyone run a long enough campaign with wizards in it to get a sense of how big an advantage the lack of stress from Thaumaturgy (vs Evocation) would be?
Do conflicts normally resolve in four exchanges or less, or are they longer? And if you're going to chime in with data, please talk a little about the number of players and character strength.

(Alternately, if any of the gamewriters want to chime in with a "No, thaumaturgy ought to take some minimum number of exchanges, and here's how many and why", I'd love to hear it.)

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DFRPG / Thamaturgy at the speed of Evocation through high lore?
« on: August 04, 2010, 02:47:21 PM »
It mentions several times in the fluff text of the Magic section that Thaumaturgy is slow, with even the fastest spells taking a minute or so. But when you actually look at the rules, the slowest part of Thaum (preparation) can be skipped if you're doing a reasonably simple spell and you have a high lore; then there's some number of exchanges to build up power. Which looks on the face of it like a character doing a really simple spell-- like, oh, pretty much any maneuver to add a temporary aspect to a scene, at difficulty 3, when done by a carefully built Submerged wizard-- might well be able to get it off in one exchange of power-building.
There isn't any kind of reliable time-to-exchange converter: a single exchange in a social conflict is liable to be far more than a minute, while a single exchange in a gunfight is likely to be far less.

So, given that, what does it really mean for Thaum to be slow compared to Evocation? I have a player who *really* wants to play a useful-in-conflict-time Thaumaturgist, but I also want his character to have a reason to fall back to his less-favored Evocation skills in some circumstances.

Things I've considered:
1) Yes, very simple Thaum spells really are as fast as arbitrarily complicated evocations; however, Thaum also always has the symbolic link restriction, so you're going to need to do some prep-work if you want to be applying even temporary aspects directly to an enemy. Use Evocation not necessarily for speed, but for lashing out at/defending against something you don't have any links to.

2) Thaum always takes some minimal number of rounds; even if you're skipping the serious prep phase, gathering your mind to prepare to cast the spell always
takes one round. (This seems clumsy, especially since it's nothing but a speed bump; there's not even a Lore role involved.)

3) Thaum spells can be cast in one exchange, but their effects are not instantaneous. The player only needs to spend one exchange creating and powering the spell, but whether the effect settles in on the next round or in a few rounds will depend on the GM's estimation of the speed of the conflict. (This seems like it would cause GM headaches, as well as reducing the coolness factor.)

4) As 1, but performing a Thaum ritual with no prep in a high-stress situation-- which will be most conflicts, but not necessarily all-- adds to the complexity. This departs a little bit from the book (after all, you're already making Discipline rolls to control the power) but encourages the player to go ahead and spend a round or two on maneuvers to create a more optimal spellcasting environment, thereby effectively slowing Thaum down without actually changing the power-building or spell-prep mechanic.

Anyone else have any insights, or suggestions as to which of these might work best in play?

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DFRPG Resource Collection / Re: Custom Power List
« on: August 04, 2010, 02:32:24 PM »
Both good points to be clearer on, thanks. We'd already been taking them into account, but putting them explicitly into the power description is probably wise.

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DFRPG Resource Collection / Re: Custom Power List
« on: August 04, 2010, 01:17:11 AM »
Inhuman/Supernatural/Mythic Stoicism; Mental Immunity [-2/-4/-6/-8]

As the corresponding Toughness powers, but applying to the mental stress track and mental damage.

Intended *mostly* for NPC use: Outsiders (because their minds just don't work the same way), powerful fae, very old wizards actually seriously trained in mental defenses, etc. Because a PC with the entire Incite Emotion tree can just blow through your NPCs in one round without something like this, and if it's not human, Lawbreaker isn't going to act as much of a story-based brake.

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Ophidimancer: I love the shadow PC concept, especially for storytelling purposes, but I'm worried about having to try to run five or six major NPCs in a single encounter, with highly varied skill sets. Other than "ignore minor skills", are there any good tips for how to keep from slowing things down in that case? I have a, shall we say, *creative* set of players, so I don't get to do very much accurate pre-planning. Bonus points if the tips include "How to play an NPC wizard with minimal brain space".

John Galt: Whamp or Blamp? Those I don't recognize. Cowl is actually high on my list of possible NPCs, but (just my luck) he's really not properly statted out in the book. A dragon/dragon emissary is a good idea, and one I haven't looked into much yet. We haven't even picked the setting yet, so we're *really* all over the map in terms of expectations, but it looks like "godbotherers" may end up being a good summary of at least half of the party, so convenient deities and deity servants (like a certain blond-haired bodyguard) are also high on my list.

YuriPup: Yeah. I've been practicing in the mirror. Looks like I need to do it a little more, huh. ;)

Finn: In this crowd, I'm much more likely to need to worry about the alternate bad-GM trap of "Well, I can't see any way out of this, but I know these folks will find one". One solution is totally not an option. ;)  You have some very good points about scenery and non-stat challenges. Thanks!

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I'm going to be starting a campaign next week with 5 or 6 players, and so far there's a strong push from at least two of them to go all-out and start the game at Submerged level with lots of supernatural interference. (10 refresh, with wizards with white council status, knights of the cross equivalents, plenty of deity interference, etc; I'm not sure we're likely to have any true mortals at all.) I ran a quick one-shot for them before we really got started, since we had a day with a missing player, and discovered that it is *hard* to create good, challenging opposition for a large, high-powered party.

I'm not a sufficiently experienced and fast-thinking GM to run more than two (*maybe* three) simultaneous interesting NPCs; that means that a pack of Denariians are right out unless I recruit an NPC assistant for some special mega-battle. That leaves me trying to cram some 50-70 points of powers into two or three NPCs. I'm seriously concerned about the NPCs starting to look all the same after a while, because there just aren't *that* many powers in the book; if I give everything supernatural toughness and recovery, and their mental or social equivalents, and I'm *still* looking at full-PC power numbers. I'm really worried that my big NPCs will end up varying only slightly in their mechanical effects. I tried throwing in a bunch of low-power minions, which was interesting for an encounter, but not really something that seems to work well for major opposition and prone to slowing the game down.

Experienced GMs: How do you provide interesting, runnable opposition for a high-powered party over a long campaign? I'm trying to figure out whether I'll need to tell the players that we need to tone the power level down, but I would really prefer not to, given how excited they seem to be about the high-powered game.

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