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Topics - 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 / 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 / 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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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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