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Messages - zcthu3

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31
DFRPG / Re: Thaumaturgy in Combat (Again...)
« on: June 15, 2011, 07:03:09 PM »
Actually... you want in-combat thaumaturgy?  May I suggest potion slots?

They can have thaumaturgical effects, at complexity up to a maximum of your lore +2 for a single slot potion (if you're willing to accept an appropriate compel).  And they're just a single action to activate.  And, since you don't need to declare what potions you've got ahead of time...

No disagreement here, I personally think this is a better way of dealing with the issue of wanting to do thaumaturgy in combat, and I think the player will be relying upon her enchanted items and potions (plus a little evocation).

Having said that, I'm also with InFerrumVeritas, wherein I prefer not to say "no", but rather to say "yes", and here is how it will work.

Given that, having guidelines in place for when someone does want to do thaumaturgy in combat, whether it be because they're trying to do a ritual to save the world while the group is under attack, or because they want to use it as an attack, is incredibly useful. Thanks all.

32
DFRPG / Re: Thaumaturgy in Combat (Again...)
« on: June 14, 2011, 07:15:20 PM »
I ran into the same thing.  Here's what I came up with (which I'm fairly certain is actually RAW).

Typically, Thaumaturgy takes "a few minutes."  That's 4 steps up the time chart from "instant" like evocation.  So for any Thaumaturgy spell, you can do the ritual instantly (not counting additional rounds for gathering more power if needed) by increasing the complexity by 4.  You can do the ritual in a single round (a few moments) by increasing it by 3 instead (but this means it will take at least two exchanges to cast, as you'd have to gather power on the second).  Increasing it by 2 would mean you could do the ritual in two exchanges (taking at least three to cast, gathering power on the third, although this is an estimation it seems fair).

If someone helps you do the ritual, that's best represented by a Lore roll to declare "Assistance from Friend" on the caster.  This would then be tagged for a +2, allowing you to meet the greater complexity easier.  

So to break it down like you did, although these are just estimations of flavor:
The important thing with the flavor above is that the spell becomes more complex because you're mentally preparing more of it.  The ritual is the construct to help you control the energy.  Harry has said you can do this in your mind, it's just harder.

Now, in combat, it's likely you'll get help.  Here's example flavor for that.
Of course, to provide assistance, a friend must make a Lore maneuver, typically two shifts less than the complexity of the spell.  I'd allow interesting things to happen if I were the GM and they failed.

Thats is very cool, I never thought of doing it like that. I'll run it past the group. Thanks!

33
DFRPG / Re: Thaumaturgy in Combat (Again...)
« on: June 14, 2011, 07:14:05 PM »
Its ultimately your game and you're free to muck about.  For my $0.02 though, the player who chose to specialize in Thaum made their choice.  They have "lots of decent enchanted weapons" which should be their combat bread and butter. 

In my game, I use two different time lengths for exchanges in the case of magic.  Evocation uses the standard combat exchange (probably a few seconds).  Thaumaturgy uses exchanges of 5-10 minutes.  In theory you can cast a ritual in combat this way, but its going to require your buddies to hold off the monster for a few minutes, not merely a few seconds to buy you time.

This is the response I expected however, to be honest, I don't think the "minutes" is necessarily supported by the source material where Harry does cast low complexity thaumaturgy spells
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in a matter of seconds rather than minutes (i.e. it took a few combat exchanges).

I think the important thing to remember is that this is only for those spells less than the character's Lore; i.e. this is not large rituals.

34
DFRPG / Re: Thaumaturgy in Combat (Again...)
« on: June 14, 2011, 07:09:58 PM »
You've alluded to "gathering ingredients" however I'm not sure you put the same importance on it that I would.  Thaumaturgy's limitations include a need for links and symbols.  You can't target a spell without a link and you can't form the spell without symbols.  Consider
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  Only then does he draw the circle, gather power, and cast the spell.

Gathering all the ingredients you need as a supplemental action seems a bit much.  I'd suggest gathering specific ingredients for the spell to be cast and taking whatever time that takes...searching for blood after everyone is wounded may be easy but finding a hair because there isn't any blood yet probably isn't.

I'd agree with you except that the rules specifically state that you have the ingredients on hand if it is a spell with a complexity less than their Lore. There is no need to spend time gathering specific ingredients, the character can make do with a piece of string etc.

35
DFRPG / Thaumaturgy in Combat (Again...)
« on: June 14, 2011, 07:35:20 AM »
Hi all,

I've been playing a Dresden Game with two wizards. To help differentiate themselves, one has specialised as an evoker and the other as a thaumaturgist. Now, the thaumaturgist has a lot of decent enchanted items, but has been enquiring about casting other thaumaturgy spells in a combat situation.

I know this has come up before, and that the general consensus is that thaumaturgy in combat shouldn't be allowed (unless it's sponsored), but I don't want to just say no, particulaly given that "quick and dirty" thaumaturgy does appear to happen in the books. Given that, we've been discussing how we might allow this, without making thaumaturgy too good relative to evocation and sponsored magic.

We've come up with the following:

Quote
Thaumaturgy is generally described in the rulebooks as taking minutes to cast and the general rule of thumb is not to let players cast it in combat situations, that being the province of evocation and/or enchanted items instead.

On one hand I agree with this approach, however on the other hand it is, in my opinion, somewhat inconsistent with the source material.
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It is also inconsistent with the actual game mechanics which state that if the caster’s Lore is greater than the spells complexity then they can cast it with what is on hand. Given that, if the caster can channel sufficient power in one exchange and control it, then they can cast thaumaturgy at the speed of evocation.

This is potentially a problem as it down plays the importance of evocation and sponsored magic (which allows thaumaturgy at the speed of evocation).

On the other hand, typically thaumaturgy spells will be less powerful than those of an evoker as they are limited by three skills (being Lore (= complexity), Conviction (= amount of power able to be channelled) and Discipline (=control)), rather than two for evocation (Conviction and Discipline). On the other hand they can be cast for one less stress (i.e. so long as the power to be channelled doesn’t exceed Conviction + Refinement/Focus bonuses) and, in general, last longer.

Given this, I think it is necessary to slow thaumaturgy in combat down, without removing it entirely. I also think the ritualised nature needs to be played up. Given the above, an in discussion with the primary thaumaturgist in our group we came up with the following time frame for casting thaumaturgy spells in combat:

Requirement for casting thaumaturgy in combat: Complexity of spell must be less than caster’s Lore.
Exchange 1: Form and Empower Circle to contain spell;
Exchange 2: Gather Ingredients for Spell (which must be on hand, see requirement for casting);
Exchange 3: Channels Power;
(Exchange 4+: Channels more Power if necessary).

This process can be sped up by “rushing” the process, e.g.:
Exchange 1: Form and Empower Circle to contain spell;
Exchange 2: Gather Ingredients for Spell as a supplementary action and Channel Power at -1 to Discipline;
(Exchange 3+: Channels more Power if necessary).

Or by having assistance with the creation of the Circle, i.e.:
Exchange 1: The caster empowers a pre-formed circle (e.g. drawn by another character) and gather’s ingredients as a supplementary action;
Exchange 2: Channels Power;
(Exchange 3+: Channels more Power if necessary).

Thus it takes a minimum of two actions and either a Discipline roll at -1 by the caster, or a second character’s action (to draw the circle) to cast the spell. Furthermore, we ruled that if a character chooses to defend themselves, they must start the ritual again, or if they choose not to defend themselves they must make a Discipline roll with a difficulty equal to the shifts of damage inflicted to not lose the spell.

This still means that Sponsored Magic is useful re Thaumaturgy at the Speed of Evocation as it enables you to use Thaumaturgy in a single exchange thereby forgoing the risk of having your spell disrupted or making yourself a target.

Before implementing this formally in our game, however, I would like some comments, particularly whether the timeframes outlined are reasonable, of whether they should be increased.





36
DFRPG / Re: Thaumaturgical Blocks ... err, help?
« on: June 07, 2011, 07:28:59 PM »
I'd allow it, but we generally treat temporary Thaumaturgy effects (i.e. things not requiring enchanting slots) as lasting a "scene" (about 15 minutes) unless the guidance in YS says otherwise (i.e. so Wards last until the next sunrise or sunset as the default, but most other effects last 15 minutes or so).

That means, your Thaumaturgist can create his mobile block but it will require more power than 6 shifts, i.e. the block at 6 shifts plus the steps on the Time Table.

Note, that 15 minutes might be too short a "base" time. We've just started our campaign up again and I am going to relook at it this weekend and see if I change my mind.


37
DFRPG / Re: Night Fears ran (twice!) thoughts
« on: June 07, 2011, 08:56:12 AM »
So I also ran Night Fears twice at our local con over the weekend. Unfortunately the con organisers decided to try three hour instead of four hour slots which ended up affecting how the games played out.

First game had all seven characters and was a little rough, partly because we ended up running out of time. The Question - Answer session went reasonably well, and we developed the relationships between the characters and why they were there. Once in the house, however, the "popular" kids decided to pretty much stay in the main room and drink Dani's dad's scotch  and party after they'd done a quick tour of the house. All the other kids split up to search different parts of the house in more depth and (some of them) pull pranks on one another. The splitting up meant that I ended up spending a lot of time trying to deal with all the separate parties and their attempts to scare each other before they finally ended up all together. Even after the ghosts upped their activity, the PCs took a long time to start trying to resolve the mystery/defeat the ghosts possibly because I tried to treat all the ghosts as separate entities which ended up confusing the issue and how the PCs were meant to try and resolve it.

The second session was much better, four characters (Andy, Mike, Chris and Jamie) went into the house and they pretty much stuck together. I also brought in the ghosts earlier and had given the players the "published" version of the story before they went in. I pretty much concentrated on the wife's ghost as the malevolent force, with the husband's ghosts as a death echo, that allowed Chris to follow him around and uncover the horror of what he'd done while the others were finding the sketchbook (thanks Glendower for making that resource available, it was really good!) and trying to determine how to lay each of the ghosts to rest. In the end, they managed to solve the mystery within the three hour slot.

If I was to run this again, I think I'd limit the number of characters to 5 but let the PCs choose from all seven. Trying to run all seven just used up a lot of time before we got to the "meat" of the story, and I ended up rushing it to fit it into the time allowed. A four hour slot might have made it more manageable and allow me to ratchet the tension up more slowly.

All in all, however, I think it's a really good introductory scenario, I've now got an idea to "age" the characters and have them have a college reunion where something else happens for next years Con...

38
DFRPG / Re: Help with Enchanted Item?
« on: May 14, 2011, 09:15:26 PM »
Anyway, a sane GM would use a different difficulty scale for research than for basic knowledge.

PS: The Internet is a Mediocore (+0) library if I remember correctly.

I'd agree with this statement. The difficulty of a research roll should be equal to how hard it is to find the information. Given the ubiquity of access to the Internet then the difficulty of finding things capable of being found on the internet is mediocre (+0).

Equally, using Lore to identify things on the spot without research is going to be more difficult then when doing so in the safety of your library. For example, remembering what sort of supernatural creature eviscerates a person and alternates between a male victim one night and a female victim the next is likely to be a Superb (+5) difficulty Lore roll. Doing so in your Library with access to all your books makes it easier, and thus only requires a Good (+3) difficulty Lore roll.

Take for example, a character, hereafter called Jack, with a Great (+4) Lore and a Superb (+5) Resources which gives a Good (+3) Library. If Jack tries to identify our eviscerating demon, above, in the field (difficulty +5) he requires a +1 or better result on his dice roll. He has to drag through his memories of what he’s read etc., and identify which eviscerating demon it is. If he can take the time to research it properly in his good (+3) library, however, the difficulty roll is only +3, and he succeeds on roll of -1 (Great (+4) Lore) or better.
The Library limits the difficulty of the question you can answer. The difficulty of a question should be related to where you are, time constraints etc. A good (+3) library is therefore useful even to a character with a higher Lore skill.

Another thing to remember is Lore covers more than just research. For example Jack has a Lore of Great (+4) for Thaumaturgy but is limited to his good (+3) library for the difficulty of research questions.

I would also agree that you could purchase a Stunt to improve the rating of your Library.

39
DFRPG / Re: The Black Staff (the Item not the Person)
« on: May 10, 2011, 07:06:18 PM »

Imo it should be something new and not considered something like sponsored magic.  Am also thinking it could be REALLY bad if it was overused and those black "veins" made it to the heart or brain.   Maybe treat it something like a hunger track where every law you break you have to make a check on not to be taken over or something.  That would put a time limit on it’s use and make where you wouldn’t want to use it all the time, well besides the fact it seems a bit on the evil side.  It’s completely unknown at this stage so it’s probably best just to make something up that sounds cool and works in your story.

That's cool... I like the idea of a hunger track for the Staff.

40
DFRPG / Re: The Black Staff (the Item not the Person)
« on: May 10, 2011, 05:57:29 AM »
Thanks all for the ideas. Belial666 can you refresh my memory on what McCoy said about the staff? It's been a while since I read the novels and it might be useful in deciding how I want to do this.

41
DFRPG / Re: The Black Staff (the Item not the Person)
« on: May 09, 2011, 07:17:00 PM »
Nice writeup. I had thought of a Sponsered Magic sort of deal, but I never really got that sort of vibe for the Black Staff.

I always got the impression from Dresden that it is an inherent corruption of what the White Council "stands for". The White Council specifically created a way around the Laws that they are meant to enforce. Making it a deal with a demonic entity seems to... I don't know, cheapen?... the wrongness of what they've done. Making it a sponsored magic seems to take some of the responsibility off the Council because they're borrowing the power, rather then using their own.

Also, -1 for the Black Staff seems incrediably cheap!

Still, food for thought, thanks.

42
DFRPG / The Black Staff (the Item not the Person)
« on: May 09, 2011, 09:01:41 AM »
Hi all,

I'm due to restart my Dresden Files game in the next month of so and, due to some weird events that I'm not going to go into, the PCs have travelled back in time to learn from the original Merlin - or maybe  one of them is the original Merlin - they've yet to determine which way I'm going to go...

Anyway, I was thinking about things the other day and it suddenly occurred to me that, being back in time, it is also quite possible that the PCs may be around for the creation of the Black Staff (or maybe they create it - this is just the kind of thing that would occur to my players so I'm trying to be pre-emptive).

Anyway, how do I stat out the Black Staff? Obviously it is an Item of Power and should be tied to an Aspect, but what exactly are its powers? It seems to absorb Law Breaker stunts on behalf of its wielder, but how do I represent this mechanically?

I was thinking it could be modelled by giving the PCs the option of purchasing Law Breaker stunts when breaking the Laws in order to gain the benefits thereof; they would spend the Refresh as normal (but with the discount for Item of Power) but wouldn't suffer the negative side effects (i.e. Forced Aspect Changes, although they would need to have an Aspect tying them to the Staff) but would only be able to access the stunts while wielding the staff.

Thoughts? 


43
DFRPG / Re: Power of submerged casters?
« on: April 07, 2011, 09:07:46 AM »
Actually Sorcerers only need Thaumaturgy and Evocation. The entry on Sorcerers says most have the Sight as well, but it isn't a pre-requisite for being a Sorcerer.

44
DFRPG / Re: DFRPG Character Creator/Manager
« on: October 03, 2010, 02:44:36 AM »
Yes. I am working on it right now as a matter of fact. I'm hoping to have it finished sometime this weekend, then to test it a bit before I post it.

Excellent. Thanks - this is awesome.

45
DFRPG / Re: DFRPG Character Creator/Manager
« on: October 01, 2010, 09:41:52 PM »
Okay this is really cool, thanks! One thing, however, is that the custom stunt-custom power buttons are greyed out? Is this to come later?

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