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The Dresden Files => DFRPG => Topic started by: Michael Sandy on May 12, 2011, 10:42:47 PM

Title: Attack spells that last more than one exchange
Post by: Michael Sandy on May 12, 2011, 10:42:47 PM
I need advice on both how to build these spells, and how to deal with them mechanically

A flamethrowing spell that causes the flame to stick to the target.  Perhaps a weapon 5 attack that lasts 2 extra exchanges.
There are other ideas for putting a continually damaging spell on the target.  Assuming the caster has a 7 control value for fire evocations, how do you figure both the initial targetting and the continuing damage.  Also, if someone wished to dispel the remaining time on such a fire spell, what would be their target difficulty?


For an item idea, I wanted to duplicate the Ghostbuster's particle accelerators.  A continuous tornado of energy.  Suppose I have a spirit spell with 5 attack, +2 exchanges.  Would that mean that for 1 mental stress I could have a 5 strength attack for 3 exchanges?


I was trying to figure out what would be the minimum power required to kill a ghoul with one spell.  17 shifts, and quite a bit more if it had any toughness.  But break it into a continuing spell that did at least 5 damage beyond defenses each round and it would inflict consequences each round, making a one mental stress to kill one ghoul spell much cheaper.

The other spell was an idea to allow the wizard to down one mook a round for several rounds for the cost of one mental stress.  Basically, the wizard would summon up the destructive energy and direct it through several exchanges.
Title: Re: Attack spells that last more than one exchange
Post by: Haru on May 12, 2011, 11:11:43 PM
I've proposed something like that for a poison rule in another thread. The problem for an evocation attack like this would be. However, you would not (at least I would not allow it) get a bonus from an attack roll, so it might or might not even be enough to take anything out.

Let's say you summon enough power to get off an attack with 8 shifts of power, the ghoul takes of 4 for his athletics, leaving 12 shifts of damage.

The same attack done over time would look like this: to get the most out of it, you would split your shifts evenly, so weapon:4 for 4 exchanges. The attack roll would only be made to see if you can land the spell, it is on his own from there on. so that would be 4 attacks at weapon 4 against endurance (+3). That would boil down to roughly 1 stress each exchange and therefore 4 stress total.

Of course you could do it another way, but this is how I would do it.

The best way to do something like this would be to stack maneuvers onto your target to tag them all for one gigantic attack to knock him out. Those maneuvers could still be described as an attack, in this case the particle accelerator, but mechanically they would not do any damage until the actual attack.

The other spell was an idea to allow the wizard to down one mook a round for several rounds for the cost of one mental stress.  Basically, the wizard would summon up the destructive energy and direct it through several exchanges.

This would simply be an offensive block, and blocks can be increased in duration without a problem. You can even put more energy into it, if you do it in an exchange, where it is still up and running.
Title: Re: Attack spells that last more than one exchange
Post by: Michael Sandy on May 12, 2011, 11:25:34 PM
I thought it would be the strength of the spell vs endurance, and if it hit would do weapon 5 damage.  That is what I don't get.  A very large chunk of a spells' damage comes from the control roll, not from the 'weapon' level of the spell.

A 5 shift spell with 5 control would do something like 6 shifts of damage vs a Great (+4) dodge.  A 5 shift enviromental damage spell would do, what, 1 shifts vs a Great endurance?
Title: Re: Attack spells that last more than one exchange
Post by: Haru on May 12, 2011, 11:33:15 PM
I thought it would be the strength of the spell vs endurance, and if it hit would do weapon 5 damage.

It is the strength of the spell, but only the part of the spell you dedicate to the weapon part. If you put some of the power aside for duration, that is no longer part of the weapon part of the spell and won't do any damage. If you do a regular attack spell, you roll your discipline for both control over the spell and attack roll. So if you do a 4 shift attack spell and you get 6 shifts on your discipline roll, your opponent would have to roll athletics (or something else, if he has a stunt) to get out of the way. Let's say he gets a +5 on his roll, leaving you with 1 shift leaving on your attack roll. That is enough for the spell to hit, doing 1 shift of stress for the attack roll and 4 additional shifts for the power of the spell. If the spell is something that does damage over time, I would allow an endurance roll for each time the damage occurs, so it would be weaponrating of the spell against endurance, not strength of the spell, because, as I said above, some of the power is dedicated to keep the spell going, not to do damage.
Title: Re: Attack spells that last more than one exchange
Post by: Sanctaphrax on May 13, 2011, 12:01:26 AM
How about this...

The caster may divide shifts of power between duration and strength. The spell then makes an attack at weapon 0 with an accuracy equal to the power each exchange until the spell ends.

For example:

Urt the fire giant wants to burn the puny mortals who swarm around his feet. So he casts a Seelie Magic evocation to light the air in his zone on fire. He's got 10 power, but he only rolls 8 on control. So he takes two shifts of backlash and divides up his 10 shifts as follows: 2 to hit a full zone, 2 for duration, and 6 for strength. So each person in that zone will suffer a Fantastic attack at weapon 0 each exchange for the next three exchanges.
Title: Re: Attack spells that last more than one exchange
Post by: Haru on May 13, 2011, 12:10:47 AM
The caster may divide shifts of power between duration and strength. The spell then makes an attack at weapon 0 with an accuracy equal to the power each exchange until the spell ends.

That was pretty much what I was trying to say, only I thought it would not make sense to have an attack that already hit attack again, so I thought a contest of the spells strength against endurance would be more appropriate. It does make sense for an area effect spell though.
Title: Re: Attack spells that last more than one exchange
Post by: UmbraLux on May 13, 2011, 02:38:22 AM
The existing maneuver evocation rules cover this fairly well.  Three shifts translates into one use of a +2 (or Weapon:2).  Twelve shifts would net an Air mage a Wind Blade of Weapon:2 for 4 exchanges, Weapon:4 for 2 exchanges, or Weapon:8 for 1 exchange.  Maintenance may be reduced to 1 shift per +2 per exchange if you're willing to spend a Fate point.

Title: Re: Attack spells that last more than one exchange
Post by: Sanctaphrax on May 13, 2011, 07:59:17 PM
I do not understand your post, UmbraLux.

Could you please explain a bit further?
Title: Re: Attack spells that last more than one exchange
Post by: Michael Sandy on May 14, 2011, 12:22:24 AM
That is a silly interpretation.  The rules for extending a BLOCK don't have a 8 strength block for 1 exchange or a 4 strength block for 2 exchanges.

I also have a problem with saying that an attack that can burn through a car in one round somehow only does 1 or 2 shifts of damage if done as a continuous attack instead of a direct attack.

In that example of the giant doing a continuous fire attack, I would say it would be an attack of Fantastic (+6) that did weapon 6 damage, not weapon zero.  10 shift spells are powerful, not minor nuisances.  A fantastic weapon zero spell would do zero damage at all to endurance 4, armor 2 targets, and that power in a single target spell would likely one-shot or at least do a severe consequence to anybody without toughness.

Title: Re: Attack spells that last more than one exchange
Post by: Haru on May 14, 2011, 12:33:00 AM
That is a silly interpretation.  The rules for extending a BLOCK don't have a 8 strength block for 1 exchange or a 4 strength block for 2 exchanges.

Well, nobody said something like that, but if you have a block spell with a power of 8, you can divide that power between the actual block value and the duration. So you could have:
Block: 8, Duration: 1
Block: 7, Duration: 2
Block: 6, Duration: 3
Block: 5, Duration: 4

and so forth, basically exchanging 1 shift of blockvalue for 1 shift of extra duration. That was pretty much exactly, what I was proposing for an attack spell over time. If you let the spell attack at it's strength AND be a weapon at it's strength, you are pretty much doubling its effectiveness for no additional cost, which would be too much in my opinion.
Title: Re: Attack spells that last more than one exchange
Post by: Sanctaphrax on May 14, 2011, 12:59:38 AM
I wouldn't be so quick to dismiss the power of continous attacks under these rules. They have a number of advantages.

For one thing, you can hit more easily with them. If a spellcaster faces a guy whose defence is better than his control, he can take backlash to launch a spell that will hit him. Can't do that normally.

For another thing, each hit only fills one stress box. So if you're reduced to filling a guy's entire stress track in order to take him out, you might well do better with the continous evocation than the instantaneous one.

For yet another thing, they mess with the action economy because they can be performed ahead of time. If Urt knew that a swarm of goblins was about to attack him, he could fill his zone with fire before they even showed up. That's a huge advantage.

And finally, it's another option for wizards. Options are a form of power, even if they are generally less good than the ones you already have. So allowing this in fact makes wizards stronger.

These rules were designed deliberately to make continous attacks less effective than normal ones. They ought to be. But they should be useful sometimes, and I think that these rules satisfy that requirement.
Title: Re: Attack spells that last more than one exchange
Post by: UmbraLux on May 14, 2011, 03:23:29 AM
I do not understand your post, UmbraLux.

Could you please explain a bit further?
What's to understand?  Maneuvers create aspects, each of which provides a +2.  Maneuvers may also last multiple rounds by either using Fate or multiple maneuvers / uses.  Since there's little functional difference between a +2 from a weapon and a +2 from a maneuver, they seem an obvious fit.
Title: Re: Attack spells that last more than one exchange
Post by: MijRai on May 14, 2011, 03:43:49 AM
I suggest, if you want a multi-exchange attack spell, looking at the Orbius spell. a 'grapple' doing constant damage they can roll to avoid.
Title: Re: Attack spells that last more than one exchange
Post by: ways and means on May 14, 2011, 03:48:47 AM
Their is another way to do attack spells that last more than one exchange, you could create a lightsaber/ air sword with say 8 power and 3 duration and attack with weapons each turn, though it is pretty inefficient games mechanic wise it could help deal with stress limitation.
Title: Re: Attack spells that last more than one exchange
Post by: BumblingBear on May 14, 2011, 03:51:12 AM
Their is another way to do attack spells that last more than one exchange, you could create a lightsaber/ air sword with say 8 power and 3 duration and attack with weapons each turn, though it is pretty inefficient games mechanic wise it could help deal with stress limitation.

This is the only way I think a multi exchange attack would work.

Basically, rigging it up to where some other skill is the actual attack skill.

Another idea would be to imbue a gun with spirit so it fires bolts of force.
Title: Re: Attack spells that last more than one exchange
Post by: Sanctaphrax on May 14, 2011, 04:42:52 AM
@MijRai: Ugh, Orbius. I don't like that spell at all. It totally shuts down the character you use it on unless they break out of it. Which isn't appropriate here, I think.

@UmbraLux: So, correct me if I'm wrong here. The wizard makes an evocation attack every round for x rounds. However, it only costs him one spell's worth of stress and the weapon rating is greatly reduced.

@ways and means/BumblingBear: That works well for some effects, but it doesn't really cover "cloud of fire" type things. Also, I have a feeling that it might be a touch too powerful when used as a pre-fight buff for another character. But I'm probably just being paranoid. Honestly, it's a good idea.
Title: Re: Attack spells that last more than one exchange
Post by: MijRai on May 14, 2011, 05:25:49 AM
@MijRai: Ugh, Orbius. I don't like that spell at all. It totally shuts down the character you use it on unless they break out of it. Which isn't appropriate here, I think.

Which is why you modify it. More shifts to damage, don't worry about holding them still.
Title: Re: Attack spells that last more than one exchange
Post by: Belial666 on May 14, 2011, 10:39:33 AM
Orbius can't get more shifts to damage. It's a magical grapple and, being adjudicated as a grapple, it can only do 1 stress per exchange regardless of how high the spell power/control.

OTOH, each exchange is a separate stress point and it ignores armor.
Title: Re: Attack spells that last more than one exchange
Post by: UmbraLux on May 14, 2011, 03:18:33 PM
@UmbraLux: So, correct me if I'm wrong here. The wizard makes an evocation attack every round for x rounds. However, it only costs him one spell's worth of stress and the weapon rating is greatly reduced.
He sets up multiple maneuvers to last a couple exchanges and, since there's little functional difference, you term the aspects as a weapon or lasting spell.

Remember, Fate generally models story building and not event simulation. 
Title: Re: Attack spells that last more than one exchange
Post by: Michael Sandy on May 14, 2011, 06:19:13 PM
There is an example spell in the book of a wizard animating a tree so that it attacks as weapon 7.

How do you build the spell so that the animation lasts more than one exchange?  Would it be fire and forget, with the tree attacking whoever is closest to it?  Or would it be something that the wizard has to direct each round?
Title: Re: Attack spells that last more than one exchange
Post by: Sanctaphrax on May 14, 2011, 07:22:22 PM
You know, I've been having a lot of trouble understanding things today. So maybe it's my fault that UmbraLux's most recent post has confused me. Regardless, I'd like an example of how these "weapon aspects" would work.

Like Belial, I see no way to modify Orbius. But I'd love to see how you'd do it, MijRai.

I figure that any of the methods presented here would work for tree animation attacks.
Title: Re: Attack spells that last more than one exchange
Post by: Belial666 on May 14, 2011, 07:34:38 PM
Oh there is a way to modify Orbius. It just takes loads of power;


Double Orbius
Effect: This spell strangles the target - twice. Adjudicate as two magical grapples at superb power each. (see orbius spell)
Mechanics: 5 shifts for magical grapple, 5 shifts for second grapple, 4 shifts for duration
Title: Re: Attack spells that last more than one exchange
Post by: BumblingBear on May 14, 2011, 08:07:42 PM
He sets up multiple maneuvers to last a couple exchanges and, since there's little functional difference, you term the aspects as a weapon or lasting spell.

Remember, Fate generally models story building and not event simulation. 

This doesn't make any sense whatsoever to me either.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on May 16, 2011, 07:31:24 PM
I know this is a really unpopular opinion but I just don't think it's possible by RAW. Notice that 1) the rules for using shifts to extend the duration of a spell falls under the evocation block rules, not the attack rules. There's nothing in the attack section. And 2) The rules for extending a spell (on subsequent actions) only apply to a spell that has an ongoing effect (I.E. the spell must be around for you to extend it).

On a personal level I also dislike the concept. Consider that one casts a spell at weapon:6 then you are capable of dealing 1 stress for each shift you have called up. Now if I cast a spell at weapon:5 with a second turn of duration I suddenly nearly double the amount of stress I am capable of doing. What if I put some effort into casting the spell, lets say I get 10 shifts (not too hard to do, especially for a submerged wizard) then cast that at weapon:7 for four exchanges (1+ the 3 additional shifts). Next exchange I fill the box below that and cast another one at 9 shifts, weapon:7 for three exchanges. Next exchange the box below that, etc. Let's assume that the bad guy always rolls a superb defense and I'm only applying the weapon rating as the attack on subsequent rounds. Now I'm dealing a total of 48 stress, just from the weapon ratings (I.E. not including the targeting rolls). And none of that is considering the fact that now that my attacks last through the next exchange I can put shifts into the duration via the extending rules.

Personally I'd say you should do this kind of thing one of two ways. Maneuver and then tag for effect (which is putting a bit of trust in your GM understanding the effort and making it worthwhile) or simply attack each turn and model it as your character simply reigniting the flames that were dieing.
Title: Re: Attack spells that last more than one exchange
Post by: Sanctaphrax on May 16, 2011, 07:43:03 PM
It isn't possible by RAW. We're trying to fix that here.

Also, I think the way you describe them working is probably as broken as you think it is. That's why we need another system.
Title: Re: Attack spells that last more than one exchange
Post by: devonapple on May 16, 2011, 11:17:30 PM
The common denominator for these multiple-round spells is to take out or damage an opponent, if I understand correctly.

The problem with the multiple-round spell approach is that it is not - as I understand it - an efficient means of taking out an opponent *in this system.* The hit-point erosion method suitable for the simulationist RPGs doesn't map exactly to DFRPG: the most effective means of taking out opposition here is by stacking up Aspects and getting in a final takedown blow that exhausts the opponent's ability to soak damage with its Stress track (and, if applicable, Consequence track).

The longer, more boring combats seem to be those in which players are counting on repeated stress track hits to take something out.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 09, 2012, 08:59:36 PM
So a little late to the party, but I've been thinking about how to implement this (in particular, one of my players wants to do that lightsaber-y thing ways and means suggested), so here's what I'm thinking. I feel there should be different ways of adjudicating it based on what the targets are, stationary targets (walls, doors, a zone) or moving targets (enemies).

If the target is a stationary object, like a door or a wall, roll it more or less as suggested: Each exchange past the first, the Weapon rating of the spell just does direct damage--since the wall isn't "dodging" it doesn't make a difference, and the wizard doesn't have to concentrate on it to keep it on target.

For a whole-zone attack, however, I think the initial Discipline roll should still be used as an attack roll, on the basis of if you're filling a zone with magic fire for three turns, the fire shouldn't be any less deadly the second and third rounds. In this way, it kind of acts like a block, except it doesn't stop you from going into a zone, it just gives you a very good reason not to be in it. So if you put a Weapon:3 effect on a zone for two rounds, and rolled a 6 to control it initially, it'd be like an area-denial attack, where there's nothing stopping you from entering the zone, but you're going to be up against a tough attack if you try it.

As for single target effects, the way I'd do it is, for the wizard to land the attack, they'd have to keep rolling Discipline each turn to target as their attack, and if they do something else that turn, the attack simply doesn't hit anything (or it hits something they didn't intend as a compel). That'd keep things like the lightsaber idea and, say, Harry directing a fireball to hit several mooks in a row over several turns, consistent and keep you from abusing it to set up three or four constant attacks at once.
Title: Re: Attack spells that last more than one exchange
Post by: CottbusFiles on February 09, 2012, 10:03:10 PM
It isn't possible by RAW. We're trying to fix that here.

Maybe, just maybe (and i mean highly probarly) there is a reason for that.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 09, 2012, 10:05:08 PM
It kind of is possible in the RAW, if you loosely interpret the bit about turning a block into an attack. It's really the same principal, redirecting spell energy that's already in play.
Title: Re: Attack spells that last more than one exchange
Post by: CottbusFiles on February 09, 2012, 10:15:05 PM
By RAW you can do that with blocks. With.blocks. There is nothing about attacks. Also the energy of the attack is gone when used. No more energy there to convert.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 09, 2012, 10:21:09 PM
Hence "loosely interpret." And the extra shift could easily be read to mean that it's going toward keeping the energy together rather than letting it dissipate after the attack.

But all in all, if you want to read the RAW so strictly, that's fine. Nobody's going to make you do any different, but that doesn't mean we can't come up with houserules to let something happen if we find a way to have it make sense.
Title: Re: Attack spells that last more than one exchange
Post by: Becq on February 10, 2012, 02:05:52 AM
Just as a note, there is precedence in RAW for a form of DoT attacks -- via magical grapples.  (See the ever-popular Orbius spell on YS294 for more information.)  If it's possible to do block+DoT in a single attack spell, I wouldn't think that pure DoT would be that much of a stretch.

Yes, it would be a house rule, and of course it would be up to any given table to decide if it was an appropriate one.  But possibly not a bad house rule, depending on the implementation.

Edit - oops, wasn't paying attantion to the much earlier part of the thread; Orbius was already discussed.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 10, 2012, 02:58:52 AM
One thing that I will say. Back when we only had the burner copy my group didn't quite have a grasp on all of the rules. We allowed attacks to be extended. It was very unbalancing.

Just a heads up.
Title: Re: Attack spells that last more than one exchange
Post by: Becq on February 10, 2012, 03:50:46 AM
One thing that I will say. Back when we only had the burner copy my group didn't quite have a grasp on all of the rules. We allowed attacks to be extended. It was very unbalancing.

Just a heads up.
Agreed.  I think I'd generally prefer to inflict 5 stress per exchange for 3 exchanges than 7 stress in one exchange.

That said, an alternate way to handle it that might not be quite as bad would be to allow a spell to set up an effect that uses the "environmental hazard" rules (YS325): the power of the spell would be split between hazard rating and duration, and each exchange the target would roll against the hazard rating and take damage based on the difference (no weapon rating).  Or perhaps the power could be split between hazard rating, weapon rating, and duration.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 10, 2012, 04:04:55 AM
An easy way (though one with less player control and less RAW direction) to do that is just to maneuver and then invoke for effect, suggesting that the GM deal with the effect as a environmental attack.
Title: Re: Attack spells that last more than one exchange
Post by: Sanctaphrax on February 10, 2012, 06:53:56 AM
@CottbusFiles: There's always a reason for everything. In this case, it's probably just simplicity.

@Mr. Death: I'm not really a fan. It's complex (three cases is two too many) and it's not clear how much it costs to extend a spell for X rounds.

@sinker: What rules did you use for extended attacks?

@Becq: Sounds roughly reasonable to me. In fact, I think I suggested something similar earlier in this thread.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 03:42:15 PM
I meant to keep it at 1 shift per extra round. How about making it straight up that the wizard has to roll Discipline each round to direct the attack, whatever the target is? And if the wizard decides to do something else, the energy either doesn't hit anything (if he has more duration and wants to use it in a later round) or can be released as fallout?

Something like...

Harry is minding his own business when he's beset by three ghouls. He wants to conserve his mental stress track, but at the same time he doesn't think he can hit all the ghouls in one round if he divides his attack roll. So he throws 6 shifts of power into summoning up a Weapon:4 fireball, with 2 shifts going toward duration for a three-round attack, hoping to take each out one-by-one. He rolls his Discipline to control it the first time, and rolls well, scoring a 6 to control the energy, and the first target blows its defense roll, getting only a 3, taking a 7 shift hit and going down for the count. The next round, he throws it at another ghoul, but this ghoul rolls better and takes only a 4-shift hit. In the process, though, he's taken a couple hits himself, and decides that he's going to need a shield to survive, so in his third round, he throws up a block--but since he's not directing that fireball anymore and it's on its last exchange, he agrees to let it go into the world as fallout.

The reason I divided it up between mobile targets (enemies) and stationary ones (zones, objects), is because the latter aren't moving, and to me, logically, if a wizard creates a room-wide firestorm for three rounds he should be able to just leave it where it is, indiscriminately torching whatever's unfortunate enough to be in that zone--in this way, it's treated like a block almost--while if he's trying to chase down individuals with a single, constant fireball, he should have to actively direct it.
Title: Re: Attack spells that last more than one exchange
Post by: UmbraLux on February 10, 2012, 03:53:27 PM
I'd be tempted to set it up as a spray attack, splitting power between exchanges rather than targets.
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 10, 2012, 04:21:48 PM
I'd be tempted to set it up as a spray attack, splitting power between exchanges rather than targets.
I would suggest this route, actually, as the power to deal damage has to come from somewhere; it's not just automatically multiplied (as was covered in earlier posts) by paying for duration.


Alternatively, I think everyone is looking at this the wrong way.  Why deal a spike of damage early and additional turn after turn?  This system is better suited to use aspects for things.  Spend a few turns applying maneuvers like "Oh, No! I've Caught Fire" and "HOLY SHIT, I'm On Fire" and "I'm Burning! OH Woe Is Me!" and then just tag them all with an attack spell on the final round?  Thematically it's the same, and doesn't deal with the "nickel and dimeing" of stress that doesn't fit this system (as devonapple pointed out:)
... The problem with the multiple-round spell approach is that it is not - as I understand it - an efficient means of taking out an opponent *in this system.* The hit-point erosion method suitable for the simulationist RPGs doesn't map exactly to DFRPG: the most effective means of taking out opposition here is by stacking up Aspects and getting in a final takedown blow that exhausts the opponent's ability to soak damage with its Stress track (and, if applicable, Consequence track)...


[Edit:]
... unless, of course, this is being suggested because people are trying to get all that damage for only one mental stress...?  Which, of course, would be overpowered.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 04:33:52 PM
I can't speak for anyone else, but I'm suggesting it because it feels like a logical extension of the existing rules, and we're trying to find a way to implement it that wouldn't be overpowered.
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 10, 2012, 04:38:58 PM
I can't speak for anyone else, but I'm suggesting it because it feels like a logical extension of the existing rules, and we're trying to find a way to implement it that wouldn't be overpowered.

Ok, well, an alternate implementation to make it feel more real is a perfectly good reason.  Mechanical feel is a great meta-flavor in a game.

Why don't we look at the costs related for doing it with aspects or some other method that works mechanically, and then use those costs as a guideline...?  Like, "It costs N mental stress and N+1 actions with a power-X spell to do it with aspects, so how can we price/spec another implementation keeping this in mind?"
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 10, 2012, 04:55:12 PM
I think UmbraLux's way sounds the least unbalanced to me.

Here's the thing Mr Death, because of how the evocation rules work, anytime you try to extend an attack spell (without paying for every shift) it becomes unbalanced, and here's why: The prolonging spells rule.

Consider your current suggestion (I'm not perfectly clear on it so feel free to correct me if I've got it wrong). I have a wizard that can pull 8 shifts without taking extra stress (pretty good, but totally doable at submerged). On the first exchange I throw a 9 shift spell, weapon:8 with a turn of duration, filling my second stress box. On the second exchange I extend the duration with an 8 shift spell, giving this spell 10 total exchanges (the first, plus the 1 in the original spell, plus 8) and filling in my first stress box. I have a weapon:8 spell, every turn, for ten turns. That's eighty shifts that I have paid 2 stress for.

Even if you can't prolong the spell the problem is that you will always get extra shifts that you haven't paid for. A nine shift spell can actually give you 16 (8x2), 21(7x3), 24(6x4) or 25(5x5) shifts depending on how you extend it.

@Sancta we used a similar 1 shift nets you 1 duration. The specific case was a winter sponsored caster was enveloping her cane in an aura of decay so she cast the spell, and then in subsequent exchanges she rolled weapons to hit people with her cane.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 05:00:55 PM
That character could easily set up an 8 shift Block for the same amount of time which is still 80 shifts he's not paying for, making him all but untouchable to anything besides another wizard. If it's unbalanced one way, how is it not unbalanced the other?

And with the 10-round block, he'd be able to do other things. With the 10-round spell, he'd still have to spend an action every turn to direct that spell and still risk missing entirely.
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 10, 2012, 05:06:58 PM
@Sancta we used a similar 1 shift nets you 1 duration. The specific case was a winter sponsored caster was enveloping her cane in an aura of decay so she cast the spell, and then in subsequent exchanges she rolled weapons to hit people with her cane.

This seems supported in the rules and in balance.  You still need to roll every time and (more importantly) to spend an action every time to make the attack.
[Edit] The important thing to remember here is that you don't just get to add weapon bonus to the cane, you have to purchase a whole weapon bonus that is higher than the cane from zero.  It probably shouldn't be unrealistically higher than something the size of the cane could get naturally given better materials or sharp edge or whatnot, either, just for realism purposes.  But this isn't the specific mechanic we're discussing here, so I'll drop it for now.



They discuss "summoning a sword with magic" in the book, which is discouraged because it's dispellable and not particularly better than real swords since they have to be summoned and have a duration purchased (they're not available on the fly when you need them) in addition to them needing to be wielded.

Whatever other flavor we come up with in here (or elsewhere, for our own games) the important thing is to keep it relatively balanced with other choices.  Actions, being the most valuable resource, should be maintained.

Personally, the "summon a ball of fire and then hit someone with it over and over again" isn't unbalanced in theory, it just has to be carefully spec'd/balanced in practice.
Title: Re: Attack spells that last more than one exchange
Post by: devonapple on February 10, 2012, 05:10:35 PM
That character could easily set up an 8 shift Block for the same amount of time which is still 80 shifts he's not paying for, making him all but untouchable to anything besides another wizard.

The difference is that if that 8-shift Evocation Block is exceeded by its target (unlikely but possible) it will go down, and can't be Prolonged.

The Prolonged Evocation Attack will end if someone takes out the Wizard, but then so would the Block.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 05:15:43 PM
They discuss "summoning a sword with magic" in the book, which is discouraged because it's dispellable and not particularly better than real swords since they have to be summoned and have a duration purchased (they're not available on the fly when you need them) in addition to them needing to be wielded.
Well, that was specifically referring to thaumaturgy, I believe, rather than Evocation. With evocation it'd be available on the fly, but wouldn't have the duration of an Evocation-made blade. Consider it like (spoilers for Changes):

(click to show/hide)

The difference is that if that 8-shift Evocation Block is exceeded by its target (unlikely but possible) it will go down, and can't be Prolonged.

The Prolonged Evocation Attack will end if someone takes out the Wizard, but then so would the Block.
The prolonged evocation attack would still require him to take action, though, and if he's using the attack, he's not going to be able to set up a block to defend himself, whereas if he's set up the block, he can keep attacking with impunity. As Orladdin said, actions are the most valuable resource here.

Plus, an enemy caster could simply counterspell the attack, just like in the book's 'summoned sword' example.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 10, 2012, 05:23:11 PM
That character could easily set up an 8 shift Block for the same amount of time which is still 80 shifts he's not paying for, making him all but untouchable to anything besides another wizard. If it's unbalanced one way, how is it not unbalanced the other?

And with the 10-round block, he'd be able to do other things. With the 10-round spell, he'd still have to spend an action every turn to direct that spell and still risk missing entirely.

The thing is that a block is not active, it's not progressing you towards a goal. Those shifts aren't as unbalancing because of that. Additionally it isn't predictably opposed (meaning it's not always used every exchange), and it can be battered down (relatively easily with eight shifts).

@Orladdin: You're only thinking about the action economy, which admittedly is important but there are other important bits. Like the mental stress limitation on wizards. And weapon values over four being limited in scope. When you talk about the conjuration rules you're talking about a normal weapon:2 sword, not weapon:8.

I would suggest you do one thing. Try it. When we tried it it was very clearly unbalancing. The wizard running around with a weapon:8 for the entire conflict (didn't last long with that kind of power flying around). It wouldn't even be too hard to get a weapon:10 or 12 with extra stress or a mild consequence. So yeah, try it.
Title: Re: Attack spells that last more than one exchange
Post by: devonapple on February 10, 2012, 05:25:08 PM
The prolonged evocation attack would still require him to take action, though, and if he's using the attack, he's not going to be able to set up a block to defend himself, whereas if he's set up the block, he can keep attacking with impunity. As Orladdin said, actions are the most valuable resource here.

Actions are a valuable resource for every character, but Mental Stress is particularly valuable for a Spellcaster.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 05:37:43 PM
I would suggest you do one thing. Try it. When we tried it it was very clearly unbalancing. The wizard running around with a weapon:8 for the entire conflict (didn't last long with that kind of power flying around). It wouldn't even be too hard to get a weapon:10 or 12 with extra stress or a mild consequence. So yeah, try it.
I would have thought the issue would be more one of longevity than speed--I honestly haven't seen a conflict last more than three or four exchanges anyway in my experience. Were the fights any shorter than if the wizard was, instead, able to cast a Weapon:8 spell the first round, Weapon:9 the second, Weapon:10 the third, etc? If the wizard's throwing all his might into straight up attacking anyway there isn't much that's going to be standing at the end of four rounds whether it cost him one shift or 4--and once again, everyone else is going to get a turn too. If he needs 10 rounds to take out 10 ghouls, that means that he's going to have to dodge or endure attacks from whoever's left at the end of each of his turns.

Having the Weapon:8 spell flying around might be devastating for whatever it hits, but it locks the wizard into action: He has to attack with the single-target Weapon:8 spell if he wants to make use of it, he probably shouldn't be able to change it into, say, a spray attack or a zone attack without giving up the endurance of it. He gets a couple spells for free, yes, but at the cost of strictly limiting his options for those turns.
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 10, 2012, 05:42:02 PM
@Orladdin: You're only thinking about the action economy, which admittedly is important but there are other important bits. Like the mental stress limitation on wizards. And weapon values over four being limited in scope. When you talk about the conjuration rules you're talking about a normal weapon:2 sword, not weapon:8.

I would suggest you do one thing. Try it. When we tried it it was very clearly unbalancing. The wizard running around with a weapon:8 for the entire conflict (didn't last long with that kind of power flying around). It wouldn't even be too hard to get a weapon:10 or 12 with extra stress or a mild consequence. So yeah, try it.

I edited my post (presumably while you were typing this response) to clarify this point.  Yeah, I considered that.  Whatever you get shouldn't be exceedingly more powerful than a normal object of about the same size would be, given better materials or sharpened edges or whatnot.  A weapon: 8 sword would be pretty out of the question just for sanity-check sake.
Title: Re: Attack spells that last more than one exchange
Post by: ways and means on February 10, 2012, 05:42:55 PM
I like the Environmental Hazard extension idea especially for zones (Power equals shifts vs endurance) though it doesn't makes sense versus a single target. I also allow players to use light saber extension you create a sword of fire which you use weapons to hit with. 
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 05:46:18 PM
I edited my post (presumably while you were typing this response) to clarify this point.  Yeah, I considered that.  Whatever you get shouldn't be exceedingly more powerful than a normal object of about the same size would be, given better materials or sharpened edges or whatnot.  A weapon: 8 sword would be pretty out of the question just for sanity-check sake.
If you're strictly trying to imitate a real sword, sure. But given how we've seen wizards in the canon focus their energies for what are likely Weapon:5-6 effects into tight, small packages like laser beams and tiny motes of flame, you would be able to make a higher Weapon effect shaped like a sword if you had the muscle to pull it off.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 10, 2012, 05:48:24 PM
I would have thought the issue would be more one of longevity than speed--I honestly haven't seen a conflict last more than three or four exchanges anyway in my experience. Were the fights any shorter than if the wizard was, instead, able to cast a Weapon:8 spell the first round, Weapon:9 the second, Weapon:10 the third, etc? If the wizard's throwing all his might into straight up attacking anyway there isn't much that's going to be standing at the end of four rounds whether it cost him one shift or 4--and once again, everyone else is going to get a turn too. If he needs 10 rounds to take out 10 ghouls, that means that he's going to have to dodge or endure attacks from whoever's left at the end of each of his turns.

Having the Weapon:8 spell flying around might be devastating for whatever it hits, but it locks the wizard into action: He has to attack with the single-target Weapon:8 spell if he wants to make use of it, he probably shouldn't be able to change it into, say, a spray attack or a zone attack without giving up the endurance of it. He gets a couple spells for free, yes, but at the cost of strictly limiting his options for those turns.

Except there's also the redirecting spell energy rule. If at any point the wizard wants to stop attacking he can simply convert the spell into a block or a maneuver. No shifts lost or anything.

Right now you're thinking about a fight with mooks, etc. Something that isn't likely to last more than a couple of rounds. What about your big bad? The conflict that you want to last a while and seem challenging. How are you going to do that with the wizard throwing huge attacks, and the mortals dealing less than half that?
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 10, 2012, 05:52:07 PM
Nevermind, I'm just arguing for the sake of arguing now. Try it, see what you think.

Personally I would maneuver and invoke for an environmental attack or use a spray over exchanges like UmbraLux suggested.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 06:38:41 PM
Except there's also the redirecting spell energy rule. If at any point the wizard wants to stop attacking he can simply convert the spell into a block or a maneuver. No shifts lost or anything.
And just as converting a block into an attack ends the effect, you shouldn't keep the longevity of an attack if you change it into a block or maneuver. He shouldn't be able to switch it back and forth at will.

One suggestion might be to make him roll Discipline to hold onto the energy every round whether he's using the energy or not to keep controlling it, and enforce Backlash or Fallout if he doesn't make the roll. That way, he's still got the power there for free, but there's always the risk--especially if he's keeping up a full-strength spell--that he's going to lose his concentration and thus lose the power.

Quote
Right now you're thinking about a fight with mooks, etc. Something that isn't likely to last more than a couple of rounds. What about your big bad? The conflict that you want to last a while and seem challenging. How are you going to do that with the wizard throwing huge attacks, and the mortals dealing less than half that?
The Big Bad ought to be big and bad enough that he can figure out a way to counter it--maybe he hits the caster for a consequence, and tags it to say, "And he's so rattled from the PUNCH IN THE SNOZZ that he can't keep a hold of that fireball anymore." Or the GM can throw a compel the caster's way to discourage it in some manner.

So how's this for a proposal:

A caster can create a multiple-exchange attack by devoting one shift of effect to each additional exchange. For each exchange that the attack is active, the caster must roll Discipline to maintain the hold on the spell, involving fallout or backlash as normal if he fails to make the difficulty equal to the spell's Weapon rating, regardless of whether he is attacking with the spell that exchange. If the caster is attacking using the spell energy, the Discipline roll will serve as the targeting roll as well.

The caster may not cast any new spells while the first is active. If the caster attempts a separate action while the spell is active, either the Discipline roll or the main action roll must be made at a penalty of -1, similarly to the supplemental action rules. The caster may convert the spell energy into a Block or Maneuver, but any change to the spell's parameters--including converting it into a zone attack or a spray attack--forfeits the spell's remaining longevity.

Example: It is just not Harry's day (but when is it ever?), and some Red Court vampires have come to say hi. Harry decides that he can't make an effective spray attack with his Discipline skill given how many vampires are after him, and he doesn't want to risk frying himself with a zone attack, so he decides to try a multiple-exchange attack. He summons up a Weapon:4 fireball, and gives it three exchanges of longevity, and rolls very well, getting a solid 7 to control, putting a big flaming hole through the first vampire. After dodging a couple strikes, he throws it at a second vampire, rolling a 4 to successfully control the energy, and singes it. Harry decides it might be a good idea to get out of dodge, and decides to devote his next turn to doing so--he decides it's more important to get out of the zone, which has a border that will stop at least some of the vampires, so he decides to make his Athletics roll at normal, and roll his Discipline from the penalty. As a result, he makes it over the border, but only rolls a 2 on Discipline, and takes two shifts of backlash to maintain his hold on the spell. The barrier stops the vampires, though, so on his next turn, Harry decides to let'em have it: He converts the spell into a Weapon:2 zone attack, and manages an Epic roll, cooking nearly all the vampires he'd left behind.
Title: Re: Attack spells that last more than one exchange
Post by: devonapple on February 10, 2012, 07:09:24 PM
So how's this for a proposal:

A caster can create a multiple-exchange attack by devoting one shift of effect to each additional exchange. For each exchange that the attack is active, the caster must roll Discipline to maintain the hold on the spell, involving fallout or backlash as normal if he fails to make the difficulty equal to the spell's Weapon rating, regardless of whether he is attacking with the spell that exchange. If the caster is attacking using the spell energy, the Discipline roll will serve as the targeting roll as well.

The caster may not cast any new spells while the first is active. If the caster attempts a separate action while the spell is active, either the Discipline roll or the main action roll must be made at a penalty of -1, similarly to the supplemental action rules. The caster may convert the spell energy into a Block or Maneuver, but any change to the spell's parameters--including converting it into a zone attack or a spray attack--forfeits the spell's remaining longevity.

I'm liking this more and more. There is plausible risk for the spellcaster, and the mechanics are in alignment with both the metagame and narrative components of the proposed action. This feels like an acceptable way to do this.
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 10, 2012, 07:16:58 PM
I'm liking this more and more. There is plausible risk for the spellcaster, and the mechanics are in alignment with both the metagame and narrative components of the proposed action. This feels like an acceptable way to do this.

Yeah, looks OK.  Obviously, I'd want to see how it plays before I greenlit it for constant-use.

Nice one, Mr. Death.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 07:18:50 PM
Thanks. Like I said, my game's got someone who wants to do the lightsaber thing, so I'm gonna playtest it there and see how it goes.
Title: Re: Attack spells that last more than one exchange
Post by: Tedronai on February 10, 2012, 07:21:54 PM
Still has the problem of an unparalleled mental stress discount.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 07:26:50 PM
Still has the problem of an unparalleled mental stress discount.
Well, some mental stress discount is pretty much the point. And it's only really significant if the caster always makes the control roll, which would encourage them to keep the Weapon rating of the spell well under what their effective Discipline was if they want to make it last more than one or two rounds safely.

Going by the Weapon:8/10 rounds spell before, presuming the caster's effective discipline there is 8, he's only got 4 Physical and 2 mental stress boxes left for backlash (and that's presuming he made both the initial rolls), and he's going to be taking backlash maybe half of those rounds. It'd only take a couple bad rolls before he's either taking consequences, filling up his track, or having to deal with a weaker spell.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 10, 2012, 07:27:38 PM
Still has the problem of an unparalleled mental stress discount.

Agreed.

A caster can create a multiple-exchange attack by devoting one shift of effect to each additional exchange. For each exchange that the attack is active, the caster must roll Discipline to maintain the hold on the spell, involving fallout or backlash as normal if he fails to make the difficulty equal to the spell's Weapon rating, regardless of whether he is attacking with the spell that exchange. If the caster is attacking using the spell energy, the Discipline roll will serve as the targeting roll as well.

The caster may not cast any new spells while the first is active. If the caster attempts a separate action while the spell is active, either the Discipline roll or the main action roll must be made at a penalty of -1, similarly to the supplemental action rules. The caster may convert the spell energy into a Block or Maneuver, but any change to the spell's parameters--including converting it into a zone attack or a spray attack--forfeits the spell's remaining longevity.

Any reason why the caster must roll against the weapon rating and not the spell's power?
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 10, 2012, 07:28:31 PM
Thinking about it a little more, I've come to realize it's even more elegant.  Consider:

If you use spells, you've generally got more "oomph" per action, but you're limited in the uses by the mental stress you take by casting and the risk of backlash/fallout.

With your idea, your payment for duration means that A) your spell power you buy is reduced somewhat, putting it closer in-line with mundane means of damage and that B) you're, in a way, "buying off" the extra mental stress ahead if time with those extra shifts, as well.
You still have the potential to have more power available than mundane means, but you also risk the backlash/fallout every round.

It sounds double-good.  Run with it.


Any reason why the caster must roll against the weapon rating and not the spell's power?
I assumed this was a typo; is it?
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 10, 2012, 07:32:21 PM
Additionally something that occurs to me that is a little cheesy (but not game breaking) is that on the last turn of my prolonged attack I can redirect those energies into a full attack, giving me the full power in weapon value instead of the power reduced by duration.
Title: Re: Attack spells that last more than one exchange
Post by: devonapple on February 10, 2012, 07:37:50 PM
Still has the problem of an unparalleled mental stress discount.

It does, but I felt it was mitigated by the possibility of losing control of the spell.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 07:45:04 PM
I assumed this was a typo; is it?
No, I meant it as against the Weapon rating, mostly because the way I was thinking of it, that's the 'important' energy that the caster is rolling to control, while the shifts spent in duration are more passive. That, and there's the potential to add more shifts of duration (though it might be better to disallow that and stick you with only the initial shifts of duration, come to think of it). Would you roll against the total power in the spell when it was cast, or the total power left in the spell round to round? I figured it was just simpler and more streamlined to roll against the (most likely) constant of the Weapon rating.

Additionally something that occurs to me that is a little cheesy (but not game breaking) is that on the last turn of my prolonged attack I can redirect those energies into a full attack, giving me the full power in weapon value instead of the power reduced by duration.
Apologies if it wasn't clear, but I meant that the shifts going into duration would be lost--they're not part of the Weapon effect, they wouldn't go into the Block or Zone attack, just like how in the book's example, Ramirez turning his water block into an attack didn't get the full amount of shifts from duration (at least, if I'm remembering it correctly), and hence in the example I put, Harry's attack at the end is only Weapon:2 to the zone.
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 10, 2012, 07:52:23 PM
Apologies if it wasn't clear, but I meant that the shifts going into duration would be lost--they're not part of the Weapon effect, they wouldn't go into the Block or Zone attack, just like how in the book's example, Ramirez turning his water block into an attack didn't get the full amount of shifts from duration (at least, if I'm remembering it correctly), and hence in the example I put, Harry's attack at the end is only Weapon:2 to the zone.

One thing they take extra pains to call out in the manuals, though, is that as soon as a spell is used for its intended purpose, even once, it can't be "repurposed" thereafter.  Remember in the example of Remirez's shield, he can only turn it into an attack if he's not already using it to block.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 07:55:27 PM
One thing they take extra pains to call out in the manuals, though, is that as soon as a spell is used for its intended purpose, even once, it can't be "repurposed" thereafter.  Remember in the example of Remirez's shield, he can only turn it into an attack if he's not already using it to block.
Well, the book specifies that it can't have been used to block that turn, so that shouldn't limit the ability to change an attack, since it's something the caster has to do, and he's only got one action a round. A block might be used as a block several times between a caster's turns, but unless some mook rushes headlong into a hovering ball of flame of his own accord, it's impossible for the attack to have been used as an attack between turns.
Title: Re: Attack spells that last more than one exchange
Post by: devonapple on February 10, 2012, 07:57:29 PM
One thing they take extra pains to call out in the manuals, though, is that as soon as a spell is used for its intended purpose, even once, it can't be "repurposed" thereafter.  Remember in the example of Remirez's shield, he can only turn it into an attack if he's not already using it to block.

I'm with Orladdin on this one - I think it definitely applies to this case, which is itself outside of the RAW. I feel we are already outside the RAW enough with this without mis-applying the spell repurposing technique as well.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 07:58:44 PM
I'll have to check again, because I distinctly remember the text making the distinction that it could only be converted to an attack if it hadn't been used as a block in that particular exchange, rather than "even once".
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 10, 2012, 08:05:14 PM
I'll have to check again, because I distinctly remember the text making the distinction that it could only be converted to an attack if it hadn't been used as a block in that particular exchange, rather than "even once".

Yeah.  I could be wrong, but that's how I remember it.  It'd be worth checking on, in any case.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 10, 2012, 08:30:50 PM
Mr Death is right by RAW. Here's the quote, emphasis added:

Quote from: Your Story: 260
In those circumstances, you have an option—
you can reuse the spell energy from an effect
you currently have active, spending the shifts on
another evocation without having to roll another
spell. This is subject to some limitations:
  • The spell must have been maintained
    from a previous exchange into the
    current one.
  • The spell must not have been used
    already for its original function in the
    current exchange.
  • You must be able to describe how the
    energy could plausibly be redirected.

As for whether the shifts of duration could be used, the book is unclear... But that is what the example seems to imply since it says Ramirez' shield has a "current strength is four shifts. He still has another exchange of maintenance." Later it turns that into a weapon:4 attack (the rote has a total strength of six).
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 10, 2012, 08:34:14 PM
In that case, it's at least clear that he's not turning it into an attack for the full strength of the spell--so it's either that it's just the weapon or Block strength that can be converted or it's the Weapon/Block strength plus whatever shifts in duration are remaining at that point. I'm personally leaning toward the former, though. For what it's worth, what does it say in the spell examples section for how Ramirez typically casts it?
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 10, 2012, 09:41:55 PM
It's a six shift block with no duration or additional targets...
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 11, 2012, 05:03:27 AM
Darn the vagueness of the RAW. I'm starting to wonder if they're doing this on purpose...

That said, I went to take another look at the prolonging spells section while I had the book out, and it opens with

Quote
Sometimes, it behooves a wizard to maintain a
spell effect for an indefinite length of time, especially
when the effect is a block or maneuver
.

I don't know about you, but I wouldn't have put an "especially" there unless you could prolong a spell effect that isn't one of those two types--and given the mechanics for evocation counterspells (i.e., having to cast it against a specifically assessed spell), it would seem to imply that attack spells could, in fact, be prolonged according to the RAW.
Title: Re: Attack spells that last more than one exchange
Post by: Haru on February 11, 2012, 01:14:46 PM
Thanks. Like I said, my game's got someone who wants to do the lightsaber thing, so I'm gonna playtest it there and see how it goes.
If the character's fighting concept is revolving around the lightsaber, may I propose a different approach?
Give the character channeling (fire) and claws. Since you probably want more than weapon:2 for you sword of fire, let's borrow from Incite Emotion's "Potent Emotion" and make it weapon:4 for 2 points of refresh.

Now you attach a custom power to the double claw power, refunding you 1 refresh, so you end up with a cost of -3 refresh for the whole package again. The custom power is basically human form, but you need to cast a spell to activate the powers that are attached to it. If Sanctaphrax is stumbling in here again, he can probably post a link to the entry in the custom powers list, I was unable to find it.

So what will happen is, the character casts the "Sword of Flames" maneuver on himself and tags it to activate the reworded claws power. From then on, he can use the Sword of flames like any other weapon, it will only go away if he wills it away (or maybe someone counters the spell). That way you won't have to deal with additional casting stress, duration and all that would be involved if you try to tailor it around the actual magic skills.

Darn the vagueness of the RAW. I'm starting to wonder if they're doing this on purpose...
I believe they do. It is the systems greatest strength and greatest weakness at the same time. Often enough you can create the same effect in a lot of different ways, and what seems to be the direct approach at first doesn't always have to be the best.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 11, 2012, 02:02:16 PM
If the character's fighting concept is revolving around the lightsaber, may I propose a different approach?
Give the character channeling (fire) and claws. Since you probably want more than weapon:2 for you sword of fire, let's borrow from Incite Emotion's "Potent Emotion" and make it weapon:4 for 2 points of refresh.

Now you attach a custom power to the double claw power, refunding you 1 refresh, so you end up with a cost of -3 refresh for the whole package again. The custom power is basically human form, but you need to cast a spell to activate the powers that are attached to it. If Sanctaphrax is stumbling in here again, he can probably post a link to the entry in the custom powers list, I was unable to find it.

So what will happen is, the character casts the "Sword of Flames" maneuver on himself and tags it to activate the reworded claws power. From then on, he can use the Sword of flames like any other weapon, it will only go away if he wills it away (or maybe someone counters the spell). That way you won't have to deal with additional casting stress, duration and all that would be involved if you try to tailor it around the actual magic skills.
Well, I should clarify, the lightsaber thing is one of the things he wants to do with the character, not the whole basis for it. The overall concept is to go full-wizard eventually (the character only just came into her power and has to work up from channeling first).

Another way to do the lightsaber, though, is a straight up enchanted item: Give it a Weapon:2 or 3 effect, say you roll it with Weapons, and give it a bunch of uses. In fact I think I'd suggested this route to the player in question, but he wanted the flexibility of the evocation and didn't have the item slots available for it yet anyway.
Title: Re: Attack spells that last more than one exchange
Post by: Haru on February 11, 2012, 02:16:34 PM
That kind of sounds like a "want my cake and eat it too" situation. The enchanted item solution is perfectly fine for a caster who is just coming into his power. You can't expect to get your learners permit and successfully compete at a car race through rush hour against professional race car drivers. Evocation has its limits for a reason. There are ways to get around it, like taking additional powers, but they cost refresh, also for a reason.

Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 11, 2012, 02:31:04 PM
That kind of sounds like a "want my cake and eat it too" situation. The enchanted item solution is perfectly fine for a caster who is just coming into his power. You can't expect to get your learners permit and successfully compete at a car race through rush hour against professional race car drivers. Evocation has its limits for a reason. There are ways to get around it, like taking additional powers, but they cost refresh, also for a reason.
I suppose there's different schools of thought. I would argue that creating an enchanted item is probably a much more involved and technical process than coming up with a particular evocation--particularly an enchanted item with a reasonably high power rating and several uses. An evocation is an expression of the imagination, and an energy sword springing from your hand is probably one of the easiest things for any of us to imagine. Most of us have been doing it since the first time we picked up a stick in the back yard.
Title: Re: Attack spells that last more than one exchange
Post by: InFerrumVeritas on February 11, 2012, 02:42:38 PM
Yes, but I think enchanted items, while more difficult to make overall, have the advantage of being something that can be worked on over time.  So a character may not have to mojo to create an energy sword out of his imagination (at least not one that lasts long enough to be useful) before the sheer power required to keep it running causes him to pass out.  However, he can slowly pour power into that stick over the course of months, casting that same spell in his mind over and over without stress or pressure.  He's creating constructs in low pressure scenarios.  Then, when the time comes, he can simply activate it.

That's why crafting is about Lore (other than for game balance) rather than conviction or discipline.  It's about how well you can create those constructs, how effectively you can store that energy.  It has far more to do with theory than how powerful you are.  That power can be built up over time (to limit, of course).
Title: Re: Attack spells that last more than one exchange
Post by: UmbraLux on February 11, 2012, 03:15:02 PM
If you don't want to spray/split attacks or use enchanted items I like Haru's suggestion of reflavoring a power. 

Flavored as a spell it needn't be static.  It gives you the mechanics, what it is to the story depends on the "spell".  A flaming sword one scene, a magical poison in another, and a self rearming trap in the next.  It's a spell, you've simply become so practiced at it that it doesn't take stress to cast.

Edit:  corrected spelling
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 11, 2012, 03:22:27 PM
Like you said, months and months of work. At the moment, the character's only had about four months of actual training, a lot of which has been to learn control (she has higher Conviction than Discipline, and the first time she cast a spell she knocked out herself and both her allies in addition to the monsters she was aiming at) and to defend herself (game takes place right around Dead Beat when the vampire war really ramps up), so to me, it makes more sense that she'd be able to rein in something she already can do mostly instinctively than to create a really customized enchanted item. Plus, if you're worried about her swinging a Weapon:4 sword around the whole battle, her Conviction's only a 3, so she can't throw a ton of power into it in the first place. And, well, it's his character, and I'm a fairly generous GM in regards to finding ways to fit in a character concept so long as it doesn't utterly break the rules. (And again, the character concept is "eventually a wizard who, among her other spells, can make a magic sword" not just "magic sword user")

But anyway, the thread should be about the principles involved, rather than my game in particular. As I said, I'm gonna playtest it and see how it goes.
Title: Re: Attack spells that last more than one exchange
Post by: Haru on February 11, 2012, 04:49:27 PM
An evocation is an expression of the imagination, and an energy sword springing from your hand is probably one of the easiest things for any of us to imagine.
I got no problem with that, flavouring an evocation attack as a flaming sword is pretty cool and can easily be done. However, making it a lasting spell is not that easy. It is the difference between lifting a weight once or lifting it and holding it there for a while. Look at Harry, he is one of the strongest wizards out there, and even he has problems keeping up an evocation for long without getting exhausted.

But if you use it as flavour, you don't have to make the sword disappear only because he doesn't attack with it. If you do a fireball spell, the fireball appears, hits, disappears. If you say "hey, I'll do this as a "sword of fire" spell", you can have the sword of fire the entire fight, but if you attack with it, that would be a new evocation attack every time. That's the difference between narrative and mechanics. Yes, that limits the number of attacks you can do, but I think that's a good thing. It is an integral part of the wizard in my eyes.

Now don't get me wrong, I'm not trying to say "don't do this, it is terrible". I just think that trying to model something like this as a prolonged attack spell is neither practical nor balanced (and trust me, I tried). If you want to go the "generous GM" way, which is something I can totally agree on, don't use my claws suggestion, simply let him do a maneuver spell, tag it for effect and he has a flaming sword (or whatever else) to work with. If the weapon rating isn't too high, it is pretty much just a very easy to conceal weapon and it is pretty cool to boot.
He could do it as a rote spell and he wouldn't even have to roll, it would just *poof* be there as he commands. Or as an enchanted item. First use per session would be free, any subsequent summoning of the sword would cost him 1 mental stress, same as a rote spell.

Quote
But anyway, the thread should be about the principles involved, rather than my game in particular. As I said, I'm gonna playtest it and see how it goes.
That's what I'm trying to do. On principle, I'm saying no, there shouldn't be any prolonged attack spells. BUT, and here is where it gets complicated, there are a number of ways to emulate a prolonged attack spell by going outside the spellslingers toolbox.

The reason I keep coming back to your game is that, as I said above, there are a multitude of ways to solve most problems. Especially with the magic system, I think it is just more practical to leave it as is and model specialised magic as reworded powers. And I don't think it is bad to say "You know, you just can't do that with magic" now and again. After all, even if you can do a lot with the dresden world magic, it can't do everything. Might even be worth a compel every once in a while.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 11, 2012, 05:28:34 PM
I got no problem with that, flavouring an evocation attack as a flaming sword is pretty cool and can easily be done. However, making it a lasting spell is not that easy. It is the difference between lifting a weight once or lifting it and holding it there for a while. Look at Harry, he is one of the strongest wizards out there, and even he has problems keeping up an evocation for long without getting exhausted.
True, which is part of why my model includes the possibility of backlash and fallout to control the attack long-term. Someone like Harry, with a lot of power but low control, would be more likely to be taking backlash each round he tries to keep a fireball aloft, and thus gets tired quickly.

Quote
But if you use it as flavour, you don't have to make the sword disappear only because he doesn't attack with it. If you do a fireball spell, the fireball appears, hits, disappears. If you say "hey, I'll do this as a "sword of fire" spell", you can have the sword of fire the entire fight, but if you attack with it, that would be a new evocation attack every time. That's the difference between narrative and mechanics. Yes, that limits the number of attacks you can do, but I think that's a good thing. It is an integral part of the wizard in my eyes.

Now don't get me wrong, I'm not trying to say "don't do this, it is terrible". I just think that trying to model something like this as a prolonged attack spell is neither practical nor balanced (and trust me, I tried). If you want to go the "generous GM" way, which is something I can totally agree on, don't use my claws suggestion, simply let him do a maneuver spell, tag it for effect and he has a flaming sword (or whatever else) to work with. If the weapon rating isn't too high, it is pretty much just a very easy to conceal weapon and it is pretty cool to boot.
He could do it as a rote spell and he wouldn't even have to roll, it would just *poof* be there as he commands. Or as an enchanted item. First use per session would be free, any subsequent summoning of the sword would cost him 1 mental stress, same as a rote spell.
Well, as I said, I'm gonna test it (the game'll have three spellcasters in it from here on in, so it should see some use over a couple scenarios), and if it does turn out to be really unbalanced, I'll look into changing it and trying some of the other methods.
Quote
That's what I'm trying to do. On principle, I'm saying no, there shouldn't be any prolonged attack spells. BUT, and here is where it gets complicated, there are a number of ways to emulate a prolonged attack spell by going outside the spellslingers toolbox.

The reason I keep coming back to your game is that, as I said above, there are a multitude of ways to solve most problems. Especially with the magic system, I think it is just more practical to leave it as is and model specialised magic as reworded powers. And I don't think it is bad to say "You know, you just can't do that with magic" now and again. After all, even if you can do a lot with the dresden world magic, it can't do everything. Might even be worth a compel every once in a while.
I think where we disagree here is whether it's possible by the RAW, which is fair enough. And, as my sig indicates, I'm totally fine with using compels to rein things in--I've already had the newbie spellcaster compelled to overdo it on power and accidentally zap one of her teammates, compelling her to have some trouble holding onto an evocation in battle would be totally in line with that.
Title: Re: Attack spells that last more than one exchange
Post by: Sanctaphrax on February 12, 2012, 01:25:46 AM
I don't stumble, I pirouette gracefully.

The power Haru mentioned is here (http://www.jimbutcheronline.com/bb/index.php/topic,19934.msg1261741.html#msg1261741).

I really don't see how one can read the RAW to get the conclusion that multi-exchange attacks are possible.

I'm not certain that Mr. Death's proposal is bad, but I would genuinely worry about it's balance. Fights in my PbP game don't always get resolved within 4 rounds. The most recent one was about 7 rounds long. The one before that ended halfway into the first round. And the one before that was about 11 rounds long.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 12, 2012, 02:48:04 AM
I really don't see how one can read the RAW to get the conclusion that multi-exchange attacks are possible.
Well, I'm referring to the section I quoted before: "Sometimes, it behooves a wizard to maintain a spell effect for an indefinite length of time, especially when the effect is a block or maneuver."

If it meant that only blocks or maneuvers could be prolonged, it wouldn't make sense for the "especially" qualifier to be there. It'd be like saying, "Fire can be dangerous, especially when it's hot." It implies that attacks can be prolonged too, since prolonging a counterspell doesn't really make any sense, given a counterspell is rolled against a particular assessed spell effect, and if it works, well, there's nothing left for it to counterspell.

And looking at the canon, (spoilers from Changes):
(click to show/hide)
Title: Re: Attack spells that last more than one exchange
Post by: UmbraLux on February 12, 2012, 02:59:08 AM
Well, I'm referring to the section I quoted before: "Sometimes, it behooves a wizard to maintain a spell effect for an indefinite length of time, especially when the effect is a block or maneuver."

If it meant that only blocks or maneuvers could be prolonged, it wouldn't make sense for the "especially" qualifier to be there. It'd be like saying, "Fire can be dangerous, especially when it's hot." It implies that attacks can be prolonged too, since prolonging a counterspell doesn't really make any sense, given a counterspell is rolled against a particular assessed spell effect, and if it works, well, there's nothing left for it to counterspell.
I think you read too much into a single word. 

Counterspelling, while a separate issue, might well be used for multiple exchanges.  Suppressing a thaumaturgy spell such as a ward for example.  Even if you can't take the whole spell out, you might suppress it for a time.  Actually, I think this is RAW for evocation spells...I'll have to look it up.

Though I do think that's a separate issue. 
Title: Re: Attack spells that last more than one exchange
Post by: Haru on February 12, 2012, 07:25:21 AM
And looking at the canon, (spoilers from Changes):
(click to show/hide)

See, that's what I mean when I say you are mixing narrative and mechanics.
(click to show/hide)
Title: Re: Attack spells that last more than one exchange
Post by: ways and means on February 12, 2012, 11:53:08 AM
No the big example of extended magic was Harry's earth volcano spell,
(click to show/hide)
Where the narration actively describes Harry as sustaining the attack spell. 
Title: Re: Attack spells that last more than one exchange
Post by: UmbraLux on February 12, 2012, 01:37:00 PM
No the big example of extended magic was Harry's earth volcano spell,
(click to show/hide)
Where the narration actively describes Harry as sustaining the attack spell.
Isn't this a temporary boost from sponsored magic?

And we know he had all kinds of boosts at CI.
Title: Re: Attack spells that last more than one exchange
Post by: ways and means on February 12, 2012, 01:48:59 PM
(click to show/hide)
I think he had sponsored magic at the time but as sponsored magic has the same mechanics as normal evocation that doesn't change anything.
Title: Re: Attack spells that last more than one exchange
Post by: UmbraLux on February 12, 2012, 02:11:49 PM
I was wondering about the volcano as short term sponsor actually...but would need to reread the section to have more than questions.  I need an easily searchable electronic copy of the novels!
Title: Re: Attack spells that last more than one exchange
Post by: Tedronai on February 12, 2012, 04:01:26 PM
Harry's volcano spell does not make a good case for a prolonged attack spell because it was clearly intended to act as a block.
Title: Re: Attack spells that last more than one exchange
Post by: ways and means on February 12, 2012, 04:04:02 PM
Harry's volcano spell does not make a good case for a prolonged attack spell because it was clearly intended to act as a block.

It did kill everything in the zone though which to me seems the definition of an attack spell.
Title: Re: Attack spells that last more than one exchange
Post by: Tedronai on February 12, 2012, 05:43:40 PM
Both the purpose and the effect of the prolonged duration was to serve as a barrier, ie. a block, against pursuit.
Title: Re: Attack spells that last more than one exchange
Post by: ways and means on February 12, 2012, 05:55:45 PM
I suppose your right it is almost like a re-purposed attack into a block but the attack spell and the block spell where defiantly the same spell.
Title: Re: Attack spells that last more than one exchange
Post by: Tedronai on February 12, 2012, 10:43:51 PM
Casting that spell also took substantially longer to cast than a normal evocation.
I don't remember exactly how long to say whether it could fairly have been a thaumaturgical ritual, which could perhaps have included both an attack and a block component, but it is one possibility.
Title: Re: Attack spells that last more than one exchange
Post by: Sanctaphrax on February 13, 2012, 05:48:13 AM
The problem is that an attack with a duration simply does not make sense in this game unless you write your own rules.

That pretty well proves that they aren't part of the base rules, to me.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 13, 2012, 04:28:52 PM
I'm not sure that it "simply does not make sense." I mean, it must make sense to some people, otherwise this thread wouldn't have started in the first place :P. I still say the language is vague enough that it doesn't completely discount the possibility, anyway.

In any case, whether it's in the base rules or not, there's some interest in making it possible, and a potential rule on the table. Is anyone else willing to playtest it, so we can get a broader perspective on how well it works? My game's got three casters, but they're all low as far as sheer power goes (the highest effective Conviction any of them has is 4 for anything offensive), so it'd be helpful to see how more high-powered groups handle it.
Title: Re: Attack spells that last more than one exchange
Post by: Sanctaphrax on February 13, 2012, 06:30:06 PM
It makes plenty of thematic sense. But mechanically, an attack is a thing that happens instantly. Adding duration to one requires new rules in order to work.

I might take a shot at playtesting this some time. If Belial666 can't break this with Elena Blackcloak, then it's definitely balanced.
Title: Re: Attack spells that last more than one exchange
Post by: Becq on February 13, 2012, 07:30:13 PM
The basic issue that makes DoT potentially imbalancing is the way the stress is recorded.

That is, say a target has three stress boxes, and takes 3 stress.  Only the third box is marked off.  Instead, say the target takes 1 stress, three times.  The first box is marked off, then the second box as the second stress rolls upward, then the third box.  That's the equivalent of 6 stress!  All it would take to guarantee that this character is taken out would be eight 1-stress hits (which would mark off all three stress boxes and all four consequences up to extreme, assuming the target didn't conceed before then).  So that 8x1-stress DoT accomplishes what a 'normal' attack spell would require as much as 24 stress to do.  It does take longer, of course, but when combined with a grapple that prevents you from doing anything during that time (ie, Orbius), then it's just a matter of running down the clock.

One way to fix this would be to treat the effects of the attack specially, and actually change the impact each exchange.  So the first exchange, you'd temprarily mark the first stress box.  The next exchange you'd transfer the mark to the next box, and so on -- each time removing the pervious mark.  Eventually, mild consequences would be exchanged for moderates, and so on.  Lots of bookkeeping, and the end result is the same amound of effect as an instant attack spell of the same strength.  Of course, then you're left with this question: why not just do the instant attack?
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 13, 2012, 07:45:11 PM
I never understood the problem with Orbius. Nowhere in the spell's description does it say that the target can't attempt to remove it, and with a block rating of 3, it shouldn't be that difficult to do so by anyone with a solid Might or Fists rating. But anyway...

I think the balancing factor of that potential is the fact that it will take eight rounds. That is an incredibly long time in a fight--definitely long enough for something (the bad guy, direct GM intervention via compels, etc.) to push the wizard into a change in strategy. Yes, the wizard can potentially grind away any non-invulnerable adversary, but only if the wizard is relatively unmolested for those eight rounds.
Title: Re: Attack spells that last more than one exchange
Post by: CottbusFiles on February 13, 2012, 07:51:15 PM
The basic issue that makes DoT potentially imbalancing is the way the stress is recorded.

That is, say a target has three stress boxes, and takes 3 stress.  Only the third box is marked off.  Instead, say the target takes 1 stress, three times.  The first box is marked off, then the second box as the second stress rolls upward, then the third box.  That's the equivalent of 6 stress!  All it would take to guarantee that this character is taken out would be eight 1-stress hits (which would mark off all three stress boxes and all four consequences up to extreme, assuming the target didn't conceed before then).  So that 8x1-stress DoT accomplishes what a 'normal' attack spell would require as much as 24 stress to do.  It does take longer, of course, but when combined with a grapple that prevents you from doing anything during that time (ie, Orbius), then it's just a matter of running down the clock.

One way to fix this would be to treat the effects of the attack specially, and actually change the impact each exchange.  So the first exchange, you'd temprarily mark the first stress box.  The next exchange you'd transfer the mark to the next box, and so on -- each time removing the pervious mark.  Eventually, mild consequences would be exchanged for moderates, and so on.  Lots of bookkeeping, and the end result is the same amound of effect as an instant attack spell of the same strength.  Of course, then you're left with this question: why not just do the instant attack?

Becq, you are my hero
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 13, 2012, 08:04:16 PM
I never understood the problem with Orbius. Nowhere in the spell's description does it say that the target can't attempt to remove it, and with a block rating of 3, it shouldn't be that difficult to do so by anyone with a solid Might or Fists rating. But anyway...

The problem isn't specifically orbius, but what orbius has the potential to be. Yeah, a three shift block isn't hard to break, but what about a ten shift block? What if I expend a couple of shifts to make it zone wide (which I personally wouldn't allow anyway due to extreme rules lawyering and the fact that I see balance problems, but some people still worry about that)? What it comes down to is if I make a power focused wizard and plan to take some shifts of backlash I can get a really powerful grapple set up and then just slowly bleed the target till it dies. The balance of such actions are questionable.
Title: Re: Attack spells that last more than one exchange
Post by: Becq on February 13, 2012, 08:10:32 PM
sinker beat me to it, but I'll stubbornly post this anyway.  :p

I never understood the problem with Orbius. Nowhere in the spell's description does it say that the target can't attempt to remove it, and with a block rating of 3, it shouldn't be that difficult to do so by anyone with a solid Might or Fists rating. But anyway...
With the spell as written in the examples section, I agree.  But what about when someone casts it as two-part spell?  That is, cast a strength 8 grapple without extended duration, then follow it up with an 8 exchange duration boost?

One could argue that this doesn't let a wizard do with magic anything more than another (presumeably Strong) character can do with a normal grapple, but there is one significant difference: the standard grapple requires that the grappler spend his action every echange to maintain it, but once the spell is cast, the spell does all the work leaving the wizard free to act independently.  Perhaps that's the basic problem -- which could be fixed by saying that it's "just a block" unless the wizard spends his action to get the extra grapple bennies.  But then (from a realism point of view) why would the glop plugging the victim's throat be air-permeable only if the wizard happens to focus on glaring at it?
Title: Re: Attack spells that last more than one exchange
Post by: Haru on February 13, 2012, 09:43:23 PM
sinker beat Becq, both beat me.

The best way really is to embrace the system for what it can do and not impose something upon it that it can't. It takes some getting used to, because it is a lot different than your average rpg system, but I believe it is worth it.
Title: Re: Attack spells that last more than one exchange
Post by: InFerrumVeritas on February 20, 2012, 12:41:47 PM
I've given this a bit of thought and come to this conclusion.

If you're extending an attack spell (like a fireball), you can do so, but must make a new targeting roll each round.  This roll is your action.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 20, 2012, 01:50:41 PM
I kind of already included that in my last proposal a couple pages back.
Title: Re: Attack spells that last more than one exchange
Post by: InFerrumVeritas on February 20, 2012, 01:57:19 PM
I kind of already included that in my last proposal a couple pages back.

Sorry then.  I second Mr. Death's proposal in that idea. 

I'll be honest, I read about 3-4 pages and then returned to the thread later without reading the other 3-4 pages.  My bad.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 20, 2012, 03:48:48 PM
Don't sweat it. The proposal in full is here (http://www.jimbutcheronline.com/bb/index.php/topic,25872.msg1311911.html#msg1311911).
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 20, 2012, 04:17:31 PM
That still doesn't address the problem of removing the mental stress limit on casting...
Title: Re: Attack spells that last more than one exchange
Post by: ways and means on February 20, 2012, 04:22:47 PM
I doesn't remove the mental stress limit on casting (unlike enchanted items) it merely extends it.
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 20, 2012, 04:23:12 PM
That still doesn't address the problem of removing the mental stress limit on casting...

I think it does reasonably well, in theory (I'd have to see it played to be sure).

You're spending some power on duration that you would otherwise put into damage/effect.  You're going to have a power-level on the initial and continued attacks fairly in-line with other methods of doing damage, and it still requires the initial stress and all the attack rolls.
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 20, 2012, 04:27:10 PM
The real strengths with wizards is that they can A) hit higher numbers than anyone else and B) have more varied effects at about the same numbers as everyone else.  The downside is that it causes stress to do anything.
This solution is, potentially, a little underpowered; though I can see a couple situations where you might choose to use it. 

You're getting the same numbers as everyone else (because of spending the higher points on duration) and you're still incurring the initial stress-hit.
Title: Re: Attack spells that last more than one exchange
Post by: Haru on February 20, 2012, 04:36:24 PM
I honestly don't see the appeal of this. Yes, it would probably work as you proposed, but why would you want to do a spell like that? If you have to roll for the spell again, why not simply do a new spell? I'm pretty sure you'll get more firepower out like that. Even if you want to use the spell against multiple weak targets, I would rather split the spell to attack multiple targets at once than do the extended spell you proposed.

To extend the duration of the spell, you are either going over your conviction safety limit, increasing the shifts of casting stress, or you are limiting the spells power, making it a whole lot less effective than it could be.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 20, 2012, 04:46:53 PM
As the others said, it doesn't remove the limit so much as extend it, and let you do some more with it.

I figure, there's a couple ways to do it. Let's call a given caster's effective conviction X and the effective discipline Y, and assume they're the same. Ergo, the most power that can be put into one spell without incurring a consequence is X+3.

So say you want a Weapon:X spell, and you want it to last three extra rounds. That means you're taking a 4 shift mental hit, plus backlash if you can't roll to Y+3 as well. If the spell succeeds, you still need to roll at least Y to keep hold on the power--with three extra rounds, assuming Y=X, at least one of those rolls is going to be less than Y, meaning you're taking some more backlash. And each time you take backlash, it constrains you further--if you end up taking two physical backlash hits, counting the initial backlash for casting, anything that lays a hand on you's going to force a consequence.

Alternatively, you could go with a Weapon:X-3 spell to be perfectly safe--much less chance of having to take backlash (I figure you want it at least 2 shifts below X to be safe on the roll, 3 to be really safe), but at the cost of a much less effective spell. You might finish up the four rounds of casting without any stress besides the initial mental hit, but the spells might not have enough kick to do real damage at the same time.

Plus, in both cases, the wizard's almost certainly going to be attacked in turn, which might force a change in tactics.

It allows for longevity, yes, but only really effective longevity if you're willing to deal with a spell that's significantly less powerful than you'd usually cast, and only if you're willing and able to do nothing but attack, attack, attack the whole fight--useful in some situations, but impractical for others.

I honestly don't see the appeal of this. Yes, it would probably work as you proposed, but why would you want to do a spell like that? If you have to roll for the spell again, why not simply do a new spell? I'm pretty sure you'll get more firepower out like that. Even if you want to use the spell against multiple weak targets, I would rather split the spell to attack multiple targets at once than do the extended spell you proposed.

To extend the duration of the spell, you are either going over your conviction safety limit, increasing the shifts of casting stress, or you are limiting the spells power, making it a whole lot less effective than it could be.

Well, if you're fighting a bunch of badguys who have decent dodge rolls (like the +3 for the vampires in the example), a spray attack might have little chance of hitting more than one of them. The way I figure it, given the odds, you want at least a +1 over the target's dodging skill to ensure a hit--so Harry in the example isn't going to hit more than one vampire at a time unless he's got fate points to spend and is really lucky on the roll. But he can hit each individually.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 20, 2012, 05:03:08 PM
I honestly don't see the appeal of this. Yes, it would probably work as you proposed, but why would you want to do a spell like that? If you have to roll for the spell again, why not simply do a new spell? I'm pretty sure you'll get more firepower out like that. Even if you want to use the spell against multiple weak targets, I would rather split the spell to attack multiple targets at once than do the extended spell you proposed.

Actually Haru this is more powerful than a single casting. Lemme give an example.

I have had characters before with 10 shift rotes (that either require backlash or fate points). If we go with the original rules I can cast a 10 shift attack four times in a conflict without taking consequences (assuming that the backlash doesn't kill me ;) ) for a total of 40 shifts.

Now if we allow me to add duration to my attack I will cast the same 10 shift spell, but throw two of those shifts into duration. Now I have eight shifts of damage for three exchanges that I can cast four times. The first difference is that is a total of 96 shifts (more than twice the original amount). The second difference is that I'm taking stress and more importantly backlash only every third exchange. I can attack with 8 shifts every exchange for three exchanges before I even have to think about stress. That means that I will probably only have to cast this spell maybe twice.

Now let's put this into a complete package. One of the issues that you have nodded at before Mr Death, is that you're attacking this whole time (no defense). So first I (being a smart wizard) throw up a ten shift block and extend it for ten exchanges. Defense taken care of, now I'm attacking. I cast my ten shift, extended duration attack. Now it is very difficult to hit me and I'm throwing around an eight shift weapon for the next six exchanges (48 total shifts). If I want to extend that I could even drop it to seven shifts for eight exchanges (56 total shifts) or six shifts for ten exchanges (60 total shifts).

I'll admit that it would be unusual that a conflict would last more than a few exchanges, but the point of the mental stress limit is that when it is important, when conflict does last a while, that the wizard peters out or kicks up the drama by taking consequences. In this case in addition to being the powerhouse that he already is he becomes the long lasting bastion of power.

I'll stop harping at this point, but I'll just say that in my games I prefer drama, and this would limit the drama.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 20, 2012, 05:36:45 PM
Now let's put this into a complete package. One of the issues that you have nodded at before Mr Death, is that you're attacking this whole time (no defense). So first I (being a smart wizard) throw up a ten shift block and extend it for ten exchanges. Defense taken care of, now I'm attacking. I cast my ten shift, extended duration attack. Now it is very difficult to hit me and I'm throwing around an eight shift weapon for the next six exchanges (48 total shifts). If I want to extend that I could even drop it to seven shifts for eight exchanges (56 total shifts) or six shifts for ten exchanges (60 total shifts).

I'll admit that it would be unusual that a conflict would last more than a few exchanges, but the point of the mental stress limit is that when it is important, when conflict does last a while, that the wizard peters out or kicks up the drama by taking consequences. In this case in addition to being the powerhouse that he already is he becomes the long lasting bastion of power.

I'll stop harping at this point, but I'll just say that in my games I prefer drama, and this would limit the drama.
Fair points, but it depends on what you're fighting. In your example, before you even start attacking you're taking two mental stress hits (one for the shield, one for its duration), plus potentially backlash for the duration (since I don't think that can be a rote). After the initial attack spell is cast, that leaves the wizard one open box on the Mental track with which to cast anything else before he starts taking consequences.

Also, the thing about multiplying the shifts is a little misleading in that it doesn't stack directly--once you factor in armor, blocks, and other defenses, there's plenty of badguys who can certainly weather several 8-shift attacks before they have to take any kind of consequence. Something with Endurance at 3, Supernatural Toughness and decent defenses can take three 8-shift hits. Something with Hulking Size or Mythic Toughness can take even more. Point is, if you're fighting anything big, you're probably better off just throwing all the juice into a bigger attack. If you're fighting something smaller, you could stomp them equally well whether you're using prolonged attacks or not.

Maybe not long enough for the 10-shift block to wear down, but certainly long enough to act against you, either by maneuvering to get through the block, pulling some kind of indirect attack, or attacking one of the wizard's allies that isn't protected by that shield.
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 20, 2012, 05:41:23 PM
Actually Haru this is more powerful than a single casting. Lemme give an example.

I have had characters before with 10 shift rotes (that either require backlash or fate points). If we go with the original rules I can cast a 10 shift attack four times in a conflict without taking consequences (assuming that the backlash doesn't kill me ;) ) for a total of 40 shifts.

It sounds like the problems you are voicing above are based on the misconception that backlash increases your targetting.  If you aren't playing with that house-rule, this solution should be fine.

[Edit] Unless you're playing at a very high refresh (refinements).  I guess that wasn't specified.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 20, 2012, 05:49:07 PM
Fair points, but it depends on what you're fighting. In your example, before you even start attacking you're taking two mental stress hits (one for the shield, one for its duration), plus potentially backlash for the duration (since I don't think that can be a rote). After the initial attack spell is cast, that leaves the wizard one open box on the Mental track with which to cast anything else before he starts taking consequences. By your math, that brings it right back down to about 48 shifts of effect.

Backlash may be physical or mental stress.

As for the rest the one thing I've been thinking about this whole time is what if the wizard has no friends. The place where this gets really imbalanced is when the wizard is alone against multiple enemies. Normally this would be a situation where the wizard would get shafted (and rightly so), but when you add duration to your attacks suddenly he is still very viable in these circumstances.

I think I can see where our differences lie. You look at this as a cool little option that can make things interesting. I am looking at it from the view of the powergaming wizard who takes advantage of every inch you give him. Honestly if you don't have a player like that, then you probably don't have much to worry about and this is totally something you could do.

It sounds like the problems you are voicing above are based on the misconception that backlash increases your targetting.  If you aren't playing with that house-rule, this solution should be fine.

[Edit] Unless you're playing at a very high refresh (refinements).  I guess that wasn't specified.

Actually I pulled this exact character at chest deep and without any refinements. I don't play that backlash increases the targeting. It's fairly irrelevant because if we use the same stats for both examples then I will miss exactly the same number of times either way (since I'm using backlash both times to make up for my high power).
Title: Re: Attack spells that last more than one exchange
Post by: Haru on February 20, 2012, 05:51:32 PM
Actually Haru this is more powerful than a single casting.
In terms of added stress I agree, but wearing something down over its stress track can become a tedious job. I've seen that when I sent a beast with supernatural toughness + hulking size at my group. The most effective way to take something out is to aim higher than the stress track and force it to take consequences or forfeit. And you can do that more effective if you pool your resources into one brutal attack.

Which kind of brings us to this:
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I'll stop harping at this point, but I'll just say that in my games I prefer drama, and this would limit the drama.
Which is a statement I totally agree with.

It is just way more interesting to throw a frozen turkey at a vampire than barraging it with drumsticks for half an hour.
Title: Re: Attack spells that last more than one exchange
Post by: Orladdin on February 20, 2012, 05:55:47 PM
It is just way more interesting to throw a frozen turkey at a vampire than barraging it with drumsticks for half an hour.


LMAO, that needs to go in your sig, Haru.  Awesome.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 20, 2012, 06:06:39 PM
Backlash may be physical or mental stress.
I'm aware, but I was assuming the wizard in question is taking it as Physical stress, since the point of prolonged attacks is to conserve mental stress. Anyway, taking the backlash as mental stress only further reduces how many spells he can cast.

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As for the rest the one thing I've been thinking about this whole time is what if the wizard has no friends. The place where this gets really imbalanced is when the wizard is alone against multiple enemies. Normally this would be a situation where the wizard would get shafted (and rightly so), but when you add duration to your attacks suddenly he is still very viable in these circumstances.
Viable, but still vulnerable. Above all, remember that for every action the wizard takes, each of his opponents gets one as well. A handful of maneuvers is all it'll take for even that 10-shift block to get beaten down.

Besides, if the wizard's alone, isn't it a better option to cast that 10-shift block, then just cast a humongous zone-wide spell to kill everyone who's not him?

In terms of added stress I agree, but wearing something down over its stress track can become a tedious job. I've seen that when I sent a beast with supernatural toughness + hulking size at my group. The most effective way to take something out is to aim higher than the stress track and force it to take consequences or forfeit. And you can do that more effective if you pool your resources into one brutal attack.
Amen to that, though I have a story where wearing that one guy down was still dramatic and satisfying for the whole group. They had no idea what his Catch was (even though one of the group had it the whole time, he was engaged with someone else on the other side of the battlefield), and managed to fill nearly every single stress box he had by the end of it. Finally bringing the beast down that way proved to be one of the best sessions we had, like a race to finish him before he blew someone up.

Also good lord you guys are fast. I ended up revising this like three times because every time I tried to, I got that 'warning, someone else posted' thing.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 20, 2012, 06:15:27 PM
I'm aware, but I was assuming the wizard in question is taking it as Physical stress, since the point of prolonged attacks is to conserve mental stress. Anyway, taking the backlash as mental stress only further reduces how many spells he can cast.

Ignore the physical backlash bit, I just realized where my confusion lay. My point was that there is a significant power difference between two ten shift attacks and six eight shift attacks (or eight seven shift attacks, etc).
Title: Re: Attack spells that last more than one exchange
Post by: Haru on February 20, 2012, 06:28:10 PM
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Amen to that, though I have a story where wearing that one guy down was still dramatic and satisfying for the whole group. They had no idea what his Catch was (even though one of the group had it the whole time, he was engaged with someone else on the other side of the battlefield), and managed to fill nearly every single stress box he had by the end of it. Finally bringing the beast down that way proved to be one of the best sessions we had, like a race to finish him before he blew someone up.
Hmm, did you try your prolonged spells rule in that fight? In my fight, both spellcasters (one PC one NPC) where on their last leg, the warden even started using his sword. If you can't beat something like that with a well placed blast, it really comes down to a death of a thousand tiny cuts. Admittedly, my monster was defeated by a weapon:2 gunshot that rolled all the way up, but the group had just formed and maneuvers/declarations etc. was too new to really be a big part of the fight.

For me it boils down to this: A wizard can throw around weapon:10+ spells, but he can't do that for very long, while others can only get weapon:2 or 3 guns but they can shoot a whole lot longer. That's why Harry carries a gun or wardens also carry swords.

LMAO, that needs to go in your sig, Haru.  Awesome.
done  ;D
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 20, 2012, 06:36:26 PM
Hmm, did you try your prolonged spells rule in that fight? In my fight, both spellcasters (one PC one NPC) where on their last leg, the warden even started using his sword. If you can't beat something like that with a well placed blast, it really comes down to a death of a thousand tiny cuts. Admittedly, my monster was defeated by a weapon:2 gunshot that rolled all the way up, but the group had just formed and maneuvers/declarations etc. was too new to really be a big part of the fight.

For me it boils down to this: A wizard can throw around weapon:10+ spells, but he can't do that for very long, while others can only get weapon:2 or 3 guns but they can shoot a whole lot longer. That's why Harry carries a gun or wardens also carry swords.
This was actually not in a Dresdenverse game, it was in an adaptation of the rules I made for a Mega Man X setting, so there were no wizards to be found. Plus this was a couple months ago, before I came up with that proposal. Mostly they were making due with Weapon:2 buster shots (which could be charged for more kick, to a point) and Weapon:3 melee attacks.

Mostly, this rule idea came from two things: looking at the books, where Harry ends up in long fights but still keeps casting way more than four spells, and that it didn't make sense to me that even the highest level wizards, like Ebenezer, could only throw four spells around in a battle before he started taking consequences, even if he was holding back on the power.

And this proposal is definitely much better than my initial idea to give spellcasters longevity (which was that they would be able to cast without the mental stress at all, provided the spell's power was half of their effective Conviction, rounded down).
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 20, 2012, 07:04:16 PM
Mostly, this rule idea came from two things: looking at the books, where Harry ends up in long fights but still keeps casting way more than four spells, and that it didn't make sense to me that even the highest level wizards, like Ebenezer, could only throw four spells around in a battle before he started taking consequences, even if he was holding back on the power.

And this proposal is definitely much better than my initial idea to give spellcasters longevity (which was that they would be able to cast without the mental stress at all, provided the spell's power was half of their effective Conviction, rounded down).

Thank you so much Haru. We probably should have asked that question in the first place.

From the RAW there are a few ways to represent the greater endurance we see in the later books. One of them is an increased number of spellcasting consequences. This would be the wizard who draws himself dry so much he starts to get an increased ability to do so.

Another way is actually to segment conflicts. When Changes came out a bunch of people asked Fred "Wait, how the hell were Harry and the other wizards able to cast so much in such a short time?" His response was that there were actually several scenes in that conflict, separated by short pauses for Harry to catch his breath, so to speak.

I know neither of those are necessarily the kind of endurance you're looking at, but I would look at increasing the number of spells that they are capable of casting through the expenditure of resources (I.E. Refresh) rather than attempting to make all casters capable of greater endurance by changing the core rules.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 20, 2012, 07:27:40 PM
From the RAW there are a few ways to represent the greater endurance we see in the later books. One of them is an increased number of spellcasting consequences. This would be the wizard who draws himself dry so much he starts to get an increased ability to do so.
I forget, were there stunts that gave more mental consequences for just that? Because offhand, I can only think of increasing Mental consequences through the skill increases, and most games you're not going to get a wizard with 7 in Conviction.

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Another way is actually to segment conflicts. When Changes came out a bunch of people asked Fred "Wait, how the hell were Harry and the other wizards able to cast so much in such a short time?" His response was that there were actually several scenes in that conflict, separated by short pauses for Harry to catch his breath, so to speak.
I was thinking about that, but those scenes struck me more as an example of the discussion Billy and Dresden have in the margins in regard to stress going away after a scene, unless circumstances have it where you're going right from one fight to another. The big fight in Changes struck me more as that than actually giving Harry breaks.

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I know neither of those are necessarily the kind of endurance you're looking at, but I would look at increasing the number of spells that they are capable of casting through the expenditure of resources (I.E. Refresh) rather than attempting to make all casters capable of greater endurance by changing the core rules.
I think it still works out that way--you're still bound by your effective Conviction and Discipline, after all, so if you still want any power in your prolonged spell, you've got to pay for it with higher initial stress and less duration. Someone with higher Conviction (i.e., higher spent refresh) is going to have significantly increased endurance for equal spell power than someone with lower Conviction.

The way I look at it, if you have two casters who're pumping out Weapon:4 spells round after round, someone with an effective conviction of 8 ought to be able to do it easier than someone with an effective conviction of 4. The less experienced/powerful wizard ought to be huffing and puffing after four rounds of that, while the big badass wizard should still be good to go.

With the RAW, they'd take exactly the same stress if the newbie is casting at normal power and the badass is casting Weapon:1 spells, and that just seems off to me.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 20, 2012, 07:48:46 PM
I forget, were there stunts that gave more mental consequences for just that? Because offhand, I can only think of increasing Mental consequences through the skill increases, and most games you're not going to get a wizard with 7 in Conviction.

There is a stunt that gives one two additional mild consequences within the context of torture. Seems reasonable to assume that we can change the context provided that the new context is equally limiting.

I was thinking about that, but those scenes struck me more as an example of the discussion Billy and Dresden have in the margins in regard to stress going away after a scene, unless circumstances have it where you're going right from one fight to another. The big fight in Changes struck me more as that than actually giving Harry breaks.

Yeah, I didn't mean that there were actual breaks, but that the GM went "Ok, I'm going to end the scene there. Everyone clear your stress and advance the healing on consequences. The next scene starts right at the end of the last."

I think it still works out that way--you're still bound by your effective Conviction and Discipline, after all, so if you still want any power in your prolonged spell, you've got to pay for it with higher initial stress and less duration. Someone with higher Conviction (i.e., higher spent refresh) is going to have significantly increased endurance for equal spell power than someone with lower Conviction.

The way I look at it, if you have two casters who're pumping out Weapon:4 spells round after round, someone with an effective conviction of 8 ought to be able to do it easier than someone with an effective conviction of 4. The less experienced/powerful wizard ought to be huffing and puffing after four rounds of that, while the big badass wizard should still be good to go.

With the RAW, they'd take exactly the same stress if the newbie is casting at normal power and the badass is casting Weapon:1 spells, and that just seems off to me.

I think you're simply underestimating casters. Like I've said I have thrown 10 shift rote spells as a chest-deep caster with no advancements in spellcasting (all of my spare refresh went into holy powers). It's not tough for a low level caster to be throwing around powerful effects. Yeah it's true that there isn't a huge difference as you go up from there, but I think I'd rather give more powerful wizards some form of toughness (extra mental stress) that they have to pay for than apply something like this to the lower level casters.
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 20, 2012, 08:25:58 PM
I think you're simply underestimating casters. Like I've said I have thrown 10 shift rote spells as a chest-deep caster with no advancements in spellcasting (all of my spare refresh went into holy powers). It's not tough for a low level caster to be throwing around powerful effects. Yeah it's true that there isn't a huge difference as you go up from there, but I think I'd rather give more powerful wizards some form of toughness (extra mental stress) that they have to pay for than apply something like this to the lower level casters.
If you can throw around a 10-shift rote without taking a Consequence, it means your effective Conviction and Discipline must be 7 or higher (mostly through Focus Items, I assume). If you're able to pump out more power, with much higher control, than Dresden himself at Submerged level, you're not really what I'd term a "lower level caster" :P. When I refer to caster ability levels, I'm talking about their effective skill ratings, rather than spent refresh, since that's what the real effect in a fight is.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 20, 2012, 08:40:39 PM
Nope, you just have to be clever. Superb conviction gives you five to start, add initial foci or specializations (providing between 1 and 5 shifts), and you only need between 1 and 4 stress. Heck, looks like I was actually lowballing it, I could have had a 14 shift rote (of course that would have been a lot of backlash, which is probably why some of those foci went to control for me).
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 20, 2012, 08:52:04 PM
Yeah, I'm well aware of how it would be done. When I'm saying "effective" conviction or discipline, I'm including foci and specializations.

My point was, if you have Superb conviction and discipline, that implies that you're not exactly a beginner at wizarding. If you want to tweak like that, yeah, you can certainly game the system into making yourself pretty damn powerful whether you're working with prolonged spells or not (though I'm curious how you'd be pulling off 10 shift offensive rotes and 10 shift defensive spells in this hypothetical--foci can only be either offense or defense, after all). That's why I'm referring exclusively to effective conviction/discipline as a measure of a caster's power rather than the refresh level, it's a much clearer way of showing how powerful a wizard is than refresh level, which can be a little misleading.
Title: Re: Attack spells that last more than one exchange
Post by: sinker on February 20, 2012, 09:19:01 PM
Ok, I can understand that method of measuring power, even if it's not the way done by RAW. Molly (still an apprentice in Our World) for example appears to have great discipline, but a limited set of powers (no sight, no soulgaze, no full thaum).
Title: Re: Attack spells that last more than one exchange
Post by: Mr. Death on February 20, 2012, 09:30:54 PM
True, but as I recall her Conviction is only at Good, and she doesn't have much in the way of foci, so it does it on both levels--she's got fewer powers refresh-wise and she's low on effective Conviction and Discipline. You could easily make someone with Molly's exact spent refresh and powerset, then ratchet up her spellcasting skills and add foci to make her a bruiser on par with Harry spell for spell.
Title: Re: Attack spells that last more than one exchange
Post by: Haru on February 20, 2012, 11:52:51 PM
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Yeah, I didn't mean that there were actual breaks, but that the GM went "Ok, I'm going to end the scene there. Everyone clear your stress and advance the healing on consequences. The next scene starts right at the end of the last."
This works best if the kind of conflict changes (like from a fight to a chase or vice versa). Even if you just do some mid-fight smacktalk, that could be enough to justify clearing stress.

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With the RAW, they'd take exactly the same stress if the newbie is casting at normal power and the badass is casting Weapon:1 spells, and that just seems off to me.
Yes, actual evocations will only get you so far, which is actually in line with the novels. Harry is often enough (especially in the first books) winded after 2 or 3 evocations. You have a lot of choices to make as a wizard when using your refresh. You could create a myriad of enchanted items, so you would have almost no worry of running out of mental stress/spells, but at the cost of power. And with the danger of bringing a bag of knifes to a gun fight, if you prepared the wrong spells. Then again, you could put aside some potion slots for just such an occasion.
Or you build up for power and are running on empty after the first few exchanges.

Or you go a completely different route and engrave some of your spells in stone a.k.a. you buy them as a power, which costs the most, but it is going to make them most effective. Breath weapon for fireball spells for example. They are only weapon:2, but they don't cost any mental stress either. You could even argue, that it would be reasonable to only make it a -1 power if you already have evocation.

In any case, your badass is going to have a lot more options available to him that may look like he's casting a spell, but it isn't actually evocation. Or it is, and he is going to shoot the weapon:1 attack as a split from a weapon:15 attack. If a weapon:1 is all he needs, the stress will be gone after the fight in any case.
Title: Re: Attack spells that last more than one exchange
Post by: devonapple on February 22, 2012, 04:44:34 PM
There's a discussion about the FATE fractal over on G+ (link later) and I suspect that if we ran these as a Summoning (persistent spell) effect (which could be defeated independently of its creator), we may be able to tie this in with Minions and Summoning.

Edit:
Here is the link (https://plus.google.com/u/0/105843491826683668595/posts/TBcotcYAdx5)

Some of this is purportedly going to be given some ink on "The Paranet Papers," specifically re: thaumaturgical constructs and the like, which sounds like a perfect match for a persistent environmental effect.
Title: Re: Attack spells that last more than one exchange
Post by: InFerrumVeritas on February 22, 2012, 10:00:33 PM

Or you go a completely different route and engrave some of your spells in stone a.k.a. you buy them as a power, which costs the most, but it is going to make them most effective. Breath weapon for fireball spells for example. They are only weapon:2, but they don't cost any mental stress either. You could even argue, that it would be reasonable to only make it a -1 power if you already have evocation.


You could probably make the argument that it should be a -1 power anyway.