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The Dresden Files => DFRPG => Topic started by: Falconer on April 07, 2014, 05:37:35 AM

Title: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Falconer on April 07, 2014, 05:37:35 AM
Hi, I’m trying to build a homebrew sponsored magic for a sorcerer/wizard who specialises in dealing with spirits.
I’m using Kemmlerian Necromancy (YS 291) as my template and going for something with a similar set of bonuses as I want it to be more based on specialist knowledge acquired from an outside source (like Kemmler’s lore) rather than a power granted by an outside source like Seelie or Unseelie Magic.
Here’s a rough draft of what I’m looking at so far.

Spirit Walker/Shaman

Cost:
-   Must already possess some spellcasting ability with some specialisation in Animancy (Thematic thaumaturgy dealing with spirits, akin to Ectomancy and ghosts – I’m using Anima as the Latin for spirit or soul)
-   Must have access to a source of spiritual lore e.g. a helpful (or helpless) spirit to pump for information (possibly in a past tense, I can see a dark sorcerer torturing spirits for info.)
-   Cost is 2-4 refresh depending on possession of Evocation and Thaumaturgy and whether they are required in order to have this power or whether it’s available with only channelling or ritual.

Benefits:
-   Standard sponsored magic benefits.
-   +1 Control, +1 Complexity to Animancy
-   Use Animancy with evocations speed and methods
-   Use control bonus from Animancy for evocation instead of discipline provided that the casting incorporates some spiritual element.

Questions that I’m asking myself:
-   Kemmlerian Necromancy gives more bang for your buck with an additional thematic thaumaturgy type at evocations speed and methods (Psychomancy). Does the potentially broader nature of Animancy make up for that e.g. there are all sorts of spirits, elemental and emotional. In which case is this too broad a focus? Should there be some additional bonus when specifically summoning and binding spirits (e.g. consider your complexity and control to be one step higher)?

-   Kemmlerian Necromancy specifies that you may use your control bonus from thaumaturgy to control evocation spells if you include some element of death in the spell’s description. What should be my inclusion here? Should elemental evocations be more “alive” transposing sapient characteristics onto spells? E.g. a stream of water which twists through the air like a roiling serpent almost as if it were actively seeking its prey. No mechanical bonuses beyond the control bonus mentioned, I'm just asking about flavour.

-   What to do about the debt...
o   I’m wondering what the cost should be if they use sponsored magic to invoke aspects (for debt rather than fate points). Should they be pushed towards the nature of the spirits they’re “channelling” (at least empathically)? E.g. repeatedly calling upon spirits of the earth could lead you to become set in your ways and unwilling to compromise on issues, whereas water spirits could make you more emotional and induce mercurial behaviour. It would probably be most clear cut with thematic spirits e.g. phobophages or hunter spirits inciting you to inflict terror in others or leading you to act like a predator without mercy or conscience. This could eventually lead to aspect changes e.g. blazing temper, or immovably obstinate. Spirits are stated to understand friendship but not morality, could repeatedly putting yourself in their shoes make it harder for you to retain your own moral compass?
o   Alternatively they could be compelled to assist spirits with their own agendas e.g. you have been drawing on a spirit of the earth, they demand your assistance in sabotaging a project to bulldoze a sacred grove or they’re cutting you off...

Thank you for taking the time to read this, any thoughts or criticisms would be welcome :)
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Taran on April 07, 2014, 03:50:22 PM

-   What to do about the debt...
o   I’m wondering what the cost should be if they use sponsored magic to invoke aspects (for debt rather than fate points). Should they be pushed towards the nature of the spirits they’re “channelling” (at least empathically)? E.g. repeatedly calling upon spirits of the earth could lead you to become set in your ways and unwilling to compromise on issues, whereas water spirits could make you more emotional and induce mercurial behaviour. It would probably be most clear cut with thematic spirits e.g. phobophages or hunter spirits inciting you to inflict terror in others or leading you to act like a predator without mercy or conscience. This could eventually lead to aspect changes e.g. blazing temper, or immovably obstinate. Spirits are stated to understand friendship but not morality, could repeatedly putting yourself in their shoes make it harder for you to retain your own moral compass?
o   Alternatively they could be compelled to assist spirits with their own agendas e.g. you have been drawing on a spirit of the earth, they demand your assistance in sabotaging a project to bulldoze a sacred grove or they’re cutting you off...

Thank you for taking the time to read this, any thoughts or criticisms would be welcome :)

I'm not really good a judging mechanics for sponsored magic or home-brew stuff.
I could suggest a bonus to "convincing" spirits to help you once they are summoned.  So a bonus to the actual social or mental conflict to "bind" them.


Your descriptions of various ways of going into debt seem really good.  More than I would have suggested.  I like it.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: narphoenix on April 07, 2014, 04:39:03 PM
So something like this?

SUPERIOR ECTOMANCY [-2]
Description: A master wizard can refine her skills in a particular area so fully that her abilities are qualitatively different from those of a normal mage. While normal specialization simply makes one faster and stronger and more effective, this level of focus provides entirely new capabilities. A wizard with this level of power over ghosts attracts ghosts to herself and can use them to affect the living with all due haste
Sponsor: This Magic is Self Sponsored
Agenda: As this magic is self sponsored, it lacks an agenda
Evocation: This magic does not provide Evocation
Thaumaturgy: This power does not provide Thaumaturgy
Evothaum: All Ectomancy may be cast with the speed and methods of Evocation.
Extra Benefits: Immediately gain the benefits of the Ghost Speaker. However, the power of the wizard who has taken this makes it more extreme. You may use Contacts at +2 when dealing with the dead, but spirits can physically harm you, even if they are unable to manifest.

Is something like this up your alley? Or do you want something else?
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Haru on April 07, 2014, 06:55:42 PM
JayTee has a spirit caller character in Rising Tides. We solved this by simply giving him Thaumaturgy, but his spells are colored by the spirits. So when he had to go under water, he didn't just cast an air bubble around him, he called some water sprites for help, who balanced the pressure around his body and filtered the oxygen out of the water to allow him to breath. Works pretty well, I think.

Sponsored magic could work similar, just maybe with a bonus, and you've got a few spirits who always follow you around to do your bidding.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 07, 2014, 09:11:10 PM
Disclaimer: The whole self-sponsored thing rubs me the wrong way. It tends to just represent a magical specialization which is achievable with refinements. A lot of it seems to be based on Kemmlarian Necromancy but as I understand the article, it's not "self-sponsored" (nor is it actually sponsored by Kemmlar) but rather by death itself (or at least spirits of death) who are pretty willing to let anyone who can figure out how use their power.

What's the idea behind it, though? That tends to have a pretty big effect on what makes sense.

For instance, if you're looking to create a someone who uses spirits to power their magic in the Dresden Universe, you're probably looking at standard sponsored magic with a particular spirit as your sponsor. At the GMs discretion, you might even be able to contract with multiple spirits by taking Refinement.

If you're looking at someone who (like Harry) specializes in contracting with Spirits, you might just be looking at a specialized power (like Worldwalker or True Shapeshifting) that gives bonuses to ward/summoning/binding and negotiations. Or, alternatively, just using a collection of stunts and Refinements. Then any cost to the spirits' help is a function of the narrative rather than an arbitrary agenda.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 09, 2014, 05:00:46 PM
If you're looking at someone who (like Harry) specializes in contracting with Spirits, you might just be looking at a specialized power (like Worldwalker or True Shapeshifting)...

That's exactly what self-sponsored magic is. A specialized power representing an unusual spellcasting ability.

Well, usually. Occasionally it just represents that you're badass enough to sponsor your own flavour of magic. But that's not usually for PCs.

Benefits:
-   Standard sponsored magic benefits.
-   +1 Control, +1 Complexity to Animancy
-   Use Animancy with evocations speed and methods
-   Use control bonus from Animancy for evocation instead of discipline provided that the casting incorporates some spiritual element.

I don't like that last bit. Replacing a skill with a specialization is just weird. It often won't be a benefit at all, and it might be problematic when it is.

Questions that I’m asking myself:
-   Kemmlerian Necromancy gives more bang for your buck with an additional thematic thaumaturgy type at evocations speed and methods (Psychomancy). Does the potentially broader nature of Animancy make up for that e.g. there are all sorts of spirits, elemental and emotional. In which case is this too broad a focus? Should there be some additional bonus when specifically summoning and binding spirits (e.g. consider your complexity and control to be one step higher)?

I wouldn't worry about it. Kemmlerian Necromancy gives more bang for its buck than any other sponsored magic that I can think of. It includes 3 1-Refresh bonuses for the price of 2.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 09, 2014, 06:00:58 PM
That's exactly what self-sponsored magic is. A specialized power representing an unusual spellcasting ability.

Not precisely. Sponsored Magic provides a very specific set of benefits across the board. The idea of using it to boost an existing magical ability is sort of an edge case. The idea of self-sponsored magic at all is something that, as far as I can tell, was essentially created by these forums. Either way, the Sponsored Magic power's benefits include the ability to accrue debt. But what does self-sponsored magic accrue debt toward? If there is no sponsor, then there can be no external agenda, so there is no meaningful mechanical impact. In fact, the unusual spellcasting abilities are NOT represented by Sponsored Magic in the book and I'm pretty sure this is why. Refinements could garner you the same bonuses, so if you created an "Evothaum" power most of these "self-sponsored" magics wouldn't be needed at all. I realize you're going to disagree with me, of course, but it doesn't make me wrong.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Blk4ce on April 09, 2014, 07:40:31 PM
Quote
I wouldn't worry about it. Kemmlerian Necromancy gives more bang for its buck than any other sponsored magic that I can think of. It includes 3 1-Refresh bonuses for the price of 2.
Probably because it requires that you are already a wizard/necromancer and have access to some portion of Kemmler’s lore (or its equivalent) (whatever that means, probably an aspect).

While on subject, where does the sponsor debt come from? Kemmler is pretty much dead, so?
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Taran on April 09, 2014, 08:06:52 PM
Probably because it requires that you are already a wizard/necromancer and have access to some portion of Kemmler’s lore (or its equivalent) (whatever that means, probably an aspect).

While on subject, where does the sponsor debt come from? Kemmler is pretty much dead, so?

I like this:
(nor is it actually sponsored by Kemmlar) but rather by death itself (or at least spirits of death) who are pretty willing to let anyone who can figure out how use their power.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 10, 2014, 01:59:06 AM
The idea of self-sponsored magic at all is something that, as far as I can tell, was essentially created by these forums.

Yep. By JayTee, specifically. (http://www.jimbutcheronline.com/bb/index.php/topic,19934.msg1255314.html#msg1255314)

Not sure who wrote the first actual examples, but it might have been me (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1327542.html#msg1327542).

Either way, the Sponsored Magic power's benefits include the ability to accrue debt. But what does self-sponsored magic accrue debt toward?

Normal Compels. It's explained in the Power writeup.

Refinements could garner you the same bonuses, so if you created an "Evothaum" power most of these "self-sponsored" magics wouldn't be needed at all.

Not so. Refinement can't duplicate the extra benefits of Superior [Insert Field Here].

Also, there is an evothaum power. (http://dfrpg-resources.wikispaces.com/Mastery+Of+Spellcasting)

I realize you're going to disagree with me, of course, but it doesn't make me wrong.

Other way around, if you ask me. You're not wrong because I disagree, I disagree because you're wrong.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 10, 2014, 06:23:40 AM
Normal Compels. It's explained in the Power writeup.

Part of the inherent drawback of Sponsored Magic (as I understand it) is the threat of being forced to obey someone else's agenda so that doesn't really work for me. What I'm getting at is that there are better ways to represent specialization than Sponsored Magic without an agenda.

Either way, the OP now has my perspective and my reasoning and can decide if that's useful to them or not. Really, that's the only point of posting after all.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 10, 2014, 06:22:38 PM
Having to obey someone else is just another type of Compel. It's no worse than any other type of Compel.

And if you have a better way to represent specialized casting, I'd be happy to hear about it.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 11, 2014, 12:10:11 AM
Method 1 [min -2]: Ritual: Animancy (you gain the Ritual power for all thaumaturgy related to spirits where spirits are a class of non-physical Nevernever entity similar to demons or ghosts.) Optionally Refinements in Foci allowing for off-the-cuff spells up to twice your Lore rating. Optionally Evothaum if your GM is a stickler and you want to be able to cast Animancy rituals quickly.

Method 2 [min -3]: Thaumaturgy with a specialization in Animancy. Optionally Refinements for specializations and/or Foci. Specializations may take bonuses above twice Lore but require a more well-rounded character. Optionally Evothaum, as above.

Method 3 [min -3?]: Ghost Speaker. Spirited Negotiator. This isn't as powerful, overall, as using spells would be but it does not cause the character to take mental stress which is a huge bonus if your character specializes in dealing with spirits. Optionally, many characters built with this will likely have some sort of House Spirit. Optionally, you may take Stunts since Stunts stack with the bonuses provided below. (eg: +2 to Conviction when containing a spirit or ghost. +4 to Rapport when dealing with a specific wind spirit).

Spirited Negotiator [-2?]
Musts: You must have Ghost Speaker.
Ghost Sense. You may use Contacts or Lore to find a specific ghost or spirit, or one who meets your needs. This will not FORCE a spirit to come to you, so you may need to go "out and about" (per the Contacts skill). You might try sending another spirit to do this on your behalf, of course, but who knows how that might work out.
Ghostbuster. Once per scene (or 15 minutes, where more appropriate), you may use Lore or Conviction to create a Ward to contain a hostile ghost or spirit. You gain a +2 bonus on this roll if the conflict takes place in a location specifically prepared for containment (such as your laboratory or sanctum).
Abjuration. Once per session (or day, where more appropriate), you may use Lore or Conviction to strengthen the barrier to the Nevernever as an action. If your roll is higher, your result becomes the new barrier rating in this location until sunrise.
Cold Read. Due to your experience dealing with non-corporeal entities from the other side you have become very good at determining what they want. +2 to all social rolls involving spirits or ghosts, as long as you are trying to come to an agreement.

House Spirit [-1]
Sometimes a spirit will develop an attachment to a particular location; often a house. It is also possible to create this attachment intentionally (through True Magic) although doing so without the spirit's permission will often provide more curse than blessing. Such spirits are attached to the threshold of a location and (in fact) feed off of it.
Musts: You must take an aspect relating to the spirit and its location of residence. You must either be a resident of this location or it must have no residents.
Loyalty. House Spirits first dedication are always to the place they inhabit and the "family" who lives there. The spirit cannot take any hostile action except against invading spirits or overtly hostile forces.
Symbiotic Spirit. A House Spirit feeds on the threshold of a location, however as long as the spirit resides there, the threshold can never fully decay. The threshold is considered to be +1 (min 1).
Spirit Buddy. A typical House Spirit is often little more than a mote of light or gust of wind, serving small tasks around the house; such as lighting candles or sweeping up dust. These effects are little more than scenery pieces. They are also able to go anywhere outside their residence on (though they usually don't have any reason to) but must return by sunrise.
Tied to the Threshold. The House Spirit can also be more firmly tied to the threshold. When taking this power, you may voluntarily reduce the threshold of the residence (min 1) to increase the power of the spirit. Doing this should severely limit the spirit's ability to leave the threshold. How exactly this works is up to you and the GM, though a point of threshold being worth a skill point or two seems reasonable.

A 'default' house spirit has a single mild consequence and 3 skill points which do not need to follow normal spending rules. However, the spirit only has access to the skills it has points in.

I tried to make this also be a reasonable way to stat out Bob, although if we're using these rules Bob's skull is probably an Item of Power who's only effect is to create a very large threshold. I also didn't want to add a whole bunch of twitchy mechanics to a rules-light game for the 'minion' NPC so apologies if it seems a little vague.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: vultur on April 11, 2014, 12:16:44 AM
I have to say that Self-Sponsored magics aren't my favorite thing ever.

I think they're mechanically fine, but I kind of like keeping the distinction between Sponsored Magic and regular magic. I mean, I would say that somebody like Kringle or Maeve probably has "self-sponsored" Unseelie Magic ... in the sense that they have the power by virtue of who they are and not because somebody else granted it to them, and they probably experience sponsor debt mostly as compels of their High Concept... but that's a bit different than something like Superior Worldwalking which is just a representation of really exceptional skill and not an external power source (or even a "stapled to your soul" power source like a mantle).

I would personally give someone like the Merlin a custom Stunt/Power allowing him to do wards without a threshold rather than Superior Warding. (And he could get Evothaum for Wards separately, but I'm not convinced he has that; a defensive line of Wardens could have protected him well enough for him to do a couple of exchanges of thaumaturgy the normal way, IMO.)
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Taran on April 11, 2014, 12:36:25 AM
I like doing specialists by giving them Evocation and breaking them down into untraditional "elements".

So a specialist Fire mage ( pyromancer)might have :  Light; Smoke; Heat (for example)

Then he can take specializations and refinements in those elements
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 11, 2014, 12:51:03 AM
I would personally give someone like the Merlin a custom Stunt/Power allowing him to do wards without a threshold rather than Superior Warding. (And he could get Evothaum for Wards separately, but I'm not convinced he has that; a defensive line of Wardens could have protected him well enough for him to do a couple of exchanges of thaumaturgy the normal way, IMO.)

So...give him the Power, but with a different name?

And I guess without the option to take debt, but that's pretty trivial.

I dunno, I don't really see why the names matter.

Method 1 [min -2]: Ritual: Animancy (you gain the Ritual power for all thaumaturgy related to spirits where spirits are a class of non-physical Nevernever entity similar to demons or ghosts.) Optionally Refinements in Foci allowing for off-the-cuff spells up to twice your Lore rating. Optionally Evothaum if your GM is a stickler and you want to be able to cast Animancy rituals quickly.

Method 2 [min -3]: Thaumaturgy with a specialization in Animancy. Optionally Refinements for specializations and/or Foci. Specializations may take bonuses above twice Lore but require a more well-rounded character. Optionally Evothaum, as above.

That's just bigger numbers. For people whose specializations give them more interesting advantages, it won't work.

Of course, people with Superior Whatever will also have reasonably large specializations in Whatever.

Method 3 [min -3?]: Ghost Speaker. Spirited Negotiator. This isn't as powerful, overall, as using spells would be but it does not cause the character to take mental stress which is a huge bonus if your character specializes in dealing with spirits. Optionally, many characters built with this will likely have some sort of House Spirit. Optionally, you may take Stunts since Stunts stack with the bonuses provided below. (eg: +2 to Conviction when containing a spirit or ghost. +4 to Rapport when dealing with a specific wind spirit).

So...custom Powers? How's that different from using a Superior Something Power?

As for the Powers themselves...

Spirited Negotiator [-2?]
Musts: You must have Ghost Speaker.
Ghost Sense. You may use Contacts or Lore to find a specific ghost or spirit, or one who meets your needs. This will not FORCE a spirit to come to you, so you may need to go "out and about" (per the Contacts skill). You might try sending another spirit to do this on your behalf, of course, but who knows how that might work out.
Ghostbuster. Once per scene (or 15 minutes, where more appropriate), you may use Lore or Conviction to create a Ward to contain a hostile ghost or spirit. You gain a +2 bonus on this roll if the conflict takes place in a location specifically prepared for containment (such as your laboratory or sanctum).
Abjuration. Once per session (or day, where more appropriate), you may use Lore or Conviction to strengthen the barrier to the Nevernever as an action. If your roll is higher, your result becomes the new barrier rating in this location until sunrise.
Cold Read. Due to your experience dealing with non-corporeal entities from the other side you have become very good at determining what they want. +2 to all social rolls involving spirits or ghosts, as long as you are trying to come to an agreement.

Mostly fine.

But people with ordinary Ghost Speaker can already seek out specific ghosts with Contacts.

Ghostbuster is a bit vague. Not sure exactly how it's meant to work.

I like Abjuration. Don't think it really needs the usage limitation...nobody's gonna break the game by strengthening the border to the Nevernever. Especially not when it's such a small bonus.

Cold Read is the strongest effect here, and I guess it's okay. I'm not a huge fan, mostly because I'm touchy about social Powers. The system and setting alike are light on them, I think it's best to keep things that way.

House Spirit [-1]
Sometimes a spirit will develop an attachment to a particular location; often a house. It is also possible to create this attachment intentionally (through True Magic) although doing so without the spirit's permission will often provide more curse than blessing. Such spirits are attached to the threshold of a location and (in fact) feed off of it.
Musts: You must take an aspect relating to the spirit and its location of residence. You must either be a resident of this location or it must have no residents.
Loyalty. House Spirits first dedication are always to the place they inhabit and the "family" who lives there. The spirit cannot take any hostile action except against invading spirits or overtly hostile forces.
Symbiotic Spirit. A House Spirit feeds on the threshold of a location, however as long as the spirit resides there, the threshold can never fully decay. The threshold is considered to be +1 (min 1).
Spirit Buddy. A typical House Spirit is often little more than a mote of light or gust of wind, serving small tasks around the house; such as lighting candles or sweeping up dust. These effects are little more than scenery pieces. They are also able to go anywhere outside their residence on (though they usually don't have any reason to) but must return by sunrise.
Tied to the Threshold. The House Spirit can also be more firmly tied to the threshold. When taking this power, you may voluntarily reduce the threshold of the residence (min 1) to increase the power of the spirit. Doing this should severely limit the spirit's ability to leave the threshold. How exactly this works is up to you and the GM, though a point of threshold being worth a skill point or two seems reasonable.

A 'default' house spirit has a single mild consequence and 3 skill points which do not need to follow normal spending rules. However, the spirit only has access to the skills it has points in.

I tried to make this also be a reasonable way to stat out Bob, although if we're using these rules Bob's skull is probably an Item of Power who's only effect is to create a very large threshold. I also didn't want to add a whole bunch of twitchy mechanics to a rules-light game for the 'minion' NPC so apologies if it seems a little vague.

Seems weak. Most of the bonuses are basically useless.

Also, you should include the abilities of the minion in the Power itself.

Honestly, a Power like this would probably work better if it was part of a well-developed set of minion rules.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: vultur on April 11, 2014, 01:42:46 AM
So...give him the Power, but with a different name?

And I guess without the option to take debt, but that's pretty trivial.

I dunno, I don't really see why the names matter.

Well, if I'm reading it correctly, Superior Warding gives three things:
-take sponsor debt
-wards as evothaum
-do wards without a threshold

I was suggesting giving him just the third; as I said, I'm really not convinced the Merlin needs wards-as-evothaum.

EDIT: and in general terms, I think the Self-sponsored "Superior" magics would work better as a stunt for the 'extra benefits', MAYBE the evothaum in the cases the character actually deserves it (which I think is pretty rare... of the examples you give, I'm not convinced any of them have evothaum), and no sponsor debt.

And I just think it's a bit odd to have them in the 'sponsored magic' category. Not a big deal, just feels a bit off to me for some reason.

EDIT x2: incomplete sentence
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 11, 2014, 02:03:57 AM
That's just bigger numbers. For people whose specializations give them more interesting advantages, it won't work.
Which is all specialization amounts to in this system.

So...custom Powers? How's that different from using a Superior Something Power?
Because Sponsored Magic is something very specific narratively and comes with a very specific set of effects (on all Sponsored Magic) that I don't think are particularly appropriate to specialization. Better to just create the extra abilities as their own power.

But people with ordinary Ghost Speaker can already seek out specific ghosts with Contacts.
So it does. I was looking at in the PDF and didn't realize the power went onto the next column. It still adds a couple things; use on spirits and Lore substitution.

Ghostbuster is a bit vague. Not sure exactly how it's meant to work.
Needed to mimic the methods of summoning and binding. Basically its just a very short Common Ritual (like making a ring of salt or some such) that creates a Ward to contain spirits and/or ghosts. And a ward is just a magical block, so you can phrase it that way if you want. So, its some parts knowledge and some parts trickery but I figured it could also be a good way to represent some forms of 'religious' magic (hence Conviction).

I like Abjuration. Don't think it really needs the usage limitation...nobody's gonna break the game by strengthening the border to the Nevernever. Especially not when it's such a small bonus.
Well... you might be right, especially if I knock the duration down to 'scene' but the typical barrier strength is Superb which could be improved on pretty well. The real trick to this effect is if you've got something like the Wild Hunt (or even something on a smaller scale) you could probably use it keep the spirits from coming through in the first place.

Cold Read is the strongest effect here, and I guess it's okay. I'm not a huge fan, mostly because I'm touchy about social Powers. The system and setting alike are light on them, I think it's best to keep things that way.
Marked by Power does it for all social rolls (at +1). Figured limiting it by target and condition would make it pretty equal. The power is either 2 or 3 refresh and this one is almost certainly worth 1 on its own.

Seems weak. Most of the bonuses are basically useless.
Also, you should include the abilities of the minion in the Power itself.

Yes, yes they are. It's basically there as a set-piece for the Spirited Negotiator to have a go-between in Place of Power. Someone could basically remove all of the bonuses and make it a [-0], I guess.

And I totally agree that Dresden Files needs comprehensive minion (or companion or whatever) rules for this. But the whole post was like a 5 minute effort. I think Stunts in Spirit of the Century are about 1.5 refresh so maybe borrow those and use the Spirit of the Season updates? *shrug* Either way it wasn't critical to the point.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 11, 2014, 04:40:10 AM
I was suggesting giving him just the third; as I said, I'm really not convinced the Merlin needs wards-as-evothaum.

He doesn't really need wards without thresholds either. He really doesn't need much, since he hasn't done much on-screen. But it's a reasonable extrapolation.

Truth be told he might deserve psychomancy as evocation too. That telepathy thing he did when he fought that mist thing didn't look like evocation to me. Though I admit my memory's faint.

EDIT: and in general terms, I think the Self-sponsored "Superior" magics would work better as a stunt for the 'extra benefits'...

It can't be a Stunt. Stunts modify skills and are generally taken by mortals. That'd be like making the At Range upgrade for Incite Emotion into a Stunt.

Which is all specialization amounts to in this system.

But not in this setting. Or in the games people play. So something more is needed.

Because Sponsored Magic is something very specific narratively and comes with a very specific set of effects (on all Sponsored Magic) that I don't think are particularly appropriate to specialization.

It's not actually very specific narratively. Only half of the canon examples are actually clearly provided by a sponsor. Place Of Power magic comes from a place, Kemmlerian Necromancy never mentions an actual sponsor, and Soulfire is weird.

Besides, Claws doesn't have to be claws. That principle holds for Powers in general.

As for the effects, I'm not sure which one(s) you find inappropriate. They all seem fitting to me.

Needed to mimic the methods of summoning and binding. Basically its just a very short Common Ritual (like making a ring of salt or some such) that creates a Ward to contain spirits and/or ghosts. And a ward is just a magical block, so you can phrase it that way if you want. So, its some parts knowledge and some parts trickery but I figured it could also be a good way to represent some forms of 'religious' magic (hence Conviction).

A ward isn't just a magical block.

Is it supposed to be usable as an action in combat?

How long does it last?

Well... you might be right, especially if I knock the duration down to 'scene' but the typical barrier strength is Superb which could be improved on pretty well.

Not really. Superb skills are rare and the average roll is +0. As for Fate Points, well, you don't need a Power to make things happen by spending FP.

Marked by Power does it for all social rolls (at +1). Figured limiting it by target and condition would make it pretty equal. The power is either 2 or 3 refresh and this one is almost certainly worth 1 on its own.

I'd suggest having it not stack with Marked By Power. Or maybe not with stunts. One or both. Just to keep the numbers under control.

And this definitely isn't a 3 Refresh Power.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 11, 2014, 05:20:40 AM
But not in this setting. Or in the games people play. So something more is needed.
[....]
It's not actually very specific narratively. Only half of the canon examples are actually clearly provided by a sponsor. Place Of Power magic comes from a place, Kemmlerian Necromancy never mentions an actual sponsor, and Soulfire is weird.
Place of Power has a genius loci as the sponsor. My thoughts on Kemmlerian Necromancy are in here, but although the RAW doesn't specify who the sponsor is it is very clear that there must be a sponsor. I also think Soulfire should not have been sponsored magic since it just doesn't fit from what we've seen so far, but its also clear that Soulfire (or God) has an agenda in this context. What the RAW DOES say is that "sponsored magic is the name we're giving to spellcasting that draws on power sources other than the caster himself." There's also "In order to gain the benefits
of sponsored magic, the spell you’re casting must align with the agenda of the sponsor." And finally, "Every type of sponsored magic comes with an agenda of some sort[....] The GM should know what that agenda is whether or not she chooses to share some or all of it with the character in question."

So however you design it "self-sponsored" magic isn't Sponsored Magic, because its not actually sponsored. I've provided several methods for specializing that don't involve "self-sponsored" magic and allowing a player to keep borrow against future Fate Points without some catch is just bad practice.

A ward isn't just a magical block.
"A ward is basically a very potent version of a block using Thaumaturgy instead of Evocation." But no, not just.

Is it supposed to be usable as an action in combat?
Technically, yes.

How long does it last?
Scene, until broken.

Honestly, I knocked it out in a few minutes to show you how one could make a specialization power that fits in with the way other magic specializations are portrayed in the book. And one more tool for the OP to work with if their even still watching the thread.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 11, 2014, 06:00:05 AM
Place of Power has a genius loci as the sponsor. My thoughts on Kemmlerian Necromancy are in here, but although the RAW doesn't specify who the sponsor is it is very clear that there must be a sponsor. I also think Soulfire should not have been sponsored magic since it just doesn't fit from what we've seen so far, but its also clear that Soulfire (or God) has an agenda in this context.

Sometimes the place of power is just a particularly potent ley-line. Says so specifically in the power writeup. There's also a sponsor-less Sponsored Magic in one of the sample adventures from Evil Hat, IIRC.

Anyway, depending on how you count that's either one third or one half of the canon examples which don't fit the model you propose for all Sponsored Magic. That's a lot!

So however you design it "self-sponsored" magic isn't Sponsored Magic, because its not actually sponsored.

It's not Sponsored Magic because it has a separate Power writeup. But it's really similar.

I've provided several methods for specializing that don't involve "self-sponsored" magic and allowing a player to keep borrow against future Fate Points without some catch is just bad practice.

There's a catch. Compels. Same catch all forms of debt have.

And yeah, you've provided other methods. But not a "better" method, one which would make self-sponsored magic unnecessary.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 11, 2014, 07:21:59 AM
Anyway, depending on how you count that's either one third or one half of the canon examples which don't fit the model you propose for all Sponsored Magic
Depending on how I count Place of Power is one or none. I count it as none, because external source with an agenda even if its not sentient (ley lines).

And yeah, you've provided other methods. But not a "better" method, one which would make self-sponsored magic unnecessary.
"Better" is entirely subjective. Frankly, I think I have given examples of methods that are mechanically and fictively superior to "self-sponsored" magic. Meanwhile, you haven't given me any reasons at all why "self-sponsored" magic is necessary at all.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 11, 2014, 08:51:28 AM
Necessary is probably a stronger word than is deserved. The world isn't going to implode without self-sponsored magic.

But in order to model some stuff from the books, and some stuff that people want their PCs to do, we need Powers that directly modify the spellcasting abilities of a specialist. Sponsored Magic provides a good framework for doing that, and packaging the extra benefits alongside evothaum provides some wiggle room balance-wise.

Obviously you could do the same thing with Powers that have different names and the same effects. But changing names isn't meaningful.

Your whole objection seems to be that the word "sponsored" is being used. You haven't actually criticized anything mechanical about the Powers except the fact that they let you take debt, and your criticism of that seems to be based on a misconception.

Seriously, why do you care?
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: narphoenix on April 11, 2014, 03:11:24 PM
@Sancta about Telepathy thing: It doesn't seem like a huge deal. Any wizard in a game of mine would be allowed to do it as a minor effect if the target is in line-of-sight (since it just lets you talk, which is something that isn't a big deal.)
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 11, 2014, 06:25:12 PM
Seriously, why do you care?

Because I made a suggestion, which I was pretty clear about, but you keep pushing "self-sponsored" magic and arguing because my suggestion doesn't fit your pet model. And, frankly, because you act like yours is the only opinion that matters. And make no mistake that it is an opinion. Why do you care?

I object to MOST of what Sponsored Magic does as a mechanism for specialization (as I've stated elsewhere but I will summarize one final time and then I am done explaining it).
* Sponsor debt. You disagree with my reasons but I've stated them pretty clearly. Without the outside agenda, this is literally just borrowing against future Fate Points. Sponsor debt has a catch to that borrowing that self-sponsored debt does not.
* Bonuses. There is already a way to bigger numbers. I think creating a class of powers specifically to circumvent the downsides of those methods is a bad idea.
* Evothaum. I'm marginally okay but gets overused and isn't terrifically useful for most things. I think for a lot of Thaumaturgy, this probably isn't even necessary. A 1-power-draw spell with materials at hand could take as little as a minute; which even in combat is not a huge chunk of time (in my opinion).
* Special abilities. And here's where the other big problem comes in. The book seems pretty clear on how extreme specialization should be modeled. You CAN do things like shapeshifting or worldwalking with spells, but if you want to do them with a snap of your finger (and not create a nuclear explosion while you're at it, in the case of shifting) then you take a dedicated power. Superior Pyromancy? Breath Weapon. Superior Worldwalking? Worldwalker. Same basic idea (obviously not comprehensive, as is), but no stress or magic rolls required; which is a huge benefit. And let me just point out if you tried to model shapeshifting with "self-sponsored" magic, you'd just be begging for a world of hurt.
* Cost. A lot of them should really only affect Thaumaturgy or Evocation but because people are modelling them after Sponsored Magic, they make it both and throw in Evothaum just because, ratcheting up the cost. On the reverse side of this, Sponsored Magic can only be used to further the sponsors agenda and the extra benefits only affect the sponsored magic, so adding these features to normal magic should probably cost a pretty hefty chunk more.
* Ambiguity. There's a lot of problems with using a model to represent something very different from what it originally represented but the biggest one here is that some of the way Sponsored Magic works is left ambiguous. When you base an entire model on a particular interpretation or on a 'by the way' and ignore a lot of the very specific 'this is how this works' (assuming its just flavoring, instead), you create a barrel of issues.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 11, 2014, 08:18:49 PM
Why do you care?

I don't, really.

I mean, I care enough to talk about it. But I don't feel strongly. This is just something to talk about while I procrastinate the work I should be doing.

If this is ruining your day, I'm sorry. I definitely don't want to make you unhappy, and I won't be offended if you decide this conversation isn't worth your time.

Sponsor debt has a catch to that borrowing that self-sponsored debt does not.

...

Sponsored Magic can only be used to further the sponsors agenda and the extra benefits only affect the sponsored magic, so adding these features to normal magic should probably cost a pretty hefty chunk more.

Not so. The sponsor's agenda isn't a problem unless Compelled, and Compels aren't bad.

Unless they're debt Compels. But those are equally bad when they're not sponsor-related.

* Bonuses. There is already a way to bigger numbers. I think creating a class of powers specifically to circumvent the downsides of those methods is a bad idea.

I actually agree with you here. I generally prefer to avoid numerical bonuses on Sponsored Magic, since Refinement is usually better for that sort of thing.

* Evothaum. I'm marginally okay but gets overused and isn't terrifically useful for most things. I think for a lot of Thaumaturgy, this probably isn't even necessary. A 1-power-draw spell with materials at hand could take as little as a minute; which even in combat is not a huge chunk of time (in my opinion).

Evothaum is indeed not terribly powerful, but...most fights are over in less than a minute.

* Special abilities. And here's where the other big problem comes in. The book seems pretty clear on how extreme specialization should be modeled. You CAN do things like shapeshifting or worldwalking with spells, but if you want to do them with a snap of your finger (and not create a nuclear explosion while you're at it, in the case of shifting) then you take a dedicated power. Superior Pyromancy? Breath Weapon. Superior Worldwalking? Worldwalker. Same basic idea (obviously not comprehensive, as is), but no stress or magic rolls required; which is a huge benefit. And let me just point out if you tried to model shapeshifting with "self-sponsored" magic, you'd just be begging for a world of hurt.

IIRC we actually did model shapeshifting with self-sponsored magic. Not the fancy True kind, though, just use-Lore-for-disguise stuff.

Anyway, I get what you're saying about taking new Powers to represent specialization. That's what this is. Breath Weapon and Worldwalker are poorly suited for wizards for a variety of reasons, but the basic idea is sound. That's why these Powers exist.

* Ambiguity. There's a lot of problems with using a model to represent something very different from what it originally represented but the biggest one here is that some of the way Sponsored Magic works is left ambiguous. When you base an entire model on a particular interpretation or on a 'by the way' and ignore a lot of the very specific 'this is how this works' (assuming its just flavoring, instead), you create a barrel of issues.

We haven't ignored any of the "this is how it works". I mean, there's a reason Self-Sponsored Magic is its own Power.

The only ambiguity that comes to mind here is the exact nature of evothaum. But that's usually not a problem in play. The Powers work with every interpretation.

@Sancta about Telepathy thing: It doesn't seem like a huge deal. Any wizard in a game of mine would be allowed to do it as a minor effect if the target is in line-of-sight (since it just lets you talk, which is something that isn't a big deal.)

It's mechanically unimpressive, but narratively it's well beyond anything I'd expect a normal Wizard to be able to do. Speech is appallingly complex.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Taran on April 11, 2014, 09:36:49 PM

Not so. The sponsor's agenda isn't a problem unless Compelled, and Compels aren't bad.

Unless they're debt Compels. But those are equally bad when they're not sponsor-related.

I have to say that I'm not a big fan of self-sponsored magic either.   When it's your own agenda the compels would seem weak to me. 

It's supposed to be like borrowing the company car.  The company's car, gas and insurance.  But if you're not using it for company business, they can take away the keys.

Self-sponsored is your own car, your own gas and you get drive wherever you like.  I don't know where the debt comes in to play.   It sounds a lot like regular magic to me.

I don't even know how self-sponsored magic came about.  Was it because people thought specialists should be more powerful than Wizards in their field?  And then, because specialists can't actually specialize, people figured they needed their own custom Power?  If so, I still don't understand how debt comes in to play.

Once again, it seems easier to break down evocation into 3 similar elements and let them take specializations and refinements.

Quote
That's what this is. Breath Weapon and Worldwalker are poorly suited for wizards for a variety of reasons, but the basic idea is sound. That's why these Powers exist

Breath Weapon seems like a fine power for a wizard, as long as they can use discipline to target.  It's like a rote that never costs stress.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Haru on April 11, 2014, 10:18:31 PM
I actually like the self-sponsored system. The trick is to not look at it as a sponsor, but rather as a specialization power using the same mechanics as sponsored magic does. Like taking breath weapon as a wizard usually doesn't mean that you are actually breathing fire (though it probably could), but rather that you are so good at throwing around elemental magic effects, that it doesn't cost you any effort to do so with low powered effects.

Self-sponsor debt would not actually be debt, but most often simply an empty fuel tank. Maybe you can throw more power into some of your spells, since you know them very well, but at the same time, it drains your magic power, that you need a day or two to recharge before you can do anything again. Or it's a case of "if all you have is a hammer", and if you have devoted your life to studying wards, your tactics are going to be defensive, building up thick walls and study your opponent, even if the offensive would be a much better choice. Just as with regular sponsored magic, you need to define those "agendas", and they can be very real and they can be used just the same. It's basically another case of "the more power you've got, the more it drives you", which is well established as being a big part of the Dresdenverse morality.

Of course this is just one way to model specializations. Themed Evocation is another way to go, for example. And one isn't really better than the other, there are characters where one power will fit better and other characters where the other one is the better choice. Or a third where you need a new option altogether.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: vultur on April 12, 2014, 04:27:35 AM
@Sancta about Telepathy thing: It doesn't seem like a huge deal. Any wizard in a game of mine would be allowed to do it as a minor effect if the target is in line-of-sight (since it just lets you talk, which is something that isn't a big deal.)

Yeah, we've done this in "Defending the Borders" and I think "Semi-Divine Comedy" too.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 12, 2014, 05:05:56 AM
I might allow it too, for such powerful characters. When you've got so much power you have a lot of freedom with special effects. And the Merlin can probably use the same excuse.

But I would find it really unfitting for someone like beginning-of-series Harry. It's like...if you're playing a godling you can say that the sun gets slightly dimmer every time you cast a spell. If you're playing a hedge witch that's probably not kosher.

I don't know where the debt comes in to play.

Compels. Compels are Compels, agenda-related or not.

I don't even know how self-sponsored magic came about.  Was it because people thought specialists should be more powerful than Wizards in their field?  And then, because specialists can't actually specialize, people figured they needed their own custom Power?  If so, I still don't understand how debt comes in to play.

I dont know what the original idea was. You'd have to ask JayTee, I guess.

But the Superior X line comes from me using Self-Sponsored Magic to patch a few minor system issues. Namely...

Ritual + Channelling is kind of a bad deal compared to Sponsored Magic. Focused Practitioners in general are kind of weak compared to Wizards and Emissaries.

The Merlin's big army-stopping ward probably wasn't rules-legal.

Worldwalker is a bad Power for a Wizard to take, but Wizards who walk worlds want something like it.

Once again, it seems easier to break down evocation into 3 similar elements and let them take specializations and refinements.

Also a good approach. At least if your problem is the deficiencies of Channelling.

Breath Weapon seems like a fine power for a wizard, as long as they can use discipline to target.  It's like a rote that never costs stress.

First up, they can't use Discipline.

Second up, optimization 101 tells you not to pay full price for redundant abilities. You'll pretty much always be better off with Refinement, or with something unrelated like Toughness.

Third up, Breath Weapon is just kind of weak in general. Low damage and short range.

So Breath Weapon isn't a great solution. Something similar to it could work though.

I actually like the self-sponsored system. The trick is to not look at it as a sponsor, but rather as a specialization power using the same mechanics as sponsored magic does.

Yep.

Or it's a case of "if all you have is a hammer", and if you have devoted your life to studying wards, your tactics are going to be defensive, building up thick walls and study your opponent, even if the offensive would be a much better choice. Just as with regular sponsored magic, you need to define those "agendas", and they can be very real and they can be used just the same. It's basically another case of "the more power you've got, the more it drives you", which is well established as being a big part of the Dresdenverse morality.

You know, that's a really neat idea.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: vultur on April 12, 2014, 05:10:31 AM
He doesn't really need wards without thresholds either. He really doesn't need much, since he hasn't done much on-screen.

Well, I don't know how else he could have done a ward on a battlefield.

Quote
It can't be a Stunt. Stunts modify skills and are generally taken by mortals. That'd be like making the At Range upgrade for Incite Emotion into a Stunt.

I thought you'd posted in the past that it did make sense to have stunts modify powers, and did it on the Generic NPC thread? Maybe I am misremembering, or did you change your mind?

Quote
It's not actually very specific narratively. Only half of the canon examples are actually clearly provided by a sponsor. Place Of Power magic comes from a place, Kemmlerian Necromancy never mentions an actual sponsor, and Soulfire is weird.

I'm not sure of that...

Quote from: YS 287
Sponsored magic is the name we’re giving to spellcasting that draws on power sources other than the caster himself (he can still draw on his own power; it’s just not an exclusive arrangement).
These power sources, called sponsors, are at least semi-aware, if not fully-aware, entities. Ancient and strange and potent, they have agendas of their own,


So it does seem they all have an actual sponsor. I think umdshaman is right that Kemmlerian Necromancy is sponsored by death:
Quote from: YS 291
Kemmlerites draw on the power of death itself to fuel their dark magics

As for places of power:
Quote from: YS 292
Such a source might be
called a genius loci (“spirit of the place”), but other times they aren’t as overtly-identified— they might simply manifest as a particularly potent ley line, for example. No two places of power are the same, with each tying into some entity’s agenda. These entities are often abstract, suffusing the place, but they may manifest a transient physical form when the attunement and binding rituals are performed.

"Each tying into some entity's agenda" suggests to me that even the ley line ones have some sort of semi-awareness and agenda, or are at least a link to something that does.

Quote
Besides, Claws doesn't have to be claws. That principle holds for Powers in general.

That's a good point, but I think sponsored magic has a lot more thematic stuff attached to it than Claws, or even something more specific like Incite Emotion.

Specificallym though it feels to me like debt/agenda is a core element of sponsored magic, even more than evothaum (which soulfire seems to lack, going by the book; so it seems to me it's not really worth -3 if you already have Evo and Thaum, though it totally is worth -5 if you have no other spellcasting).
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 12, 2014, 05:55:42 AM
Well, I don't know how else he could have done a ward on a battlefield.

I've heard speculation about him using the threshold between the Nevernever and the real world or something like that.

Or who knows, maybe there was an old fence lying around.

Off-screen, so who knows.

I thought you'd posted in the past that it did make sense to have stunts modify powers, and did it on the Generic NPC thread? Maybe I am misremembering, or did you change your mind?

There are limits. "+2 to Investigation with Psychometry" is one thing, modifying the basic rules that your Powers work under is another.

I'm not sure of that...

...

So it does seem they all have an actual sponsor. I think umdshaman is right that Kemmlerian Necromancy is sponsored by death:

...

As for places of power:
"Each tying into some entity's agenda" suggests to me that even the ley line ones have some sort of semi-awareness and agenda, or are at least a link to something that does.

There are hints that maybe some kind of entity is meant to be involved, but the writing doesn't really back that up. Nothing in the novels makes it look like there's anything intelligent behind necromancy, and the rules don't mention such an entity either.

There's always an external power battery and there's usually some kind of agenda-esque-thing (agenda sounds too planned for some of these magics if you ask me), but actual characters who provide the magic are not always present.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 12, 2014, 06:52:35 PM
Compels. Compels are Compels, agenda-related or not.
At this point it feels like you're purposefully misunderstanding. There 2 separate points.
* Mechanically, a compel related to a specific agenda is rather like having another aspect. Not completely, but sort of. In fact, I'm not sure why (templates aside) an aspect related to your Sponsored Magic isn't a Must. I'd probably house rule that. Anyway, normally the GM compels you to act in keeping with your character normal behavior in an inconvenient way (using the aspects). Since arguably your High Concept (if nothing else) will reflect your sponsorship, the GM is free to compel you to do whatever your sponsor feels you should be doing.
* Narratively, it doesn't seem to make sense that "self-sponsored" magic has a debt mechanic. With Sponsored Magic, you're getting an extra boost from your sponsor. With "self-sponsored" magic, its just there because its part of Sponsored Magic but there's not really any justification for your boost.

Ritual + Channelling is kind of a bad deal compared to Sponsored Magic. Focused Practitioners in general are kind of weak compared to Wizards and Emissaries.
A Focused Practitioner doesn't generally have both (not that they can't). They also take significantly less refresh cost than Wizards. And Sponsored Magic has narrative drawbacks. Plus not being strictly balanced doesn't mean there's a hole. And "self-sponsored" magic doesn't really fix that problem anyway, since it all requires that you already have it... or at least that was my understanding. If I'm wrong then I have one more thing to add to my list of complaints about it.

Worldwalker is a bad Power for a Wizard to take, but Wizards who walk worlds want something like it.
It's not as versatile as using magic but its actually a really good power, especially for a Wizard who takes regular day trips to the Nevernever. It costs more refresh to get all of the bonuses as stunts, plus it doesn't cost you anything (other than time between entry/exit) to use.

First up, they can't use Discipline.
Sure they can. "Hey, GM. I'd like to take Breath Weapon [Fire] to represent my character's specialization in Pyromancy. Can I have it use Discipline instead?" There isn't anything special about the skills the Powers in the book use. They're just the most appropriate to the way the powers are described.
[/quote]

Second up, optimization 101 tells you not to pay full price for redundant abilities. You'll pretty much always be better off with Refinement, or with something unrelated like Toughness.
Aside from the fact that "optimization" is just a polite term for "minmaxing" (which is not a good reason to design things a particular way and as a GM would make me that much more likely to nix a custom Power/Stunt) Breath Weapon isn't redundant. Magic costs mental stress; Breath Weapon doesn't. That advantage is not trivial at all.
[/quote]

Third up, Breath Weapon is just kind of weak in general. Low damage and short range.
The RAW doesn't really specify, but I'm probably not going to let you throw fire two zones away with evocation, either. As far as damage, in a lot of ways many low-damage attacks are better than a single high damage attack. If my stress boxes are filled (which I can do in 4 hits of any strenght, technically) then I have no choice but to be taken out or fill a consequence regardless of the amount of stress I just took. But, yes, that was just an example. An appropriate specialization substitute would probably need to be a bit more powerful than that.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: vultur on April 12, 2014, 07:00:49 PM
I think the Gatekeeper just has a stunt that gives him a +2 to Lore with Nevernever geography stuff (finding weak spots, predicting what's on the other side of a Nevernever-mortal world border). Harry doesn't have Transportation/Worldwalking Evothaum, and he still opens NN portals quite quickly and easily in the books... because it's a low complexity ritual, not because it's evothaum or evocation. His tracking spells are pretty simple too

EDIT: If he has anything special for worldwalking beyond a Thaumaturgy specialization bonus; he probably already has a very high Lore (I'd presume Epic) and his actual Lore knowledge stunts may not be worldwalking-based but time-based and
(click to show/hide)
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: vultur on April 12, 2014, 07:09:27 PM
I've heard speculation about him using the threshold between the Nevernever and the real world or something like that.

Or who knows, maybe there was an old fence lying around.

Off-screen, so who knows

Good points. I like the NN-mortal world threshold bit, but I don't think that would accomplish anything if everyone is already on one side of the border (you could probably do it to prevent creatures from crossing the border though).

Actually, now that I think of it, maybe it wasn't a Thaumaturgy-style Ward in mechanical terms at all, but just a really big Evocation Block, which he "extended duration" with a second evocation, described as a ward fluff-wise. If they were on a battlefield, all the Rampires might well have been in line-of-sight and accessible for evocation...

Quote
There are limits. "+2 to Investigation with Psychometry" is one thing, modifying the basic rules that your Powers work under is another.

Ah, OK.

Quote
There are hints that maybe some kind of entity is meant to be involved, but the writing doesn't really back that up. Nothing in the novels makes it look like there's anything intelligent behind necromancy, and the rules don't mention such an entity either.

There's always an external power battery and there's usually some kind of agenda-esque-thing (agenda sounds too planned for some of these magics if you ask me), but actual characters who provide the magic are not always present.


Well, I took the statement about all Sponsored Magics as pretty strongly implying that there is.

And I don't think the agenda necessarily implies intelligence in this setting; YS talks about "semi-aware", whatever that means, and includes ley lines and things. I don't think Harry's Winter Knight Mantle is intelligent, but it definitely acts like a sponsored magic agenda (pushing him toward predatory behavior).
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: narphoenix on April 12, 2014, 07:34:02 PM
At this point it feels like you're purposefully misunderstanding. There 2 separate points.
* Mechanically, a compel related to a specific agenda is rather like having another aspect. Not completely, but sort of. In fact, I'm not sure why (templates aside) an aspect related to your Sponsored Magic isn't a Must. I'd probably house rule that. Anyway, normally the GM compels you to act in keeping with your character normal behavior in an inconvenient way (using the aspects). Since arguably your High Concept (if nothing else) will reflect your sponsorship, the GM is free to compel you to do whatever your sponsor feels you should be doing.


Yes, but by the numbers, it doesn't change anything. It doesn't matter why you're doing stupid things, numbers wise, just /that/ you're doing them.

Now, mind you, narratively it matters. But we're talking mechanics here.

Quote
* Narratively, it doesn't seem to make sense that "self-sponsored" magic has a debt mechanic. With Sponsored Magic, you're getting an extra boost from your sponsor. With "self-sponsored" magic, its just there because its part of Sponsored Magic but there's not really any justification for your boost.

It's not that big a deal. You're essentially just spending Fate Points in advance. And Fate Points are explicitly designed to change how the narrative (dice) goes

Quote
A Focused Practitioner doesn't generally have both (not that they can't). They also take significantly less refresh cost than Wizards. And Sponsored Magic has narrative drawbacks. Plus not being strictly balanced doesn't mean there's a hole. And "self-sponsored" magic doesn't really fix that problem anyway, since it all requires that you already have it... or at least that was my understanding. If I'm wrong then I have one more thing to add to my list of complaints about it.

Yes, but narrative drawbacks =/= mechanical ones. And have what, exactly?

Quote
It's not as versatile as using magic but its actually a really good power, especially for a Wizard who takes regular day trips to the Nevernever. It costs more refresh to get all of the bonuses as stunts, plus it doesn't cost you anything (other than time between entry/exit) to use.

Opening a door to the Nevernever is already simple for a wizard to do with impunity. And it makes sense to allow someone to use Lore anyway to navigate the Nevernever. So, to get the +2, it would only cost 1 refresh, so...

Quote
Sure they can. "Hey, GM. I'd like to take Breath Weapon [Fire] to represent my character's specialization in Pyromancy. Can I have it use Discipline instead?" There isn't anything special about the skills the Powers in the book use. They're just the most appropriate to the way the powers are described.

Aside from the fact that "optimization" is just a polite term for "minmaxing" (which is not a good reason to design things a particular way and as a GM would make me that much more likely to nix a custom Power/Stunt) Breath Weapon isn't redundant. Magic costs mental stress; Breath Weapon doesn't. That advantage is not trivial at all.

The RAW doesn't really specify, but I'm probably not going to let you throw fire two zones away with evocation, either. As far as damage, in a lot of ways many low-damage attacks are better than a single high damage attack. If my stress boxes are filled (which I can do in 4 hits of any strenght, technically) then I have no choice but to be taken out or fill a consequence regardless of the amount of stress I just took. But, yes, that was just an example. An appropriate specialization substitute would probably need to be a bit more powerful than that.

Actually, the advantage kind of /is/ trivial. Evocation lets you blast at higher than your normal skills with Weapon:6 with ridiculous impunity. AND the RAW says that the only limit on Evocation is line of sight. If you can see someone 6 zones away, you can nuke them with fire.

And yes, an appropriate substitute /would/ have to be more powerful… like Self-Sponsored Magic.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Taran on April 12, 2014, 08:14:24 PM

And yes, an appropriate substitute /would/ have to be more powerful… like Self-Sponsored Magic.

MORE POWER!!!

It doesn't need to be more powerful.  It just has to be something that a specialist can do that a normal wizard can't.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 12, 2014, 08:43:40 PM
Now, mind you, narratively it matters. But we're talking mechanics here.
It's FATE. The narrative trumps the mechanics.

It's not that big a deal. You're essentially just spending Fate Points in advance. And Fate Points are explicitly designed to change how the narrative (dice) goes
That's actually a really big deal. In fact, the RAW basically suggests that the only time you should be allowed to do it is that one per adventure (or perhaps even character) heroic moment. Aside from Sponsored Magic anyway.

Yes, but narrative drawbacks =/= mechanical ones. And have what, exactly?
You're the one who decided I was only arguing about mechanics here. I am arguing about a mechanical construct that is ill-suited to represent its narrative premise, as stated elsewhere. And "have what" is that if self-sponsored magic doesn't require you to already have another form of magic than its basically just a more powerful version of Ritual and Channeling. In my opinion, its a bad idea to just plain upgrade the RAW.

Opening a door to the Nevernever is already simple for a wizard to do with impunity. And it makes sense to allow someone to use Lore anyway to navigate the Nevernever. So, to get the +2, it would only cost 1 refresh, so...
http://www.jimbutcheronline.com/bb/index.php/topic,40855.msg2006067.html#msg2006067
And simple or easy are not the same thing as "with impunity" but its an example. Honestly, if that's what you're saying then there's no point to Improved Worldwalking at all.

Actually, the advantage kind of /is/ trivial.
Well, you're allowed to disagree.

And yes, an appropriate substitute /would/ have to be more powerful… like Self-Sponsored Magic.
GOTO 1. I'm not having the exact same argument again.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 12, 2014, 08:51:27 PM
Thanks, narphoenix, for saying a lot of things that I was going to say.

At this point it feels like you're purposefully misunderstanding.

I assure you, I'm not. I've been saying the same thing over and over again around here for years, this isn't just something I cooked up to annoy you.

Sure they can. "Hey, GM. I'd like to take Breath Weapon [Fire] to represent my character's specialization in Pyromancy. Can I have it use Discipline instead?" There isn't anything special about the skills the Powers in the book use. They're just the most appropriate to the way the powers are described.

Far be it from me to tell you not to houserule, but that is what you're doing here. The book never gives any indication that you can use any other skill.

Aside from the fact that "optimization" is just a polite term for "minmaxing" (which is not a good reason to design things a particular way and as a GM would make me that much more likely to nix a custom Power/Stunt) Breath Weapon isn't redundant. Magic costs mental stress; Breath Weapon doesn't. That advantage is not trivial at all.

Did minmaxing become a dirty word while I wasn't paying attention?

Optimization or minmaxing or whatever you want to call it is a fundamental part of almost every game. You've gotta pay some attention to character power to make the game work. For example, playing a wizard with no Conviction or Discipline is just annoying for everyone.

And it's a fairly trivial advantage. If you threw out 4 evocations and the target's still standing, Breath Weapon won't get you anywhere.

The RAW doesn't really specify, but I'm probably not going to let you throw fire two zones away with evocation, either.

Seriously?

I don't think I've ever heard that interpretation before.

It doesn't need to be more powerful.  It just has to be something that a specialist can do that a normal wizard can't.

Taking Breath Weapon actually makes a fire-thrower worse as throwing fire. 2 FP/session would give them more fire-power than a weak secondary attack using a secondary skill.

Personally, I think people who specialize in throwing fire should be better at throwing fire than people who don't.

Thinking out loud, being able to throw out 1-power attack evocations of a specific element without paying stress might be a fair -1 Power.

Actually, now that I think of it, maybe it wasn't a Thaumaturgy-style Ward in mechanical terms at all, but just a really big Evocation Block, which he "extended duration" with a second evocation, described as a ward fluff-wise. If they were on a battlefield, all the Rampires might well have been in line-of-sight and accessible for evocation...

Also a possibility.

And I don't think the agenda necessarily implies intelligence in this setting; YS talks about "semi-aware", whatever that means, and includes ley lines and things. I don't think Harry's Winter Knight Mantle is intelligent, but it definitely acts like a sponsored magic agenda (pushing him toward predatory behavior).

Yeah, I know. The DFRPG definition of agenda isn't the same as the dictionary definition.

It's FATE. The narrative trumps the mechanics.

What does this even mean?
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Taran on April 12, 2014, 09:13:57 PM
And it's a fairly trivial advantage. If you threw out 4 evocations and the target's still standing, Breath Weapon won't get you anywhere.

Taking Breath Weapon actually makes a fire-thrower worse as throwing fire. 2 FP/session would give them more fire-power than a weak secondary attack using a secondary skill.

Personally, I think people who specialize in throwing fire should be better at throwing fire than people who don't.

Thinking out loud, being able to throw out 1-power attack evocations of a specific element without paying stress might be a fair -1 Power.

If you're inventing new powers, I think it's an easy house-rule to allow breath weapon targeted with Discipline.  I don't think it's fair to throw out house-rules and custom powers but, when it's convenient for your argument, say that you "can't do that because the power doesn't let you."

I also don't think we should bring up the semantics of min/maxing and Power-gaming, optimization.   I think the whole conversation will just devolve - it always does.

The power in question (whether it be a custom power or re-skinned power) has to be balanced and give the best flavour for the specialist in question and make them competitive with the 'general practitioners' in their own field of expertise.  It doesn't have to be 'more powerful'.

My problem was that I didn't think self-sponsored magic had the right flavour and that there might be another way of going about it.  I'm not sure what that would be, though.  I think if you're going to use sponsored debt, it has to be very clearly defined how it would be used.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 12, 2014, 09:29:12 PM
I assure you, I'm not. I've been saying the same thing over and over again around here for years, this isn't just something I cooked up to annoy you.
That's kind of the issue. The thing you've said over and over for years doesn't actually have anything to do with the arguments I made. It's like:
"An apple is an apple."
"Sure. Did you know that potatoes are called 'apples of the earth' in French?"
"An apple is an apple."
"Okay... So is that a yes or a no?"
"An apple is an apple."
Just saying.

Far be it from me to tell you not to houserule, but that is what you're doing here. The book never gives any indication that you can use any other skill.
I'm gonna skip over the rest of the similar comments because the fact is it was an example of a power that could be used. It probably makes more sense to make custom powers. I just don't think "self-sponsored" magic is a good template for it for all of the reasons I've stated.

I also don't think we should bring up the semantics of min/maxing and Power-gaming, optimization.   I think the whole conversation will just devolve - it always does.
Agreed. It's not actually germane.

And it's a fairly trivial advantage.
Again skipping over the similar comments, most of your argument seems to be based on the idea that you'd only face one opponent once per session. And honestly, if you can one-hit (or even 4-hit) that big bad, you're just wasting your time when it comes to rolling the dice. (And actually, yeah, a Weapon:2 can have a pretty big impact at the end of a fight when stress has been taking and consequences used.)

Seriously? I don't think I've ever heard that interpretation before.
It's not really an interpretation. More of a house rule. Guns only have a range of 3 zones, but we never see Harry throwing Evocation at the ranges guns can shoot (or anywhere near); line of sight or not. Honestly, it would probably depend a lot on what the zones represent.

What does this even mean?
It means I get real tired of people treating mechanics and narrative as two different things in FATE. They're not. The mechanics are there to support the narrative but if the mechanics become to problematic, they should go out the window rather than changing the narrative. You can't have a mechanical balance discussion for FATE without also looking at the narrative impact and seeing if the mechanics even fit the narrative. In short, it was the summation of all of the other times I've said something about not separating the two.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 12, 2014, 09:43:21 PM
If you're inventing new powers, I think it's an easy house-rule to allow breath weapon targeted with Discipline.  I don't think it's fair to throw out house-rules and custom powers but, when it's convenient for your argument, say that you "can't do that because the power doesn't let you."

I'm not saying you can't do it. Heck, I did it when I rewrote Breath Weapon.

I'm just saying that it's a houserule.

I also don't think we should bring up the semantics of min/maxing and Power-gaming, optimization.   I think the whole conversation will just devolve - it always does.

Good point. I'll stop there.

The power in question (whether it be a custom power or re-skinned power) has to be balanced and give the best flavour for the specialist in question and make them competitive with the 'general practitioners' in their own field of expertise.  It doesn't have to be 'more powerful'.

It does have to be more powerful than Breath Weapon if you want to be balanced and you want the specialist to be competitive. Breath Weapon is really weak for a spellcaster.

That's kind of the issue. The thing you've said over and over for years doesn't actually have anything to do with the arguments I made. It's like:
"An apple is an apple."
"Sure. Did you know that potatoes are called 'apples of the earth' in French?"
"An apple is an apple."
"Okay... So is that a yes or a no?"
"An apple is an apple."
Just saying.

I think I've been addressing what you said. You've been arguing that an agenda is a weakness, I've been arguing that agendas are the same as ordinary compellable aspects. Which aren't weaknesses.

Again skipping over the similar comments, most of your argument seems to be based on the idea that you'd only face one opponent once per session. And honestly, if you can one-hit (or even 4-hit) that big bad, you're just wasting your time when it comes to rolling the dice. (And actually, yeah, a Weapon:2 can have a pretty big impact at the end of a fight when stress has been taking and consequences used.)

What I said about one opponent apples even more strongly to a group of opponents. Zone-wide evocations are great.

Also, stress recovers every scene. Not every session.

In my experience most fights, even epic ones, tend to end fairly quickly when evokers are involved because they hit hard and are fragile. Four exchanges is actually a fair while.

And if weapon 2 attacks are doing anything, an extra Refinement or some FP could probably have ended the fight earlier.

It means I get real tired of people treating mechanics and narrative as two different things in FATE. They're not.

Yes they are. They're related, obviously, but the narrative doesn't have Fate Points in it.

And in my experience, the best way to make sure that a Power is balanced is by looking at it without considering the narrative. I'm pretty confident in this because I've designed a lot of Powers and watched other people design a lot of Powers. People who use narrative concepts to balance things tend to write bad Powers.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 12, 2014, 10:22:13 PM
I think I've been addressing what you said. You've been arguing that an agenda is a weakness, I've been arguing that agendas are the same as ordinary compellable aspects. Which aren't weaknesses.
Then we have a discord. (See what I did there?)

What I said about one opponent apples even more strongly to a group of opponents. Zone-wide evocations are great.
Haha. I think my example appled some effect after all. :-P

Also, stress recovers every scene. Not every session.
In my experience most fights, even epic ones, tend to end fairly quickly when evokers are involved because they hit hard and are fragile. Four exchanges is actually a fair while.
And that's kind of my point. If your epic fights are lasting four exchanges, you're probably throwing the wrong kind of encounters at people.

Yes they are. They're related, obviously, but the narrative doesn't have Fate Points in it.
The mechanics are subject to the narrative, not independent and not equal. That's what I'm saying.

And in my experience, the best way to make sure that a Power is balanced is by looking at it without considering the narrative. I'm pretty confident in this because I've designed a lot of Powers and watched other people design a lot of Powers. People who use narrative concepts to balance things tend to write bad Powers.
But most of them are. +2 to Lore when navigating the Nevernever IS a narrative balance. If it were just +2 for one refresh it would be too powerful, so its balanced by a narrative restriction. Being able to borrow debt without the narrative restriction of an agenda is too powerful. But really, the point here was the point above... if you make a Power that's based on another Power but it doesn't have the same narrative basis for one of its abilities it a bad power. In Sponsored Magic that debt is power borrowed from your sponsor. Where is the narrative basis for debt for "self-sponsored" magic? That's the most critical part of the question and the thing that no one seems to have answered.

The only reasoning I've seen for it is something to the effect of "drawing on inner reserves" but if that's the case that should just be a houserule that all players can do, although that's really what Fate Points are for in the first place. Fate Points are a resource management system. If there's no downside or restriction on taking on debt then you've basically wrecked the core mechanic of FATE.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Haru on April 12, 2014, 10:50:17 PM
And that's kind of my point. If your epic fights are lasting four exchanges, you're probably throwing the wrong kind of encounters at people.
It continuously sounds like you came in here to tell people that they are playing the game wrong.
I'm not saying that's what you intend to say, and I don't intend to bully you out or anything, far be it from me. It's just that this is how it comes across to me right now, and it isn't making a good first impression.

I'm just saying that it's a houserule.
A lot of DFRPG is houserules. The RAW itself suggests to come up with stunts and powers etc. yourself, and I wouldn't really call that houserules.

I feel like we should maybe cut off part of this thread and put it in a new discussion thread about self sponsored magic, since the original question seems to have drowned a few posts ago.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 12, 2014, 11:11:34 PM
It continuously sounds like you came in here to tell people that they are playing the game wrong.

I have continuously said that this is my OPINION. Ironically this is exactly how Sanctaphrax sounds to me. But its impossible to have a disagreement without sounding like you're saying the other person is doing it wrong. Because that's exactly what you're saying. I will note that my first post in this thread was "Here's how I suggest doing it instead". Not "You're doing it wrong", just "I think this might work better". Once we got into "self-sponsored" magic itself, that's when I inevitably sounded like I was saying "You're doing it wrong", because... well... I kind of think "self-sponsored" magic IS doing it wrong. Doesn't mean people have to agree with me but I've had as many supporters as detractors and everyone is entitled to have a different opinion from anyone else.

I feel like we should maybe cut off part of this thread and put it in a new discussion thread about self sponsored magic, since the original question seems to have drowned a few posts ago.
I'd be okay with that. I tried to bring that up a few posts ago, but I honestly think OP has stopped watching anyway.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 13, 2014, 01:27:19 AM
A lot of DFRPG is houserules. The RAW itself suggests to come up with stunts and powers etc. yourself, and I wouldn't really call that houserules.

I would. Not that it matters much.

What I'm trying to say is that Breath Weapon isn't good for wizards. A hypothetical altered form of it might be, though.

Haha. I think my example appled some effect after all. :-P

Heh.

And that's kind of my point. If your epic fights are lasting four exchanges, you're probably throwing the wrong kind of encounters at people.

Nope!

They work and they work well. The longer encounters, the ones which don't involve evokers, also work well but often drag a bit near the end.

Worth mentioning that I play more PbP than in person, and everything takes longer in PbP.

The mechanics are subject to the narrative, not independent and not equal. That's what I'm saying.

I don't know what this is supposed to mean, exactly.

But most of them are. +2 to Lore when navigating the Nevernever IS a narrative balance.

Not sure what this is supposed to mean either.

Where is the narrative basis for debt for "self-sponsored" magic? That's the most critical part of the question and the thing that no one seems to have answered.

The only reasoning I've seen for it is something to the effect of "drawing on inner reserves" but if that's the case that should just be a houserule that all players can do, although that's really what Fate Points are for in the first place. Fate Points are a resource management system. If there's no downside or restriction on taking on debt then you've basically wrecked the core mechanic of FATE.

The basis varies depends on the magic. Mab's Unseelie Magic might be drawing on her realm or her mother or her own mantle or just nebulous greatness. The Merlin's ward magic might be getting it as a free extra for extreme expertise or burning a bit of his human soul or incurring some karmic debt.

Debt doesn't have to mean anything in-character because FP don't exist in-character. So the justification can be more or less anything.

As for the downside, well, you're going to get a compel with no payoff sometime. How is that different from agenda-related debt? Being forced to do Uriel's bidding isn't worse than any other Compel.

...its impossible to have a disagreement without sounding like you're saying the other person is doing it wrong. Because that's exactly what you're saying.

Yeah.

Most of this debate isn't about opinions, by the way. It's about beliefs. The difference is that beliefs can be wrong.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 13, 2014, 03:37:05 AM
The basis varies depends on the magic. Mab's Unseelie Magic might be drawing on her realm or her mother or her own mantle or just nebulous greatness. The Merlin's ward magic might be getting it as a free extra for extreme expertise or burning a bit of his human soul or incurring some karmic debt.
Debt doesn't have to mean anything in-character because FP don't exist in-character. So the justification can be more or less anything.
Except that debt DOES mean something in character with Sponsored Magic (as I've pointed out before, just like Fate Points do mean something in character) and "self-sponsored" magic just borrowed the template seemingly without considering the narrative consequences. But I've pretty much gone over all of this before and really what it comes down to is that you think that agenda-related and other debt are the same thing, while I profusely disagree for reasons I've already stated.

And you can potentially justify the debt, sure, but Sponsored Magic has a single reason for all sponsored debt.
Since you mentioned the subject of Mab, she doesn't HAVE Unseelie Magic. She has "plot device-level magic" (per Our World). Whether it comes from Mab, the Mantle, Mother Winter or the abstract concept of Winter itself Unseelie Magic is something that only characters borrowing that power can have because its Sponsored Magic.
One of my problems then, is that "self-sponsored" magic borrowed this concept but didn't have a reason for it across the board other than that it was part of the Sponsored Magic template.

I don't know what this is supposed to mean, exactly.
Not really sure what got lost in translation. The FATE system is built on a narrative structure. When you read a book (Hero's Journey aside) typically the character is good at certain things (Skills) and most of the time she's going to succeed at what she's good at and fail at what she's not. Of course, its a game so we don't want the results to always be predetermined so we use the FUDGE dice, which only average 0. Typically when the hero DOES succeed or fail where she shouldn't its because of something in her background (Aspects). The hero usually gets beat up at the beginning (Compels) and fantastically outdoes all previous conceptions at the end (Invokes).
So... when you make a mechanic in FATE, you make it support the narrative. If it doesn't support the narrative (it doesn't fit or it doesn't have a compelling reason to exist) then its a bad mechanic (aside: This is why I don't think Soulfire is actually Sponsored Magic no matter what the RAW says).

For the sake of saving some argument, let me give a try at making what you want in a way that I would consider to be at least less problematic.

Excessive Specialization [-1]
For some reason, you've abandoned the traditional path of magical study. Maybe you never had a mentor. Maybe you're on the run from the White Council. Or maybe you're Mommy just always told you you were a unique little snowflake and you're going to be and to heck with the consequences.
Musts: You must have an Aspect which alludes to this ability (typically your High Concept)
Each time you take this, you must choose a field of magical study (eg: Ectomancy, Demonology). If you have taken both Ritual and Channeling in the same field you get a one-time refund of 1 refresh when you take this power. You may take this ability multiple times. It may not be applied to a category of magic (Warding, Summoning and Binding, Crafting).
* Just That Good. You gain +1 to Control OR Complexity and Power OR Strength and Frequency when dealing with magic in this field. This ability may only be taken once per field, not once per bonus type. This bonus stacks with itself and specializations. Control applies to both Thaumaturgy and Evocation magics.
* Combat Casting. You may cast relevant Thaumaturgic rituals at combat speed provided you draw all the necessary power in one exchange. You may take this ability once per field.
* True Ritual. You may use one of your rote slots for a relevant Thaumaturgic ritual. The Thaumaturgic rote automatically succeeds after a number of exchanges (min. 1) equal to the complexity of the spell minus your Control. All parameters (except target, unless the target is yourself) and including any bonuses from foci and the source of any extra shifts for complexity must be set when this power is taken. This ability may be taken once, plus one for any slots Rote Caster gives you. This ability may be combined with Combat Casting provided the rote takes one exchange.
* Rote Caster. You have gain a number of rote spell slots equal to your Lore that must be used for Rotes in the field of study.
* Easy Peasy. You may cast a single relevant rote for one less stress (min. 0) than it would normally take. You may take this ability once per rote.
* Of Course I Know That. You automatically succeed at any knowledge roll relevant to casting of spells in this field (eg: internal anatomy for Biomancy) provided the difficulty is less than your Lore.

I realize those abilities are kind of all over the map (and the refresh cost may be off because of it), but this basically reflects most of the things you'd want a specialist to be able to do generically without taking on any extra baggage.

EDIT: Added a couple clarifications including that bonus is +1 to Control for Thaumaturgy and Evocation OR a +1 to Complexity and Power.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: narphoenix on April 13, 2014, 03:40:44 AM
You just made a better Refinement. A better /dual/ refinement. At half the cost. I'm going to be kind and say that's quite unbalanced.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 13, 2014, 03:49:54 AM
You just made a better Refinement. A better /dual/ refinement. At half the cost. I'm going to be kind and say that's quite unbalanced.
Not better. Different. I assume you're referring to Just That Good, so quick explanation of why that IS balanced.
Refinement provides either two specializations or two Focus slots per refresh. There is no restriction on where these are put. I've basically split that bonus across Evocation and Thaumaturgy (its actually weaker than Refinement if you don't have both, but that's on you). Both focus items and specializations have downsides of course, and here the downside is you can ONLY split it, you can only choose one bonus type, and you can only do it once. Ever.

Pretty much none of the other abilities are things Refinement even comes close to allowing you to do.

EDIT: Ah. I see your misunderstanding. I was trying to be clear with that but it's Control OR Complexity and Power OR Strength and Frequency, not Control, Complexity and Power OR Strength and Frequency.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: narphoenix on April 13, 2014, 04:04:55 AM
Not better. Different. I assume you're referring to Just That Good, so quick explanation of why that IS balanced.
Refinement provides either two specializations or two Focus slots per refresh. There is no restriction on where these are put. I've basically split that bonus across Evocation and Thaumaturgy (its actually weaker than Refinement if you don't have both, but that's on you). Both focus items and specializations have downsides of course, and here the downside is you can ONLY split it, you can only choose one bonus type, and you can only do it once. Ever.

Pretty much none of the other abilities are things Refinement even comes close to allowing you to do.

EDIT: Ah. I see your misunderstanding. I was trying to be clear with that but it's Control OR Complexity and Power OR Strength and Frequency, not Control, Complexity and Power OR Strength and Frequency.

Ok. That's better.
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: Sanctaphrax on April 13, 2014, 09:58:02 PM
Except that debt DOES mean something in character with Sponsored Magic...

It can, yeah. Doesn't necessarily have to though.

One of my problems then, is that "self-sponsored" magic borrowed this concept but didn't have a reason for it across the board other than that it was part of the Sponsored Magic template.

I can see why that would bug you. Fortunately it's easy to change; Self-Sponsored Magic works fine without the debt.

Not really sure what got lost in translation.

The consequences, so to speak. What concrete implications does that statement have for Power design?

Yes, every Power should serve a narrative purpose. But so far as I can tell, it's hard to design a Power that doesn't.

Excessive Specialization [-1]
For some reason, you've abandoned the traditional path of magical study. Maybe you never had a mentor. Maybe you're on the run from the White Council. Or maybe you're Mommy just always told you you were a unique little snowflake and you're going to be and to heck with the consequences.
Musts: You must have an Aspect which alludes to this ability (typically your High Concept)
Each time you take this, you must choose a field of magical study (eg: Ectomancy, Demonology). If you have taken both Ritual and Channeling in the same field you get a one-time refund of 1 refresh when you take this power. You may take this ability multiple times. It may not be applied to a category of magic (Warding, Summoning and Binding, Crafting).
* Just That Good. You gain +1 to Control OR Complexity and Power OR Strength and Frequency when dealing with magic in this field. This ability may only be taken once per field, not once per bonus type. This bonus stacks with itself and specializations. Control applies to both Thaumaturgy and Evocation magics.
* Combat Casting. You may cast relevant Thaumaturgic rituals at combat speed provided you draw all the necessary power in one exchange. You may take this ability once per field.
* True Ritual. You may use one of your rote slots for a relevant Thaumaturgic ritual. The Thaumaturgic rote automatically succeeds after a number of exchanges (min. 1) equal to the complexity of the spell minus your Control. All parameters (except target, unless the target is yourself) and including any bonuses from foci and the source of any extra shifts for complexity must be set when this power is taken. This ability may be taken once, plus one for any slots Rote Caster gives you. This ability may be combined with Combat Casting provided the rote takes one exchange.
* Rote Caster. You have gain a number of rote spell slots equal to your Lore that must be used for Rotes in the field of study.
* Easy Peasy. You may cast a single relevant rote for one less stress (min. 0) than it would normally take. You may take this ability once per rote.
* Of Course I Know That. You automatically succeed at any knowledge roll relevant to casting of spells in this field (eg: internal anatomy for Biomancy) provided the difficulty is less than your Lore.

I realize those abilities are kind of all over the map (and the refresh cost may be off because of it), but this basically reflects most of the things you'd want a specialist to be able to do generically without taking on any extra baggage.

There are some serious issues with this but I think there's a good idea in there. Do you want a critique, or is this just for the sake of argument?
Title: Re: Homebrew Sponsored Magic Advice (Consorting with Spirits)
Post by: umdshaman on April 14, 2014, 03:53:55 AM
There are some serious issues with this but I think there's a good idea in there. Do you want a critique, or is this just for the sake of argument?

Mostly for the sake of argument. Obviously its "rough draft" but it seems like it gives you most of what you want (I probably wouldn't allow the free upgrade, personally, but that seemed important to you) but remove most of the things that bug me. Feel free to redesign and repost it if you think it might work better (or at least be an equal alternative), but I probably won't have use for it for a while.