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The Dresden Files => DFRPG => Topic started by: LCDarkwood on April 12, 2010, 03:12:30 AM

Title: Enchanted Items Patch - Important, holy crap!
Post by: LCDarkwood on April 12, 2010, 03:12:30 AM
So, Fred and I had a discussion internally, and we're going to patch enchanted items. You all need to know for wizardy types, so I'm posting what the book's going to say here.

But, first, soapboxing, because that's how this works. :)

The Rationale

As we've been discussing persistent use items, it has become clear that the real awkward issue with implementation is the very idea of persistence - what does an "always on" X or Y mean, etc.

The issue is, as I said elsethread, there is no such thing as a perpetual motion machine for magical energy in the Dresden Files. Everything needs recharging or maintaining - mojo has to come from somewhere. We know that even on Harry's ensorcelled duster, the enchantments need to be maintained or recharged, because it mentions that in the books.

Originally, we thought of "always on" as a shorthand for this, assuming the maintenance stuff was between-session color. However, the real honest assessment of the setting is that everything runs out of mojo eventually.

Also, it's pretty clear that with some effects (namely Armor), cutting the effect shifts in half for persistence means you have to have a pretty high Lore to get items that are worth a damn. Especially in the case of the Warden Swords (which has been bothering me for a while, you know), it means that certain items just don't live up to their reputation from the books, which kinda sucks.

We concluded that the trade-off of allowing items to be more powerful less often was more setting-appropriate than being nerfed.

So we got cracking.

The Patch

There is no more such thing as an "always on" item.

Item slots still work the same.

Default item strength is still equal to Lore + spec/focus bonuses, with one free use per session.

You can remove shifts from item strength to add directly to uses per session.

You can also add additional item slots to frequency, to give you an additional two uses per session. The original extra slot benefits of +1 strength and new item still apply.

When you run out of uses per session, you can take a 1-stress mental hit to give yourself another use of the spell effect, like you would if you were casting a spell of your own. This isn't always going to be a good trade-off, but it gives you options. Hence, any item could potentially function perpetually, if you're willing/able to keep paying the piper.

Other Thoughts

This allows you, on any defensive item, to use either the Armor or block benefit with one use and take the more advantageous effect. It also means that you can get a benefit on odd-numbered Lore scores, and make a defensive item even if you only have Average Lore that doesn't totally suck, because you no longer have to cut the shifts in half twice.

Before you worry about defensive items and frequency of use, consider this - you'd only lose one "use" of the effect whenever it needs to be triggered, not every time you defend. If you dodge an attack, that doesn't use up energy - it only applies if you get hit and the item is what blocks/absorbs the hit.

So it makes defensive magical items more of a mystical ass-saving measure, which feels a lot more like how it's described in the books - it's Harry's last resort for when he can't dodge or otherwise protect himself. "Luckily, the blade was stopped on the flaps of my enchanted duster, or I'd have been a dead man," etc.

And if you're in a long fight, you have the option of throwing stress at it as a last ditch measure.

This also makes the Warden Swords hella awesome like I think they should be. It always bothered me before, that they had to be limited to three shifts of effect. Now they can do a Fantastic (+6) counterspell three times per session. Hell yeah.

Some Defensive Item Examples

Over in the 'Item Crafting' (http://www.jimbutcheronline.com/bb/index.php/topic,16727.msg769640.html#msg769640) thread, we experimentally posited a specialist crafter who even put his focus item slots into helping out with crafting. Let's look at him again and see what we get.

In summary: Superb (+5) Lore, crafting strength spec (+1), focus item strength bonus (+2) from evo, default item strength 8, 4 enchanted item slots from thaumaturgy.

He uses one slot to make an ensorcelled coat. At default, that's a Legendary+1 (+8) block or Armor:4, with one use per session.

But he has three more slots. If he dumps all of them into more uses, he can do that effect 7 times in one session. (2 uses per extra slot, times 3 = 6 plus the free one)

He could also put two slots into effect strength, giving him a +10 block or Armor:5. That saves him one slot for frequency, which gives him three uses per session.

That's one hell of an armored jacket, ladies and germs. He literally has no other items, which means his evocations will be less effective and more risky, and his thaumaturgical spells will require more prep, take longer, and may be riskier. But, holy hell, +10 block.

Now let's go back down the ladder.

A novice wizard with a Lore of Average (+1) wants to make a defensive item. Default item strength is 1. He decided to put all his thaum slots into enchanted items, so he's got four slots to play with.

He uses one to make his default coat - Average (+1) block, once per session. He has three more slots. He splits them up, using two for strength and one for frequency, and ends up with a Good (+3) block or Armor:1, with three uses per session.

That doesn't suck, you guys! It potentially saves him a fate point or two on a botched defense roll, and puts him solidly in the territory of being able to ignore mortal assailants who aren't specially trained at killing. And remember, that's just 'cause his Lore is Average... maybe he's a really good evocator, so he normally brings active shield spells to the table. The coat is just for when he gets mugged or has to deal with your typical thug.

So, there it is.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: void on April 12, 2010, 03:34:02 AM
This is pretty awesome. Are you still looking at Crafting Frequency specialization/focus as an option?

Out of curiosity, is there any thematic space for someone burning some of their per-item shifts on uses, instead of additional item slots? I did like the idea of someone with high lore producing a weak but available often item, and it seems to be in keeping with the source material (citing a particular potion in a particular book that's still not spoiler safe). I'm not expecting this to be in core rules, i'm just curious about your thoughts on this.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: LCDarkwood on April 12, 2010, 03:39:12 AM
Are you talking about sacrificing item strength for uses? I said above that you can do that - sorry if that gets lost in the spam.

So you have Superb (+5) Lore, you have default item strength 5 with one use, but you reduce to strength 2 and get four uses. Without sacrificing any other slots.

This doesn't affect potions, though, keep that in mind. Potion slots are reserved separately.

But, I'm sure if you want to house rule some weird combinatory rule, it won't break anything probably.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 12, 2010, 03:47:56 AM
As a sample, and because I'm sure people want to use them, how are Warden's Swords built with this system?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 12, 2010, 03:50:01 AM
As a sample, and because I'm sure people want to use them, how are Warden's Swords built with this system?

Warden Sword

The symbol of the authority of a Warden of the White Council, Warden Swords were enchanted by Captain Luccio to cut through both spells and matter.  They are very limited in supply!

A Warden Sword counts as a Weapon:3 sword at minimum in nearly all circumstances.

Spell provided: A Warden Sword uses two enchanted item slots. Built by Luccio’s formerly impressive crafting, the Sword can produce one of the following magical effects 3 times per session:

* The Sword casts a counterspell of Fantastic (+6) strength, provided the effect being countered can be physically attacked or touched by a sword (ethereal chains, good; a mental binding, not so much).
* The Sword may be treated as a Weapon:6 item for one attack.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Archmage_Cowl on April 12, 2010, 03:52:29 AM
thats awesome! thank you both so much for clearing these things up. They feel alot more on the mark now. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 12, 2010, 03:57:44 AM
(For those who are curious, yes, a Warden Sword slightly bends the rules in that we allow it two different spell effects to be selected from when making use of the 3 daily uses instead of just one spell effect. But Luccio had a special talent in her first body, after all, and that's gone now; consider the uniqueness and limited supply of the items to play into that. Also, the Weapon:3 thing with the sword, that's just because they're really well made swords, ala the result of a lot of time investment and a killer Craftsmanship roll.)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 12, 2010, 04:11:08 AM
So would Harry's coat (made with Great Lore, and one item slot) be something like:

The coat provides either a Fair (+2) Block or Armor: 1 up to 5 times per session?

Because that's as close as can be gotten with it's current statting, but this version (made with Great Lore and two item slots) looks closer:

The coat provides either a Great (+4) Block or Armor: 2 up to 3 times per session.


Am I in the right ballpark, anyway?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 12, 2010, 04:13:58 AM
That works if you're doing a two-slot version of the coat. As a one-slot version it's two fewer times per session in either version. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Belmonte on April 12, 2010, 04:17:42 AM
Is this going to be in the final version of the book?  Looks interesting.  Going to have to tweak my wizard, though. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: LCDarkwood on April 12, 2010, 04:19:52 AM
The coat provides either a Great (+4) Block or Armor: 2 up to 3 times per session.

This is my leading assumption - that it's a two-slot item constructed at Great Lore with extra frequency.

As a one-slot item, either it just works once a session, or gives Fair / Armor:1 three times a session.

Reducing item strength for extra uses is 1:1. Using a whole slot for extra uses is 2:1, to create an incentive for doing so.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 12, 2010, 04:21:48 AM
That works if you're doing a two-slot version of the coat. As a one-slot version it's two fewer times per session in either version. :)

Oh, I see where I misread, one shift only gives one use, I was thinking it gave two like an extra slot.

Though the second is intended as a two slot item, so that one works out.  :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Archmage_Cowl on April 12, 2010, 04:26:59 AM
Quick question what about items that work for non spell casters does that still just half what ever they can do?
like in the case of a magic coat that takes up one slot and give a great(+4) block or armor:2 once per session can you half those values to a fair(+2) block or armor:1 once per session to make it usable for someone who doesnt have any enchanted item slots or maybe on a wizard who doesnt have a slot for it to fit into?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: LCDarkwood on April 12, 2010, 04:30:41 AM
It's still just -1 strength to lend it out.

So, a Great (+4) block coat with three uses per session can be a Good (+3) block coat if you want to lend it out.

That'd take its armor bonus down to 1, though.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 12, 2010, 04:32:51 AM
Or you could toss on another Enchanted Item Slot to compensate for that.

My version of Harry ala Small Favor actually has a Crafting Strength specialty, and used that point to do it with (leaving it Great/Armor Value: 2).
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Belmonte on April 12, 2010, 04:33:11 AM
I admit, I'm not sure I like the idea of -everything- being unable to be made 'always on'.  There's a difference between systematically always on and in-setting.  The books never even imply that Harry's coat is limited use, unlike his rings, which definitely are.  Just that he has top off the enchantment every once in a while.

But we'll see how it works out. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Archmage_Cowl on April 12, 2010, 04:34:03 AM
okay thanks. but now ill have all my teamates wanting me to let them borrow my enchanted wizard robes for the session lol ;D
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 12, 2010, 04:45:29 AM
I admit, I'm not sure I like the idea of -everything- being unable to be made 'always on'.  There's a difference between systematically always on and in-setting.  The books never even imply that Harry's coat is limited use, unlike his rings, which definitely are.  Just that he has top off the enchantment every once in a while.

But we'll see how it works out. :)

See, I like it. Especially the bit with taking Mental Stress to give them extra uses. It allows appropriately powerful "always on" items, like the Warden's Swords or Harry's coat (which were both way less cool than they should've been in the previous version). If you want an effect to be really always on, buy alot of uses, then take the stress to have it work every time you need to thereafter.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: LCDarkwood on April 12, 2010, 04:48:38 AM
I admit, I'm not sure I like the idea of -everything- being unable to be made 'always on'.  There's a difference between systematically always on and in-setting.  The books never even imply that Harry's coat is limited use, unlike his rings, which definitely are.  Just that he has top off the enchantment every once in a while.

I disagree. The need for periodic re-enchantment implies that eventually, the magic on the coat would dissipate. That directly suggests limited usage of some kind between "recharging" periods.

Also, Jim has the advantage of being able to cheat for the sake of narrative convenience because he's writing a novel. That isn't a criticism, just a fact. There's plenty of evidence in the setting that one way or another, you always have to pay up: everything uses energy, and energy has to come from somewhere. In truth, the coat is just a plot device that lets him justify Harry not being hurt without breaking our suspension of disbelief. He doesn't have to worry about the particulars. We emphatically do.

If you want a true-blue "always on" item, there's a category for that: they're called Items of Power. You want a coat that cannot be burned out, you take an Item of Power with Toughness. Simple as that. (Also, one of the reasons why we had to take Permissions out, so people could make choices like that.)

And frankly, it isn't hard to get enough uses for a particular item that it feels like it's always on, unless you go out of your way to use it. I mean, how many times in a session is your defense roll and your shield spell going to fail simultaneously, and you're not going to have fate points to potentially cover the gap? Even Harry doesn't rely on his duster 100% of the time.

So I think it tracks in every way I want it to.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Wyrdrune on April 12, 2010, 11:01:18 AM
there's one thing I do not understand in this change (or maybe I have missed this): with the new rules and more uses, defensive items can be a block or an armor.

if that wasn't changed then following rules are in use: if a block is overcome it winks out. if a armor is overcome it still stays in place (to the end of the spell's duration).

in the new use-based system I see no "need" for the armor effect. take the "block 8 or armor 4" example. if I am hit, it uses a charge and I can decide to block with 8 or have armor with 4. since the block would allow me to entire avoid the damage, most people would take the block. or can I decide, after the charge is triggered that for the current encounter I have block 4 for 4 excanges or an armor of 2 for 2 exchanges? I mean could you divide the power of the block/armor on duration after triggering? (then armor would still make sense.)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 12, 2010, 11:23:02 AM
Put simply: You use Armor after you've already tried defenses and they are insufficient, or if the Block wouldn't be enough to stop the attack.

An example:

Harry uses his shield bracelet and Spirit Evocation to get a full 6 shifts of Block going, unfortunately he's dealing with someone more powerful than him (again) and the attack coming at him is a 7 Shift Fire Evocation (and thus Weapon: 7). Not wanting to take the 8 Stress this attack will deal him, he activates his Duster for Armor 2, taking only a 6 stress hit, which he reduces to a 4 stress hit by taking a minor physical consequence.

This reduced the consequence he needed to take by a whole level, and the Block would've been useless (since they don't stack, you just use the highest).

Another example:

Harry is caught unprepared by a thug with a gun and has no chance to use his active magic to defend himself. The thug gets lucky and manages a Superb attack roll. Harry only manages a Good dodge roll. Now, the Duster could reduce the damage of the attack by one by replacing the dodge roll, but it couldn't stop it...and it can reduce it by 2 instead if used as armor, so that's what it does, leaving Harry to take only a 2 stress hit (assuming a reasonable handgun).



The armor being available gives you options, which is exactly what you want from the kind of last-ditch protective measures most defensive items are going to be (limited use things should basically never be your first line of defense).
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Korwin on April 12, 2010, 12:08:49 PM
This is my leading assumption - that it's a two-slot item constructed at Great Lore with extra frequency.

As a one-slot item, either it just works once a session, or gives Fair / Armor:1 three times a session.

Reducing item strength for extra uses is 1:1. Using a whole slot for extra uses is 2:1, to create an incentive for doing so.

Are we talking Focus Item Slot or Enchanted Item Slots?

For an Refinement I could get two Specialisations +1 Item Power and +1 Frequency or I could get 2 Focus Item Slots or 4 Enchanted Item Slots?
I will asume we are talking Focus Item Slots (otherwise it gets into crazy town).

I use one Focus Item Slot for Power, the other Item Slot for Frequency for two extra uses.
Is that intentional? Its better to use the Refinement ability for extra Item Slots, than for Specialisations.

If we are talking about multiple Refinement abilities used for crafting it gets worse, because you cant stack the Specialistion boni that fast (you need a +1 for every +2).

Reread first post
Quote
You can also add additional item slots to frequency, to give you an additional two uses per session. The original extra slot benefits of +1 strength and new item still apply.

So we are talking Item Slots…

So for on Refinement ability you can get +1 to Power and +6 to freqency.
Is that your intention?


Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 12, 2010, 12:09:51 PM
Remember Crafting Specialties in Frequency and Strength apply to all items made individually, so if you have enough items, they start being very good indeed.

You need a whole two enchanted items for Crafting Strength to break even (it provides +1 Lore to two items...exactly like two enchanted item slots), and three for it to become cheaper. This becomes a whole four items on Frequency (it provides a total of four extra uses to items...exactly like two enchanted item slots), and five for it to become cheaper.

The Crafting specialties are mainly for people with their power distributed among a variety of items rather than for people with one or two really big ones. Those folks are indeed better served by acquiring item slots.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Korwin on April 12, 2010, 12:20:21 PM
Thanks. That makes sense.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 12, 2010, 12:32:02 PM
Thanks. That makes sense.

No problem, happy to help.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 12, 2010, 03:02:46 PM
there's one thing I do not understand in this change (or maybe I have missed this): with the new rules and more uses, defensive items can be a block or an armor.

if that wasn't changed then following rules are in use: if a block is overcome it winks out. if a armor is overcome it still stays in place (to the end of the spell's duration).

in the new use-based system I see no "need" for the armor effect. take the "block 8 or armor 4" example. if I am hit, it uses a charge and I can decide to block with 8 or have armor with 4. since the block would allow me to entire avoid the damage, most people would take the block. or can I decide, after the charge is triggered that for the current encounter I have block 4 for 4 excanges or an armor of 2 for 2 exchanges? I mean could you divide the power of the block/armor on duration after triggering? (then armor would still make sense.)

So, first off, we're definitely coding in that you can't stack things like armor. So that plays into this thinking.  If you had a shield bracelet too, say, and you threw up a Armor:3 shield and something blasted through it, and you're wearing a coat that's Armor:2, that additional protection isn't going to pay off.  And it's already clear that it's only the best block action you have that applies, they don't stack either.  But being able to frame each of these effects differently means you can get the best of both.  You throw up a block effect with your shield (or your coat) and then follow with an armor effect from your coat (or your shield), and you're golden.  That's really the only way to get good layered protection going: block, then armor.

Going further, yeah, you could define an Armor effect -- like any evocation effect -- with a few shifts of the casting strength put towards duration.  So let's say you've got a Strength 4 armored whatsit.  That could be Armor:2 for one exchange (a 4 shift spell effect); or it could be Armor:1 for 3 exchanges (2 shifts for Armor:1, 2 shifts for +2 exchanges of duration). And as you note, the armor won't collapse if overcome, like a block would regardless of the duration put on it.

So ultimately the way I'd roll: I'm Harry. My coat gives me a solid Block action when I don't have other protections up -- someone drives by, I'm unaware, they open fire, yay coat! If they don't roll to meet or beat its block strength, no damage at all. If they do, well the attack connects but at least it's mitigated a bit over my completely flatfooted surprised Mediocre defense.

Now I'm in the scrum: I'm calling up a shield effect because, whoa doggies, they're coming at me with everything they've got.  Shield goes up, maybe at max power, I'm defending with a Superb block.  Disaster! They hit me with an Fantastic (+7) attack. 1 shift is getting through and it's Weapon:3 -- I'm going to take 4 stress. But I've got an armored coat under there. I use it to get me the extra protection of (say) Armor:2, and it's only 2 stress. Good news, because I have a feeling I'm gonna need that #4 physical stress box before the fight's over.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: svb1972 on April 12, 2010, 03:56:56 PM
Am I the only one to notice that the Coat.. seems to take some power from Harry while he's wearing it.
When he gets shot in the coat, especially seriously shot, it seems to have the same drain effect as when he uses his shield?

Is it possible that his coat would, just be a coat if he wasn't wearing it?

IE:
Is it possible that Harry's not actually making a self-enclosed Magical item?  But instead is making an always on, 0 concentration required, highly 'mana' efficient enchantment that only works when he's wearing the coat?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 12, 2010, 03:59:20 PM
Is it possible that his coat would, just be a coat if he wasn't wearing it?

Thomas has run around in the coat before. It seems to be implied he's expecting and receiving protection while wearing it. FWIW. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: LCDarkwood on April 12, 2010, 05:18:20 PM
That's really the only way to get good layered protection going: block, then armor.

Also, having both effects helps minimize the wizard getting screwed when people decide to invoke/tag aspects against them in a fight.

If I'm the GM, and someone decides to throw up their defensive item block, and I invoke some aspects to hit them anyway, they still have the option to say, "Oh, damn, well, I'm gonna use it as Armor, then" if they want.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: flymolo on April 12, 2010, 05:18:59 PM
What's the duration for something like a veil?

Veil Coat (Superb lore)
+5 block vs. perception
1/session
1 slot
but for how long?

I was modeling off Thaumaturgy and figure it's one scene per session, but based on this I'm thinking it only lasts until someone tries to see through it?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: LCDarkwood on April 12, 2010, 05:29:07 PM
I was modeling off Thaumaturgy and figure it's one scene per session, but based on this I'm thinking it only lasts until someone tries to see through it?

Yeah, I'd probably keep it around long enough for there to be a chance for someone to spot the character, like even if it took more than a scene.

But I'm pretty generous about that kind of thing as a GM - I think the most important thing is that an item feels useful to the player. So if the player called for the item in a scene because he thinks someone will try to spot him, and no one does, I'm not going to screw them over and be like, "Oh, your item's used up now," you know? I'm just going to say he's still got the option to veil when people finally do come looking for him.

That's not a rules thing, though, so much as it is a personal preference of taste.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Cripple X on April 12, 2010, 05:48:10 PM
Pretty extensive overhaul here.  I like it though.

I'm assuming this'll make it into the print books?  It goes way beyond simple errata.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: pogoman on April 12, 2010, 06:04:29 PM
I just want to be perfectly clear on this point:

I buy a refinement.  I can either get 2 specializations, 2 focus items, or 4 enchanted item slots.  If I spend a specialization on crafting frequency, it now ups frequency for all my enchanted items by 2.  If I get a focus item crafting frequency, it ups frequency for all my enchanted items by 2 (and I'm assuming I don't need the focus item on me at the time for this to work, although I could be wrong).  If I add an enchanted item slot to an existing item, I can up the frequency by 1.  So all are equivalent bonuses, correct (except that with multiple items a focus or specialization would be "worth more" than a single item slot)?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: traeki on April 12, 2010, 06:23:58 PM
I'm confused by the original math for the Crafting specialist.

Lore +5, Specialization +1, and then ... +2 for an evocation focus item?  I don't get it.  I didn't realize you could have focus items for crafting, first of all, but also if I read your post correctly you were saying that it was a +2 for "evo".  Can you expand on that point a little bit?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 12, 2010, 06:50:56 PM
Pretty extensive overhaul here.  I like it though.

I'm assuming this'll make it into the print books?  It goes way beyond simple errata.

Yep. Already in the source files. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Cripple X on April 12, 2010, 08:26:09 PM
Excellent!

It's quality and support like this that keeps Evil Hat products on my very very short "auto-buy" list.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Archmage_Cowl on April 12, 2010, 09:19:15 PM
I just want to be perfectly clear on this point:

I buy a refinement.  I can either get 2 specializations, 2 focus items, or 4 enchanted item slots.  If I spend a specialization on crafting frequency, it now ups frequency for all my enchanted items by 2.  If I get a focus item crafting frequency, it ups frequency for all my enchanted items by 2 (and I'm assuming I don't need the focus item on me at the time for this to work, although I could be wrong).  If I add an enchanted item slot to an existing item, I can up the frequency by 1.  So all are equivalent bonuses, correct (except that with multiple items a focus or specialization would be "worth more" than a single item slot)?

im pretty sure here the part where it says if you add one enchanted item slot to an existing item its uses will go up by one is wrong. It goes up by two uses for every other item slot dedicated to it for more uses.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: LCDarkwood on April 13, 2010, 12:22:06 AM
 So all are equivalent bonuses, correct (except that with multiple items a focus or specialization would be "worth more" than a single item slot)?

I think you have it precisely backward, if I'm reading your post correctly - only additional item slots committed to an item increase the uses per session by two. Everything else is 1:1.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: LCDarkwood on April 13, 2010, 12:23:48 AM
Lore +5, Specialization +1, and then ... +2 for an evocation focus item?  I don't get it.  I didn't realize you could have focus items for crafting, first of all, but also if I read your post correctly you were saying that it was a +2 for "evo".  Can you expand on that point a little bit?

Yeah, my bad. Focus Item Slots and Enchanted Item Slots are universal in application. So, you get two focus item slots from evo, you can assign them to bump thaumaturgy specializations. You don't have to keep them for evo, and vice versa.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: JosephKell on April 13, 2010, 12:53:36 AM
Yep. Already in the source files. :)
Does this mean if I re-download the early bird files from your site that the pdfs will be updated?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 13, 2010, 01:03:39 AM
Does this mean if I re-download the early bird files from your site that the pdfs will be updated?

No. The *source* files. The layout files themselves. I'm not pushing out an update to the PDFs for download until we're totally finished with the interior.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: void on April 13, 2010, 01:14:02 AM
You might wanna consider at least one push before then for the simple reason that a final proofing stage by all of us miiight catch something. I mean, since we're already mimicing an open beta here. :D
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 13, 2010, 02:08:16 AM
You might wanna consider at least one push before then for the simple reason that a final proofing stage by all of us miiight catch something. I mean, since we're already mimicing an open beta here. :D

You make a fine point; we'll see what can be done; the timing may just not work out.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: void on April 13, 2010, 06:37:46 AM
No worries. I'm sure things are ramping up to some pretty epic chaos over there, trying to get everything laid down for actual publishing.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: LCDarkwood on April 13, 2010, 02:23:57 PM
No worries. I'm sure things are ramping up to some pretty epic chaos over there, trying to get everything laid down for actual publishing.

They are, but it's actually kind of funny how little trauma this patch did to the main body of the text. If you think about it, we didn't actually change a whole lot - a lot of tweaking Fate lives in subtle changes that have a large emergent impact on play.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: KCR103 on April 14, 2010, 02:40:28 PM
I don't know if I missed something, but don't the new rules kill the usefulness of the Frequency (Crafting) specialization for Thaumaturgy?  Why use Refinement to get a +1 to Frequency (which gives an additional use to each enchanted item) when one could get a +1 to Strength (which could be used to boost overall power for each enchanted item or be used to give one additional use)?  Shouldn't the Frequency (Crafting) specialization give 2 uses/+1 similar to the use of enchanted item slots?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 14, 2010, 02:51:27 PM
I don't know if I missed something, but don't the new rules kill the usefulness of the Frequency (Crafting) specialization for Thaumaturgy?  Why use Refinement to get a +1 to Frequency (which gives an additional use to each enchanted item) when one could get a +1 to Strength (which could be used to boost overall power for each enchanted item or be used to give one additional use)?  Shouldn't the Frequency (Crafting) specialization give 2 uses/+1 similar to the use of enchanted item slots?

The way the rewrite goes, you don't add in the specialization bonuses until after you've made your "trades". So you can't trade that +1 Strength from your specialization (or focus item) in for frequency, you can only trade in the shifts of Strength you have in your base.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: KCR103 on April 14, 2010, 03:44:59 PM
The way the rewrite goes, you don't add in the specialization bonuses until after you've made your "trades". So you can't trade that +1 Strength from your specialization (or focus item) in for frequency, you can only trade in the shifts of Strength you have in your base.

That makes sense, but I still don't know if I like the "devaluing" of the frequency specialization as it compares to the strength specialization that this implies (strength specialization raises Lore, while frequency specialization can reproduce only one effect of Lore (a sacrifice of one shift for additional uses)).
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Korwin on April 14, 2010, 04:07:29 PM
I don't know if I missed something, but don't the new rules kill the usefulness of the Frequency (Crafting) specialization for Thaumaturgy?  Why use Refinement to get a +1 to Frequency (which gives an additional use to each enchanted item) when one could get a +1 to Strength (which could be used to boost overall power for each enchanted item or be used to give one additional use)?  Shouldn't the Frequency (Crafting) specialization give 2 uses/+1 similar to the use of enchanted item slots?

For an +2 into crafting strenght you need an +1 somewhere on the Thaumaturgical side.
For an +3 into crafting strenght you need an +2 and an +1 somewhere.

If you want an superb item crafter it makes sense to give it into item freqency...
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Biff Dyskolos on April 14, 2010, 07:42:37 PM
That makes sense, but I still don't know if I like the "devaluing" of the frequency specialization as it compares to the strength specialization that this implies (strength specialization raises Lore, while frequency specialization can reproduce only one effect of Lore (a sacrifice of one shift for additional uses)).

Or it may increase the value of the Frequency specialization.

By using an additional item slots you get +2 uses per slot. If this assumes a base 1-use slot and your Frequency +1 specialization makes your slots base 2-uses then that must affect the calculation somehow. Using extra slots could give you either base*2 or base+1 extra uses.

All the examples so far seem to assume base 1-use slots so I assume that the details are still being worked out.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Korwin on April 18, 2010, 01:15:35 PM
Thaumaturgic Spells can be made into items?

I'm thinkin about those Wolfbelts from the Hexenwulfen (Item of Power would be a possibility, but those Belts werent hard to destroy. And to be honest I want to know how to do it with Thaumaturgy)

It would be great if someone (knowledgeable) could calculate how much shifts all those Shapechanging abilities are worth.

(click to show/hide)

Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 18, 2010, 01:30:07 PM
I'm thinkin about those Wolfbelts from the Hexenwulfen (Item of Power would be a possibility, but those Belts werent hard to destroy. And to be honest I want to know how to do it with Thaumaturgy)

While I agree with your general point, Hexenwulfen belts actually are Items of Power and have to be, since formerly Pure Mortals can use them.

And what makes you think they're easy to destroy? I don't think any of them got destroyed prior to their bearer's deaths, and having to kill the owner to destroy it is close enough to indestructible for practical purposes.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 18, 2010, 01:33:34 PM
Yeah, sometimes the situation goes well beyond what the small scale items (i.e., enchanted items et al) system can do and has to extend into powers and refresh cost. Nature of the beast. If we had to make it so every magical effect ever could be encapsulated in the crafted items subsystem of spellcraft, you'd still be waiting on the RPG to go into preorder... for another year.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Korwin on April 18, 2010, 01:52:29 PM
Where all FBI goons killed? Not shure, cant remember if the Werewolf got them all.

Even if, they all died. Seems like an lame destroy condition. The Swords of the Cross would be gone the way of history with this condition...

Yeah, sometimes the situation goes well beyond what the small scale items (i.e., enchanted items et al) system can do and has to extend into powers and refresh cost. Nature of the beast. If we had to make it so every magical effect ever could be encapsulated in the crafted items subsystem of spellcraft, you'd still be waiting on the RPG to go into preorder... for another year.

If its not possible to change (yourself) into an animal (with magic/Thaumaturgy with or without item) it should say so somewhere.  :-\
If its possible, I want to know how it works  ;)

Or how about a guideline.
When should it be an Item of Power?
Or an Potion?
Or how about changing the effect off an potion in an permanent Magic Item (like the Anti-Fairy-Glamour Potion)

Another question. Should we flat out disallow Thaumaturgic spells in Magic Items? Like an Invisible Cloak?
Or you can only make it into an item, if you can make Thaumaturic Spells at Evocation Speed (ie. Sponsored Magic
(click to show/hide)
.)

For Thaumaturgy generally I would wish for an ton more examples and guidelines...
(not necessarily in the RPG, but somewhere)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 18, 2010, 01:55:00 PM
When should it be an Item of Power?

Likely whenever the spell effect you're going for can't be encapsulated within the casting strength limits of an enchanted item.

Quote
Another question. Should we flat out disallow Thaumaturgic spells in Magic Items?

No.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 18, 2010, 02:00:56 PM
Where all FBI goons killed? Not shure, cant remember if the Werewolf got them all.

Even if, they all died. Seems like an lame destroy condition. The Swords of the Cross would be gone the way of history with this condition...

Yeah, Murphy shot the leader, two of them killed each other, and I forget what the final one died of, but they're all dead.

As for the comparison, consider that Harry thought he could make a Hexenwulf belt. People don't think that kind of thing about the Swords. Not all Items of Power are equal. From a gameplay perspective, taking them permanently away from a PC just needs to be impossible. Needing the bearer slain to destroy them fits that condition nicely.


I do, however, think we need brief guidelines for Thaumaturgical shapeshifting. It's probably not gonna be available in the midst of combat without buying some other power, but it's clearly an available ability in the setting, and some basic guidelines on difficulty seem somewhat necessary.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 18, 2010, 02:09:54 PM
Three of them killed each other. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Korwin on April 18, 2010, 02:11:36 PM
Likely whenever the spell effect you're going for can't be encapsulated within the casting strength limits of an enchanted item.
So it depends on the Caster.
A young one would need to make an Item of Power.
An old expierenced Wizard could make it as an Magic Item.

As for the comparison, consider that Harry thought he could make a Hexenwulf belt. People don't think that kind of thing about the Swords.
I think thats the reason why I thougth about them as Magic Item and not as Item of Power.
Harry thought he could make one...

I do, however, think we need brief guidelines for Thaumaturgical shapeshifting. It's probably not gonna be available in the midst of combat without buying some other power, but it's clearly an available ability in the setting, and some basic guidelines on difficulty seem somewhat necessary.
+1
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 18, 2010, 03:05:11 PM
I've split off the thaumaturgical shapeshifting conversation that followed the above to a new thread, as I think it runs the risk of getting lost in here:

http://www.jimbutcheronline.com/bb/index.php/topic,17367.0.html
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 19, 2010, 06:32:19 PM
What powers would be work best for an Item Of Power whose sole purpose is to block spells - any spell - without needing a spell-caster to use it?  And when I say "block" I mean "hold it between you and the incoming magic and the spell is blocked" - though not, I imagine, with absolute certainty of success.  To be honest, I'm not entirely certain such an item is possible in the setting...

Ooh, that's an interesting question. I'm gonna split it off to its own thread and think about it.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Sigma77 on April 20, 2010, 10:20:15 AM
A Question:

How would you handle one person (in-game) making an item that someone else could use that has no Enchanted Item slots? Would it just permanetly fill up the person who made it's slots or no? I guess the best examples here could be Luccio's swords, if she made them for a pure mortal? (Doesn't happen as far as we know, but work with me here) How does that apply to HER slots?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 20, 2010, 03:04:07 PM
How would you handle one person (in-game) making an item that someone else could use that has no Enchanted Item slots? Would it just permanetly fill up the person who made it's slots or no? I guess the best examples here could be Luccio's swords, if she made them for a pure mortal? (Doesn't happen as far as we know, but work with me here) How does that apply to HER slots?

If the recipient can't "adopt" the item, you're stuck with it consuming your own slots.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Moriden on April 20, 2010, 04:08:55 PM
Quote
Quote from: Sigma77 on Today at 06:20:15 AM
How would you handle one person (in-game) making an item that someone else could use that has no Enchanted Item slots? Would it just permanetly fill up the person who made it's slots or no? I guess the best examples here could be Luccio's swords, if she made them for a pure mortal? (Doesn't happen as far as we know, but work with me here) How does that apply to HER slots?

If the recipient can't "adopt" the item, you're stuck with it consuming your own slots.

I imagine given time they could pay a refresh or two effectively taking it as itom of power or "Refinement" showing that theyve "attuned" to it. Im pretty sure these are all just play balance issues though so if you dont really care about that, then its alote simpler to handle.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Korwin on April 20, 2010, 04:11:44 PM
If the recipient can't "adopt" the item, you're stuck with it consuming your own slots.

Hmm, evil idea...
An stolen magic item...  ;D

I suppose the enchanter could/would change it out, but not fast...
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Sigma77 on April 20, 2010, 09:45:16 PM
My group is one of the ones doing an online playtest, right? So, we're actively trying to break the game in every which way, poking things that look like they can be exploited, etc.. Recently, we think we found something in the enchanted item varient that can be...well, it's ugly, so I'll walk you through the example.

Ex.:
Submerged Power Level

Focused Practitioner
Channeling (Spirit) [-2]
Ritual (Crafting) [-2]
Refinement (Enchantment Slots) [-2] x5

Total Enchantment Slots: 28
Now, lets say this guy doesn't use any Foci - he turns it all into enchantment slots. The build process follows:

The Item in question lets out a concentrated blast of force. It can be anything large, as per the rules, like a staff, basketball, but in this case? I used a Shotgun. Said shotgun can't be used NORMALLY, but I thought it was appropriate for what I'm about to do.

Let's say the creator has a Superb Lore, but nothing else. So the base strength is 5.

One Slot to House the Item.
Two Slots to Give it Four Extra uses per session.
25 Slots to the Strength of the Item.

We suddenly have what's basically a Weapon: 30 that can be used 5 times a session, with more times by calling on but a single box of stress - which, honestly, with that much power? Kind of a good trade off. My question is, was anything here done wrong in the creation process that allowed this kind of silliness, or is in fact, legal?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Archmage_Cowl on April 20, 2010, 09:51:02 PM
personally that looks good to me but you're forgetting the fact that you have to hit with that weapon:30 to do any damage with it. And if you only have superb lore a decent shield can block it pretty easily.
Just my two cents
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 20, 2010, 09:58:59 PM
Yeah, that's technically legal. And, while not an I Win button, still quite broken. Maybe limit how many slots can be devoted to a single item (or perhaps instead a single item effect, allowing a Block and an attack to be built into the same item) to the creator's Lore? I can't think of any reasonable items needing more than that.

Now, that'll still max out at Weapon 16, with a Crafting Strength +5 Item, full Thaumaturgy with two specializations in Strength, and five item slots, but it'll also max out at two or three uses (with a point of Frequency Specialization, and maybe an item adding to that), and is more of a thought exercise than a practical item.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 20, 2010, 10:01:45 PM
Mmm, good point there. I might be inclined to limit the number of slots you can put in a single enchanted item to your Lore skill, which would put a practical limit of 4 or 5 on that practice, as has been noted.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 20, 2010, 10:04:07 PM
Mmm, good point there. I might be inclined to limit the number of slots you can put in a single enchanted item to your Lore skill, which would put a practical limit of 4 or 5 on that practice, as has been noted.

Another possible cap might be: you can't create an enchanted item with a strength greater than twice your Lore. That's actually more attractive, as it caps your spell effects out around 8 or 10 regardless of where you're getting the bonuses from.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Sigma77 on April 20, 2010, 10:56:58 PM
Another possible cap might be: you can't create an enchanted item with a strength greater than twice your Lore. That's actually more attractive, as it caps your spell effects out around 8 or 10 regardless of where you're getting the bonuses from.

This makes a good bit of sense, as it would also help draw the line between Items of Power and Enchanted Items, something that was a little fuzzy, at least on where one becomes another. Also helps keep the items that would normally be rather large in complexity with regards to Thaumaturgy in check.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: SaintAndSinner on April 20, 2010, 11:08:56 PM
I like both of them but I'd probably personally use the second one unless I wanted a more pulpy action. 
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 21, 2010, 12:11:27 AM
Adding this to YS280:

"Regardless, an item’s casting strength after all bonuses are totaled may never exceed two times the crafter’s Lore rating. It’s a hard cap."

I'll also point out that, even without this edit, our theoretical 28-slot enchantment guy is off the chart on YS281 when it comes to the size of the enchanted item in question. A refresher:

Up to 4 enchantment slots: no smaller than a ring
Up to 8: no smaller than a fist or rod
Up to 12: no smaller than a basketball or staff

Going by 4's, 28 slots is 5 rungs above where that chart goes:

Up to 16: ?
Up to 20: ?
Up to 24: ?
Up to 28: ?

I'm thinking that since the progression (spherically) is ring to fist to basketball over three rungs, that by the time you're at 24 slots you're talking about something no smaller than a human being, maybe larger. 28 slots? Basically it's a car.  So best of luck transporting that around conveniently. At the end of the day, the thing being described is... a tank. A big, magic tank. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Sigma77 on April 21, 2010, 12:36:55 AM
Harry obviously needs one.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: JustinS on April 21, 2010, 12:50:11 AM
Adding this to YS280:

"Regardless, an item’s casting strength after all bonuses are totaled may never exceed two times the crafter’s Lore rating. It’s a hard cap."

I'll also point out that, even without this edit, our theoretical 28-slot enchantment guy is off the chart on YS281 when it comes to the size of the enchanted item in question. A refresher:

Up to 4 enchantment slots: no smaller than a ring
Up to 8: no smaller than a fist or rod
Up to 12: no smaller than a basketball or staff

Going by 4's, 28 slots is 5 rungs above where that chart goes:

Up to 16: ?
Up to 20: ?
Up to 24: ?
Up to 28: ?

I'm thinking that since the progression (spherically) is ring to fist to basketball over three rungs, that by the time you're at 24 slots you're talking about something no smaller than a human being, maybe larger. 28 slots? Basically it's a car.  So best of luck transporting that around conveniently. At the end of the day, the thing being described is... a tank. A big, magic tank. :)

That looks like about tripple radius each time (27 fold in volume) so about 80 foot diamater sphere. So I think that is a magical house.

"That's no moon, that is a battle spell focus!"
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on April 21, 2010, 02:28:15 AM
Adding this to YS280:

"Regardless, an item’s casting strength after all bonuses are totaled may never exceed two times the crafter’s Lore rating. It’s a hard cap."

Yeah, that's just a flat out better solution than mine. Have I mentioned lately you folks at Evil Hat are awesome?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Lanodantheon on April 21, 2010, 05:55:11 AM
Someone breaks the game and the Lead Designer fixes it in less than an hour?

....I LOVE YOU GUYS...... ;D ;D ;D ;D ;D :'( :'( :'(
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: void on April 21, 2010, 10:48:27 AM
Hope nobody missed me. Been out for a week due to surgery, good times. Still recovering, but I found I'm finally lucid enough to try to catch up.

Honestly, I think people are also overlooking something simple: If someone has a tendency to show up to fights using the magical equivalent of a tacnuke, they're going to get NOTICED. Any enchanted item must be carried in order to be used, and will be trivial to notice/find by even half-assed practitioners.

People will come after you for your gizmo, either to have it themselves, to keep you from having it, or to keep someone ELSE from taking it from you. And since you're a one-trick pony, it won't be hard for someone of sufficient determination to do so.

The story will quickly become about the item, keeping your control over it, and surviving the attempts to keep it. This can be both used as a way to justify the item (perhaps everyone enjoys the edge of the seat 'omg, the fight came to us again, how will we hold onto the mystic amulet of pwnz0r this time' action), or as a way to get the powergamer to get sick of "I've LOST my wadget AGAIN?!" and think up a more clever approach.

Not to mention a weapon of that strength is probably going to get aimed at a mortal at some point, and we already have a huge stack of tools for dealing with THAT through story.. ;)

I might not want something like this in my game, either, but I think trying to scramble to 'patch' the 'hole' is kind of understating the capacity of the game to self-correct without more fiddly rules. :)

As an exercise in curiosity for everyone, if you were going to design a 9 refresh offensive item of power, what would it look like?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: luminos on April 21, 2010, 11:52:47 AM

As an exercise in curiosity for everyone, if you were going to design a 9 refresh offensive item of power, what would it look like?

This is without putting to much thought into it.  I can probably come up something a lot more munchkinly if I take my time to think up stuff.  I'd give it the All Creatures are Equal Before God trapping of the Swords of the Cross, which I estimate is about -3 (I'm assuming that the other -2 comes from it being holy, and increasing weapon skill).  Then I'd let it give its user Mythic Strength.  I'd make the item a large axe or warhammer (it is what it is) to make it worth weapon:2 or 3, and to let it be something that I could justify getting the Devastating Blows bonus for Mythic Strength.  That gives me 7 points spent after taking into account the item discount, so I still have two left.  Might as well give it the True Aim trapping from the Swords of the Cross as well.  This is where I'd try to pull a fast one on the GM, and let it give me Supernatural Sense.  What is that I hear?  You don't think that Supernatural Sense sounds all that bad, especially compared to the other abilities I loaded it with?  You haven't even seen the beauty of this move yet.  You see, I'd define the "sense" as being supernaturally drawn towards the item, and always having at least a vague idea of where it is at.  Lets see you try to take it away from me now, GM!
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: void on April 21, 2010, 11:55:45 AM
Knowing where it is and being able to lay your hands on it are two rather different things.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: luminos on April 21, 2010, 12:03:00 PM
Knowing where it is and being able to lay your hands on it are two rather different things.


That's very true.  I can see a GM saying "Do you by any chance have the Aquatic power", "Nope", "Oh, what a shame, your hammer just happens to get lost at the bottom of Lake Michigan."
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: SaintAndSinner on April 21, 2010, 12:09:15 PM
Anyone with an Uber-weapon may as well take it as an Aspect also. That way they may rake in the FATE points when these things happen.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Wyrdrune on April 21, 2010, 12:20:01 PM
Knowing where it is and being able to lay your hands on it are two rather different things.


it would be kinda funny to let a player design "the spear of lugh" or "thor's hammer" and let them find out that it is stashed away in some far away nevernever stronghold... you could build a campaign around it...
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: void on April 21, 2010, 12:36:06 PM
Now you guys are getting it. :D
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: luminos on April 21, 2010, 01:11:11 PM
Item of Power: Sword-Chucks
It is what it is:  It is sword-chucks, which makes it a weapon: 4 right off the bat
Indestructible:  Double indestructible if placed inside an armoire of invincibility
Glorious Chainsaw Method: Let your swords become like things unto chainsaws
But, where would you grip it?:  Use your belief in the awesomeness of the sword-chucks to deal mental stress equal to your conviction to all sentient beings at the start of every scene


It still needs a few powers to get up to -9 refresh cost, but its a start.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 21, 2010, 02:43:36 PM
People will come after you for your gizmo, either to have it themselves, to keep you from having it, or to keep someone ELSE from taking it from you. And since you're a one-trick pony, it won't be hard for someone of sufficient determination to do so.

There's a classic story from Cyberpunk days of old. The guy who builds an incredibly lethal, incredibly fast character -- minmaxer extraordinaire. So the first fight rolls around, he gets initiative, and he pops up from behind cover and goes to town -- wastes a couple opponents in the first shot.

Then the rest of them get to go, and, well, this here dude is the primary target. He, too, gets wasted -- in the first turn.

That's what I picture happening to the dude who shows up with all of his slots devoted to kicking ass.  One thinks he should also be putting some energy towards *covering* his own, too. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Korwin on April 21, 2010, 08:35:15 PM
What you describe isnt an MinMaxer.
He forgot to minimise His weaknesses...
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 21, 2010, 08:39:57 PM
What you describe isnt an MinMaxer.
He forgot to minimise His weaknesses...
Someone cranking out a single "nuke anything" item out of *all* possible enchantment slots is certainly minmaxing *something*. "Min" doesn't mean minimize weaknesses necessarily.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Sigma77 on April 21, 2010, 09:03:15 PM
Aye, what Fred said - with the example I used, the character was minimizing his spellcasting and versatility. That is, he doesn't have any Foci or other enchanted item slots to make him more adaptable to other situations. That said, he's certainly not blatantly open - he can still cast blocks, after all, though they may not be as effective as they could be.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Korwin on April 22, 2010, 05:15:51 AM
My group is one of the ones doing an online playtest, right? So, we're actively trying to break the game in every which way, poking things that look like they can be exploited, etc.. Recently, we think we found something in the enchanted item varient that can be...well, it's ugly, so I'll walk you through the example.

Ex.:
Submerged Power Level

Focused Practitioner
Channeling (Spirit) [-2]
Ritual (Crafting) [-2]
Refinement (Enchantment Slots) [-2] x5

Total Enchantment Slots: 28
Now, lets say this guy doesn't use any Foci - he turns it all into enchantment slots. The build process follows:

The Item in question lets out a concentrated blast of force. It can be anything large, as per the rules, like a staff, basketball, but in this case? I used a Shotgun. Said shotgun can't be used NORMALLY, but I thought it was appropriate for what I'm about to do.

Let's say the creator has a Superb Lore, but nothing else. So the base strength is 5.

One Slot to House the Item.
Two Slots to Give it Four Extra uses per session.
25 Slots to the Strength of the Item.

We suddenly have what's basically a Weapon: 30 that can be used 5 times a session, with more times by calling on but a single box of stress - which, honestly, with that much power? Kind of a good trade off. My question is, was anything here done wrong in the creation process that allowed this kind of silliness, or is in fact, legal?


So after the rules change, what would the build be...

Focused Practitioner
Channeling (Spirit) [-2]
Ritual (Crafting) [-2]
Refinement (Enchantment Slots) [-1] x7

16 Focus Item Slots, we use 5 of those for an Crafting Strenght Focus.
The remaining 11 we change into Magic Item Slots 22.

An Basic Item for this Char. has Strenght 10 (maximum) and one use.
So as Attack we use an pure Force 10 Attack and we add 3 Item Slots for 6 additional uses to get an 7 frequency Weapon.
For defense we use basically the same to get an Block 10 or Armor 5, 7 uses per encounter.
We uses 8 of the 22 Item Slots, 4 Slots for Potions. 10 free.
What about an Veil Item Strenght 8, duration 3 exchanges, frequency 3.
Another Veil Item but with Thaumaturgical duration (but stationary) Strenght 10, Frequency 1?
Still 7 Item Slots...

Not to shabby...
(just dont lose those Items...)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: void on April 22, 2010, 05:22:09 AM
The more I think about the 'no more than twice the lore' rule, the more I don't like it. It's not THAT high a limit; take an enchanter with Great lore; +4 from specialization and focus items isn't that hard, and you've already eliminated the option of burning an item slot. I think focusing on the size of the item and the plot impact of "People will WANT this" are healthier than that hard cap.

Is there any chance it could be rephrased into a 'If a GM doesn't like it, they could cap it this way' instead of a default 'it's just how it is' note? I mean, I know it's always possible for the GM to say that's not how it is here, but I think that trying to head off the problem this way doesn't get at the root of the problem, and will just get people thinking in ways that are just as potentially problematic(see the post that popped up while I was composing this one) but harder to solve cleanly with simple plot tools.

Leave the low hanging fruit for this type of minmaxer. When someone reaches for it, their head is already at convenient baseball bat swinging level. :D
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Korwin on April 22, 2010, 05:42:43 AM
I think focusing on the size of the item and the plot impact of "People will WANT this" are healthier than that hard cap.
Would be nice to expand the size table in the book...
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: luminos on April 22, 2010, 09:16:59 AM
I think focusing on the size of the item and the plot impact of "People will WANT this" are healthier than that hard cap.


In addition to these, and just letting the GM say no to something that breaks the game, I'd also let the GM force the player to go through the full creation process of the item if it takes things too far. 
Player:  Alright, I use my 28 enchanted item slots to make a weapon: 30 that can be used 5 times a session
GM:  Sounds cool, let me make some quick notes.  Does a base complexity of 60 sound about right for that?
Player:  Ummm, what?
GM:  You know, the complexity of the enchanting process to make that monster
Player:  Well, I was just planning on, you know having it, and...
GM:  And which house are you using?
Player:  Excuse me?
GM:  Well, where are you getting the house that will be turned into your enchanted item?
Player:  This is starting to sound like too much trouble
GM:  Of course, it would be a real shame if the local bad guys shot up that house after you enchanted it.  It might degrade the items effectiveness
Player:  Look, can we just forget this?
GM:  Aww man, now I have to design a new plot that doesn't revolve around everyone trying to destroy/control your death star.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Korwin on April 22, 2010, 09:35:55 AM
To be honest, that sound to much like player harrasment to me.
If you dont want it, just say no.

Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 22, 2010, 02:45:39 PM
Would be nice to expand the size table in the book...

Ain't no room!
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 22, 2010, 02:48:14 PM
The more I think about the 'no more than twice the lore' rule, the more I don't like it. It's not THAT high a limit; take an enchanter with Great lore; +4 from specialization and focus items isn't that hard, and you've already eliminated the option of burning an item slot. I think focusing on the size of the item and the plot impact of "People will WANT this" are healthier than that hard cap.

Is there any chance it could be rephrased into a 'If a GM doesn't like it, they could cap it this way' instead of a default 'it's just how it is' note? I mean, I know it's always possible for the GM to say that's not how it is here, but I think that trying to head off the problem this way doesn't get at the root of the problem, and will just get people thinking in ways that are just as potentially problematic(see the post that popped up while I was composing this one) but harder to solve cleanly with simple plot tools.

I'll consider softening the "It's a hard cap" statement if I can manage to fit softened language in about 20 letters and spaces. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: svb1972 on April 22, 2010, 02:54:39 PM
I'll consider softening the "It's a hard cap" statement if I can manage to fit softened language in about 20 letters and spaces. :)

You also end up with the opposite problem.
A GM gets rail-roaded by the rules-lawyer who says.. "Look it's not a hard-cap it's just a suggestion.. please can I have my munster-gouda item of super-awesomesauce?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 22, 2010, 03:17:06 PM
I'll consider softening the "It's a hard cap" statement if I can manage to fit softened language in about 20 letters and spaces. :)

Going for a rewrite like so: "Regardless, an item’s casting strength after all bonuses are totaled should never exceed two times the crafter’s Lore rating without a very good rationale­—and a ton of baggage."

And next to the chart:

HARRY: Hey, Billy, why does the chart stop here? What if someone wants to craft an item out of even more slots?

BILLY: Well, if you go beyond the end of the chart, you’re doubling or tripling the dimensions each step, so at best you’re talking about something which is vehicular, if not completely stationary. So what’s shown is what you can actually carry. And it seems to me that wizards do better when they can actually bring their items to where they need to use them.

HARRY: Good point. There’s no Little Chicago in my pocket.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: void on April 22, 2010, 04:20:09 PM
That sounds PERFECT. It gives room for someone to make something that massive if it makes sense for character concept... and they'll probably have an Aspect tied to it for plot hookiness.

Thanks, Fred! <3
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Sigma77 on April 22, 2010, 08:43:59 PM
A suggestion my group came up with recently:

Open up refinement (or something similar?) to anyone for Enchanted Item slots. The idea is that someone can make an item that other people can use, even pure vanilla mortals for example, but in-game they have no way of using them without hanging onto the maker's slots. So maybe this way the Local Neighborhood Wizard makes friends with the Cop Dealing With the Hairy. He doesn't want his friend to get killed, so he borrows his vest/clothing/etc., enchants it to protect the Cop. With this idea, the Cop could sport the enchanted item under his own slots.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: flymolo on April 22, 2010, 09:14:18 PM
With this idea, the Cop could sport the enchanted item under his own slots.
To them, I would call it an item of power that had refinement slots on it.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: JustinS on April 22, 2010, 09:54:50 PM
and next to the chart:

HARRY: Hey, Billy, why does the chart stop here? What if someone wants to craft an item out of even more slots?

BILLY: Well, if you go beyond the end of the chart, you’re doubling or tripling the dimensions each step, so at best you’re talking about something which is vehicular, if not completely stationary. So what’s shown is what you can actually carry. And it seems to me that wizards do better when they can actually bring their items to where they need to use them.

HARRY: Good point. There’s no Little Chicago in my pocket.

But I want a pocket full of little Chicago!

(and it is really neat to see our discussions here help make the final version a leaner, meaner, even more kickass book then it already is.)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Biff Dyskolos on April 22, 2010, 10:13:20 PM
A suggestion my group came up with recently:

Open up refinement (or something similar?) to anyone for Enchanted Item slots.
...

I like this idea - especially in the context of a more fantasy oriented setting - but I think there is one big drawback. There was a post here(http://www.jimbutcheronline.com/bb/index.php/topic,17490.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,17490.0.html)) where the Sword of the Phoenix has enchanted item slots that are based on someone else's lore.

There would have to be some rule that limits the power of an enchanted item base upon the skills of the character it is attached to rather than the character that created it. Otherwise you will have guys with Mediocre Lore using item created by guys with Superb (or better!) Lore.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: SaintAndSinner on April 22, 2010, 10:37:25 PM
I like this idea - especially in the context of a more fantasy oriented setting - but I think there is one big drawback. There was a post here(http://www.jimbutcheronline.com/bb/index.php/topic,17490.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,17490.0.html)) where the Sword of the Phoenix has enchanted item slots that are based on someone else's lore.

There would have to be some rule that limits the power of an enchanted item base upon the skills of the character it is attached to rather than the character that created it. Otherwise you will have guys with Mediocre Lore using item created by guys with Superb (or better!) Lore.

Maybe a Stunt that allows you to use items up to your Conviction or Discipline?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Moriden on April 22, 2010, 10:46:25 PM
Quote
There would have to be some rule that limits the power of an enchanted item base upon the skills of the character it is attached to rather than the character that created it. Otherwise you will have guys with Mediocre Lore using item created by guys with Superb (or better!) Lore.

you mean like wardens swords?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 22, 2010, 10:55:34 PM
My recommendation if you have someone "external" producing an adopted item:

Break out the debt calculators. Require one of the character's aspects to be devoted to *why* they've gotten hold of that item. And compel mercilessly.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: JustinS on April 22, 2010, 11:26:51 PM
Maybe a Stunt that allows you to use items up to your Conviction or Discipline?

Or if your name is Bruce Wayne, Rescources. (also would work well for a rich mortal collector)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Mal_Luck on April 22, 2010, 11:44:55 PM
If a True Mortal adopted an item, would he lose his refresh bonus?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 23, 2010, 12:06:15 AM
If a True Mortal adopted an item, would he lose his refresh bonus?

He'd need to have some way to have enchanted item slots in order to adopt it, right? So that'd involve taking some sort of power. Thus, not pure mortal.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: luminos on April 25, 2010, 06:38:50 AM
New question, really hope I'm not repeating something that hasn't already been answered.  Lets say you have an enchanted item that is block X/armor:X/2 with 3 uses per session.  How long does each use of the item last?  Just for the one defense roll its activated for, or the entire exchange?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Biff Dyskolos on April 25, 2010, 02:52:08 PM
New question, really hope I'm not repeating something that hasn't already been answered.  Lets say you have an enchanted item that is block X/armor:X/2 with 3 uses per session.  How long does each use of the item last?  Just for the one defense roll its activated for, or the entire exchange?

That's a good question. I had not thought about that.

In Diaspora your defencive roll "stays on the table" and is used as your defence for all attacks that round - as long as the skill rolled is appropriate for the attack. If you rolled a dodge (Athletics) for a weapons attack then that is your defence for all dodgable attacks that round. If the next attack was a Composure attack then you would have to roll a new defence.

You could do something similar here.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 25, 2010, 09:26:57 PM
New question, really hope I'm not repeating something that hasn't already been answered.  Lets say you have an enchanted item that is block X/armor:X/2 with 3 uses per session.  How long does each use of the item last?  Just for the one defense roll its activated for, or the entire exchange?

In my game I would *probably* say until the end of the scene or (if you're using the block style) until it's "broken" (overcome), though I could see a case being made for it being on a per-hit basis. It's the weekend, so I'm not gonna kill myself looking through the chapter yet again to see if we get more explicit than that. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: KOFFEYKID on April 26, 2010, 01:23:09 PM
New question, really hope I'm not repeating something that hasn't already been answered.  Lets say you have an enchanted item that is block X/armor:X/2 with 3 uses per session.  How long does each use of the item last?  Just for the one defense roll its activated for, or the entire exchange?

It seems to me that you have to factor in the duration of the effect when you create the enchanted item. The enchanted item is basically a spell in an object, and you have X Shifts of power to give to that spell. Some of those shifts might go towards duration, others would go towards other things.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Biff Dyskolos on April 26, 2010, 05:35:21 PM
It seems to me that you have to factor in the duration of the effect when you create the enchanted item. The enchanted item is basically a spell in an object, and you have X Shifts of power to give to that spell. Some of those shifts might go towards duration, others would go towards other things.

There was a topic on rotes (can't find it right now) where Lenny said that once the spell is "in the air" it is just like any other spell. That was why Carlos could retask his Entropy Shield as an attack and why Harry can extend the duration of his Shield. That same reasoning could be applied to enchanted items.

After an item generates the effect (not an attack though, which is instantaneous) it has a default duration of one exchange. But you could extend that duration just like any other spell.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 26, 2010, 05:41:33 PM
Oh, right, right, yes; it's one exchange generally speaking (though some specifics vary); the benefit of choosing to go with block vs. armor is layering (one best block + one best armor rating), and block's general benefit of all-or-nothing vs. stress mitigation.

Note that you don't have to trigger a "use" of a defensive item (one that does a block or an attack) until you otherwise see that the attack would hit ya, which is a hidden but palpable benefit.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: void on April 26, 2010, 07:37:05 PM
The quasi-retroactive facet is an important one, yeah, that a lot of players of other systems might not intuit on their own. Is that clearly implied anywhere in the new source text?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on April 26, 2010, 08:07:19 PM
The quasi-retroactive facet is an important one, yeah, that a lot of players of other systems might not intuit on their own. Is that clearly implied anywhere in the new source text?
I don't recall, and my current patience level ain't letting me go look. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Mal_Luck on April 30, 2010, 10:30:40 PM
wrong thread... sorry
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on May 03, 2010, 02:07:58 AM
What type of action (or lack thereof) is it to use defensive items? Because there's been alot of talk about layering them with a Shield or something like that, but I just looked and nowhere does it say that they're anything less than the normal action they'd be as an Evocation to use. Not here anyway, I obviously lack access to the new source files. Which would make them very much not the last-desperate-measures kind of thing this patch's first post refers to them as.

I'm assuming the intent is that they're a free action, but i can't find that actually stated anywhere.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on May 03, 2010, 04:32:50 AM
I'm assuming the intent is that they're a free action, but i can't find that actually stated anywhere.

Since you can use them at the time that the attack connects, it would follow.

Ah, in fact I appear to have anticipated this, as we have this in the text already: "Defensive items (ones that provide armor or a block, for example) often consume a use at the time of defense and don’t require a separate action to activate."
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on May 03, 2010, 04:39:55 AM
Since you can use them at the time that the attack connects, it would follow.

Right. Absolutely...where does it say they can do that? Like I said, I looked around and couldn't find it except in discussions in this thread.

Of course, you (unlike I) have the current source document, and it might easily be in there along with the changes in the first post. But it's not explicitly in the first post itself, nor in the Early Bird PDF I've got.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on May 03, 2010, 04:45:06 AM
Right. Absolutely...where does it say they can do that? Like I said, I looked around and couldn't find it except in discussions in this thread.

Of course, you (unlike I) have the current source document, and it might easily be in there along with the changes in the first post. But it's not explicitly in the first post itself, nor in the Early Bird PDF I've got.

The first post doesn't reflect the full revision to the text. The text will reflect the full revision to the text. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on May 03, 2010, 04:47:13 AM
The first post doesn't reflect the full revision to the text. The text will reflect the full revision to the text. :)

Cool. As long as it's in there I'm in seventh Heaven.  :)

It just got brought up in a game I'm in and I got to looking for references...and couldn't find an explicit one. So I worried.
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: iago on May 03, 2010, 04:50:28 AM
Cool. As long as it's in there I'm in seventh Heaven.  :)

It just got brought up in a game I'm in and I got to looking for references...and couldn't find an explicit one. So I worried.

Y'all worked the patch over until it was bloody. A lot of that work got reflected in the text. :)
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Tsunami on May 06, 2010, 02:13:44 PM
Just need to have something cleared up.

Other Thoughts

This allows you, on any defensive item, to use either the Armor or block benefit with one use and take the more advantageous effect. It also means that you can get a benefit on odd-numbered Lore scores, and make a defensive item even if you only have Average Lore that doesn't totally suck, because you no longer have to cut the shifts in half twice.

Am I right in interpreting this to mean I get to choose which effect I use every time I use the Item?

Or do I get to choose when I create the item, and then its fixed?
Title: Re: Enchanted Items Patch - Important, holy crap!
Post by: Deadmanwalking on May 06, 2010, 04:50:49 PM
From other stuff they've said, it's pretty clear it's every time.