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The Dresden Files => DFRPG => DFRPG Resource Collection => Topic started by: Runhide on December 07, 2010, 03:59:45 PM

Title: Setting up a ward how do you get all the shifts?
Post by: Runhide on December 07, 2010, 03:59:45 PM
It looks like you can pump a lot of extra shifts into a Thaumaturgy spell and one of the most common spells that I see this in is wards. What justifies these extra shifts and how do you control them?  Is it from taking hours or days to create it?  What is the upper limit if that is the case?

Temp 30 pt 8 refresh Character
   +5 Lore, Conviction
   +4 Discipline, Endurance
   +3 Weapons,Athletics
   +2 Resources, Scholarship
   +1 Survival, Investigation

Evocation -3
Thaumaturgy -3
The Sight -1
Soulgaze -0

Can you pump 30 shifts into a ward if you take days to set it up?  What would be the max this temp character would be able to put into a ward? Why? Whats the Math?

Ward 30 shifts: Base power 5  from Lore 5
Skip Scenes 19 Additional power (Y270)  ????
Symbolic links 6  +2 scraping from my anvil and workbench, +2 Scraping from the fence, +2 Scrapings of house and workshop, Some grass and bark from the trees, Dirt from yard  (Y267)
Complexity +2 Keyed entry:  Allows me in and out and to allow others . (Y276)
Complexity +5 last a few months, 5 increment change on Time table starting at all day for spell type (Y315 time table) (Y266 Starting point of all day)
 
Title: Re: Setting up a ward how do you get all the shifts?
Post by: devonapple on December 07, 2010, 04:06:31 PM
That's way too many skipped scenes.

A lot of those shifts can come from other Declarations, such as getting your mind in focus, acquiring magical props, drawing a really awesome ritual circle. and more.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Runhide on December 07, 2010, 04:38:18 PM
Ok I get that but what is the max and why?  That is the real question.

In addition you bring up another good question how many other +2’s can you add?  I would say that is a GM discretion issue.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: MijRai on December 07, 2010, 04:46:10 PM
The maximum isn't really set, but you can rule common sense on it. It is pretty doubtful a plain jane ward attached to a middling threshold beats 10-15 in total complexity.

As to how many tags, you get as many that are justifiable thematically. For the friendly wizard, maybe 10 shifts. For the paranoid Warden or power-mad sorcerer, you can expect the ward to be... Stronger.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: devonapple on December 07, 2010, 04:50:23 PM
Skipped scenes are supposed to be just that: skipped scenes in the game when your PC isn't doing anything else to further the plot.

As a general guideline, here is a quote from Fred Hicks:

"...at the end of the day, a spell is a story. The details aren’t there in order to illustrate pieces of a cosmic order, they’re there to show us what a wizard is willing to do in order to see his or her will manifested...

Preparation for thaumaturgy is no longer a shopping list of crap you have to go through – it’s an opportunity for you to tell the story of the spell. It’s just as much you sitting in a library paging through arcane tomes as it is you going to the convenience store to get your knowledge spirit some skin mags so he’ll give you some choice incantations. Magic is the wizard’s life."

- Fred Hicks, "Designer’s Corner: Thaumaturgy and the Value of Playtesters"
http://www.dresdenfilesrpg.com/2010/04/27/designers-corner-thaumaturgy-and-the-value-of-playtesters/
Title: Re: Setting up a ward how do you get all the shifts?
Post by: devonapple on December 07, 2010, 05:36:04 PM
Also, this page has a great list of sample Lore Declarations you can make using most any skill you might possess, in order to make up the Lore deficit in a ritual's Complexity:

http://www.rickneal.ca/?p=639
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Runhide on December 07, 2010, 05:50:45 PM
The maximum isn't really set, but you can rule common sense on it. It is pretty doubtful a plain jane ward attached to a middling threshold beats 10-15 in total complexity.

As to how many tags, you get as many that are justifiable thematically. For the friendly wizard, maybe 10 shifts. For the paranoid Warden or power-mad sorcerer, you can expect the ward to be... Stronger.

You mentioned wards needing a threshold or being dependant on one.  From what I can tell the argument is still ongoing but the proof I have read is that you do not need a threshold for a ward see examples A and B.  If you disagree with that the argument of wards interacting with thresholds is not ongoing they don’t.  When casting a ward on a threshold you do not get bonuses from it for the ward.  So you cannot base ward strength on the threshold.  Also Given the nature of magic if you did need a threshold to base a ward on you could just make an artificial one.   

Using the books as canon, Wards don't need to be tied to thresholds.
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Title: Re: Setting up a ward how do you get all the shifts?
Post by: Sanctaphrax on December 07, 2010, 10:05:43 PM
Concerning the thread question: there is no limit. The GM is expected to handle it without rules. A house rule is appropriate if this turns out to be a problem. I suggest increasing the difficulty to control the ritual as the complexity increases.

Concerning the thread itself: I'm not so thrilled to see threads devoted to single rules questions on the Resource Collection board. I think that we need a DFRPG Rules FAQ thread to deal with those questions. It should probably also include a basic rundown of the rules and some play examples.

I can put that thread up myself, but I'd be quite glad to have someone else do some/all of the work. Anyone who's interested should send me a message, so that I don't do unnecessary work.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Watson on December 08, 2010, 08:54:47 AM
As I interpret the rules in regards to Wards and complexity, a PC could without too much effort (from a rules perspective) create a Ward with a complexity of 50 (or more!), given that he gets enough time. There are no limits in terms of the number of Declarations a Wizard can make (as long as he can explain them from a narrative perspective), so making 25 Declarations (to get 50 shifts!) should be OK (as long as his GM is agreeing to it). It would also be perfectly safe to cast the ritual once the Wizard gets a Discipline of 5+ (as at this level, he can feed 1 Shift of power to the ritual per exchange, without risk failing the spell).

The fact that a Wizard can succeed with any ritual as long as he is given enough time (and can explain all the Declarations) is fine by me in general, but when it comes to Wards it seems a bit strange (as the Ward is stronger the higher the complexity, and there are no real rules to prevent a player from (using the example above) that it is possible to create a way over-powered Ward.

It’s a bit off topic (but in a way related to super-strong Wards), but why would a Wizard, given enough time, ever use Fate Points or Consequences when casting rituals (when one, technically, can make an unlimited number of Declaration “for free”)?

I am thinking about putting a limit on the number of Declarations one can make when casting a ritual, but at the same time, it doesn’t feel good to do that. One the other hand, I would very much like the players to use Fate Points or Consequences when casting rituals, but when they have “free” Declarations, I can’t see any player ever using Fate Points or Consequences (given the Wizard have enough time to cast the ritual in question).
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Ryan_Singer on December 08, 2010, 07:10:12 PM

I am thinking about putting a limit on the number of Declarations one can make when casting a ritual, but at the same time, it doesn’t feel good to do that. One the other hand, I would very much like the players to use Fate Points or Consequences when casting rituals, but when they have “free” Declarations, I can’t see any player ever using Fate Points or Consequences (given the Wizard have enough time to cast the ritual in question).


You hint at it here. Harry doesn't need to use fate points or consequences for rituals while he's off the clock, but usually, in the middle of a story, he's under the gun.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: eberg on December 08, 2010, 08:16:56 PM
As I interpret the rules in regards to Wards and complexity, a PC could without too much effort (from a rules perspective) create a Ward with a complexity of 50 (or more!), given that he gets enough time. There are no limits in terms of the number of Declarations a Wizard can make (as long as he can explain them from a narrative perspective), so making 25 Declarations (to get 50 shifts!) should be OK (as long as his GM is agreeing to it). It would also be perfectly safe to cast the ritual once the Wizard gets a Discipline of 5+ (as at this level, he can feed 1 Shift of power to the ritual per exchange, without risk failing the spell).
First, the Declarations take time and get harder the less inventive they are. By the time you get to your third "I buy some more magic herbs", you are rolling against Fantastic (+6) difficulty. Second, trying to channel 50 shifts of power would encourage me to do stuff like restrict the Discipline roll by Endurance or compel appropriate Aspects to raise the difficulty of the control roll. All it takes is one hiccup when you are fooling with that much power to transform yourself and your sanctum into a smoking crater.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Drashna on December 09, 2010, 03:44:53 AM
You should be able to get a couple aspect invokes pretty easily (wizard for one, and if you're paranoid. etc).  As for declarations, look at harry, each step he does for his major spells is a declaration.  You should be able to get 3-4 of these or more if you're creative. 


Just remember, the more shifts you have to control, the more dangerous it gets. one failed control check can kill you. Easily.  Picture this: you got a 50 shift spell, you've got 4 shifts left, and roll so poorly that you fail the control check.  Either way, your taking 46 shifts of damage, from fallout or backlash.   Say bye bye to your wizard.  That's the danger of bigger spells. So the pratical limit is the number of shifts of damage you can take.  Stress track + 20 (2 mild, 4 moderate, 6 serious, 8 extreme).
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Wyrdrune on December 09, 2010, 07:26:30 AM
as for the 50 shifts ward... i would simply rule that the "natural" maximum is reached when the wizard has to sleep, no one can't reasonably stay up casting for several days.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Drashna on December 09, 2010, 08:28:05 AM
What if one of his aspects was "chronic insomniac"?  :)

I'd say that endurance comes into play here.  Which brings to mind, if the character had a recovery power, he'd be more able to stay up days. It's one of the trappings for Recovery.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: bibliophile20 on December 09, 2010, 03:45:37 PM
Temporary Aspect: High On Stimulants
Temporary Aspect: Eight Empty 2-Liter Bottles Of Mountain Dew
Temporary Aspect: It is by the beans of Java that thoughts acquire speed...

There, solved your problem for staying up...  (knows and knows of waaay too many computer geeks...)
Title: Re: Setting up a ward how do you get all the shifts?
Post by: devonapple on December 09, 2010, 04:11:33 PM
Temporary Aspect: High On Stimulants
Temporary Aspect: Eight Empty 2-Liter Bottles Of Mountain Dew
Temporary Aspect: It is by the beans of Java that thoughts acquire speed...

There, solved your problem for staying up...  (knows and knows of waaay too many computer geeks...)

Well, that would cover 3 Discipline checks.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Watson on December 10, 2010, 11:24:48 AM
Just remember, the more shifts you have to control, the more dangerous it gets. one failed control check can kill you. Easily.  Picture this: you got a 50 shift spell, you've got 4 shifts left, and roll so poorly that you fail the control check.  Either way, your taking 46 shifts of damage, from fallout or backlash.   Say bye bye to your wizard.  That's the danger of bigger spells. So the pratical limit is the number of shifts of damage you can take.  Stress track + 20 (2 mild, 4 moderate, 6 serious, 8 extreme).

Note the actual casting of the ritual is not really a problem (once you reach +5 in Discipline, you can easily add one shift of power without risking failing the roll). Though if you had a risk of failing the ritual, I would not raise the complexity to 50 and risk a 50-shift fallout...

As suggested, Endurance could restrict Discilpline for very long rituals.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Watson on December 10, 2010, 11:32:48 AM
Note that this not only applies for general Wards, but also for Summoning rituals (more specifically the strength of the containment circle).

You don't have to go to really extreme complexities like 50, without too much trouble, a Wizard could (given enough time) easily create a complexity 20+ containment circle, that should hold all creatures summoned.

What bothers me is that, if the Wizard have enough time (and Discipline 5+), the player could simply say "I create a complexity 20 [or 30, or 40 or whatever] containment circle for my summoning, and as I can't fail the roll, so I suppose it is successful, right?". Given enough time and creativity, the player should be able to come up with enough Declarations to make it work.

I am thinking about some kind of restriction, saying that a Wizard can only create a Ward that has a Complexity equal to 2x his Lore skill (modified by any bonuses he might have).
Title: Re: Setting up a ward how do you get all the shifts?
Post by: eberg on December 13, 2010, 04:18:11 PM
Temporary Aspect: High On Stimulants
Temporary Aspect: Eight Empty 2-Liter Bottles Of Mountain Dew
Temporary Aspect: It is by the beans of Java that thoughts acquire speed...

There, solved your problem for staying up...  (knows and knows of waaay too many computer geeks...)
That's fine and dandy until one of the latter two is compelled so you have to pee. :)
Title: Re: Setting up a ward how do you get all the shifts?
Post by: eberg on December 13, 2010, 04:24:38 PM
What bothers me is that, if the Wizard have enough time (and Discipline 5+), the player could simply say "I create a complexity 20 [or 30, or 40 or whatever] containment circle for my summoning, and as I can't fail the roll, so I suppose it is successful, right?". Given enough time and creativity, the player should be able to come up with enough Declarations to make it work.
Remember that thaumaturgical rituals are stories. Something that shifts 40 power isn't served by 20 Resources rolls to gather occult knick-knacks. To do that sort of big juju, you need big ley lines, the stars in the right formation, exactly the right consecrated dagger, a virgin born on the correct day of the correct year, etc. Multiple Declarations raise the bar. By the time you are past the first half dozen, they should be getting into the +6 difficulty range and just gathering what you need should be a task in itself, a sub-plot that can see complications. If you treat rituals (particularly the big ones) as just an exercise in math and game mechanics, it is rife for abuse and really loses something in terms of magic being interesting.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: bibliophile20 on December 13, 2010, 06:52:47 PM
That's fine and dandy until one of the latter two is compelled so you have to pee. :)
That's why you make a simple Declaration:  Cather & Bag 
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Belial666 on December 13, 2010, 08:06:55 PM
You aren't going to be doing big rituals that often. So the following is usually acheivable by a wizard;


5 shifts via base Lore
usually 1 shift for specialization
Up to 5 shifts via focus, if focused in that type of rituals
4 shifts from 2 mild consequences
4 shifts from 1 moderate consequence
4 shifts from knowing the right incantation and using appropriate mystical symbolism (Lore declarations)
4 shifts from clearing your mind of distractions and making the appropriate visualizations (Discipline declarations)
4 shifts from evoking a strong magic circle and believing in what you are doing (Conviction declarations)
2 shifts from bying thematically appropriate materials (i.e. iron filings vs fey or holy water and sea salt vs demons - Resources declaration)



We are already at 33 shifts with only fairly basic declarations for the important skills that most wizards with a +4 or +5 to those skills should be able to do easily. It takes 7 exchanges for making said declarations and, for controlling with maximum safety, another 33 exchanges to cast the ritual. So, say 40 minutes for the whole thing if every exchange is a minute.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: eberg on December 15, 2010, 05:28:50 PM
You aren't going to be doing big rituals that often. So the following is usually acheivable by a wizard;

5 shifts via base Lore
usually 1 shift for specialization
Up to 5 shifts via focus, if focused in that type of rituals
4 shifts from 2 mild consequences

The usual wizard has Lore 5, Conviction 5, and a +5 focus for Thaumaturgy complexity?

Quote
4 shifts from 1 moderate consequence
4 shifts from knowing the right incantation and using appropriate mystical symbolism (Lore declarations)
4 shifts from clearing your mind of distractions and making the appropriate visualizations (Discipline declarations)
4 shifts from evoking a strong magic circle and believing in what you are doing (Conviction declarations)
2 shifts from buying thematically appropriate materials (i.e. iron filings vs fey or holy water and sea salt vs demons - Resources declaration)

We are already at 33 shifts with only fairly basic declarations for the important skills that most wizards with a +4 or +5 to those skills should be able to do easily. It takes 7 exchanges for making said declarations and, for controlling with maximum safety, another 33 exchanges to cast the ritual. So, say 40 minutes for the whole thing if every exchange is a minute.

Declarations don't necessarily take an exchange, particularly not when dealing with Thaumaturgical preparation. Buying supplies doesn't take seconds. Lore declarations such as you refer to represent research (what you know off hand is accounted for in your Lore rating contribution). Similarly, the Discipline declarations should represent meditation and ritual that takes time to do.

Also, note that you are performing this ritual with three Consequences, any or all of which the GM can tag to make your Control rolls harder.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: eberg on December 15, 2010, 05:31:50 PM
That's why you make a simple Declaration:  Cather & Bag 
Dude. You /don't/ want the GM compelling /that/ aspect.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: devonapple on December 15, 2010, 05:34:43 PM
That's why you make a simple Declaration:  Cather & Bag 

Stadium Pal!

David Sedaris on the Letterman Show talking about 'men's accessories' (http://www.youtube.com/watch?v=YBdymtyXt8Y)
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Belial666 on December 15, 2010, 06:19:01 PM
Quote
The usual wizard has Lore 5, Conviction 5, and a +5 focus for Thaumaturgy complexity?
Even an untrained, beginning wizard can have 2 skills at +5. What are they going to be? As for the focus, all wizards get 4 focus slots for free by the base template. So any ritualist that specializes will already have a +4 focus for that.

Quote
Declarations don't necessarily take an exchange, particularly not when dealing with Thaumaturgical preparation. Buying supplies doesn't take seconds. Lore declarations such as you refer to represent research (what you know off hand is accounted for in your Lore rating contribution). Similarly, the Discipline declarations should represent meditation and ritual that takes time to do.
Most declarations do not take time at all. A resource declaration not that you go buy a ritual component but that you have bought such a component already in the past when making your wizard's lab for example. Harry Dresden doesn't go bying stuff every single time he makes a ritual - he has stocked some supplies already. As for how much time it takes to meditate, it depends on your ability; an early Harry Dresden took two hours to fully prepare for a ritual. A more mature Harry Dresden could make a circle in his mind while sitting on a couch.

Quote
Also, note that you are performing this ritual with three Consequences, any or all of which the GM can tag to make your Control rolls harder.
Nope. You sacrifice the consequences before you make most other time-consuming preparations and by the time several scenes of preparation are finished, the milds would have already recovered. Wizard's constitution is an amazing thing.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Quazar on December 16, 2010, 12:03:07 AM
I'd just houserule it, figure out what the largest reasonable strength the particular wizard or community of wizards could raise and make it that.

I'd only use the rules for making a ward when they are somewhere without one and the zombies/faeries/vampires are coming for them.  That would cut out the silliness.  Your character is probably hurt and the zombies/faeries/vampires are going to be there any minute.  Throw up a rudimentary ward then nut up or shut up.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Belial666 on December 16, 2010, 12:30:26 AM
Or, throw a maximum-shift Evocation block with your best element (a wizard with 4-5 conviction, +1 specialization could throw a 13-shift block with a FP and a consequence), extend with the three remaining stress slots (evocation extend, the same wizard could call 24 more shifts of power), and then you and your group have 20 whole exchanges to make a Ward before the mega-block fails.


Of course, it is almost always better to just open a Way to the Nevernever, pull a Veil and run for it if there is an army on your heels.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: eberg on December 16, 2010, 08:15:22 PM
Even an untrained, beginning wizard can have 2 skills at +5. What are they going to be? As for the focus, all wizards get 4 focus slots for free by the base template. So any ritualist that specializes will already have a +4 focus for that.
You presented this as an average wizard. It is not. It is a highly specialized wizard. And not all wizards put their magical skills at the top of their pyramid. Of the four wizards in my game, the apex skills are: Empathy, Resources, Conviction, and Lore.

Quote
Most declarations do not take time at all. A resource declaration not that you go buy a ritual component but that you have bought such a component already in the past when making your wizard's lab for example. Harry Dresden doesn't go buying stuff every single time he makes a ritual - he has stocked some supplies already. As for how much time it takes to meditate, it depends on your ability; an early Harry Dresden took two hours to fully prepare for a ritual.
You are incorrect. The stuff lying around is /specifically/ what your Arcane Sanctum represents. Anything else is things you acquire in preparation that takes time as you acquire further components and do further research. Re-read page 266-268. It is very clear on this. It is similar to the example of using a Declaration to case a building with Burglary. It isn't instantaneous or represent knowledge you had before, it represents what you discover after taking the time to, you know, case the building. To quote page 268 under Adjudicating Preparation:

"When the complexity of a spell exceeds your
Lore, you must invest more time and energy to
gather what your wizard needs for the casting.
His own resources are not sufficient for the
task. This additional investment may involve
extended research in his own library or someone
else’s, consultation with spirits or other entities
capable of providing knowledge, rare components
or specially crafted tools, strong symbolic
links, arrangements for contributions of power,
and so on."

Quote
A more mature Harry Dresden could make a circle in his mind while sitting on a couch.
Because he has a higher Lore, which means he can do it really well off-the-cuff.

Quote
Nope. You sacrifice the consequences before you make most other time-consuming preparations and by the time several scenes of preparation are finished, the milds would have already recovered. Wizard's constitution is an amazing thing.
I wouldn't allow that. The point of Consequences is that they have, you know, CONSEQUENCES. If they go away before they are relevant, you are going against the system. The set durations are guidelines which they explicitly tell you to adjust so that the consequence is felt. Besides, thematically the caster of a spell doesn't cut their palm and drip blood on the circle and then go do something else for four hours before casting the spell. The sacrifices that consequences represent are the last thing you do, as the casting of the spell starts.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Tbora on December 18, 2010, 04:58:44 AM
Does this really belong in the Resource Board, seems to me this is better off as a regular topic.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Watson on January 14, 2011, 12:20:33 PM
Another way of limiting the extreme complexities possible through Thaumaturgy (without risking to fail if the Wizard have Discipline 5 or more) is by saying that every time you pour power into the spell, it takes one step on the “Time Increment” table (instead of one Exchange).

If you have Discipline 5, you can pour one shift of power into the ritual safely (without risk of failing). This means that one day is equivalent of 11 steps, which is the same as to say that a Wizard with Discipline 5, in case he wants to be 100% sure not to fail the ritual, it takes one day. Complexity 13 thus takes one week, and complexity 15 takes one month. Now were talking! If you want to add more than one shift of power every time, you can aim for higher complexities (or faster results), but you risk of failing the ritual.

If you have Discipline 6, you can pour two shifts of power into the ritual safely (without risk of failing), meaning that this Wizard can pour 22 shifts in to a Ritual in one day (i.e. 11 times, using the “Time Increment” table) without having to roll the dice. If he is aiming for a higher complexity or faster results, he will have to pour more than 2 shifts of power in to the ritual (and thus risk of failing the roll).

What do you think about that?
Title: Re: Setting up a ward how do you get all the shifts?
Post by: crusher_bob on February 08, 2011, 01:32:45 PM
Too low power, I think.  The implication in Storm Front is that any Wizard of the white council can pull off a shift ~30 ritual to kill someone if they really wanted to, and do it in a reasonable amount of time.

Here (http://dresden-sanfran.wikidot.com/sample-thaumaturgy) was my take on how to do thaumaturgy.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Sanctaphrax on February 08, 2011, 08:25:33 PM
Your take looks reasonable, crusher_bob, but it isn't how I'd go about it. I came up with a houserule of my own when this problem first came to my attention. I don't know whether it's reasonable or not, but here it is anyway:

When casting a ritual, divide the difference between the complexity and your base complexity by your base complexity and round down. Add the resulting number to the difficulty of all control rolls.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: crusher_bob on February 09, 2011, 12:32:59 AM
So, for example.  If you want to do some relatively 'minor' thaumaturgy (around complexity 15) and have a base complexity of 5, you'd add difficultly 3 to all your control rolls (making them almost impossible?).  And if you want to do a death ritual (around complexity 30) you,d have to make your rolls even more impossible (+6?). 

Heck, even trying to find someone (around difficult 4) and putting enough oomph into the spell to get past some thresholds (around 4 additional power) would already be extra difficult for someone who doesn't have a lore of 5 or a bunch of specializations.

Finding people is something that the Lore 3, Harry has no trouble doing in Storm Front, and it's implied that he'd be perfectly capable of the death rituals used to kill people in the book (complexity 30 or so).
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Sanctaphrax on February 09, 2011, 01:46:37 AM
It has always been my impression that 15 shifts is a fair bit.

Thaumaturgy is as written very easy. I may have gone too far in making it otherwise, I guess.

By the way, part of the point of this was to make Thaumaturgy specializations more valuable.

It always bugged me that someone with a base complexity of 3 could perform a 30-shift mega-ritual, and I wanted to make it harder.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Tbora on February 09, 2011, 04:04:34 AM
Thing is thaumaturgy is not about raw power, given enough prep time to do make the ritual complex enough anyone with just thauma can do it. For example Kim in Fool Moon created a specialized circle capable of imprisoning a Loup Garou, something easily comparable in difficulty to the heart exploiting curse in Storm Front and she was a kitchen witch nothing special or particularly powerful. I am guessing as weak as she was she probably would have had Ritual instead of full on thauma. For a full wizard or sorcerer.... Well it's far easier for them by comparison.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: crusher_bob on February 09, 2011, 04:26:41 AM
IMHO:

Small fry thaumaturgy is stuff up to shift 8 or so; the limit is mostly there for safety, it's about as much power as you'd want to call and not have the backlash blow you up.  Anyone actaully competent at thaumatrugy can do this in a few minutes.

Then comes 'competent' thaumaturgy, up to around shift 20.  It's probably around what competent (but not great) practitioners can throw together in an afternoon.  While probably not good enough to kill you, it can certainly make your life very unpleasant.  The best wizards (e.g. senior council members) can throw something like this up in a few minutes.

Next step is actual scary stuff, death rituals, killer demon summoning, scary construct making, full magical transformations.  Complexity from maybe 30-50.  Most competent practitioners can probably do this in a few days.  The best wizards can probably do it in an afternoon.

Then we step up to plot device level stuff, setting off volcanoes, destroying bloodlines, stuff like that.  Which you normally need plot device like preparations to do.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: bitterpill on February 09, 2011, 04:01:35 PM
A spell caster with Supernatural Recovery and Thaumaturgy and say two extra physical stress boxes you could then pretty instantly add 10 complexity to your wards by taking 5 consequences via a serious blood sacrifice (opening up a vein). The only downside is the inclusion of a blood sacrifise might corrupt the spells nature a make it nastier? (I would say this is a GM caveat situation).
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Sanctaphrax on February 09, 2011, 05:49:14 PM
Personally, I rule that self-inflicted consequences and stress from spellcasting automatically satisfy catches. Because things get a bit silly otherwise.

Anyway, it seems that my opinion about what is a major ritual is slightly unusual or perhaps even wrong. But there haven't been any complaints about the basic idea behind the houserule.

So, would this be more reasonable to you if it increased difficulties by one for every two or three base complexities?

PS: I'm starting to think that requiring the caster to be able to control a shift on the worst possible roll might be too tough.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: devonapple on February 09, 2011, 06:33:08 PM
Thaumaturgy is as written very easy. I may have gone too far in making it otherwise, I guess.

I feel that folks may be inadvertently forgetting that the GM is generally setting the DCs for the Lore Declarations. The rules mention (at least for Divination effects like Harry's tracking spell) to just let certain low-power Thaumaturgy rituals work, without requiring the "minigame" that is the spell construct and empowering phase.

At the other end of the spectrum, GMs who feel that Thaumaturgy is being taken for granted can shift the narrative focus to those Lore Declarations, making them into actual Scenes or Conflicts. If Thaumaturgy is about "the story of the spell," and the GM feels the players are using the Cliff's Notes, the GM can drill down into those scenes and require more character development and risk.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: zenten on February 10, 2011, 09:53:22 PM
I don't see why it is necessary to make it harder than the book.  You can't stop your ritual and then come back to it.  So if you think a PC is going too far on this, compel an aspect to have something that requires their immediate attention to deal with.  And yeah, they can then spend the Fate point to have it not matter, but at that point worse case scenario they've blown a bunch of downtime and a Fate point to have a kickass ward. 
Title: Re: Setting up a ward how do you get all the shifts?
Post by: Sanctaphrax on February 11, 2011, 01:07:45 AM
@zenten: That sounds like a real jerk move to me. I certainly wouldn't want to get compelled like that when I'd spent twenty minutes real time (and all my fate points) on a ritual.

@devonapple: I'm not as concerned with declarations as I am with consequences.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: devonapple on February 11, 2011, 01:21:07 AM
I'm not as concerned with declarations as I am with consequences.

Yes, using Recovery to regenerate away Consequences is pretty Munchkin, and if the rules don't specifically state that backlash/self-inflicted consequences automatically satisfy anyone's Catch, they should.

That sounds like a real jerk move to me. I certainly wouldn't want to get compelled like that when I'd spent twenty minutes real time (and all my fate points) on a ritual.
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That totally happens in the books though (and I forget which late book this spoils)
(click to show/hide)
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Title: Re: Setting up a ward how do you get all the shifts?
Post by: Sanctaphrax on February 11, 2011, 01:29:05 AM
Yep, and he's not happy when it happens.

It's well established that Harry's GM is a jerk. Don't be like him.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: zenten on February 11, 2011, 05:40:51 PM
@zenten: That sounds like a real jerk move to me. I certainly wouldn't want to get compelled like that when I'd spent twenty minutes real time (and all my fate points) on a ritual.

Well, don't compel them after the player has spent 20 minutes working on all the details and has already spent Fate points, do it before then. 

And if the player wants to spend all their Fate points on it I have *zero* problem with them being able to succeed on a massive thaumaturgy working like that, although I wouldn't let them do it at the end of the session.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: crusher_bob on February 13, 2011, 07:12:43 AM
I feel that folks may be inadvertently forgetting that the GM is generally setting the DCs for the Lore Declarations. The rules mention (at least for Divination effects like Harry's tracking spell) to just let certain low-power Thaumaturgy rituals work, without requiring the "minigame" that is the spell construct and empowering phase.

I really want to avoid this as it makes communication between the player and the GM much harder.  The whole point of well written rules is so that the GM and the player can both read the rules and then both have the same understanding of what something can do.

So, the rules should address things like:

How powerful a ritual do you need to do X?
What kind of characters can be expected to be able to do X?
How do they get from the base complexity to the complexity of the power they want?
How long does it take to do the complexity preparations?
How long does it take to do the ritual?

And if you can't answer these questions with the rules, then it's always a question of "GM, may I?"  and this sort of thing tends to produce adversity between the players and the GM, even when it's not really the GM's intention to screw the players over.

Now, I'm also not a big fan of the whole mini-game aspect of thaumaturgy.  Too many hacker experiences from cyberpunk games.  What I'd prefer is a system where the player can do the 'story' of them spell for themselves in a few minutes, then just present that to the table at large.  Having the sub-system require a lot of interactive GM time is not a great idea, imho.

so, to recap how I answered the questions:

How powerful a ritual do you need to do X?
(see examples in the book)
But the rough maximum power level to be handled by the system 50 which includes thing like summoning scary demons (refresh 15+), transforming people into other (scary stuff) stuff, killing a bunch of people at once,  blowing up a small office building, or making a minor item of power (hexenwulf belt, for example).

What kind of characters can be expected to be able to do X?
Anyone who can get control 5 in some sort of thaumaturgy is ready for at least medium power rituals (power 20 or so).  Being able to do higher power rituals takes a bit more work, but is doable by 8 refresh wizard who specializes in big rituals.  Being better makes things faster, though.

Anyone who can't muster control of at least 5 is mostly relegated to the kiddie pool, not because they couldn't do a bigger ritual, but because trying a higher power ritual is a good way to get yourself blown up.

How do they get from the base complexity to the complexity of the power they want?
The majority of the difference between the rituals complexity and base complexity are bridged by using skill declarations.  Skipping scenes and invoking aspects are for special occasions.
But to keep things 'interesting' you can't just use the same skill over and over again for your declarations.

How long does it take to do the complexity preparations?
From no time at all to 'several days'.  Being better speeds up your prep time a lot.  A starting wizard should be able to do medium complexity (~20) thaumaturgy in several hours.

How long does it take to do the ritual?
Usually between 30 minutes and several hours.  Faster ritual times are generally for dangerous circumstances.

-----------

And most importantly, the player has a pretty good idea of whether they can do effect X in time Y, and once they tell the GM that they are going to do it, the player can take a few minutes to do the rolls and write the declarations, and then just come back to the table and tell everyone how it went.  The GM can be doing another scene, or something.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: MegaPuff75 on July 10, 2011, 04:53:21 AM
Actually if you have a control of 4 and you are adding in 1 shift of power you only have a 1 in 81 chance of losing control of the spell, so if you put in a couple of environmental aspects, like greater circle and distraction free environment, there is only a 1 in 6,561 chance of needing to use both and a 1 in 531,441 chance of being hit by backlash after using both of them. Even if you only have control of 3 those aspects could still be used to prevent failure in the worst case of a -4 roll, essentially with proper environment there is still no real limit for a 3 or 4 discipline wizard, unless you are the most unlucky S.O.B. to ever sling a spell.
Title: Re: Setting up a ward how do you get all the shifts?
Post by: umdshaman on March 20, 2014, 12:09:58 AM
Interestingly satisfying complexity seems to be more about control then building power, even though we use Discipline (the control roll) to actually build the power.

Ways to gain shifts:
  Assistants - I'm a little surprised no one else mentioned this. They don't even have to be magically adept. I think its +2 per assistant per the RAW.
  Sacrifice of Power - There seems to be some implication in YS that participants can contribute power to the ritual (in a manner similar to the caster) by taking consequences without it inherently becoming Dark (or even Blood) Magic. Definitely not in the RAW though.
  Borrowing Power - This is mentioned in the RAW but the mechanics are very much left to GM fiat. I could see someone using the 'matrix' of an appropriately attuned enchanted item (already designed to contain a certain amount of power).

That said, building shifts isn't nearly as interesting as the question of keeping this from getting too 'broken'.
  Interference - Dresden's case files occur roughly 6 months apart, for instance, usually lasting between a week and a month. So lets say on average there's a 5 month lull between cases. But does that mean that Dresden has nothing going on during those months? We KNOW that's not true (from the short stories). I mean, sure, Dresden could skip that wedding. Of course setting aside the mundane concerns (pissing off the bride and groom), who knows what might happen if he does. Think your player(s) are getting a bit too complacent? Throw something at them.
  Worthwhileness - Technically since there's no time limit on setting up a ritual (particularly if you're making potentially long-term declarations). However, there are practical limits. What's the point of spending 5 months to set up a ward that lasts for 5 months? You'll end up having to spend that whole period to refresh it.
  Diminishing Returns - You can always house-rule things so that when you come up short (fail a roll) you've exhausted what that given skill's Declarations will do for you. Sure, you can spend some aspects to keep the gravy train rolling, but will it be worth it in the long run?
  One-Shot Workings - Since we're talking about Thaumaturgy in the context of wards, consider that you only get a free tag when the aspect is created. So, sure, you get a free bonus from that research you did the first time you cast the spell. And you can always spend fate points to invoke that aspect later, to represent its contribution but that tag's gone.So maybe that ward has a power of 20 for the first 6 months, but I but you can't make it do that again the same way.

Honestly, the maximum power of a ritual is basically dependent on the amount of time and participants you're willing to use. And limiting it abuses is just a function of using common sense and the fiction.