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The Dresden Files => DFRPG => Topic started by: Becq on March 02, 2011, 04:03:43 AM

Title: Giving teeth to enforcement of The Laws
Post by: Becq on March 02, 2011, 04:03:43 AM
I've seen a number of topics that ask for advice on how to keep the potentially limitless power of Wizards in check.  And (at least where combat is concerned) it seems that one of the key enablers for Wizards is the ability to narrate the fate of a victim that is taken out.  That is, if I'm playing a optimized Wizard, I can probably get away with throwing a weapon 6+ fireball at a group of human foes and, when they fail to roll high enough on their defense, proceed to narrate how they are scattered by the blast and knocked unconscious, but suffer nothing more than severe (but not life-threatening) burns.

You would *never* see Dresden doing this, because he'd realize that a spell of that magnitude would kill the people, which would be a violation of the Laws.  But the game mechanics allow it, which makes it difficult to make the Laws limit the capability of Wizards the way they probably should.

So what stops the GM from playing the scenario more like this:

Player:  "Ok, I'm going to lob my 'Corpsemaker Mk II' fireball at the group of mafia thugs.  It'll be an 8 shift spell, with weapon 6 and one zone area effect."
GM: "Are you sure you want to do that?  After all, you are talking about using LETHAL magic against a MORTAL foe.  A spell that powerful is almost guaranteed to kill them, which is a violation of the Laws of Magic."
Player: "Yes, but I'm going to cast my fireball in a non-lethal way, which will just knock them unconscious."
GM: "A ball of super-heated plasma that powerful can't really be used as a non-lethal weapon..."
Player: "Look, if I take them out, the rules say I can narrate the results, right?  So I'm gonna make it non-lethal."
GM: "It's your choice.  Last chance: Are you absolutely sure that you wish to deliberately use your magic in a way that could well result in mortal deaths?"
Player: "Whatever.  I rolled 7 control, so I'll take 1 mental stress for the spell and 1 physical stress for the backlash.  That's 13 shifts of damage to the zone, minus their defense roll."
GM: "There's no need for a defense roll, they'd never survive that blast.  I conceed that the entire group is reduced to charred, lifeless corpses."
Player: "Wha-?"
GM: "Let's talk about your Lawbreaker stunts..."

In other words, while the concession rules are generally there to allow a player facing certain doom to narrate their way out of it (assuming they can come up with a reasonable justification), I don't see any reason that they couldn't be used to enforce a modicum of sanity into situations such as the one above.  The rules for concession set the limitations on it's use:
Quote from: YS206
A concession has to pass muster with the group before it is accepted—the conditions of the loss still have to represent a clear and decisive disadvantage for your character. If the group (note that your opponent is part of the group for this!) feels like your character is getting off easy, you’ll need to rework the concession until it’s acceptable.
Given that weapon 6 is several steps more powerful than a hand grenade, I don't think that anyone could argue that the concession result is unreasonable, and I think it would be hard to argue that the victims are "getting off easy".  It meets with all of the specific considerations the rules suggest on the same page, which generally suggest minimum long-term consequences rather than maximum.  And as far as inflicting Lawbreakers on the attacker, the GM clearly stated to the player that he was at risk of breaking the Laws, and gave the player ample opportunity to revise the action.  If I were the GM, I *might* even be more lenient that this any give the player one *more* chance to revise their action after previewing the result, since the result is likely going to be a loss of the character.

So is this a fair use of the concession rules to enforce the potential lethality of magic?  Or mundane attacks, for that matter?

Making use of this mechanic should obviously be done sparingly (and hopefully would not need to be used more than sparingly).  It would also probably be a good idea to have at least some rough guidelines as to what constitutes a (potentially) lethal attack.  For example, an attack with a weapon rating greater than the target's stress boxes that results in enough stress that the target could not avoid being taken out even with a maximum defense roll and even if they were previously undamaged.

Thoughts?
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tedronai on March 02, 2011, 04:19:19 AM
Problem 1) you don't have to describe it as anything close to a "'Corpsemaker Mk II' fireball" for it to be a weapon:6, zone-wide effect.  It's entirely reasonable to describe a weapon:6, zone-wide effect in such a way as to reasonably assure a non-lethal taken-out result
a weapon:6 sleep spell, for instance
or a weapon:6 heat-stroke spell
The spell in your example is pointedly described as being designed to cause death ('corpsemaker'), thus biasing the results against the player's intention.  The gm should point that out in his confirmation of intent, and, if it is discovered that the player does not intend to actually kill the targets, recommend that an attack method more suited to the intended results be devised.

Problem 2) even 13 shifts in a single attack is not sufficient to guarantee even a non-lethal taken out result, let alone death

Problem 3) concessions are NEGOTIATED, and can be refused by the would-be victor
Title: Re: Giving teeth to enforcement of The Laws
Post by: devonapple on March 02, 2011, 04:24:41 AM
So is this a fair use of the concession rules to enforce the potential lethality of magic?  Or mundane attacks, for that matter?

Brilliant!  Yes, this is a very hardline - but ultimately "fair" - use of narrative mechanics to underscore that negotiations of a particular metagame issue have not been productive. That said, I personally feel the inspiring situation (of which the example is a very accurate representation) as a breakdown of group vision: the GM and the player each have strong but conflicting visions of how they want the game to go.

In the case of a "green" player asserting what an objective observer would agree is a ludicrous interpretation of the "taken out" mechanics (or just reality), then yes, the anecdote presented is a wonderful splash of cold water.

Problem 3) concessions are NEGOTIATED, and can be refused by the would-be victor

Also this. In the case of a more seasoned player, this type of strongarm use of the concessions mechanic will probably be transparent, and it may lead to a further schism at the table.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Ophidimancer on March 02, 2011, 04:26:27 AM
Your approach strikes me as wrong somehow, and a bit unnecessary given,

Quote from: YS203
If the damage exceeds the character’s stress track, or occupied boxes “push” the stress off the right side of the stress track, the character is taken out, meaning the character has decisively lost the conflict. His fate is in the hands of the opponent, who may decide how the character loses. The outcome must remain within the realm of reason

Emphasis mine.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Sanctaphrax on March 02, 2011, 04:36:30 AM
I dislike this.

Problems of this sort can and should be dealt with at character creation.

If you don't like 8 shift evocations, tell your players that you aren't comfortable with them and have them make a non-Blast-O-Matic character.

If you want to make the Laws more serious, then work things out with the player before the game starts. You can say something like: "any serious evocation attack against a mortal is grounds for a compel that would give you First Lawbreaker."
Title: Re: Giving teeth to enforcement of The Laws
Post by: luminos on March 02, 2011, 04:36:59 AM
I think this approach is workable, but it needs to be backed up by a pre-game discussion with the entire group about expectations around lawbreaker status, and expectations around weapon strength and taken out results.  Hopefully, if everyone agrees ahead of time that nuking a group of people is not a reasonable way to knock them unconscious, then you won't have to worry about this problem.  But if for some reason someone still tries it, then you can use this method without guilt and remind them what you all agreed to at the start of the game if there are complaints.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tedronai on March 02, 2011, 04:37:47 AM
Reasonable outcomes for a large intense fireball easily being along the lines of horrible, disfiguring burns as an extreme consequence
Title: Re: Giving teeth to enforcement of The Laws
Post by: luminos on March 02, 2011, 04:41:52 AM
I dislike this.

Problems of this sort can and should be dealt with at character creation.

If you don't like 8 shift evocations, tell your players that you aren't comfortable with them and have them make a non-Blast-O-Matic character.


Its a separate issue (for me at least) as disliking 8 shift evocations.  Its about gaming the system to produce unreasonable results in the fiction.  Weapon values are abstractions, but they are abstractions that are supposed to mean something in the fiction.  And the laws are supposed to have very real implications for how characters act in the fiction.  Using the rules to ignore what would make sense fiction-wise just feels all kinds of messed up.
Title: Re: Giving teeth to enforcement of The Laws
Post by: luminos on March 02, 2011, 04:43:59 AM
Reasonable outcomes for a large intense fireball easily being along the lines of horrible, disfiguring burns as an extreme consequence

Which is precisely why I advocate the pre-game discussion before implementing lawbreaker policies.  That way, the group could work it out for themselves what constitutes reasonable, rather than relying on assumptions, which given this discussion, are guaranteed to clash.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Ophidimancer on March 02, 2011, 04:48:30 AM
Reasonable outcomes for a large intense fireball easily being along the lines of horrible, disfiguring burns as an extreme consequence

Horrible burns are a reasonable outcome, horrible burns that absolutely cannot lead to death are not.

I don't think every single situation can be discussed before hand, and the Storyteller is the arbiter of reason.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Drachasor on March 02, 2011, 04:48:35 AM
I think lawbreaking is best decided as out of game discussions.  The players and GM should determine what "within reason" makes sense and work from there.  Arguably some elements in evocations have an advantage here (like air for electricity, hence stunning), but in the end it is up to the group.

As a baseline though, I think the player should always know before any given action is actually taken that it could result in Lawbreaker if the GM decides that way for a particular action.  Perhaps this should even be treated as a compel on the high concept IF the GM determines it is appropriate so that the player has one last chance to get out of it by spending a fate point (or even accepting debt).  I like this since it has the element of risk in it for the character, while letting the player maintain narrative control.

I think the OP's example is one of a bad player AND a bad GM.  The proper thing for a GM to do in that situation, if he really feels it is lethal, is say flat-out that the player's feelings have nothing to do with how they will rule and if that if they use the spell people will die.  He should make that abundantly clear, which is not something that was done there.  Instead he indicated that was his likely ruling and gave hints.  Lawbreaking isn't something that should be sprung on a player like that, even with hints...even with blatant hints....even with hints you think only a moron wouldn't get.  It should be extremely, supremely, explicit, imho, because it is a pretty big game-changer.  Springing it on a player, no matter how explicit you think your foreshadowing was, is a good way to really piss them off (not every player is like this, granted, but a good many are).

On the other hand, I don't even really agree with the GM there.  You make that super-heated blast and have it blow up over people so they get hit by the concussion...then I think it is fair to say it isn't lethal.  Of course, the player didn't say that.  Just saying, there are some creative ways to go with a lot of things.

In any case, if anyone feels like in their game the GM has to "get" the players and make them get Lawbreaker stunts, then something is really fracked with the group dynamic in that game.  That's how GMs in parodies of RPG groups play (like DM of the Rings).*  Frankly, if I found myself in a game like that, I'd quit.

*Which is why I like Darths and Droids, since actually is a very funny comic about a group (GM included, I think) that is having fun and enjoying their time despite the quirks.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Drachasor on March 02, 2011, 04:51:10 AM
I don't think every single situation can be discussed before hand, and the Storyteller is the arbiter of reason.

The game actually tends to indicate the group as a whole is the arbiter of reason...at least as far as conventions like lethal force and the like go.
Title: Re: Giving teeth to enforcement of The Laws
Post by: luminos on March 02, 2011, 04:55:48 AM
In any case, if anyone feels like in their game the GM has to "get" the players and make them get Lawbreaker stunts, then something is really fracked with the group dynamic in that game.  That's how GMs in parodies of RPG groups play (like DM of the Rings).*  Frankly, if I found myself in a game like that, I'd quit.


Yeah, absolutely.  Which ties into a point that I think gets glossed over in these discussions, and that is that it doesn't have to be about getting the player when its about getting the character.  Compels are already evidence that the game separates the two concepts.  Its very possible to play a game where the characters get slapped with lawbreaker status they do not want, while the players are okay with it.  If the players are never okay with getting lawbreaker on their characters, then they really really really really really need to say so as part of the pre-game discussion, lest they end up having their expectations undermined through play.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Ophidimancer on March 02, 2011, 04:57:38 AM
The game actually tends to indicate the group as a whole is the arbiter of reason...at least as far as conventions like lethal force and the like go.

Well ok yeah, but it's not just the one player.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tedronai on March 02, 2011, 05:04:06 AM
Horrible burns are a reasonable outcome, horrible burns that absolutely cannot lead to death are not.

That's where the actual negotiating of concessions comes in, rather than the GM or player simply mandating the result, and the reasonableness clause, again

'Everyone survives with horrible burns' is not meaningfully less reasonable than 'everyone dies'


Well ok yeah, but it's not just the one player.

Nor is it just the GM
Title: Re: Giving teeth to enforcement of The Laws
Post by: toturi on March 02, 2011, 05:16:18 AM
Concerning the OP's scenario: Isn't there some rule about conceding before the dice are rolled?
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tedronai on March 02, 2011, 05:21:36 AM
Concerning the OP's scenario: Isn't there some rule about conceding before the dice are rolled?

you can't concede after the dice are rolled in an attack that would mandate a 'taken out' result
the OP's scenario specified an attack of equal to or less than 13 stress: not enough to mandate such a result on a previously un-consequenced target

there is, however, a rule about concessions being negotiated, and refusable
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 02, 2011, 06:40:21 AM
I have two issues with this by RAW. If they are random mooks, then it's likely that they don't have the commitment to the conflict necessary to have consequences. In that case a 13 would mandate a taken out result and the player would be well within his rights to demand his "taken out" result. The other issue is, as stated before concessions are a negotiation with everyone involved. The player would be well within his rights to flat out refuse a concession that led to mortal death and in addition the whole group would have to agree on this action. As the GM you would have to convince everyone at the table that this player deserved what you were springing on him.

From a less RAW and more personal standpoint I'm honestly kind of appalled that this is even an issue. If the GM and the players are simply honest with each other this kind of thing is never an issue. I now this is not always the nerd's strong point but you really need to talk to your players and make sure that everyone's intent is very clear.
Title: Re: Giving teeth to enforcement of The Laws
Post by: nearchus on March 02, 2011, 01:32:44 PM
I have two issues with this by RAW. If they are random mooks, then it's likely that they don't have the commitment to the conflict necessary to have consequences. In that case a 13 would mandate a taken out result and the player would be well within his rights to demand his "taken out" result.

This is not strictly true. The rules for "Taken Out" are not that the player gets to choose any result. The rule is that they may "demand" a reasonable result. The player is more than welcome to consistently use lethal force on mortals and claim that they'll only be knocked out if the rest of the table feels that this is reasonable.

With that said, I'd find it reasonable that in some cases people die and in others they get horrible burns (or miraculously survive relatively unharmed). After all, the outcome of horrific attacks are generally unpredictable and the rules are meant to simulate this. I wouldn't find it reasonable that only the targets that the player wanted to kill died and everyone else conveniently survived. And I wouldn't find it reasonable if it consistently turned out that people survived lethal attacks. If a player wants to play a reckless character that uses lethal force to take down their opponents on every occasion then I assume they're playing a reckless character for a reason. That is, that they want consequences for that recklessness and not total immunity to the problems that come with being a psychopath who flings fireballs into crowds of people (keep in mind that while the *player* knows he won't kill anyone, the character cannot possibly know that will be the result.)

But I feel like the game already handles this well enough. If the table feels that the "taken out" results are reasonable, then it's fine. Everyone is having fun and that's just the style of game they want to play. If they don't feel it's reasonable, then the collected group of players should discuss what they would all find reasonable. If one person finds it reasonable and they don't understand why it isn't, then I'd suggest the entire gaming group discuss with them what type of game they're attempting to play.

Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 01:46:32 PM

a weapon:6 sleep spell, for instance
or a weapon:6 heat-stroke spell


Ok, I've noticed this argument before and it's beginning to drive me nuts.  Both of those examples could EASILY kill people and the more popular one, the 'Sleep' spell is actually a canon example of a seemingly innocuous spell that will be lethal if taken to extremes in the example of Agatha Hagglethorne.  I challenge anyone to describe to be a spell that, if take to the equivalent force of a Weapon: 4 attack could not possibly be lethal.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Vine on March 02, 2011, 02:04:40 PM
This tends to drift into the old D&D problem of "if it has stats I can kill it!"  Just because the rules allow for you to be throwing 8, 9, or 10 shifts of power into your aggressive evocations, why are you, especially around mortals?  Harry is in the top 20 or so wizards when it comes to raw power, often has a bit of fallout when it comes to his big spells due to his lack of control.  Why is every Tom, Dick and, uh, Melvin throwing around Senior Council worthy evocations all the time.  It strikes me that those big spells should be saved for situations that call for really big spells and dramatic effects.
Just my thoughts on the story-based issue involved.

Thoughts for keeping it in line:
Especially for White Council characters who intended to play it straight.  Invoke and compel those aspects against them.  Using lethal force against mortals should be unpalatable to most people and an act against their nature.
People who fling major power around indiscriminately should be regarded by people who know about them as maniacs and it will discourage people from working with and helping them.  A lot of the supernatural world is political and social, reckless use of magic will seriously damage your credibility in any sort of tactful situation.
Title: Re: Giving teeth to enforcement of The Laws
Post by: kihon on March 02, 2011, 02:51:10 PM
While I may agree with most of the comments, I think they are missing the point of the post (somewhat).  Apparently the "poster" is asking HOW to give teeth to "The Laws."  How to keep wizards in check.  Perhaps someone cares to answer that question more directly, because I've seen the same thing.  A wizard in combat, that absolutely decides what his spells do, is pretty tough to deal with.  Not take out, but even to give a tough challenge.  Of course the whole game is aimed at wizards, but that's besides the point.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Drachasor on March 02, 2011, 06:33:28 PM
Ok, I've noticed this argument before and it's beginning to drive me nuts.  Both of those examples could EASILY kill people and the more popular one, the 'Sleep' spell is actually a canon example of a seemingly innocuous spell that will be lethal if taken to extremes in the example of Agatha Hagglethorne.  I challenge anyone to describe to be a spell that, if take to the equivalent force of a Weapon: 4 attack could not possibly be lethal.

Agatha Hagglethorne is hardly a good example to go by here for a sleep spell.  She was TRYING to kill those babies (and she was a ghost).  For what it is worth, most people can't use an evocation to do a sleep spell, imho (you'd need thaumaturgy at the speed of evocation to do it).  Heatstroke seems reasonable.

I think you are being a bit silly here, as you seem to be demanding that the only way players can knock someone out is by using...what...weapon 1 attacks?  Oh, no, that's like stabbing someone with a dinner knife, I think.  Weapon 0?  Well, people can be beaten to death.  I think that's a bit ridiculous.  If a spell is specifically designed to be non-lethal, then it should be treated as such.
Title: Re: Giving teeth to enforcement of The Laws
Post by: DFJunkie on March 02, 2011, 06:38:41 PM
Quote
I challenge anyone to describe to be a spell that, if take to the equivalent force of a Weapon: 4 attack could not possibly be lethal.

Harry's force ring.  Check YS 280, the ring is stated to be Weapon:4 and if you recall Harry uses it to take out an uzi armed thug in the park at the beginning of Summer Knight.  As he's doing so his internal monologue is going on about hitting the guy a glancing blow, so he's only knocked out and not killed, which is the player's way of Taking Out the gunman without killing him.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Bruce Coulson on March 02, 2011, 06:48:06 PM
Overwhelming numbers.  In waves.  That's the basic method.  But there are others...

Put the wizard in situations where magic is not an answer.  Social settings and combat.

Really tough opponents who require knowledge, not just raw force, to overcome.

Moral dilemmas; you've just stopped a cult, and the teenaged half-demon son of the cult's worship is charging at you, screaming you've killed his father.  The son hasn't done anything seriously wrong; he's been kept away at boarding school in preparation for something.

Other casters.  A necromancer can block and counter many spells, while having undead try and rip your throat out.

Also, see what the other players want out of the game. 
Title: Re: Giving teeth to enforcement of The Laws
Post by: zenten on March 02, 2011, 06:55:10 PM
Ogres.  Lots of ogres  ;D
Title: Re: Giving teeth to enforcement of The Laws
Post by: Wolfwood2 on March 02, 2011, 07:08:20 PM
If I were the referee and I wanted to challenge the player to think about the consequences of his PC's actions, the last thing I would do would be to outright kill those mortals.  That's far too easy.  However, neither would I allow him to take them out in order to 'just knock them out'.

What I would do is load the mortals down with enough Consequences to withstand the attack.  An Extreme consequence of 'Horrific Burns', a severe of 'Scorched Lungs', and a moderate of 'Agonizing Pain' ought to be enough to do the job.  Naturally they wouldn't be interested in fighting after that and will concede against any further attack.

So the PC isn't a lawbreaker.  There's no permanent change to his character.  Yet at the same time he's done horrific damage to human beings and he knows it and will have to live with that.  So sure, I'd never force Lawbreaker on anybody's PC, but nor am I barred from having my NPCs take any Consequences appropriate in order to drive home the... well, the Consequences of the PC's actions.

I view the decision to take consequences as a metagame one, and so appropriate in this case.
Title: Re: Giving teeth to enforcement of The Laws
Post by: tymire on March 02, 2011, 07:22:09 PM
Fyi 

"Unlike heat cramps and heat exhaustion, two other forms of hyperthermia that are less severe, heat stroke is a true medical emergency that can be fatal if not properly and promptly treated."  -  MedicineNet.com

So that really isn't an option.....

Overkill, with extreme consequences can also bring up the never fun revenge situation.  You know the one which everyone says is completely unfair, where 1 relative out of those 15 folks you just put in the hospital for life believes what happens and decides to snipe the wizard character (this is assuming the 15 folks aren't just scared for life and don't decide to kill him themselves).
Title: Re: Giving teeth to enforcement of The Laws
Post by: Wolfwood2 on March 02, 2011, 07:28:35 PM
Overkill, with extreme consequences can also bring up the never fun revenge situation. 

I trust you mean "the always fun revenge situation".  It may not be fun for the character, but you wouldn't run it if it weren't going to be fun for the player!
Title: Re: Giving teeth to enforcement of The Laws
Post by: Drachasor on March 02, 2011, 07:30:45 PM
Fyi 

"Unlike heat cramps and heat exhaustion, two other forms of hyperthermia that are less severe, heat stroke is a true medical emergency that can be fatal if not properly and promptly treated."  -  MedicineNet.com

So that really isn't an option.....

That's just a semantic quibble.  People are really meaning Heat Exhaustion here.
Title: Re: Giving teeth to enforcement of The Laws
Post by: DFJunkie on March 02, 2011, 07:35:32 PM
Quote
"Unlike heat cramps and heat exhaustion, two other forms of hyperthermia that are less severe, heat stroke is a true medical emergency that can be fatal if not properly and promptly treated."  -  MedicineNet.com

Yes, but MedicineNet also lists Botulism before Dehydration as a potential cause of dry mouth.  Yes, it's alphabetical order, but those sites tend to be a little alarmist.

A fever is just as likely to be bone cancer, cancer, Dengue fever (not sure what it is, but it sounds bad), HIV, and something called NDM-1 which as it is to be the common cold.

I'm not saying you couldn't kill someone with heat stroke, I'm just saying it'll take a while.
Title: Re: Giving teeth to enforcement of The Laws
Post by: tymire on March 02, 2011, 07:53:10 PM
Actually agree with you those sites take everything too seriously.  

However, the only difference between heat exhaustion and heat stroke is severity, and if it's a weapon 4+, well that probably goes past the lmit of both of them.

Edit:  But we are seriously getting off subject  ;D
Title: Re: Giving teeth to enforcement of The Laws
Post by: bitterpill on March 02, 2011, 07:55:51 PM
Tecnically the Laws have some seriously sharp teeth there called the wardens and they are ever so slightly badass.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Drachasor on March 02, 2011, 08:03:12 PM
Actually agree with you those sites take everything too seriously.  

However, the only difference between heat exhaustion and heat stroke is severity, and if it's a weapon 4+, well that probably goes past the lmit of both of them.

Edit:  But we are seriously getting off subject  ;D

Not particularly off subject.  I think insisting that a "weapon 4" attack must be lethal force is rather silly.

Let's say we perfect a chemical method to knock people out safely (theoretically possible given how the systems of the body work regarding wakefulness) without risk of overdose.  You might well model this as a weapon 5 or even 10 attack to ensure the person gets knocked out, but that doesn't mean it has to be lethal -- heck, it doesn't even mean any kind of damage is being done beyond an afternoon nap.  Just because SOME weapon 4 attacks are lethal force doesn't mean all are.  A high weapon rating can easily be about how effective the attack is by design and this doesn't correlate to lethality if the attack is designed to be non-lethal.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 09:19:51 PM
Agatha Hagglethorne is hardly a good example to go by here for a sleep spell.  She was TRYING to kill those babies (and she was a ghost).  For what it is worth, most people can't use an evocation to do a sleep spell, imho (you'd need thaumaturgy at the speed of evocation to do it).  Heatstroke seems reasonable.

Yes, she was trying to kill them which is why she used a Weapon: 3 or 4 equivalent of the spell rather than a Weapon: 0-2.  Agatha is a perfect example of how 'Sleep' taken to an extreme can be lethal.

Quote
I think you are being a bit silly here, as you seem to be demanding that the only way players can knock someone out is by using...what...weapon 1 attacks?  Oh, no, that's like stabbing someone with a dinner knife, I think.  Weapon 0?  Well, people can be beaten to death.  I think that's a bit ridiculous.  If a spell is specifically designed to be non-lethal, then it should be treated as such.

Actually, I've been on record (although not on this thread) saying that I feel anything under Weapon: 3 is reasonable for a guaranteed non-lethal attack.  Yeah Weapon: 1 is a Knife, but it's also a sap, Weapon: 2 can represent a baseball bat or a Tazer, when you get to Weapon: 3 though you simply run out of Non-Lethal options, you're in giant pistol or assault rifle territory.  And before you say "rubber bullets" I'll say that were I going to state out every weapon in the game I would say rubber bullets subtract 1 from a weapons power.
Title: Re: Giving teeth to enforcement of The Laws
Post by: devonapple on March 02, 2011, 09:25:19 PM
And before you say "rubber bullets" I'll say that were I going to state out every weapon in the game I would say rubber bullets subtract 1 from a weapons power.

From "Venture Brothers," 'Home Is Where the Hate Is':
Sgt. Hatred: "Wow. He's a delicate one, isn't he? [Rubber bullets] usually don't break the skin like that." [into a walkie talkie] "Dallas troop!"
Voice: "Sir?"
Sgt. Hatred: "Yeah, we got a bleeder here. Eighty-six the non-lethal. We're going full nerf on this one!"
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 09:26:00 PM
Harry's force ring.  Check YS 280, the ring is stated to be Weapon:4 and if you recall Harry uses it to take out an uzi armed thug in the park at the beginning of Summer Knight.  As he's doing so his internal monologue is going on about hitting the guy a glancing blow, so he's only knocked out and not killed, which is the player's way of Taking Out the gunman without killing him.

I would rule that as a player holding back successes (i.e. going for a glancing blow) to hopefully garuntee he doesn't accidentally kill the guy.  In game terms the player knows this guy is a nameless NPC (or at least assumes so) and that he's swinging with a Weapon: 4 attack so he tells the GM "I'm going for a Glancing Blow here, I figure these Thugs only have an Athletics and Fists of 2 so no matter what I roll I'm only going to take 2 successes and just hope he doesn't dodge."
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 09:28:08 PM
That's just a semantic quibble.  People are really meaning Heat Exhaustion here.

Yes but you don't create 'Heat Exhaustion" without hitting the guy with heat, and the Weapon value of an attack represents the severity of that heat.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 09:30:20 PM
Not particularly off subject.  I think insisting that a "weapon 4" attack must be lethal force is rather silly.

Let's say we perfect a chemical method to knock people out safely (theoretically possible given how the systems of the body work regarding wakefulness) without risk of overdose.  You might well model this as a weapon 5 or even 10 attack to ensure the person gets knocked out, but that doesn't mean it has to be lethal -- heck, it doesn't even mean any kind of damage is being done beyond an afternoon nap.  Just because SOME weapon 4 attacks are lethal force doesn't mean all are.  A high weapon rating can easily be about how effective the attack is by design and this doesn't correlate to lethality if the attack is designed to be non-lethal.

Drugging someone is MUCH better represented in this game by Maneuvers than by Attacks.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Steppenwolf on March 02, 2011, 09:30:26 PM
I think the real matter about weapons is the implicit assumption that an attack with the weapon is aimed to the target.

An attack can also be directed to something on the scene to incapacitate the target without killing him. You spray bullets in the legs, you throw a grenade at a few distance so some shrapnel and forcewave hit the targets, you fire your rocket to disperse the crowd, etc.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 09:34:28 PM
I think the real matter about weapons is the implicit assumption that an attack with the weapon is aimed to the target.

An attack can also be directed to something on the scene to incapacitate the target without killing him. You spray bullets in the legs, you throw a grenade at a few distance so some shrapnel and forcewave hit the targets, you fire your rocket to disperse the crowd, etc.

Wow, please god promise me that you will NEVER work crowd control for the army.  Ok, people can die and die quickly from gunshots to the leg, there is no 'safe but affected' distance from a shrapnel propelling grenade and firing a rocket into a crowd in any circumstances is a great way of killing a bunch of people in a crowd.


PS: Sorry about the flurry of posts, I made my challenge just before going to bed and wanted to give each post it's own defense.
Title: Re: Giving teeth to enforcement of The Laws
Post by: devonapple on March 02, 2011, 09:37:10 PM
With one-on-one attacks, it feels easier to me that a player can justify glancing blows and the like.

However, Zone-Wide damage effects are - by their nature - indiscriminate attacks, and the game charges fewer shifts for them than for a Spray Attack, which allows a spellcaster to be much more surgical, which is why it requires a great deal of shifts to perform effectively and safely in a crowded Zone.

I feel the spirit of the discussion is whether or not to reward high-shift Zone-Wide damage effects - which are cheap for a reason - with non-lethality, when common sense indicates that the more plausible result is a lot of suffering and death.

Ultimately, it depends on whether you are playing "Dresden Files" or "G.I. Joe."
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 02, 2011, 09:55:42 PM
Actually, I've been on record (although not on this thread) saying that I feel anything under Weapon: 3 is reasonable for a guaranteed non-lethal attack.  Yeah Weapon: 1 is a Knife, but it's also a sap, Weapon: 2 can represent a baseball bat or a Tazer, when you get to Weapon: 3 though you simply run out of Non-Lethal options, you're in giant pistol or assault rifle territory.  And before you say "rubber bullets" I'll say that were I going to state out every weapon in the game I would say rubber bullets subtract 1 from a weapons power.

Ok this is one of the things that bothers me the most about this whole discussion. FATE is supposed to be an abstract system for a group to create an interesting story. It is not D20 or Gurps. Weapon values do not represent specific inflexible results that always do the same thing. By RAW stress does not at all equate to bodily harm. I can seriously wound someone with a weapon:0 attack, and I can hit them with a weapon:6 attack and actually not do ANY lasting harm. In addition I could do lasting harm in a physical conflict (I.E. a consequence) that is not representative of physical damage like a consequence of "Exhausted" or "Blinded" or even a more abstract consequence of "Quaking" or "Coward" and I could do all of this with an assault rifle, merely by stating that I did not shoot them directly, but with the intent to kick up grit into their eyes, to force them to dodge, or to scare the crap out of them. Yes these aren't the kind of actions that are likely in real life, however they are the kind of things that highly skilled heroes in every novel will do. That's the point of FATE and stating that all weapon:4 attacks are exactly like each other is simply ludicrous in the face of that.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 10:07:10 PM
Ok this is one of the things that bothers me the most about this whole discussion. FATE is supposed to be an abstract system for a group to create an interesting story. It is not D20 or Gurps. Weapon values do not represent specific inflexible results that always do the same thing. By RAW stress does not at all equate to bodily harm. I can seriously wound someone with a weapon:0 attack, and I can hit them with a weapon:6 attack and actually not do ANY lasting harm. In addition I could do lasting harm in a physical conflict (I.E. a consequence) that is not representative of physical damage like a consequence of "Exhausted" or "Blinded" or even a more abstract consequence of "Quaking" or "Coward" and I could do all of this with an assault rifle, merely by stating that I did not shoot them directly, but with the intent to kick up grit into their eyes, to force them to dodge, or to scare the crap out of them. Yes these aren't the kind of actions that are likely in real life, however they are the kind of things that highly skilled heroes in every novel will do. That's the point of FATE and stating that all weapon:4 attacks are exactly like each other is simply ludicrous in the face of that.

Ok, I'm going to take this post in two parts.

First I empathize and agree in regards to your argument that Dresden is an abstract system but I don't feel that invalidates my arguement for two reasons.  Firstly the Weapon rating system is pretty much the least abstracted part of the rules. They could have said simply that melee weapons dependent on quality do between 1 and 3 extra stress and guns to between 2 and 5 with supernatural weapons potentially doing even more but instead they made a table to break down one handed, two handed etc and I have to assume they did so for a reason.  Secondly it is made clear in the book that it is possible for a wizard to accidentally break a law of magic and that the First law is among the easier to accidentally break.  I read that to mean that it isn't always the players choice, and if that's the case, as a player, I would prefer to know there is a hard line that I can avoid stepping over, rather than simply leaving it to the whims of the GM.

In the second half of your post every example you list is better represented, with either Maneuvers or attacks on something other than the Physical stress track so yes, you can do all those things without risking killing someone, but they aren't really relevant to the overall discussion.

I'm not saying that all Weapon: 4 attacks are the same, I'm simply saying that all of them are potentially lethal.
Title: Re: Giving teeth to enforcement of The Laws
Post by: ironpoet on March 02, 2011, 10:08:57 PM
Ok, I've noticed this argument before and it's beginning to drive me nuts.  Both of those examples could EASILY kill people and the more popular one, the 'Sleep' spell is actually a canon example of a seemingly innocuous spell that will be lethal if taken to extremes in the example of Agatha Hagglethorne.  I challenge anyone to describe to be a spell that, if take to the equivalent force of a Weapon: 4 attack could not possibly be lethal.

I think "could not possibly be lethal" is a bit too strong a challenge, since even a toothpick could "possibly be lethal".  But I think you're asking the reverse: describe a spell that "could consistently be non-lethal".

Lightsaber Strike
Fire Evocation:
Weapon:6 Offensive Attack
Fluff: Automatically cauterizes wounds as it cuts.  This could easily kill, but could just as reasonably chop off limbs and leave the victim alive.

Vertigo Wave
Earth Evocation:
Weapon: 4 Offensive Zone Attack
Fluff: Creates minor fluctuations in gravity within a zone, which play havoc with the target's sense of balance.  Common consequences are "mild nausea" (minor), "motion sickness" (moderate), or "long-term balance issues" (severe)

Bacchanalia
Summer Evocation
Weapon: 5 Offensive Zone Attack
Fluff: Recreates the physical symptoms of inebriation in the target.  Common consequences are "euphoria" (minor), "lethargy" (moderate), "stupor" or "blackouts" (severe)
Title: Re: Giving teeth to enforcement of The Laws
Post by: Steppenwolf on March 02, 2011, 10:14:15 PM
Wow, please god promise me that you will NEVER work crowd control for the army.  Ok, people can die and die quickly from gunshots to the leg, there is no 'safe but affected' distance from a shrapnel propelling grenade and firing a rocket into a crowd in any circumstances is a great way of killing a bunch of people in a crowd.


And people cannot die from a bullet in the chest if it hits non-vital parts.

However Sinker told a great truth.
We are not talking about RL or a RL-simulation. We are talking about FATE system, so the general way to handle lethal weapons should be discussed by the whole group in advance.
If you want to put lethal consequences for weapons it's your free choice.

For me, a zone-wide spell can be non lethal, but I would'nt allow lethal and non-lethal effects in the same zone.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 10:20:17 PM
I think "could not possibly be lethal" is a bit too strong a challenge, since even a toothpick could "possibly be lethal".  But I think you're asking the reverse: describe a spell that "could consistently be non-lethal".

Lightsaber Strike
Fire Evocation:
Weapon:6 Offensive Attack
Fluff: Automatically cauterizes wounds as it cuts.  This could easily kill, but could just as reasonably chop off limbs and leave the victim alive.

Vertigo Wave
Earth Evocation:
Weapon: 4 Offensive Zone Attack
Fluff: Creates minor fluctuations in gravity within a zone, which play havoc with the target's sense of balance.  Common consequences are "mild nausea" (minor), "motion sickness" (moderate), or "long-term balance issues" (severe)

Bacchanalia
Summer Evocation
Weapon: 5 Offensive Zone Attack
Fluff: Recreates the physical symptoms of inebriation in the target.  Common consequences are "euphoria" (minor), "lethargy" (moderate), "stupor" or "blackouts" (severe)

Vertigo Wave is, IMO, better represented by Maneuvers and attacks.  An attack the created the effects of drunkenness would be an attack against the Mental or perhaps Social track.  Otherwise could also be represented by Maneuvers more easily than as an attack.

In so far as the 'Light Saber' attack it's not well represented by DFRPG at all, I'd place that as more of a weakness of the system than a weakness of my argument.  Really the only thing you can do with a Light Saber is either kill or inflict Severe or Extreme consequences, we never see anyone 'nicked' in a light saber battle and it seems to me that that is for a reason.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tedronai on March 02, 2011, 10:28:09 PM
we never see anyone 'nicked' in a light saber battle and it seems to me that that is for a reason.

It's also difficult to justify a direct hit from a tractor-trailer rig travelling at highway speeds as inflicting anything short of severe consequences.
That's why you twist your ankle in your (otherwise successful) attempt to move out of the way as a minor consequence.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 10:29:18 PM
And people cannot die from a bullet in the chest if it hits non-vital parts.

However Sinker told a great truth.
We are not talking about RL or a RL-simulation. We are talking about FATE system, so the general way to handle lethal weapons should be discussed by the whole group in advance.
If you want to put lethal consequences for weapons it's your free choice.

For me, a zone-wide spell can be non lethal, but I would'nt allow lethal and non-lethal effects in the same zone.

At no point have I said it's impossible to hit someone with a Weapon: 3 or more attack without killing them, only that IMO it's impossible to do so and guarantee you won't kill someone.

The FATE system is used to represent various levels of RL and that it rather than some other system is being used isn't in itself relevant to the problem.  The Dresden Files happens to be on the high end of the RL scale so far as Fate games are concerned.  Harry worries constantly about accidentally killing in the book and an entire section of the book is devoted to the Laws of magic to make plain their dramatic weight in the game.  If becoming a Law Breaker in game is no different than taking a stunt to become an Auto Mechanic then it's dramatic weight is stripped away entirely.

I agree completely that any decision made about a Dresden files game that it's spelled out completely in the book should be discussed with your play group, I have not in anyway suggested otherwise.  I'm simply making the argument for what I believe the designers intended.

I'm not sure at all what your last sentence means.  I've not argued against zone wide attacks at all (in fact when this conversation came up in my group I suggested to one of our high conviction wizards that if he didn't want to feel he was wasting his potential power he could simply do a Weapon: 2 attack over a zone rather than his normal Weapon: 5 attack), and I'm not sure what you mean by combining Lethal and Non-Lethal zone effects.
Title: Re: Giving teeth to enforcement of The Laws
Post by: bitterpill on March 02, 2011, 10:33:02 PM
An attack the created the effects of drunkenness would be an attack against the Mental or perhaps Social track.  Otherwise could also be represented by Maneuvers more easily than as an attack.

Alchol is a poison and the majority of its effects are physical so it is perfectly reasonable to call an attack the created the effects of drunkenness a physical one.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 10:33:16 PM
It's also difficult to justify a direct hit from a tractor-trailer rig travelling at highway speeds as inflicting anything short of severe consequences.
That's why you twist your ankle in your (otherwise successful) attempt to move out of the way as a minor consequence.

Ok, I'm not sure how people are taking the argument "Weapon: 3 or greater attacks are potentially lethal" and are taking out of it "It is impossible to survive a Weapon: 3 or greater attack."

Yeah, if the stress you take from a Mac Truck is low enough that you can take a Minor consequence and survive it then narrating a twisted ankle is fine.  If, on the other hand, the damage you take necessitates a taken out result, and the dice have already been thrown, then it's with in a GM's prerogative to say death is on the table.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 10:37:31 PM
Alchol is a poison and the majority of its effects are physical so it is perfectly reasonable to call an attack the created the effects of drunkenness a physical one.

Fine, if insist on a Weapon: 4 Alcohol physical effect then we have sudden cirrhosis of the liver, alcohol poisoning, and brain death as potential side effects of severe over drinking.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Drachasor on March 02, 2011, 10:39:31 PM
Drugging someone is MUCH better represented in this game by Maneuvers than by Attacks.

No it isn't.  You absolutely cannot knock someone out with a maneuver.  General anesthesia is impossible that way.  The same is true of putting someone to sleep.  Maneuvers are good at representing something that isn't going to last very long at all.  They are horrible at representing anything that is making someone get Taken Out.

The ridiculousness of your stance regarding weapon ratings is that you'd make it actually pretty impossible to put someone to sleep with a spell.  Instead you'd require they use a half dozen or more spells to get the job done.  That's silly.

As Sinker said, weapon ratings ARE abstract.  They give some guidelines in the rules for common weapon types, but fundamentally the weapon rating is about HOW EFFECTIVE the weapon is.  This effectiveness might be regarding lethal means (a sword or gun), or it could be something completely non-lethal (like an idealized taser, sleep spell, anesthetic or the like).  A high rating just means that if the attack hit, then it packs a good punch of WHATEVER.  That might be super sharp death; it could be lovely sleepy dreams; or any of an infinite number of other things.  This idea that weapons of a particular rating must be lethal is something you are making up which not only is not backed by the rules but also doesn't make sense for the reasons I've described.

If you GM a game and want to enforce a system where non-lethal methods cannot be all that effective, then that's your call (assuming your players are on board with that).  There's not a dang thing in the rules that requires this kind of play though or even says that's the intended way to go.
Title: Re: Giving teeth to enforcement of The Laws
Post by: ironpoet on March 02, 2011, 10:41:40 PM
Vertigo Wave is, IMO, better represented by Maneuvers and attacks.  An attack the created the effects of drunkenness would be an attack against the Mental or perhaps Social track.  Otherwise could also be represented by Maneuvers more easily than as an attack.

You've stated that before in this thread, but I agree.  Maneuvers are a perfectly decent way to represent it, but not necessarily "better".  Maneuvers generally inflict short term effects, while attacks inflict longer lasting consequences which can't be removed by a counter-maneuver.  The intent of the attack is not to merely put the enemy "off balance" so we can hit them with another attack - it's to make them unable to physically function (i.e. to be Taken Out).

Drunkenness is a physical condition, generally opposed by Endurance.  I don't understand why you think it would attack the Mental track, and the consequences described were clearly Physical, not Social.  Also note that it's only recreating the physical effects, not the alcohol itself (although I admit I don't know what part of alcohol poisoning actually kills you - is it the alcohol or the endorphins?)

In so far as the 'Light Saber' attack it's not well represented by DFRPG at all, I'd place that as more of a weakness of the system than a weakness of my argument.  Really the only thing you can do with a Light Saber is either kill or inflict Severe or Extreme consequences, we never see anyone 'nicked' in a light saber battle and it seems to me that that is for a reason.

Vader arguably got "nicked" on his side during ROTJ (let me do a little Googling... http://www.thedentedhelmet.com/f22/vaders-armor-vs-lukes-lightsaber-37522/ (http://www.thedentedhelmet.com/f22/vaders-armor-vs-lukes-lightsaber-37522/)).  And just because we don't see it doesn't mean that a light saber couldn't "nick" someone.  Why do you think the Light Saber attack isn't well represented by the system?  What about my description doesn't fit the system?  How is it different from, say, a Warden Sword or a Sword of the Cross?
Title: Re: Giving teeth to enforcement of The Laws
Post by: Steppenwolf on March 02, 2011, 10:45:17 PM


I'm not sure at all what your last sentence means.  I've not argued against zone wide attacks at all (in fact when this conversation came up in my group I suggested to one of our high conviction wizards that if he didn't want to feel he was wasting his potential power he could simply do a Weapon: 2 attack over a zone rather than his normal Weapon: 5 attack), and I'm not sure what you mean by combining Lethal and Non-Lethal zone effects.

Sorry I was interrupted while I was finishing the sentences.
I wanted to say that if you use a zone wide spell I will need a very reasonable explaination to allow you killing some people and letting live some other ones in the same zone.
Title: Re: Giving teeth to enforcement of The Laws
Post by: ironpoet on March 02, 2011, 10:45:34 PM
At no point have I said it's impossible to hit someone with a Weapon: 3 or more attack without killing them, only that IMO it's impossible to do so and guarantee you won't kill someone.
...
I agree completely that any decision made about a Dresden files game that it's spelled out completely in the book should be discussed with your play group, I have not in anyway suggested otherwise.  I'm simply making the argument for what I believe the designers intended.

I think that's a perfectly legitimate house rule for a particular playstyle.  What I don't understand is why you think the designers intended it.  Why would they explicitly say "The player gets to describe the consequences of Taken Out" instead of "Weapon: 3+ attacks are likely to kill the target... well, mortals anyway, since vampires could probably survive it... and the GM should enforce that over the player's objections."?
Title: Re: Giving teeth to enforcement of The Laws
Post by: bitterpill on March 02, 2011, 10:49:11 PM
Sorry I was interrupted while I was finishing the sentences.
I wanted to say that if you use a zone wide spell I will need a very reasonable explaination to allow you killing some people and letting live some other ones in the same zone.

I didn' think anyone was arguing against this position, area of effect magic is the same for everyone in the area the arguement is can you attack with a lot of force/potency and not kill them.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 10:56:17 PM
No it isn't.  You absolutely cannot knock someone out with a maneuver.  General anesthesia is impossible that way.  The same is true of putting someone to sleep.  Maneuvers are good at representing something that isn't going to last very long at all.  They are horrible at representing anything that is making someone get Taken Out.

Is there a rule saying that there is no way for a maneuver to make someone unconcious?  If so then I'll look over things and find you a better way than a Weapon: 3+ attack to represent drugging.

Quote
The ridiculousness of your stance regarding weapon ratings is that you'd make it actually pretty impossible to put someone to sleep with a spell.  Instead you'd require they use a half dozen or more spells to get the job done.  That's silly.

I've been respectful, I'd ask that you do the same.  Sleep spells, aren't IMO easy magic, they require subtlety and control.  a Weapon: 2 attack from a high Discipline wizard could easily take someone out with one attack (and has an even higher likelihood of leading to a concession if a consequence if inflicted)

Quote
As Sinker said, weapon ratings ARE abstract.  They give some guidelines in the rules for common weapon types, but fundamentally the weapon rating is about HOW EFFECTIVE the weapon is.  This effectiveness might be regarding lethal means (a sword or gun), or it could be something completely non-lethal (like an idealized taser, sleep spell, anesthetic or the like).  A high rating just means that if the attack hit, then it packs a good punch of WHATEVER.  That might be super sharp death; it could be lovely sleepy dreams; or any of an infinite number of other things.  This idea that weapons of a particular rating must be lethal is something you are making up which not only is not backed by the rules but also doesn't make sense for the reasons I've described.

You say that, but it isn't supported by the rule book so CAPITALIZING words doesn't really strengthen your argument.  Neither of our arguments are backed up by the rules, but I can tell you that my argument is backed up at least by implication within the book.

YS 233: Fist paragraph after What Happens When You Break The Laws would be unnecessary if it was impossible to do so accidentally.

YS 236: The section after In your game makes no sense whatsoever if unintentionally killing is impossible.

YS 237: In the first paragraph after In your game

Quote
The Second Law isn't the sort of thing you can break accidentally, unlike the first.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 11:07:36 PM
You've stated that before in this thread, but I agree.  Maneuvers are a perfectly decent way to represent it, but not necessarily "better".  Maneuvers generally inflict short term effects, while attacks inflict longer lasting consequences which can't be removed by a counter-maneuver.  The intent of the attack is not to merely put the enemy "off balance" so we can hit them with another attack - it's to make them unable to physically function (i.e. to be Taken Out).

Fair enough, I think this is a particular example where we simply have a fundimental disagrement over the rules, dangerously close to putting us into a 'No Real Scotsman" situation.  While I would defend that Maneuvers do lead to being unable to function (if nothing else than by adding 2 to later damage rolls or opening the door to compelling for damaging effects) due to Vertigo's inability to cause permanent physical effects I don't feel that it is well represented by a Weapon attack, especially by a Weapon attack with a value greater than 2.

[quoteDrunkenness is a physical condition, generally opposed by Endurance.  I don't understand why you think it would attack the Mental track, and the consequences described were clearly Physical, not Social.  Also note that it's only recreating the physical effects, not the alcohol itself (although I admit I don't know what part of alcohol poisoning actually kills you - is it the alcohol or the endorphins?)[/quote]

Exhaustion is also a physical condition generally resisted by Endurance but is still listed as an example under the Mental stress track.  Similarly I could easily see in a social conflict at a bar using a Rapport maneuver or attack to inflict Sloppy Drunk or A Wee Bit Tipsy on someone.  That being said, as I stated earlier in this thread, even with a physical attack high levels of alcohol in the blood can be lethal.

Quote
Vader arguably got "nicked" on his side during ROTJ (let me do a little Googling... http://www.thedentedhelmet.com/f22/vaders-armor-vs-lukes-lightsaber-37522/ (http://www.thedentedhelmet.com/f22/vaders-armor-vs-lukes-lightsaber-37522/)).  And just because we don't see it doesn't mean that a light saber couldn't "nick" someone.  Why do you think the Light Saber attack isn't well represented by the system?  What about my description doesn't fit the system?  How is it different from, say, a Warden Sword or a Sword of the Cross?

Fair enough, but still I feel that DFRPG is in-ideal for representing light sabers, and beyond that we're talking about taken out results and if you hit someone with a light saber you will likely kill them.  In the example of Luke getting his hand cut off, I think that's a Concession after an Extreme (or perhaps even Severe or less since it was fixed in the next scene) consequence.
Title: Re: Giving teeth to enforcement of The Laws
Post by: tymire on March 02, 2011, 11:22:55 PM
Guess one way you can resolve this is to see how much higher the attack/discipline roll was over the controll and defense rolls.  The greater difference the greater chance you can controll what happens.  Imo if you are taking backlash with a weapon 4+, the likelihood that you are  doing horrible things to them regardless of what you want, is much more minute likely.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 11:26:33 PM
Guess one way you can resolve this is to see how much higher the attack/discipline roll was over the controll and defense rolls.  The greater difference the greater chance you can controll what happens.  Imo if you are taking backlash with a weapon 4+, the likelihood that you are not doing horrible things to them that can have unfavorable results is much more minute likely.

Yeah, over the last couple of days I've been thinking that the way I currently have it ruled with my group (giving NPCs an over-damage threshold after which they are likely killed) isn't idea for that very reason, a high Weapon attack controlled well is more likely to kill.  I have to find a way to make the ruling simple though so it's not a lot to keep track of, and I feel that Backlash is a little too rare to make that the barrier.
Title: Re: Giving teeth to enforcement of The Laws
Post by: nearchus on March 02, 2011, 11:31:04 PM
YS 233: Fist paragraph after What Happens When You Break The Laws would be unnecessary if it was impossible to do so accidentally.

YS 236: The section after In your game makes no sense whatsoever if unintentionally killing is impossible.

YS 237: In the first paragraph after In your game


I've said this before, and I guess I'll say it again, though I'm not sure what's unclear about the rules concerning this: A *character* can accidentally kill another. A *player* cannot. So, when you as a player get a "taken out" result you can decide that your *character* accidentally (if they weren't meaning to) killed another if this is a reasonable outcome based on what happened. And if your character does something that would reasonably end with someone's death and you wish for them not to, you need to convince the rest of the table that your result is reasonable.

This means that your character can shoot someone several times and they might live. This is possible, and could be reasonable. It isn't reasonable if the player simply wants their character to avoid being a murderer (they probably shouldn't have shot the guy that many times), at least in my opinion. But it'd be reasonable if, for instance, your character *wanted* the person dead and shot them and left them for dead only to find out that they didn't die. There are other scenarios in which this would be reasonable, and I'll leave it up to your imagination. Also, you could have your character *accidentally* kill someone with a stray bullet, spell, or even a deliberate punch that happened to connect to a sensitive place (or hit someone already injured).

The point is that you, as the player, decide when your character makes this mistake. It's true that this puts a lot of power in the hands of the players, but if you don't trust the people you play with, I'd suggest discussing with them what type of game you'd like to be playing in.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 11:40:03 PM
I've said this before, and I guess I'll say it again, though I'm not sure what's unclear about the rules concerning this: A *character* can accidentally kill another. A *player* cannot. So, when you as a player get a "taken out" result you can decide that your *character* accidentally (if they weren't meaning to) killed another if this is a reasonable outcome based on what happened. And if your character does something that would reasonably end with someone's death and you wish for them not to, you need to convince the rest of the table that your result is reasonable.

This means that your character can shoot someone several times and they might live. This is possible, and could be reasonable. It isn't reasonable if the player simply wants their character to avoid being a murderer (they probably shouldn't have shot the guy that many times), at least in my opinion. But it'd be reasonable if, for instance, your character *wanted* the person dead and shot them and left them for dead only to find out that they didn't die. There are other scenarios in which this would be reasonable, and I'll leave it up to your imagination. Also, you could have your character *accidentally* kill someone with a stray bullet, spell, or even a deliberate punch that happened to connect to a sensitive place (or hit someone already injured).

The point is that you, as the player, decide when your character makes this mistake. It's true that this puts a lot of power in the hands of the players, but if you don't trust the people you play with, I'd suggest discussing with them what type of game you'd like to be playing in.

The "In your game" sections are specifically speaking to and about players and not characters.  You can play it how you like, but your position isn't explicitly supported in the rules (and note, mine isn't either, I just feel that these sections make a clear indication of the designers intent).
Title: Re: Giving teeth to enforcement of The Laws
Post by: Ala Alba on March 02, 2011, 11:41:08 PM
Alternately, use compels.

If a wizard uses a powerful, obviously dangerous spell on a mortal, the GM could always compel them to accidentally kill their target. Of course, the same is also true if you have a character with supernatural strength punching someone, or a guy with a anti-material rifle shooting at someone, etc.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 11:49:25 PM
Alternately, use compels.

If a wizard uses a powerful, obviously dangerous spell on a mortal, the GM could always compel them to accidentally kill their target. Of course, the same is also true if you have a character with supernatural strength punching someone, or a guy with a anti-material rifle shooting at someone, etc.

That has come up before, and it's a way to do it, my problem with it though is that is seems to arbitrary.  Since when this comes into question it is generally a case of causing the Wizard to become an NPC the compel system leads to one of three scenarios.

1) The Wizard has no fate chips and therefor become an NPC because the GM is mean.

2) The Wizard has fate chips and unless he wants to retire the character has to give one up because the GM is a little mean.

3) The GM is not mean which means Wizards without Fate chips enjoy the benefit of being incapable of accidentally killing.


None of those are very satisfying to me.
Title: Re: Giving teeth to enforcement of The Laws
Post by: tymire on March 02, 2011, 11:51:07 PM
If you are looking for a barrier make it simple.   Compare the attack roll-3 to base weapon damage, as you are pretty much combining a maneuver with an attack.  So say you have an attack of 9 you can easily control a weapon of 6, any more than that and likelihood of you killing them increases.

The problem is that players generally will NEVER choose to have negative long term/permanent effects hit their character.  Now making them uncomfortable in short term heck yea, but accidently breaking a law as written, is permanent and it isn’t an accident if the player doesn’t want it to be (which doesn't follow how the novels are read).


Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 02, 2011, 11:53:37 PM
If you are looking for a barrier make it simple.   Compare the attack roll-3 to base weapon damage, as you are pretty much combining a maneuver with an attack.  So say you have an attack of 9 you can easily control a weapon of 6, any more than that and likelihood of you killing them increases.[/quote}

I like that, I'm going to discuss a system like that with my group.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Vine on March 02, 2011, 11:54:36 PM
Is there no rational discussion between players and GMs?

I think if it is a problem you should talk it out with the players and express that lethal force spells will be expected to cause lethal hits.  The rules are all written with the basic principle that GMs and players are working together on the game.

The rules don't impose a penalty, as a GM, if you've discussed it and the player still doesn't reign things in or acknowledge the lethal consequences, maybe you should consider, and I know this will cause all sorts of trouble, imposing real consequences and ruling some of those hits lethal.
Title: Re: Giving teeth to enforcement of The Laws
Post by: nearchus on March 02, 2011, 11:54:50 PM
The "In your game" sections are specifically speaking to and about players and not characters.  You can play it how you like, but your position isn't explicitly supported in the rules (and note, mine isn't either, I just feel that these sections make a clear indication of the designers intent).


It's true that those sections encourage the group to discuss what they'd find reasonable. I'm unclear what you think is inconsistent. There is simply no mechanic in the game for a player to have their character accidentally kill another character without the player wanting to, or the group finding a lethal result the *only* reasonable thing that could happen. These sections encourage the players and GM to decide, with each other, what reasonable consequences are, which is exceptionally good advice.

I understand that FATE is a different system than most, but I find it difficult to believe that the distinction between player and character choice is *that* unclear. Especially since this system relies on that distinction much more than most other game systems.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tedronai on March 02, 2011, 11:59:51 PM
The problem is that players generally will NEVER choose to have negative long term/perment effects hit their character.  Now making them uncomfortable in short term heck yea, but accidently breaking a law as written, is perment and it isn’t an accident if the player doesn’t want it to be (which doesn't follow how the novels are read).

The books read as a group of mature players interested in exploring the concepts involved with having their characters skirt the borders of corruption, and, sometimes, crossing them.
Title: Re: Giving teeth to enforcement of The Laws
Post by: nearchus on March 03, 2011, 12:02:55 AM
The problem is that players generally will NEVER choose to have negative long term/perment effects hit their character.  Now making them uncomfortable in short term heck yea, but accidently breaking a law as written, is perment and it isn’t an accident if the player doesn’t want it to be (which doesn't follow how the novels are read).

If this is true for your group then I'd suggest discussing with them why they're opposed to such effects. If they continue to refuse then you have a couple options. You can impose your own view of reasonable upon the group and hope they still have fun or you can find another game system that supports that view. There are *plenty* out there.

But if your players are really opposed to having their character ever accidentally kill someone because they want to blow up buildings with impunity and the system gives them the power to decide that their character didn't hurt anyone then this might not be the game for them. I guess if they're having fun, more power to them, but I certainly wouldn't be having a good time in that game.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Ala Alba on March 03, 2011, 12:06:13 AM
That has come up before, and it's a way to do it, my problem with it though is that is seems to arbitrary.  Since when this comes into question it is generally a case of causing the Wizard to become an NPC the compel system leads to one of three scenarios.

1) The Wizard has no fate chips and therefor become an NPC because the GM is mean.

2) The Wizard has fate chips and unless he wants to retire the character has to give one up because the GM is a little mean.

3) The GM is not mean which means Wizards without Fate chips enjoy the benefit of being incapable of accidentally killing.


None of those are very satisfying to me.

I find that conclusion shortsighted. If the GM informs the group of his intentions(i.e., to compel for death on every attack made with weapon ratings greater than 3 or something) and enforces this consistently, then more reasonable possibilities are:

1) All players who don't want to accidentally kill the wrong person will keep a fate point in reserve to ensure that they'll never suffer the consequences of accidentally killing their targets while still using full force.

2) The players start using attacks with lower weapon ratings whenever they're up against something they don't want to accidentally kill.

3) They do neither and accept the resulting consequences.

If the player of a wizard character decides to go ahead and use high weapon rating magical attacks on a mortal without having a fate point in reserve, they know what the consequences are and accept them. Alternately, if said player has fate points to spare, they can go ahead and use maximum force without worries, because they plan on narratively enforcing their desired outcome(by using a fate point).

It's that simple.
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 03, 2011, 12:11:10 AM
I'm not saying that all Weapon: 4 attacks are the same, I'm simply saying that all of them are potentially lethal.

I can agree with you on this. However it seems like you're arguing that all weapon:4 and higher attacks are always lethal (For example your earlier argument about Agatha seems to be stating that all sleep spells higher than weapon:4 are lethal). If we're misunderstanding you I apologize. I'd just like to point out that I'm not the only one who appears to have this misconception.

The problem is that players generally will NEVER choose to have negative long term/permanent effects hit their character.  Now making them uncomfortable in short term heck yea, but accidently breaking a law as written, is permanent and it isn’t an accident if the player doesn’t want it to be (which doesn't follow how the novels are read).

Sounds like you need to meet some better players. As a player I personally have taken Lawbreaker voluntarily. It was dramatic and very fun for all.

The biggest reason I'm so passionate about this is due to the scenario brought up by the OP. I have seen this kind of thing in action. It almost always leads to schisms in gaming groups, and the death of friendships. Regardless of the circumstances if you are not honest and straightforward about this kind of issue it will become a problem.

"Surprise your character is dead" is never a good solution to any problem. It just leads to hurt feelings.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 12:14:00 AM
It's true that those sections encourage the group to discuss what they'd find reasonable. I'm unclear what you think is inconsistent. There is simply no mechanic in the game for a player to have their character accidentally kill another character without the player wanting to, or the group finding a lethal result the *only* reasonable thing that could happen. These sections encourage the players and GM to decide, with each other, what reasonable consequences are, which is exceptionally good advice.

True, but when the "In your game' sections warn the players about the dangers accidentally killing that strongly suggests that it's possible for the players to accidentally kill.

Quote
I understand that FATE is a different system than most, but I find it difficult to believe that the distinction between player and character choice is *that* unclear. Especially since this system relies on that distinction much more than most other game systems.

Several people on the 'you can't accidentally kill in DFRPG' side keep coming at this as if your position was in some way factually supported by the rules.  It isn't, the rules are neutral on the subject as this is a very subjective game, my position is simply what I read as the intent of the games creators.  In addition I, and I belive this is why the creators would intend it this way, believe that providing the possibility for accidental killing makes the game more dynamic and dramatic and makes the story more interesting.  If any wizard can throw around almost any spell without fear of consequence then you don't really have Harry Dresden (who is constantly worried about the consequences of his actions), you have a a urban fantasy superhero who cockily blows up anything that gets into his way.  Tension and forcing characters (and players) to make hard decisions (Do I go all out and risk killing him or to I hold back and risk getting hit again?) are what good storytelling are made of so far as how I view it.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Vine on March 03, 2011, 12:15:48 AM
I grew up in AD&D.
My DMs favorite creature was the basilisk.  Oh goodness did we get many, many "surprise your character is dead" usually for no better reason than your character was walking in front.  Generally people had the maturity to accept it and make a new one.
Now I'm not advocating the completely arbitrary system we had then where you died from one bad roll, but I think most players of a reasonable maturity can handle a hit to their refresh and major in-character consequences from a habit of massive destruction in a world that is not exactly accepting of blowing the mickey out of things.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 12:16:36 AM
I find that conclusion shortsighted. If the GM informs the group of his intentions(i.e., to compel for death on every attack made with weapon ratings greater than 3 or something) and enforces this consistently, then more reasonable possibilities are:

1) All players who don't want to accidentally kill the wrong person will keep a fate point in reserve to ensure that they'll never suffer the consequences of accidentally killing their targets while still using full force.

2) The players start using attacks with lower weapon ratings whenever they're up against something they don't want to accidentally kill.

3) They do neither and accept the resulting consequences.

Sure, but that in effect is no different than my argument, it simply provides the players with different type of buy out option.

If the player of a wizard character decides to go ahead and use high weapon rating magical attacks on a mortal without having a fate point in reserve, they know what the consequences are and accept them. Alternately, if said player has fate points to spare, they can go ahead and use maximum force without worries, because they plan on narratively enforcing their desired outcome(by using a fate point).

It's that simple.
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 03, 2011, 12:21:34 AM
I grew up in AD&D.

Then you should have always been expecting your character to die. That's not surprise. Hell, did you put on pants? If yes then you were already tangling with death.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Vine on March 03, 2011, 12:23:01 AM
Then you should have always been expecting your character to die. That's not surprise. Hell, did you put on pants? If yes then you were already tangling with death.

Pretty fair.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tbora on March 03, 2011, 12:23:32 AM
Well I know I have atleast one high powered spell that would not be fatal in pretty much any circumstance.

A spirit invocation that induces sensory deprivation as a result, basically it makes you blind, deaf, mute, unable to smell or actively feel something with the sense of touch.Sort of overloading the senses causing them to fail temporarily (or not). Alternatively you could say this sensory overload causes blackout easily enough too.

We see something exactly like this with Molly's One Woman Rave spell (if less complete in its effects).
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 12:24:42 AM
I can agree with you on this. However it seems like you're arguing that all weapon:4 and higher attacks are always lethal (For example your earlier argument about Agatha seems to be stating that all sleep spells higher than weapon:4 are lethal). If we're misunderstanding you I apologize. I'd just like to point out that I'm not the only one who appears to have this misconception.

You are misunderstanding me I think, but in a reasonable way.  If you take someone out by a Weapon: 3 or greater attack there is the potential that you will kill them whether or not you intended to in my game (and I believe this is approximately the intent of the rule system).  Specifically in my game, if you go more than 2-4 stress over their track and consequences with an attack like that I will likely enforce a death effect.

Quote
Sounds like you need to meet some better players. As a player I personally have taken Lawbreaker voluntarily. It was dramatic and very fun for all.

It hasn't even come up in my game yet, I just feel it's important to have a clear understanding with your group before it becomes a problem.  In so far as Volunteering to take Law Breaker, I'm sure that my players would do so, they're that sort.  What they wouldn't do though is voluntarily take it when it would make their character an NPC unless they were planning on getting rid of the character anyway.  Where this ruling is of specific note is when it's a matter of life or death (effectively) for the character.  I feel that ruling that it should never come to that would be like ruling that characters cannot die in combat, it takes out what I feel is a very important level of risk that I think the game designers intended to be present.

Quote
The biggest reason I'm so passionate about this is due to the scenario brought up by the OP. I have seen this kind of thing in action. It almost always leads to schisms in gaming groups, and the death of friendships. Regardless of the circumstances if you are not honest and straightforward about this kind of issue it will become a problem.

"Surprise your character is dead" is never a good solution to any problem. It just leads to hurt feelings.

Right, which is why I think it should never be a surprise and that it should be an easy to remember hard rule that your table agrees to live by.  The only options other than a real rule is that it's impossible (which as I've stated removes something I think is very important from the game) or it's arbitrary.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Steppenwolf on March 03, 2011, 12:28:45 AM
True, but when the "In your game' sections warn the players about the dangers accidentally killing that strongly suggests that it's possible for the players to accidentally kill.



Sure, it's possible.
Let's say we play Harry Dresden who has the Aspect "The building was on fire and it wasn't my fault"

He throws his big fire spell with a Weapon: 6 value and takes out all the mortal thugs without killing them but leaving horrible burns and scars.

As a GM you can always compel the aspect to let the warehouse catch fire and tell to the player: "well you used such a lot of power the warehouse is burning and the poor thugs who cannot move by themselves are going to be fully roasted".
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 03, 2011, 12:29:45 AM
It hasn't even come up in my game yet, I just feel it's important to have a clear understanding with your group before it becomes a problem.

Agreed.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 12:32:34 AM
Well I know I have atleast one high powered spell that would not be fatal in pretty much any circumstance.

A spirit invocation that induces sensory deprivation as a result, basically it makes you blind, deaf, mute, unable to smell or actively feel something with the sense of touch.Sort of overloading the senses causing them to fail temporarily (or not). Alternatively you could say this sensory overload causes blackout easily enough too.

We see something exactly like this with Molly's One Woman Rave spell (if less complete in its effects).

Again this seems to me more like a maneuver than an attack, I would place it at a highish TN due to the effect, but then simply compel the target whenever they would try to do something they reasonable couldn't.  I mean, an Extreme even just a severe consequence can stay with a character for years, shutting someones senses down to the extent that they couldn't react for that long very well may kill them.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 12:35:16 AM
Sure, it's possible.
Let's say we play Harry Dresden who has the Aspect "The building was on fire and it wasn't my fault"

He throws his big fire spell with a Weapon: 6 value and takes out all the mortal thugs without killing them but leaving horrible burns and scars.

As a GM you can always compel the aspect to let the warehouse catch fire and tell to the player: "well you used such a lot of power the warehouse is burning and the poor thugs who cannot move by themselves are going to be fully roasted".


Right, and in that situation you're now telling your player "Ok, so despite there not being a real rule about it I've decided to make your character an NPC because you have this aspect' (or alternatively "Ok, so now because you have this aspect give me a fate chip or your can't play your character anymore").

I think that may way is much less likely to cause your players to quit the game in a rage.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tbora on March 03, 2011, 12:36:13 AM
Right, which is why I think it should never be a surprise and that it should be an easy to remember hard rule that your table agrees to live by.  The only options other than a real rule is that it's impossible (which as I've stated removes something I think is very important from the game) or it's arbitrary.

Thing is most players will not want to be in (and in turn not play in, if your the GM) games where their characters are nerfed so heavily, especially when your investing so much refresh into the powers to begin with. If you were to insist on that House Rule (as I think your hard and fast ruling would basically be just that) I would say that giving a +1 refresh rebate would be only fair as a result for you handicapping those players so heavily when they /are/ paying for them full cost.

Again this seems to me more like a maneuver than an attack, I would place it at a highish TN due to the effect, but then simply compel the target whenever they would try to do something they reasonable couldn't.  I mean, an Extreme even just a severe consequence can stay with a character for years, shutting someones senses down to the extent that they couldn't react for that long very well may kill them.

Don't matter, the way the Lawbreakers are written is that you have to directly kill them with magic for it to be an LB. Thats why setting fire to a building and them dying is a no no, but binding them in place and cutting their heads off with a sword is not.If they die because its a secondary effect (walk in front of a speeding car for example) then no LB, but if you were to say cut their parachute, or blast them with flame you do get it.
Title: Re: Giving teeth to enforcement of The Laws
Post by: bitterpill on March 03, 2011, 12:38:40 AM
Tallyrand you seem to have a concept that something has to be either an attack or a manouvre whereas there are plenty of things that could be seen as both take for example throwing something at peoples eyes this could be a manouvre to inflict the  temporary blinded aspect or it could be an attack which will have blind as an extreme concequence the exact same effects could be done with a spirit bright light attack or manouvre.  
Title: Re: Giving teeth to enforcement of The Laws
Post by: Steppenwolf on March 03, 2011, 12:42:39 AM
Right, and in that situation you're now telling your player "Ok, so despite there not being a real rule about it I've decided to make your character an NPC because you have this aspect' (or alternatively "Ok, so now because you have this aspect give me a fate chip or your can't play your character anymore").

I think that may way is much less likely to cause your players to quit the game in a rage.

Nope, cause the thugs are not dead yet.
You are giving him a choice to save them, extinguishing the fire.

This can bring to interesting situations:
let's suppose the BBG is escaping with the MCGuffin and the main purpose of the thugs is to let him put a safe distance between the wizard and him (and the not-so-secondary purpose to end the PC's miserable life).

Do the character choose to run after the BBG and to be a LawBreaker or to save the thugs and his soul, but giving the BBG an advantage?
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 12:45:49 AM
Thing is most players will not want to be in (and in turn not play in, if your the GM) games where their characters are nerfed so heavily, especially when your investing so much refresh into the powers to begin with. If you were to insist on that House Rule (as I think your hard and fast ruling would basically be just that) I would say that giving a +1 refresh rebate would be only fair as a result for you handicapping those players so heavily when they /are/ paying for them full cost.

Yes, this is a house rule, as is saying that killing accidentally is impossible, as I've said several times before, neither is supported directly by the rules.

I don't think it's nerfed at all.  Evocation and Thaumaturgy are IMO inarguably the most potent expenditure of refresh in the game, and I think that the risk of law breaking is something that does a good job balancing them.  A wizard, without any obvious weapons and without preperation can throw a Weapon: 2 attack over a zone, that's the equivalent of shooting everyone in the area with a pistol.  That's VERY powerful and something that pretty much only Wizards can do and can do so with no chance of becoming a law breaker.  Alternatively when not dealing with a mortal a Wizard can throw a Weapon: 5 attack or higher at one or multiple targets at range with is something only replication perhaps by a super strong character throwing a truck, and again he can do this without preparation and completely by surprise.

If I was playing with a group who would not play unless Wizards were even more powerful, I probably wouldn't want to play with that group anyway to be perfectly honest.

Quote
Don't matter, the way the Lawbreakers are written is that you have to directly kill them with magic for it to be an LB. Thats why setting fire to a building and them dying is a no no, but binding them in place and cutting their heads off with a sword is not.If they die because its a secondary effect (walk in front of a speeding car for example) then no LB, but if you were to say cut their parachute, or blast them with flame you do get it.

I disagree, and again I think that the designers disagree as well.  If pushing someone off a building is sufficiently direct to gain lawbreaker, then lighting that building of fires is so as well.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 12:47:59 AM
Tallyrand you seem to have a concept that something has to be either an attack or a manouvre whereas there are plenty of things that could be seen as both take for example throwing something at peoples eyes this could be a manouvre to inflict the  temporary blinded aspect or it could be an attack which will have blind as an extreme concequence the exact same effects could be done with a spirit bright light attack or manouvre.  

The same action can certainly be seen as both, but any given action is one or the other by the rules.  The primary difference in my argument being that a Maneuver never risks accidentally killing while an attack can.  Also a maneuver produces an effect that can last no more than a scene, while an attack can produce an effect that can last for years or be permanent.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 12:50:44 AM
Nope, cause the thugs are not dead yet.
You are giving him a choice to save them, extinguishing the fire.

This can bring to interesting situations:
let's suppose the BBG is escaping with the MCGuffin and the main purpose of the thugs is to let him put a safe distance between the wizard and him (and the not-so-secondary purpose to end the PC's miserable life).

Do the character choose to run after the BBG and to be a LawBreaker or to save the thugs and his soul, but giving the BBG an advantage?

But in the situation where the character has only one refresh it isn't a choice, that's what I'm saying.  A compel should ALWAYS be a choice (saving of course those situations where the character is without Fate chips).  When you're giving the player the choice of 'Save the thugs or become an NPC' what you're really doing is railroading them into saving the thugs.
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 03, 2011, 12:50:54 AM
The way I figure out what is a maneuver and what is an attack is mostly due to intent. That is the intent of the player. Is the spell intended to create and advantageous situation or to assist a different action? Maneuver. Is it intended to gain a "taken out" result in the target? Attack.

The secondary method I use has to do with permanence. Does it last a very short time, or can it be countered? Maneuver. Is it intended to be an issue for a long time or something they can't immediately resolve? Attack.

A spirit invocation that induces sensory deprivation as a result, basically it makes you blind, deaf, mute, unable to smell or actively feel something with the sense of touch.Sort of overloading the senses causing them to fail temporarily (or not). Alternatively you could say this sensory overload causes blackout easily enough too.

In this instance I can see it being an attack from intent, however I dislike this being a permanent thing. If a consequence results from the attack that means that either you're constantly creating the effect (in which case you're constantly using energy as long as the consequence remains in place) or you're physically transforming them (Which is a no-no). In this case I'd probably side with Tallyrand and call it a maneuver, unless you could give me a reason.
Title: Re: Giving teeth to enforcement of The Laws
Post by: nearchus on March 03, 2011, 12:51:36 AM
True, but when the "In your game' sections warn the players about the dangers accidentally killing that strongly suggests that it's possible for the players to accidentally kill.

Several people on the 'you can't accidentally kill in DFRPG' side keep coming at this as if your position was in some way factually supported by the rules.  It isn't, the rules are neutral on the subject as this is a very subjective game, my position is simply what I read as the intent of the games creators.  In addition I, and I belive this is why the creators would intend it this way, believe that providing the possibility for accidental killing makes the game more dynamic and dramatic and makes the story more interesting.  If any wizard can throw around almost any spell without fear of consequence then you don't really have Harry Dresden (who is constantly worried about the consequences of his actions), you have a a urban fantasy superhero who cockily blows up anything that gets into his way.  Tension and forcing characters (and players) to make hard decisions (Do I go all out and risk killing him or to I hold back and risk getting hit again?) are what good storytelling are made of so far as how I view it.

This is the second time you've made this claim. The rules *do* in fact, support the idea that only time an accidental death is going to happen is when a player decides that it happens.  The rule is that when a "Taken Out" effect happens, the person that does it gets to decide what happens. The sections you're talking about *never* say that it's possible for a player to have a character accidentally kill someone without their consent. What they do say is that you should discuss how the players should deal with these situations.

It says that you should discuss how important you want the First Law to be. The advice given is that you, as the player, shouldn't take these situations lightly because characters being played consistently with the Dresden Files setting wouldn't take these situations lightly. This is important because reasonable players *should* decide that their character has killed another when they use lethal force and this section encourages that. But you aren't required to. It doesn't say that in the section for "Taken Out" and it doesn't say it under the "In your game" sections despite your claim to the contrary.

The lack of any rules to support your claim makes it pretty clear that your interpretation of the writers "intent" is incorrect. Their "intent" is to stress that the players and the GM shouldn't throw around lethal magic and decide that they never kill anyone because this isn't in line with the setting. This is perfectly consistent with the rule that the player decides what happens when a "taken out" result happens.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tbora on March 03, 2011, 12:56:43 AM
Yes, this is a house rule, as is saying that killing accidentally is impossible, as I've said several times before, neither is supported directly by the rules.

I don't think it's nerfed at all.  Evocation and Thaumaturgy are IMO inarguably the most potent expenditure of refresh in the game, and I think that the risk of law breaking is something that does a good job balancing them.  A wizard, without any obvious weapons and without preperation can throw a Weapon: 2 attack over a zone, that's the equivalent of shooting everyone in the area with a pistol.  That's VERY powerful and something that pretty much only Wizards can do and can do so with no chance of becoming a law breaker.  Alternatively when not dealing with a mortal a Wizard can throw a Weapon: 5 attack or higher at one or multiple targets at range with is something only replication perhaps by a super strong character throwing a truck, and again he can do this without preparation and completely by surprise.

If I was playing with a group who would not play unless Wizards were even more powerful, I probably wouldn't want to play with that group anyway to be perfectly honest.
I am not saying do it make wizards more powerful, but when you try to railroad their characters with threats of having to either "do as I say or retire the character" which is basically what happens when you limit what they can do with it. Perhaps instead of giving them a rebate you don't charge for the Lawbreaker in question when you have them take it? I mean the twisting of aspects, and sending the Wardens after them seems to be to be penalty enough, and much more fun from an RPing perspective then making them create a new PC entirely.

I disagree, and again I think that the designers disagree as well.  If pushing someone off a building is sufficiently direct to gain lawbreaker, then lighting that building of fires is so as well.
What are we disagreeing on here exactly we both agree that lighting a building on fire and some mook dying inside it and pushing someone off a building is a lawbreaker. Thats because its a direct action on your part, something YOU did to cause it that directly resulted in the death. Secondary effects like the wardens binding someone in place with a spell then lopping their heads off with their swords is not a lawbreaker, likewise neither is blinding them, and they walk in front of a 70 mile per hour traffic. You did not cause their deaths, at all, that was all secondary. Its perfectly stated as such in the books, else how could the Wardens NOT get 1st Lawbreaker every time they hold a summary execution?
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 01:13:55 AM
This is the second time you've made this claim. The rules *do* in fact, support the idea that only time an accidental death is going to happen is when a player decides that it happens.  The rule is that when a "Taken Out" effect happens, the person that does it gets to decide what happens. The sections you're talking about *never* say that it's possible for a player to have a character accidentally kill someone without their consent. What they do say is that you should discuss how the players should deal with these situations.

It says that you should discuss how important you want the First Law to be. The advice given is that you, as the player, shouldn't take these situations lightly because characters being played consistently with the Dresden Files setting wouldn't take these situations lightly. This is important because reasonable players *should* decide that their character has killed another when they use lethal force and this section encourages that. But you aren't required to. It doesn't say that in the section for "Taken Out" and it doesn't say it under the "In your game" sections despite your claim to the contrary.

The lack of any rules to support your claim makes it pretty clear that your interpretation of the writers "intent" is incorrect. Their "intent" is to stress that the players and the GM shouldn't throw around lethal magic and decide that they never kill anyone because this isn't in line with the setting. This is perfectly consistent with the rule that the player decides what happens when a "taken out" result happens.

What your saying, that killing accidentally isn't possible, isn't supported by the rules sense it says specifically that the Taken Out result must be reasonable.  What it at debate here is what is reasonable and what the designers intended reasonable to be, which isn't clearly stated by the rules. So to counter, the lack of any intent suggestion that it is impossible for a player to accidentally have his character kill someone makes it clear IMO that your interpretation is incorrect.  But again, it is never clearly stated either way.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Steppenwolf on March 03, 2011, 01:14:13 AM
But in the situation where the character has only one refresh it isn't a choice, that's what I'm saying.  A compel should ALWAYS be a choice (saving of course those situations where the character is without Fate chips).  When you're giving the player the choice of 'Save the thugs or become an NPC' what you're really doing is railroading them into saving the thugs.

I opened another topic cause in this one:
http://www.jimbutcheronline.com/bb/index.php/topic,24566.0.html

Otherwise we risk dogpiling.

About Reasonable the answer is simply: what is reasonable for your group.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tbora on March 03, 2011, 01:14:35 AM
In this instance I can see it being an attack from intent, however I dislike this being a permanent thing. If a consequence results from the attack that means that either you're constantly creating the effect (in which case you're constantly using energy as long as the consequence remains in place) or you're physically transforming them (Which is a no-no). In this case I'd probably side with Tallyrand and call it a maneuver, unless you could give me a reason.

Its not a transformation so much as major physical process. Heres what would happen on a step by step ladder (but it would happen all at once)

Generates a noise so loud you burst their eardrums, a light so bright they become blinded, so much stress on the vocal cords (sonic/kinetic energy perhaps?) and nerve endings that they fail as a bodies defense mechanism to limit damage to itself and keep the mind from fracturing,  and I can't think of a reasonable way for smell to fail so they still have that, but for the immediate effects the person in question would be so disoriented it would hardly matter.  None of this need be phrased as permanent, just just long term enough for them not to pop up again for the length of the session/campaign.Now for all of this would probably require a VERY high discipline to do, so it would probably have to be done as a Rote Spell to pull it off without backlash or anything.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 01:19:13 AM
I am not saying do it make wizards more powerful, but when you try to railroad their characters with threats of having to either "do as I say or retire the character" which is basically what happens when you limit what they can do with it. Perhaps instead of giving them a rebate you don't charge for the Lawbreaker in question when you have them take it? I mean the twisting of aspects, and sending the Wardens after them seems to be to be penalty enough, and much more fun from an RPing perspective then making them create a new PC entirely.

I'm not saying do as I say or retire your character, I'm saying that if you do certain things you risk retiring your character.  Similarly if a character pissed on the leg of the Winter Queen I would feel fully justified in removing that character from the game.  I feel that drama and good story comes from limitations, and if there are no limitations on characters then there is simply no reason to have a rule book at all, and don't get me wrong that can be fun to, it just isn't DFRPG.


Quote
What are we disagreeing on here exactly we both agree that lighting a building on fire and some mook dying inside it and pushing someone off a building is a lawbreaker. Thats because its a direct action on your part, something YOU did to cause it that directly resulted in the death. Secondary effects like the wardens binding someone in place with a spell then lopping their heads off with their swords is not a lawbreaker, likewise neither is blinding them, and they walk in front of a 70 mile per hour traffic. You did not cause their deaths, at all, that was all secondary. Its perfectly stated as such in the books, else how could the Wardens NOT get 1st Lawbreaker every time they hold a summary execution?

When did I suggest that killing with a Wardens sword might garner the Law Breaker power?  We're not disagreeing on how direct magic has to be to count against the power, we're disagreeing on how far someone can push an attack before the put themselves at risk of killing someone.
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 03, 2011, 01:21:39 AM
Its not a transformation so much as major physical process. Heres what would happen on a step by step ladder (but it would happen all at once)

Generates a noise so loud you burst their eardrums, a light so bright they become blinded, so much stress on the vocal cords (sonic/kinetic energy perhaps?) and nerve endings that they fail as a bodies defense mechanism to limit damage to itself and keep the mind from fracturing,  and I can't think of a reasonable way for smell to fail so they still have that, but for the immediate effects the person in question would be so disoriented it would hardly matter.  None of this need be phrased as permanent, just just long term enough for them not to pop up again for the length of the session/campaign.Now for all of this would probably require a VERY high discipline to do, so it would probably have to be done as a Rote Spell to pull it off without backlash or anything.

That's a reason. Though a particularly vicious and unpleasant sounding one, and not one that seems entirely without risk.
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 03, 2011, 01:23:17 AM
I feel that drama and good story comes from limitations, and if there are no limitations on characters then there is simply no reason to have a rule book at all, and don't get me wrong that can be fun to, it just isn't DFRPG.

A question one could ask is whose responsibility is this?
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 01:24:13 AM
Its not a transformation so much as major physical process. Heres what would happen on a step by step ladder (but it would happen all at once)

Generates a noise so loud you burst their eardrums, a light so bright they become blinded, so much stress on the vocal cords (sonic/kinetic energy perhaps?) and nerve endings that they fail as a bodies defense mechanism to limit damage to itself and keep the mind from fracturing,  and I can't think of a reasonable way for smell to fail so they still have that, but for the immediate effects the person in question would be so disoriented it would hardly matter.  None of this need be phrased as permanent, just just long term enough for them not to pop up again for the length of the session/campaign.Now for all of this would probably require a VERY high discipline to do, so it would probably have to be done as a Rote Spell to pull it off without backlash or anything.

But any noise loud enough to deafen someone permanently (or temporarily but potentially for years) can also potentially kill them.
Title: Re: Giving teeth to enforcement of The Laws
Post by: bitterpill on March 03, 2011, 01:31:39 AM
But any noise loud enough to deafen someone permanently (or temporarily but potentially for years) can also potentially kill them.

The majority of the time people go deaf from loud noises before there head explodes and the majority of the time is enough of the time to declare that they are deaf or unconsious from the pain of burst ear drums.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 01:33:26 AM
The majority of the time people go deaf from loud noises before there head explodes and the majority of the time is enough of the time to declare that they are deaf or unconsious from the pain of burst ear drums.

Actually generally when a noise is enough to kill someone it's because their lungs collapsed, and I agree most of the time people don't die, but then most of the time the noise isn't weaponized and very rarely really will a single loud noise cause permanent deafness.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tedronai on March 03, 2011, 01:41:23 AM
Actually generally when a noise is enough to kill someone it's because their lungs collapsed, and I agree most of the time people don't die, but then most of the time the noise isn't weaponized and very rarely really will a single loud noise cause permanent deafness.

And all that is being aimed for here is temporary deafness of meaningful duration.  They'll recover in a few days or weeks.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 01:46:38 AM
And all that is being aimed for here is temporary deafness of meaningful duration.  They'll recover in a few days or weeks.

If you were aiming at that then doing it as a Weapon: 3 attack was a big mistake on your part.  Weapon: 3 could easily cause 7-8 stress to a character or more.  That very well could call for a Severe consequence which by the rules could last for months or years.  Till the end of the next story is a VERY long time, remember that each book represents one story and about 1 year of Harry's life.  Even in my game which has a much more accelerated time line would see a Severe consequence lasting for 6 months or so.  And then of course you may just succeed well enough to cause an Extreme consequence which would be permanent.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tbora on March 03, 2011, 01:48:35 AM
I'm not saying do as I say or retire your character, I'm saying that if you do certain things you risk retiring your character.  Similarly if a character pissed on the leg of the Winter Queen I would feel fully justified in removing that character from the game.  I feel that drama and good story comes from limitations, and if there are no limitations on characters then there is simply no reason to have a rule book at all, and don't get me wrong that can be fun to, it just isn't DFRPG.
I think your trying to create a blanket ruling on what *is* DFRPG and what is *not* which I believe is a mistake. To use your example of pissing on the Winter Queens leg, first what is more fun, out right killing that character/rendering it into an NPC, or making the characters life hell, but in a dramatic and sufficiently cool fashion as a result. Maybe instead of killing the PC the Winter Queen decides the PC in question now owes her a HUGE debt because of the insult offered, which mechanically could be represented with a bunch of points of sponsor debt that must be payed off in story.

 This not just provides plot hooks, but also creates something interesting out of the situation. Similarly things like Lawbreakers should be used to make the game more interesting for the players in question, NOT arbitrarily punish them which from (again what I can tell I may be wrong) you seem to think is what they exist for. If your using the Lawbreakers to punish characters, then I think their a problem with communication and difference in play style between the GM and the players and that is a much deeper issue that would need to be resolved in entirety.

When did I suggest that killing with a Wardens sword might garner the Law Breaker power?  We're not disagreeing on how direct magic has to be to count against the power, we're disagreeing on how far someone can push an attack before the put themselves at risk of killing someone.
The wardens sword is just one example, my point is, is that the grade of the attack in question is just its potency, not its effect. All that is purely apart of the metagame, not all of magic is blasts of fire and bursts of lightning which is what seems to be your point of view (from what I can tell I very well could be wrong), I see no reason why you couldn't do as I suggested above, its just as effective but with far more finesse which so long as it fits the character concept I see no problem with it.

But any noise loud enough to deafen someone permanently (or temporarily but potentially for years) can also potentially kill them.
Umm http://www.straightdope.com/columns/read/2298/can-a-noise-be-loud-enough-to-kill-you

So its technically possible just REALLY unlikely given the level of noise needed to pull it off. Their is a big "safe" zone for driving someone deaf but not dead atleast according to this article.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Richard_Chilton on March 03, 2011, 01:52:02 AM
Well I know I have atleast one high powered spell that would not be fatal in pretty much any circumstance.

A spirit invocation that induces sensory deprivation as a result, basically it makes you blind, deaf, mute, unable to smell or actively feel something with the sense of touch.Sort of overloading the senses causing them to fail temporarily (or not). Alternatively you could say this sensory overload causes blackout easily enough too.

We see something exactly like this with Molly's One Woman Rave spell (if less complete in its effects).

I can think of many circumstances when that would be fatal.  it the target is driving a car, piloting a plane, etc then they could die.

Which is another way of saying that any spell can be fatal under the right circumstances.  Any spell.  Back in the days of AD&D (first ed) I saw people use a cantrip to cause death.

Well, almost any spell.

There's a great series of books called the Night Watch series, where the Good Guys are the Good Guys.  Seriously, if they do something bad they either go demonic or will themselves to Fade (basically dying).  There's one scene with someone on the Good Side unleashes a killing attack on someone on the Bad Side and half a dozen Good Guys will themselves to Fade because they were associated with the killing and they couldn't live with themselves.  This isn't an external thing - only their guilt taking them.

In that series the Good Guys had a sleep spell that breaks the laws of the DV.  It took about 5  to 10 minutes to take effect and during that time it urged everyone to move to safe spots.  Drivers would pull over the side of the road.  People would sit down.  Others would put away anything dangerous.
Why?
Because if someone suddenly fell asleep and crashed his car then the Good Guy who cast the spell would will himself to Fade.  Even knowing that some innocent person (i.e. any normal who wasn't allied to the Bad Guys) might die would be enough to make someone Fade when he started casting that spell - and he'd go before he could finish the spell.  As it is they worry about 'what if someone has a heart attack and there's no one there to help him because everyone's asleep' and other issue like that - because they are the Good Guys.

Heck, killing one of the Bad Guys and then realising that the Bad Guy might not have been doing evil at that time could cause someone to Fade... Dresden has it easy by comparison.

Richard
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 02:06:48 AM
I think your trying to create a blanket ruling on what *is* DFRPG and what is *not* which I believe is a mistake. To use your example of pissing on the Winter Queens leg, first what is more fun, out right killing that character/rendering it into an NPC, or making the characters life hell, but in a dramatic and sufficiently cool fashion as a result. Maybe instead of killing the PC the Winter Queen decides the PC in question now owes her a HUGE debt because of the insult offered, which mechanically could be represented with a bunch of points of sponsor debt that must be payed off in story.

Personally I think it's more fun not having players who don't consider the consequences of their characters actions.  I put the guy who pisses on the queen's leg in the Dresden files in the same camp as the guy who kills another party member in his sleep.  That's why I think it's important to let your players know that there are limits to what their characters can do without consequence.

Let me make this clear though, I don't think there's a right way or a wrong way to play the Dresden files, and I have in no way ridiculed anyone else's style of play (despite the fact that mine has been ridiculed).  I have simply made my arguments for the style of play I find most interesting and fun and that I believe is closer to the intents of the writers of the rules.

Quote
Similarly things like Lawbreakers should be used to make the game more interesting for the players in question, NOT arbitrarily punish them which from (again what I can tell I may be wrong) you seem to think is what they exist for. If your using the Lawbreakers to punish characters, then I think their a problem with communication and difference in play style between the GM and the players and that is a much deeper issue that would need to be resolved in entirety.

What I'm recommending is the opposite of arbitrary, I'm recommending creating a rule and sticking with it.  What I recommend isn't a means of punishing characters, but a means of allowing the characters to know where they are pushing their limits.

Quote
The wardens sword is just one example, my point is, is that the grade of the attack in question is just its potency, not its effect. All that is purely apart of the metagame, not all of magic is blasts of fire and bursts of lightning which is what seems to be your point of view (from what I can tell I very well could be wrong), I see no reason why you couldn't do as I suggested above, its just as effective but with far more finesse which so long as it fits the character concept I see no problem with it.

I've read the book but obviously I can't keep it all in my head at once.  Where does it state that the Weapon power of an attack only represents it's potency? (not being snarky or sarcastic, just want to be able to read that bit for myself)

Quote
Umm http://www.straightdope.com/columns/read/2298/can-a-noise-be-loud-enough-to-kill-you

So its technically possible just REALLY unlikely given the level of noise needed to pull it off. Their is a big "safe" zone for driving someone deaf but not dead atleast according to this article.


Right, and I'd say that safe zone likes between Weapon:0 and Weapon: 2.

PS: And for me real life calls, I will return to this discussion when I have more time, probably in about 10 hours.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Drachasor on March 03, 2011, 05:53:41 AM
Personally I think it's more fun not having players who don't consider the consequences of their characters actions.  I put the guy who pisses on the queen's leg in the Dresden files in the same camp as the guy who kills another party member in his sleep.  That's why I think it's important to let your players know that there are limits to what their characters can do without consequence.

And you think if a player goes to the trouble of designing a spell attack specifically designed to not be lethal, then he isn't considering the consequences of his action?  He pays for that spell too.  Either he spends an enchanted item or potion slot on it, or it is or isn't a rote.  If it is a rote, then he has sacrificed one of his rote slots.  If it isn't, then he has more trouble pulling off the non-lethal attack.  Any way you slice it, a player making a non-lethal attack HAS decided to consider the consequences.

Those sections of the book you quoted 4-some pages ago in no way indicate that it is unreasonable to have particular attacks that are non-lethal despite the stress inflicted.  There's plenty of ways to make someone pass out without risking death.  You might even pay for this sort of thing in other ways as well.  If you make a vertigo spell that screws around with the inner-ear, then chances are it won't work on a lot of supernatural creatures.  I'm not convinced that Red Court Vampires are vulnerable to heat exhaustion either (White Court probably are, on the other hand).  Beyond that, you've also made a spell that WON'T be capable of killing your enemies, which very often can be quite significant if you can't stay around to "manually adjust" the outcome of a spell.

Remember too, spell strength is how complex the spell is.  So if anything a 10-complexity Heat Exhaustion spell might be SAFER than a 4-complexity one.  That 10-complexity could go to specifically targeting the aspects of the body that make the heat exhaustion safe and highly effective.  Just happens that spending the extra strength on focusing the spell's magic that way also makes it more effective.  So overall I don't see how you can possibly say that a weapon greater than X must be lethal.  It IS completely arbitrary where you draw the line.  Of course, naturally if you have a highly complex spell like this and you can't quite control it, going the route of fallout might be a bad idea (depending on your group).
Title: Re: Giving teeth to enforcement of The Laws
Post by: Drachasor on March 03, 2011, 05:55:15 AM
I can think of many circumstances when that would be fatal.  it the target is driving a car, piloting a plane, etc then they could die.

Which is another way of saying that any spell can be fatal under the right circumstances.  Any spell.  Back in the days of AD&D (first ed) I saw people use a cantrip to cause death.

Yeah, but that has nothing to do with the weapon rating of a spell.  It only has to do with highly specific circumstances where ANY way of taking that person out is probably going to risk lethality unless you take a lot of extra precautions.  That's normal for any kind of attack, lethal or no.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Becq on March 03, 2011, 07:30:16 AM
Lots of great discussion!  A few arbitrary responses:

Regarding 'nonlethal' phrasing of spells.  Yes, I think it's possible to come up with powerful spells that inherently carry a low risk of lethality.  Perhaps, for example a well-controlled strangulation spell might qualify -- and if the character was trained in medicine (or combat subdual techniques) it might be stong justification for claiming the ability to apply the spell for just long enough to knock out the target without killing them.  Perhaps.

Other spells can't help but be basically lethal in nature.  Fire, for example, would pretty much always have a lethality that scaled with power.  Sure, you might justify a maneuver that applies "heatstroke" or a w:2 spell that causes burn damage without sigificant chance of death.  But a w:6 spell is more powerful than a military-grade flamethrower, and while its certainly possible the target might survive, it seems unreasonable to expect them to.  There's a reason Dresden avoids using this kind of spell against mortals.

Regarding refusal of concession, the attacker does not have a flat-out right to refuse.  Rather, the group has the right to decide that the concession is unreasonable, generally on the basis that it goes too easy on the conceeding character.  The attacker would need to come up with a convincing reason that having the target die is an unreasonable result of their action.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Becq on March 03, 2011, 07:42:59 AM
Quote
He should make that abundantly clear, which is not something that was done there.

I guess I'm not sure how much more clear it needs to be, to be honest.  To quote the scenario:

Quote
GM: "Are you sure you want to do that?  After all, you are talking about using LETHAL magic against a MORTAL foe.  A spell that powerful is almost guaranteed to kill them, which is a violation of the Laws of Magic."

Note also that I advocated giving yet another final chance at a take-back even after narrating the results.

By the way, as to adjudicating what constitutes 'lethal attacks' I think there is a lot of room for common sense and also for player input.  For example, a sniper rifle (w:4) would be a classic example of a lethal weapon.  And by the simple rule-of-thumb I suggested, a character who spent a few rounds maneuvering to get some extra aspects would almost certainly generate enough stress to trigger that lethality condition.  On the other hand, if the character made it abundantly clear that they were spending those maneuver drawing a bead on the target's *shin* ... well, I imagine the bullet would hurt quite a bit, and probably cripple the target for life -- but might not be *immediately* life-threatening, especially if medical attention was available.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Steppenwolf on March 03, 2011, 07:48:40 AM

Regarding refusal of concession, the attacker does not have a flat-out right to refuse.  Rather, the group has the right to decide that the concession is unreasonable, generally on the basis that it goes too easy on the conceeding character.  The attacker would need to come up with a convincing reason that having the target die is an unreasonable result of their action.


Well Concessions should be unanimously accepted, so also by the attacker.
Besides, the spirit of Concessions is to lessen the potential effects of the take out, not to increase them.
Using a Concession, to kill the character doing it, is just a bad twisting of that spirit.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Becq on March 03, 2011, 07:57:03 AM
(cont)
The basic concept that makes this possible is the weapon's precision and the character's deliberate control.  A flamethrower would probably be incapable of such a leg shot, and a flameburst spell would fall into that category.  A telekinetically accelerated penny might be capable of precision.  A light-saber could be aimed, as well.  A grenade thrown into a room filled with people might not kill them all ... but there will almost certainly be deaths.

With regards to the abstract storytelling nature of the system ... I agree.  And to a very large degree, whether or not a mechanic like this is appropriate depends on the group and the nature of the campaign.  But I'd argue that the risk of death and the risk of accidentally or deliberately killing is very much a core concept of Dresden Files, and therefore stressing that care must be taken when wielding magic is certainly not inappropriate.

As an aside ... what element would 'Vertigo Wave' be?  
Title: Re: Giving teeth to enforcement of The Laws
Post by: Becq on March 03, 2011, 08:09:42 AM
Regarding the discussion involving "taken out" and "concession":

Once the dice are rolled, a taken out result is in the hands of the attacker.  The attacker can narrate any reasonable result he chooses.  I would argue that dropping a nuclear bomb on a city then narrating how everyone woke up with severe burns and massive headaches but unlimately recovered would not qualify as reasonable.  Likewise, setting off a force 12 flame burst attack in a crowd would not reasonably result in universal heavy tans and mild concussions.  But within reason, the attacker controls the story.

Before the dice are rolled (I made a mistake in the OP by allowing the attacker to roll first) the defender can conceed and control the narration.  Again, the limits are, basically, that the narration must be reasonable.  Generally, concession is used to allow the character to narrate his survival, but there are no upper limits on the severity of a concession narration.  But even so, it must be reasonable.  If a 45-pound (mundane) child slaps a vampire, there's virtually no chance that the vampire's head will go flying off in a shower of blood, driving itself clean through the torso of the vampire behind him.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tedronai on March 03, 2011, 08:23:23 AM
As an aside ... what element would 'Vertigo Wave' be?  

I can envision methods of achieving the result within the scope of Earth, Water, and (possibly Lawbreakingly) Spirit
Title: Re: Giving teeth to enforcement of The Laws
Post by: Becq on March 03, 2011, 08:23:51 AM
Using a Concession, to kill the character doing it, is just a bad twisting of that spirit.
Well, to be fair, my point is not to use mechanics as a gotcha.  Instead, the idea is to present a way -- within the system -- of making the Laws of Magic able to be enforced.  Imagine how the novels would be different if Dresden was confident that you could cast "Fuego!" at anyone he wanted and know exactly what the outcome would be?  Careful spellcasters, who keep the Laws in mind when casting should never be impacted by the use of the rules I'm suggesting.  Reckless spellcasters, whose players deliberately abuse the game mechanics to avoid dealing with the Laws should be made aware of the potential results of their misuse of magic first ... and if they refuse to abide by the Laws, well that's what Lawbreakers are there for, right?

Depends on the game, of course.  If the players and GM mutually agree they want a game in which magic is thrown around with abandon, and in which the Laws play little role ... well, they can always choose to ignore or even remove the Laws from their game, should the choose, or to use the current standard application of the mechanics that basically treat the laws as an RP option.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Steppenwolf on March 03, 2011, 08:29:51 AM
Once the dice are rolled, a taken out result is in the hands of the attacker.  The attacker can narrate any reasonable result he chooses.  I would argue that dropping a nuclear bomb on a city then narrating how everyone woke up with severe burns and massive headaches but unlimately recovered would not qualify as reasonable.  Likewise, setting off a force 12 flame burst attack in a crowd would not reasonably result in universal heavy tans and mild concussions.  But within reason, the attacker controls the story.


I think a flaw of the whole discussion is we have forgot that intent precedes the mechanics.

Players, IMHO, should never state: "I use a force 12 flame burst attack" but the whole discussion should be like the following:
Player: "I'm going to take out the whole crowd with a <element> spell"
GM:"What kind of spell?"
P:"<reasonable method to use non-lethal force>"
G:"Ok! This is an attack spell 'cause your aim is to incapacitate them. How many shifts?"
etc.etc.

From this perspective, all becomes simpler.
Title: Re: Giving teeth to enforcement of The Laws
Post by: toturi on March 03, 2011, 09:02:13 AM
But I'd argue that the risk of death and the risk of accidentally or deliberately killing is very much a core concept of Dresden Files, and therefore stressing that care must be taken when wielding magic is certainly not inappropriate.
I would argue that the risk of death and the risk of accidentally or deliberately killing is very much a core concept of Dresden Files only because most of the Dresden File novel series is told from the perspective of Harry Dresden and his struggle to control his power.
Let examine the other stories in the series where Harry does not play a starring role. The stories which Harry play bit parts or not at all doesn't particularly revolve around risk of accidentally killing or taking care when wielding magic. In fact, if I recall correctly, Marcone's story opens with him blowing some unfortunate's brains out. Toe-moss's story has little to do about killing with magic (except perhaps on the receiving end of a spell).
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 09:18:09 AM
Ok, back to work...

And you think if a player goes to the trouble of designing a spell attack specifically designed to not be lethal, then he isn't considering the consequences of his action?  He pays for that spell too.  Either he spends an enchanted item or potion slot on it, or it is or isn't a rote.  If it is a rote, then he has sacrificed one of his rote slots.  If it isn't, then he has more trouble pulling off the non-lethal attack.  Any way you slice it, a player making a non-lethal attack HAS decided to consider the consequences.

To me, this isn't the person considering the consequences of their choices, it's attempting to avoid them.  Personally I see players going through convoluted explanations of how their spell is non-lethal to be basically The Dresden Files form of Min-Maxing, and if it was intended to be that way you'd have to ask yourself why Harry doesn't spend all of his time learning guaranteed non-lethal spells rather than constantly throwing around fire balls. (yes I know that Harry is in the novels not the game, but still the novels are what the rules are supposed to evoke)

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Those sections of the book you quoted 4-some pages ago in no way indicate that it is unreasonable to have particular attacks that are non-lethal despite the stress inflicted.  There's plenty of ways to make someone pass out without risking death.  You might even pay for this sort of thing in other ways as well.  If you make a vertigo spell that screws around with the inner-ear, then chances are it won't work on a lot of supernatural creatures.  I'm not convinced that Red Court Vampires are vulnerable to heat exhaustion either (White Court probably are, on the other hand).  Beyond that, you've also made a spell that WON'T be capable of killing your enemies, which very often can be quite significant if you can't stay around to "manually adjust" the outcome of a spell.

They don't indicate any level of stress that may cause death no, but what they do indicate is an intent that the choice of whether an enemy dies isn't always in the hands of the player.  Also, not for nothing, but personally I would rather sit with my group and agree what level of spell is or is not lethal than have an argument back and forth every day about whether Fairies have an inner ear or what the relative alcohol tolerance of a hexenwolf is.

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Remember too, spell strength is how complex the spell is.  So if anything a 10-complexity Heat Exhaustion spell might be SAFER than a 4-complexity one.  That 10-complexity could go to specifically targeting the aspects of the body that make the heat exhaustion safe and highly effective.  Just happens that spending the extra strength on focusing the spell's magic that way also makes it more effective.  So overall I don't see how you can possibly say that a weapon greater than X must be lethal.  It IS completely arbitrary where you draw the line.  Of course, naturally if you have a highly complex spell like this and you can't quite control it, going the route of fallout might be a bad idea (depending on your group).

Ok, so this is actually factually incorrect, the number of shifts in a spell (of which Weapon value has a direct relation) is an indicator of the raw power of the spell not the relative complexity or control of it.  That's why shifts of power are limited by Conviction (raw power) instead of Discipline (control) and why Harry (a high Conviction middling Discipline caster) is described as being a powerhouse with little control in the early books.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 09:27:59 AM
Lots of great discussion!  A few arbitrary responses:

Regarding 'nonlethal' phrasing of spells.  Yes, I think it's possible to come up with powerful spells that inherently carry a low risk of lethality.  Perhaps, for example a well-controlled strangulation spell might qualify -- and if the character was trained in medicine (or combat subdual techniques) it might be stong justification for claiming the ability to apply the spell for just long enough to knock out the target without killing them.  Perhaps.

See this is a point that I seem to be having trouble conveying, the idea of a 'Well controlled' spell of this or that sort.  Control over a spell (as represented by a Discipline roll) has as direct an effect on the damage as it's Weapon rating.  More successes = more control = more damage.  Meaning that a well controlled Weapon:2 strangulation spell would have just as good of odds of taking out an opponent as a poorly controlled Weapon: 5 squeeze your neck spell.  The difference being that the Weapon: 5 version you're saying "I'm going to poor a bunch of power intro squeezing that guys neck at the risk of not being able to control it completely" and with the Weapon: 2 your saying "I'm going to put just enough power into this to try to choke that guy into unconsciousness, I just hope that I can keep the pressure on enough to knock him out."

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Other spells can't help but be basically lethal in nature.  Fire, for example, would pretty much always have a lethality that scaled with power.  Sure, you might justify a maneuver that applies "heatstroke" or a w:2 spell that causes burn damage without sigificant chance of death.  But a w:6 spell is more powerful than a military-grade flamethrower, and while its certainly possible the target might survive, it seems unreasonable to expect them to.  There's a reason Dresden avoids using this kind of spell against mortals.
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This though is another problem I'd like to avoid, because after a little while especially if your game has lost a character to accidental Law Breaker, every wizard is going to be throwing around these convoluted spells designed to be incapable of killing.  Morgan create earthquakes, Ramirez shoots water lasers and Harry creates pillars of fire, and we have not seen one of them saw "Ok, I'm going to make this spell that prevents signals from traveling down the spinal cord to anything other than the involuntary muscles thereby creating a perfect paralysis" and so I don't think the writers of the game intended for us to do that either.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 09:33:38 AM
I think a flaw of the whole discussion is we have forgot that intent precedes the mechanics.

Players, IMHO, should never state: "I use a force 12 flame burst attack" but the whole discussion should be like the following:
Player: "I'm going to take out the whole crowd with a <element> spell"
GM:"What kind of spell?"
P:"<reasonable method to use non-lethal force>"
G:"Ok! This is an attack spell 'cause your aim is to incapacitate them. How many shifts?"
etc.etc.

From this perspective, all becomes simpler.


That's actually funny because I was considering pulling out that line earlier.  I feel, in this case, that intent preceding mechanics really applies to the intent of the laws being a real threat should precede the perceived mechanics that the attacker always gets to choose what happens after an attack.  If my player said I'm using non-lethal force and then told me he was rolling a Weapon: 5 attack, I would be very quick to tell him no, you aren't using non-lethal force but feel free to roll or if you like you can adjust your spell.
Title: Re: Giving teeth to enforcement of The Laws
Post by: toturi on March 03, 2011, 09:35:53 AM
and if it was intended to be that way you'd have to ask yourself why Harry doesn't spend all of his time learning guaranteed non-lethal spells rather than constantly throwing around fire balls. (yes I know that Harry is in the novels not the game, but still the novels are what the rules are supposed to evoke)
The reason I see why Harry doesn't spend his time learning less-than-lethal spells is the same reason why he is such a sucker for damsels in distress. His player doesn't want to change the way he plays Harry. He could swap out "Chivalry is not dead, damnit", but novel after novel, story after story, Harry falls for the same routine. His player need not have taken that Lawbreaker and "Not so subtle, still quick to anger" in the first place, but that's what he did. Does that mean that just because Jim doesn't swap out those Aspects, other players cannot swap out their characters' Aspects? If it was intended for players to swap out their character's Aspects, then you'd have to ask yourself why Harry falls for the same compels over and over again.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Drachasor on March 03, 2011, 09:41:53 AM
To me, this isn't the person considering the consequences of their choices, it's attempting to avoid them.  Personally I see players going through convoluted explanations of how their spell is non-lethal to be basically The Dresden Files form of Min-Maxing, and if it was intended to be that way you'd have to ask yourself why Harry doesn't spend all of his time learning guaranteed non-lethal spells rather than constantly throwing around fire balls. (yes I know that Harry is in the novels not the game, but still the novels are what the rules are supposed to evoke)

Harry basically NEVER fights humans.  Why would he waste time coming up with non-lethal spells?  The Harry argument isn't really compelling when I don't believe he even ever has to knock someone out.

They don't indicate any level of stress that may cause death no, but what they do indicate is an intent that the choice of whether an enemy dies isn't always in the hands of the player.  Also, not for nothing, but personally I would rather sit with my group and agree what level of spell is or is not lethal than have an argument back and forth every day about whether Fairies have an inner ear or what the relative alcohol tolerance of a hexenwolf is.

Not always, but then again, you expect that when you are using lethal force.  Your argument completely loses its weight when you consider any kind of non-lethal force (and you grant that it can exist).

Ok, so this is actually factually incorrect, the number of shifts in a spell (of which Weapon value has a direct relation) is an indicator of the raw power of the spell not the relative complexity or control of it.  That's why shifts of power are limited by Conviction (raw power) instead of Discipline (control) and why Harry (a high Conviction middling Discipline caster) is described as being a powerhouse with little control in the early books.

Err, in fact it is an indicator of both.  A very complex spell requires a lot of raw power.  That's just how the system works.  You can also use raw power in an unrefined way as well.  I suppose aspects could come to play here and some might have trouble with say...the subtly of non-lethal spells (if you want to stick to thinking about Harry).
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 09:55:03 AM
Harry basically NEVER fights humans.  Why would he waste time coming up with non-lethal spells?  The Harry argument isn't really compelling when I don't believe he even ever has to knock someone out.

Ok, two things here

1) He fights humans a fair bit, Marcone and his men, evil Wizards, mortal gang members and once or twice the cops just to name a few.

2) From a mechanics argument it doesn't matter if he ever fights humans, if a Weapon: 20 make you dizzy spell is the same as a Weapon: 20 fire spell other than ascetics there's no reason to ever risk killing.  Also, if the player narrates the Take Out then there is no reason he could simply narrate the Dizzy attack as lethal whenever it suited him.

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Not always, but then again, you expect that when you are using lethal force.  Your argument completely loses its weight when you consider any kind of non-lethal force (and you grant that it can exist).

Right, and I say that the threshold between Non-Lethal and Lethal force is the gap between Weapon: 2 and Weapon: 3, and by my reading of the rules I suspect that that was the intent of the writers of the game as well.

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Err, in fact it is an indicator of both.  A very complex spell requires a lot of raw power.  That's just how the system works.  You can also use raw power in an unrefined way as well.  I suppose aspects could come to play here and some might have trouble with say...the subtly of non-lethal spells (if you want to stick to thinking about Harry).

Ok, just re-read the section to make sure I hadn't missed anything, but no the number of Shifts of Power in a spell represent just that, how much power is there, in fact there is nothing in the spellcasting section discussing the relative complexity of an Evocation.  The difficulty in casting a spell with a lot of shifts comes from whether you can managed to control the raw power your putting into it, not whether you are skilled enough to manage its complexity.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 09:59:43 AM
The reason I see why Harry doesn't spend his time learning less-than-lethal spells is the same reason why he is such a sucker for damsels in distress. His player doesn't want to change the way he plays Harry. He could swap out "Chivalry is not dead, damnit", but novel after novel, story after story, Harry falls for the same routine. His player need not have taken that Lawbreaker and "Not so subtle, still quick to anger" in the first place, but that's what he did. Does that mean that just because Jim doesn't swap out those Aspects, other players cannot swap out their characters' Aspects? If it was intended for players to swap out their character's Aspects, then you'd have to ask yourself why Harry falls for the same compels over and over again.

What I'm saying is that if Wizards could completely eliminate the possibility of accidentally killing a mortal without sacrificing any options or power, we would see at least one do it, and Harry doesn't even seem to consider the possibility.  That to me implies strongly that in the Dresden universe there are no sure things like many of the people here seem to be arguing.  Was it possible to be sure like is being suggested here it wouldn't have been called Camp Kaboom, it would have been Camp Beddie-by.  I mean if there's anyone your going to teach equally powerful but less risky magic, it would be the young and inexperienced Wizards that you want out there kicking butt for you without all of them becoming evil.
Title: Re: Giving teeth to enforcement of The Laws
Post by: toturi on March 03, 2011, 10:07:10 AM
I mean if there's anyone your going to teach equally powerful but less risky magic, it would be the young and inexperienced Wizards that you want out there kicking butt for you without all of them becoming evil.
I disagree. You teach your soldiers the skills and techniques you think they need to win the war. In a war with vampires, the assumption may well be that your young and inexperienced Wardens would be facing monsters and you don't need to teach the less-than-lethal tactics/spells.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 10:10:52 AM
I disagree. You teach your soldiers the skills and techniques you think they need to win the war. In a war with vampires, the assumption may well be that your young and inexperienced Wardens would be facing monsters and you don't need to teach the less-than-lethal tactics/spells.

But with the way it's being argued here no spell is more or less lethal than any other without there being a house rule.  With the attackers player narrating the outcome every attack can be exactly as lethal as is convenient regardless of its special effects or the amount of power pumped into it.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Drachasor on March 03, 2011, 11:29:54 AM
But with the way it's being argued here no spell is more or less lethal than any other without there being a house rule.  With the attackers player narrating the outcome every attack can be exactly as lethal as is convenient regardless of its special effects or the amount of power pumped into it.

That's not what is being argued at all.  An evocation designed to be non-lethal is going to be hard to use to justify killing someone.  And again, there are the fact that what is non-lethal to a human might not even affect supernatural creatures.  Before you go and act like this is too complicated to deal with, remember we already deal with stuff like this in the game.  Sunlight, for instance, is lethal to vampires (save Whites), but doesn't hurt humans even if you toss a dozen or more shifts into it.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Drachasor on March 03, 2011, 11:43:22 AM
Ok, two things here

1) He fights humans a fair bit, Marcone and his men, evil Wizards, mortal gang members and once or twice the cops just to name a few.

2) From a mechanics argument it doesn't matter if he ever fights humans, if a Weapon: 20 make you dizzy spell is the same as a Weapon: 20 fire spell other than ascetics there's no reason to ever risk killing.  Also, if the player narrates the Take Out then there is no reason he could simply narrate the Dizzy attack as lethal whenever it suited him.

1)  He actually doesn't.  There are literally maybe a dozen fights with humans over the course of the books (12 or so YEARS).  All "fights" with Marcone are really him just intimidating people as far as I recall; often he just plans to do something like that in fact.  And again, there's another way to justify why Harry does this; he's not very subtle.

2)  I've already supplied a couple reasons against this here.  Harry WOULD want to eliminate supernatural threats, and often doesn't have a lot of time to stick around and finish them off after "taken out" is achieved.  Again, just because something is non-lethal to humans doesn't mean it would even hurt a supernatural creature.  Neither of these things is a trivial point.

So Harry hardly ever fights humans (maybe once per year AT BEST), and often has to run around and kill supernatural beasts where he can't finish them off or give them time to lick their wounds.  His focus on lethal magic makes a lot of sense.  It makes all the more sense when you factor in his lack of subtly.

Right, and I say that the threshold between Non-Lethal and Lethal force is the gap between Weapon: 2 and Weapon: 3, and by my reading of the rules I suspect that that was the intent of the writers of the game as well.

Again, that's an arbitrary line you've decided to draw based on nothing substantial.  At best you are what, basing it on the non-lethal technology we have today...which sucks?  And from that you extrapolate restrictions on magic?  Magic that far exceeds the standard lethal technology we have available for the best infantry?  Your reasoning is not sound.


Ok, just re-read the section to make sure I hadn't missed anything, but no the number of Shifts of Power in a spell represent just that, how much power is there, in fact there is nothing in the spellcasting section discussing the relative complexity of an Evocation.  The difficulty in casting a spell with a lot of shifts comes from whether you can managed to control the raw power your putting into it, not whether you are skilled enough to manage its complexity.

My extrapolation here is certainly no worse than yours.  Evocation and Thaumturgy work very similarly in many ways.  Complexity in Thaumaturgy and sponsored magic show power and complexity are much the same thing.  That event tracks with how attacks and such work with Evocation.  The more complex the spell (spray, multiple areas, etc), the more power you need for it.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 12:17:29 PM
That's not what is being argued at all.  An evocation designed to be non-lethal is going to be hard to use to justify killing someone.  And again, there are the fact that what is non-lethal to a human might not even affect supernatural creatures.  Before you go and act like this is too complicated to deal with, remember we already deal with stuff like this in the game.  Sunlight, for instance, is lethal to vampires (save Whites), but doesn't hurt humans even if you toss a dozen or more shifts into it.

There's a pretty big difference between making the blanket statement "Humans aren't killed by sunlight" and the statement "Vampires aren't effected by vertigo" and that would only cover one possible 'non-lethal' attack against one possible type of enemy.

Also, the statement "an evocation designed to be non-lethal is going to be hard to use to justify killing someone" is no more valid than the statement "an evocation designed to do physical damage is going to be hard to use to justify not killing someone" which is at the core of this debate.  We can quibble all day about whether Vertigomatic 2000 will kill, but the argument over these many pages is whether the player can accidentally kill at all.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 12:31:08 PM
1)  He actually doesn't.  There are literally maybe a dozen fights with humans over the course of the books (12 or so YEARS).  All "fights" with Marcone are really him just intimidating people as far as I recall; often he just plans to do something like that in fact.  And again, there's another way to justify why Harry does this; he's not very subtle.

It's very hard not to answer this sarcastically, but a dozen fights against humans (I'm thinking it's actually more, but I"ll go with your number for now) in a dozen books isn't rarely, it's almost every time.

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2)  I've already supplied a couple reasons against this here.  Harry WOULD want to eliminate supernatural threats, and often doesn't have a lot of time to stick around and finish them off after "taken out" is achieved.  Again, just because something is non-lethal to humans doesn't mean it would even hurt a supernatural creature.  Neither of these things is a trivial point.

Ok, I regret that I sidetracked with comparisons to the book, but just to make it clear.  If spells that are in every way equally effective but carry no risk of accidentally breaking the first law are both easy and available to cast then no sensible wizard would ever put themselves at that risk.  Since Harry is a pretty sensible guy, and has put himself at that risk several times, despite having first hand knowledge of the potential ramifications, then from a tabletop perspective he is making foolish choices that I would never expect a player to make.  That being the case, if players always con volute their spells when fighting mortals to ensure that accidental first law breakage is impossible (again without having to limit their options at all) then the game at the tabletop fails to recreate the feel of the novels.  I don't believe that that was the intent of the designers of the RPG.

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Again, that's an arbitrary line you've decided to draw based on nothing substantial.  At best you are what, basing it on the non-lethal technology we have today...which sucks?  And from that you extrapolate restrictions on magic?  Magic that far exceeds the standard lethal technology we have available for the best infantry?  Your reasoning is not sound.

I'm basing it on what's written in the RPG book, and I've delineated many of the passages which led me to that conclusion.  If you wish to be intentionally obtuse this conversation is going to get very boring very quickly.


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My extrapolation here is certainly no worse than yours.  Evocation and Thaumturgy work very similarly in many ways.  Complexity in Thaumaturgy and sponsored magic show power and complexity are much the same thing.  That event tracks with how attacks and such work with Evocation.  The more complex the spell (spray, multiple areas, etc), the more power you need for it.

So far as your possition on whether more shifts in an Evocation denotes greater control or complexity, I really recommend you read the Evocation section of the book.  I mean, you can rule it however you like in your game, but nowhere does it suggest that shifts represent what you are suggesting.  Evocation and Thaumaturgy do use similar rules systems, but there is no question in either section that Conviction represent raw power and that that is the limiter on the number of shifts you can control in an Evocation.  Most of the things we're discussing here are RAW/RAI or simply what our opinions on what makes a good story and a good game are, but the shifts of power thing is laid out clearly enough that I'd say to use it in the way that you suggest would constitute a house rule.
Title: Re: Giving teeth to enforcement of The Laws
Post by: toturi on March 03, 2011, 12:56:51 PM
There's a pretty big difference between making the blanket statement "Humans aren't killed by sunlight" and the statement "Vampires aren't effected by vertigo" and that would only cover one possible 'non-lethal' attack against one possible type of enemy.
Actually I think the key idea here is that a non-Weapon: Zero attack can actually deal no damage, even assuming it hits.
Title: Re: Giving teeth to enforcement of The Laws
Post by: UmbraLux on March 03, 2011, 01:21:26 PM
It's very hard not to answer this sarcastically, but a dozen fights against humans (I'm thinking it's actually more, but I"ll go with your number for now) in a dozen books isn't rarely, it's almost every time.
It's worth noting Harry's fights against humans are almost invariably with mundane weapons.  The number of times he uses magic against a human is extremely limited.  Even when fighting a demon summoner, he used magic against the demon & environment and hist fists against the human.
Title: Re: Giving teeth to enforcement of The Laws
Post by: bitterpill on March 03, 2011, 01:27:35 PM
Yer he quite often shields and shoots it is only when he is in a bad mood he blows them away literally.
Title: Re: Giving teeth to enforcement of The Laws
Post by: nearchus on March 03, 2011, 01:59:54 PM
What your saying, that killing accidentally isn't possible, isn't supported by the rules sense it says specifically that the Taken Out result must be reasonable.  What it at debate here is what is reasonable and what the designers intended reasonable to be, which isn't clearly stated by the rules. So to counter, the lack of any intent suggestion that it is impossible for a player to accidentally have his character kill someone makes it clear IMO that your interpretation is incorrect.  But again, it is never clearly stated either way.

That's not even remotely what I've been saying , but it's become clear to me that the distinction the book makes between character choices and player choices isn't going to become clear to you. I never said that accidental death isn't possible. I said that players can't have their characters kill other people accidentally unless they want to. DF gives massive control over a character's story to the player. If they want to have their character accidentally murder someone then they can do that (as long as the result is reasonable). If they want to have almost killed someone but happen to not have then this is also fine (again, as long as it's reasonable).

For a vague and very general example, imagine a climactic scene between a character and their archenemy. In the conflict, the character manages to shoot/spell/whatever the archenemy a couple times and big baddie is "taken out". The *player* can now decide what they would like to happen. If they feel that this was, in fact, a good climax to their story concerning the archenemy then *they* get to decide that the archenemy is dead. If they'd prefer that the archenemy lives they can say that he (it?) managed to survive the wounds after being left for dead by the character. In most games these choices are left to the GM, but in DF, these are a player's choice. Players get to decide if their characters are reckless violators of the First Law or whether they use magic carefully.

The "In your game..." sections give the exceptionally good advice to make sure that the players are all on the same page as to what sort of game they're running. To be in the spirit of DF they *shouldn't* run around flinging fireballs and then claim that the mortals somehow survived. So the players and GM should discuss what reasonable is to them and how characters should respond to mortals being in the line of fire. This section, by the way, deliberately doesn't give "mechanics" because they aren't needed. The players already have the mechanics available to them. They're allowed to have their character accidentally violate the First Law if they really want to.
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 03, 2011, 05:52:27 PM
Something occurred to me while I was reading all of this. Both opinions are valid.

That's not even remotely what I've been saying , but it's become clear to me that the distinction the book makes between character choices and player choices isn't going to become clear to you. I never said that accidental death isn't possible. I said that players can't have their characters kill other people accidentally unless they want to. DF gives massive control over a character's story to the player. If they want to have their character accidentally murder someone then they can do that (as long as the result is reasonable). If they want to have almost killed someone but happen to not have then this is also fine (again, as long as it's reasonable).

This is really awesome. When you have players that are experienced and are trying to come up with a compelling story.

I'm sure Tallyrand's concept works very well when you have a group of players who are inexperienced and trying to "win" the game. Personally the line between 2 and 3 does seem a bit arbitrary to me, however there is no line (except maybe the line between 0 and 1) that really makes perfect sense, so everyone's going to draw their own arbitrary line.

I work with both on a regular basis (my group is very mixed) and I can really see the benefit of what Tallyrand is saying. However there's something about that blanket limitation that really bothers me. I think I would rather talk to my players openly about their feelings on the matter and try to figure out what works best for them. Something I have become aware of recently is that, the goal of gaming being for everyone to have fun, this kind of thing often subverts that goal. The players who want a great story will create it and they will have fun. The players who want to "win" will (or won't), and they will have fun.  The GM's fun is the most precarious in a lot of ways, however it's easier if you don't have a lot of preconceived notions about what should and should not happen. Not that that's something I can personally do....

As an aside in comparing a lot of this to the novels I believe that one of the reasons you don't see a lot of non-lethal spells is because they are difficult, and not universally useful. Throwing energy wildly at someone is not hard, but having to focus or refine that energy into something precise or restrained enough to incapacitate mortals without hurting them sounds pretty hard. And the fact that the whole supernatural world is trying to stay hidden means the less one interacts with mortals at all the better. Seems to me that Dresden is actually bucking the trend (what with his one mortal encounter a year) with this so he might really want to look into some non-lethal spells, however given his aspects it doesn't seem likely. :)
Title: Re: Giving teeth to enforcement of The Laws
Post by: luminos on March 03, 2011, 06:39:00 PM
Here's a nice parallel:  Players are in control of whether their character lives or dies.  The system is designed so that the character only dies if the player wants them to. 

Scenario:  Player has character attack a monster, with the GM forecasting the monsters intent of killing the player.  The monster hits him with 12 shifts of damage on the first attack, and the player doesn't have consequences to absorb the attack.  The GM decides that the character dies.   Does this invalidate the idea that players decide if their character lives or dies?  No, because he had options available to him prior to rolling the dice against the monster that would have guaranteed (and that the player knew would guarantee) the characters living.  The player certainly didn't fight the monster with the intent of dying, but he accepted the risk of it happening anyways. 

I see the "players always have the choice to kill a character or not" as roughly falling under the same distinction.  You can always describe your victory as killing the other character, or letting them live, but the way you go about securing that victory puts limits on how you describe the victory.  Using weapon: 5 attacks is taking a risk by saying, "I may end up killing him, but its important enough to take him down that I'm willing to sacrifice some control over the outcome".  There is a silly place that I see being defended where the character loses control over the outcome, but that loss of control never translates into a real consequence for the character because the player always gets to negate that loss of control through pure metagame.
Title: Re: Giving teeth to enforcement of The Laws
Post by: nearchus on March 03, 2011, 07:39:16 PM
I'm sure Tallyrand's concept works very well when you have a group of players who are inexperienced and trying to "win" the game. Personally the line between 2 and 3 does seem a bit arbitrary to me, however there is no line (except maybe the line between 0 and 1) that really makes perfect sense, so everyone's going to draw their own arbitrary line.

If the entire group actually has the conversation as advised under "In your game..." and in other places in the book, then this shouldn't be a problem. Your group decides what is reasonable. If one player is playing to "win" then their result will often be unreasonable. That is, if the rest of the group isn't playing to win. And if *everyone* is playing to win, and it's just the GM who thinks that the players aren't adding enough conflict into their character's lives, then I'd suggest that GM either rethink his position or find a new group.

Many game systems are designed to run as a competition. The players compete to conquer the problems presented by the GM. This game system limits that and gives the players more power to interact with the story and make it their own. It's not the GM's responsibility to determine when a character has become boring for a player and decide that the character has suddenly accidentally killed someone. This is the player's choice, not the GM's. The only time they don't get to is when their choice is inconsistent with the setting that was agreed upon by the group.
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 03, 2011, 09:21:44 PM
If one player is playing to "win" then their result will often be unreasonable. That is, if the rest of the group isn't playing to win. And if *everyone* is playing to win, and it's just the GM who thinks that the players aren't adding enough conflict into their character's lives, then I'd suggest that GM either rethink his position or find a new group.

This is really unnecessary. Remember I play with a very diverse group. All at the same table. Some are trying to "win", some are not. But we all recognize that those goals aren't exclusive. We can all get what we want.

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Many game systems are designed to run as a competition. The players compete to conquer the problems presented by the GM. This game system limits that

I disagree. This system encourages you (the player and the GM) to create the game you want.

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It's not the GM's responsibility to determine when a character has become boring for a player and decide that the character has suddenly accidentally killed someone. This is the player's choice, not the GM's. The only time they don't get to is when their choice is inconsistent with the setting that was agreed upon by the group.

It can be both.

Here's what I see. Tallyrand is making a suggestion. Tallyrand is suggesting that before you start you talk to your players and create a point that differentiates non-lethal damage from lethal damage. Some value that everyone recognizes as the point beyond which you are risking lives. If your players need more structure than the system currently provides or can't provide their own drama and climactic choices (as many groups are accustomed to more structured systems) then this may be an acceptable suggestion.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 10:23:04 PM
That's not even remotely what I've been saying , but it's become clear to me that the distinction the book makes between character choices and player choices isn't going to become clear to you. I never said that accidental death isn't possible. I said that players can't have their characters kill other people accidentally unless they want to. DF gives massive control over a character's story to the player. If they want to have their character accidentally murder someone then they can do that (as long as the result is reasonable). If they want to have almost killed someone but happen to not have then this is also fine (again, as long as it's reasonable).

Ok, I didn't know I had to make this distinction clear every time I say it, but what I mean when "When you say that killing accidentally is impossible" what I mean is that it is your position that it is not possible for a player unintentionally have there character kill someone.  That when I say accidentally every time in this thread I mean on the part of the player not the characters.  You, the player, from my stance should be subject to unintended consequences of your actions.

Yes DF gives a lot of control to the player, which I love, but it doesn't give total control to the play because it wants to proved a level of tension and uncertainty, I am of the position that the writers of the game intended to have one of those things not under the control of the players to be whether or not very powerful offensive spells kill their targets when they result in a taken out.

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This section, by the way, deliberately doesn't give "mechanics" because they aren't needed

This is where our disagreement exists, I believe that they didn't provide mechanics because different gaming tables may play this differently, but that my stance (that there should be a hard rule and that choice should be taken partially out of the hands of the players or the GM) is more in the spirit of what the writers intended.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 03, 2011, 10:36:10 PM
Something occurred to me while I was reading all of this. Both opinions are valid.

This is really awesome. When you have players that are experienced and are trying to come up with a compelling story.

I'm sure Tallyrand's concept works very well when you have a group of players who are inexperienced and trying to "win" the game. Personally the line between 2 and 3 does seem a bit arbitrary to me, however there is no line (except maybe the line between 0 and 1) that really makes perfect sense, so everyone's going to draw their own arbitrary line.

While I'm sure there are more experienced gaming groups out there we are certainly not 'inexperience' and my position doesn't come from a place of my group is not mature or good enough at the game not to need the rule.  My position is that if you put that decision entirely in the hands of the players you remove a necessary element of tension from them game.  The reason that there are rules in RPGs is to give a structure for the story and create the mood of whatever the game is attempting to recreate.  Tension in games is exceedingly valuable and is never more evident than when the players interact with a take out mechanic, and my position is that the Law of Magic we intended to be used in that way.

That being said, of course both sides are valid, I've said so several times in this conversation, I'm simply arguing what I believe was the designers intent.

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I work with both on a regular basis (my group is very mixed) and I can really see the benefit of what Tallyrand is saying. However there's something about that blanket limitation that really bothers me. I think I would rather talk to my players openly about their feelings on the matter and try to figure out what works best for them. Something I have become aware of recently is that, the goal of gaming being for everyone to have fun, this kind of thing often subverts that goal. The players who want a great story will create it and they will have fun. The players who want to "win" will (or won't), and they will have fun.  The GM's fun is the most precarious in a lot of ways, however it's easier if you don't have a lot of preconceived notions about what should and should not happen. Not that that's something I can personally do....

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I have never suggested not discussing this sort of thing with your group, as you should every house rule, and unfortunately (or fortunately dependent on your perspective) the rules on this were intentionally left vague by the designers, meaning that both sides of this are house rules.  That being said a lot of what creates fun in games is a level of risk and tension, that's why games have skills and damage tracks and I believe that is a great roll that the Laws of magic can play and that it makes the game more fun and interesting if your players know that there is potential danger not only for there character's health but for their soul as well.

As an aside in comparing a lot of this to the novels I believe that one of the reasons you don't see a lot of non-lethal spells is because they are difficult, and not universally useful. Throwing energy wildly at someone is not hard, but having to focus or refine that energy into something precise or restrained enough to incapacitate mortals without hurting them sounds pretty hard. And the fact that the whole supernatural world is trying to stay hidden means the less one interacts with mortals at all the better. Seems to me that Dresden is actually bucking the trend (what with his one mortal encounter a year) with this so he might really want to look into some non-lethal spells, however given his aspects it doesn't seem likely. :)

And this is one place that unfortunately diverges from the game, because 'non-lethal' spells aren't any more difficult than lethal spells, which is why I don't accept that simply a clever description can make an attack guaranteed non-lethal.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Becq on March 03, 2011, 11:53:13 PM
I think that I'll take away the following from this discussion:

1) Per the rules, the attacker describes his method of attack (magical or nonmagical) as he sees fit, within the bounds set by the rules and tempered by common sense.  If he wants the attack to be non-lethal, he should expect to be able to make a compelling case for the lethality or lack thereof.
2) The group is not required to agree with the attacker's assessment of the attack's lethality.  This decision will be influenced heavily by the type of game the group wants to play.
3) If the decision is that the attack description is reasonable, then the attacker retains narrative control over a take-out, and even concessions must be limited by the description.
4) If the group disagrees with the non-lethality of the attack as described, then the attacker has the option to revise his attack.  If he goes ahead with the lethal attack, then he does so with the understanding that the GM might choose a lethal concession, if he feels that best suits the situation and the campaign.  Note that just because an attack *could* be lethal or even should *likely* be lethal, doesn't mean that it *must* be.

I think that these guidelines allow for most of the viewpoints expressed earlier in the thread, but rely more on a group consensus as to how to handle lethality, rather that defining a specific formula that *must* be applied.  Technically they represent more of a framework by which the RAW can be applied rather than new mechanics.

Some (occasionally silly) examples of my views regarding adjudication:
Ex: The attacker wants to incapacitate someone non-lethally by wrapping a grenade in bubble-wrap and inserting it into the opponent's mouth.  The group respectfully disagrees that this constitutes a non-lethal attack.
Ex: The attacker wants to cast a telekinetic spell to knock his target out by hitting him in the head with a chair, noting that his character has the aspect "I've been in many a brawl in my time" and therefore has experience in such matters.  The group agrees, and decides that it would probably be reasonable even for someone without such experience to wield a chair non-lethally.
Ex: The attacker wants to use a force spell to shatter a window and drive a cloud of glass shards -- non-lethally -- at his foe.  The group notes that he is using a force 12 spell and decides that it really isn't possible for a chaotic cloud of razor-sharp shards driven by that amount of force to be used in a deliberately non-lethal manner, and that if the spell inflicts more than double the stress necessary to take the foe out, then death will result.  The attacker decided to rethink the attack.
Ex: The attacker wants to shoot a foe's kneecap out with his sniper rifle from his concealed position on a nearby roof.  He has the maneuver-generated aspect "Plenty of time to aim" and the character aspect "I was the most decorated sniper in my outfit, back in the war..."   The players decide that he's eminently qualified to ensure a shot that is not immediately lethal ... but note that the target will probably need some medical attention fairly quickly.
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 03, 2011, 11:59:08 PM
While I'm sure there are more experienced gaming groups out there we are certainly not 'inexperience' and my position doesn't come from a place of my group is not mature or good enough at the game not to need the rule.  My position is that if you put that decision entirely in the hands of the players you remove a necessary element of tension from them game.  The reason that there are rules in RPGs is to give a structure for the story and create the mood of whatever the game is attempting to recreate.  Tension in games is exceedingly valuable and is never more evident than when the players interact with a take out mechanic, and my position is that the Law of Magic we intended to be used in that way.

That being said, of course both sides are valid, I've said so several times in this conversation, I'm simply arguing what I believe was the designers intent.

That really wasn't a veiled attempt to slight you or your group. Merely a situation that I could see your rule working well with. Some people require structure from their games and this provides a bit of it.

The funny thing is I was actually trying to defend you to others. I can see this being good. I don't think it's necessary for my group, but I certainly don't think it's "wrong".

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I have never suggested not discussing this sort of thing with your group, as you should every house rule, and unfortunately (or fortunately dependent on your perspective) the rules on this were intentionally left vague by the designers, meaning that both sides of this are house rules.  That being said a lot of what creates fun in games is a level of risk and tension, that's why games have skills and damage tracks and I believe that is a great roll that the Laws of magic can play and that it makes the game more fun and interesting if your players know that there is potential danger not only for there character's health but for their soul as well.

Also not trying to argue with you here. Just stating that one can have fun without implementing a rule like this. You don't have to force tension on people who may not enjoy it. Which I suppose is a bit of an argument but I really didn't intend it to be.

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And this is one place that unfortunately diverges from the game, because 'non-lethal' spells aren't any more difficult than lethal spells, which is why I don't accept that simply a clever description can make an attack guaranteed non-lethal.

And yeah this was just a random thought.
Title: Re: Giving teeth to enforcement of The Laws
Post by: luminos on March 04, 2011, 12:10:41 AM
@Becq:  Those examples illustrate a reasonable way to handle things.  Happy gaming.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 04, 2011, 01:01:36 AM
That really wasn't a veiled attempt to slight you or your group. Merely a situation that I could see your rule working well with. Some people require structure from their games and this provides a bit of it.

The funny thing is I was actually trying to defend you to others. I can see this being good. I don't think it's necessary for my group, but I certainly don't think it's "wrong".

I apologize, for the majority of this conversation I've been the only one defending my position so I'm sure you can understand why I was beginning to become defensive.  I do understand that you were intending to take a moderate view on the subject I just didn't want anyone to be tempted to dismiss my arguments due to some perceived inexperience.

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Also not trying to argue with you here. Just stating that one can have fun without implementing a rule like this. You don't have to force tension on people who may not enjoy it. Which I suppose is a bit of an argument but I really didn't intend it to be.

Oh, and I understand that completely, most of the people in this conversation seem to be in agreement so far as how someone should deal with this issue at there table (by discussing with the players and coming to a common agreement).  The only point I was really arguing is what I think best replicates the world of the novels and what I believe the writers of the game intended.
Title: Re: Giving teeth to enforcement of The Laws
Post by: LokiTM on March 04, 2011, 02:48:34 AM
Is it possible to intentionally kill a thread?
Title: Re: Giving teeth to enforcement of The Laws
Post by: bitterpill on March 04, 2011, 02:50:56 AM
Is it possible to intentionally kill a thread?

Laser Sword through the brain or you could do the exploding heart tecnique if you want to get really nasty.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Brand on March 04, 2011, 06:25:37 AM
I know I'm fairly late to the debate here, but I thought I'd throw in my two cents.

In my game, the players have control of Taken Out results (assuming they're reasonable) but people can still die accidentally.  The Laws, especially the First, can still be broken unintentionally.

For example, say Sorcerer X puts together a nasty spell with the intention of using it to kill the evil undead necromancer that is threatening the city.  The party tracks down the target and the sorcerer lays a trap.  Unfortunately, the person the group is actually setting up happens to be the NPC treasure hunter using his Item of Power (a ring that allows for Glamour-like powers) to casually make his way through the hordes of zombies that have infested that part of the city.  One big boom later and the group's sorcerer finds himself standing over the body of a dead human.

That's a bit of an extreme example, and it would really only be a danger after the characters failed an assessment to recognize someone was impersonating the Big Bad, but it's the sort of thing that could happen.  I also allow for redirecting incoming spell energy (think Harry causing the frozen turkey to fall on the BC vamp's head), so it's also entirely possible an enemy warlock/wizard could cause a lethal spell to be redirected onto an innocent bystander.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Larin on March 04, 2011, 07:13:13 AM
I know I'm also fairly late to the debate here, but I thought I'd also throw in my two cents.

after 10 pages I can't remember if this has been mentioned yet:
You might also want to consider feedback.  If you throw a lot of shifts, you are more likely not control all of it, and that can also be a way to accidentally break the 1st law.
Title: Re: Giving teeth to enforcement of The Laws
Post by: sinker on March 04, 2011, 07:19:37 AM
For example, say Sorcerer X puts together a nasty spell with the intention of using it to kill the evil undead necromancer that is threatening the city.  The party tracks down the target and the sorcerer lays a trap.  Unfortunately, the person the group is actually setting up happens to be the NPC treasure hunter using his Item of Power (a ring that allows for Glamour-like powers) to casually make his way through the hordes of zombies that have infested that part of the city.  One big boom later and the group's sorcerer finds himself standing over the body of a dead human.

That's a bit of an extreme example, and it would really only be a danger after the characters failed an assessment to recognize someone was impersonating the Big Bad, but it's the sort of thing that could happen.  I also allow for redirecting incoming spell energy (think Harry causing the frozen turkey to fall on the BC vamp's head), so it's also entirely possible an enemy warlock/wizard could cause a lethal spell to be redirected onto an innocent bystander.

These seem like sort of "Surprise, you're dead" (or in this case your character has gone off the deep end) kind of situations, and I'm less a fan of those.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Brand on March 04, 2011, 09:53:33 AM
These seem like sort of "Surprise, you're dead" (or in this case your character has gone off the deep end) kind of situations, and I'm less a fan of those.
Everyone has their preferred methods of dealing with this matter, but for me the key with magic is that the caster has to truly believe in using lethal force.  Don't want to kill innocent mortals?  Keep your power in check if there are innocents by the fight.  The fireball you just threw at the bad guy with the intention of reducing him to ashes can also set the building on fire, possibly threatening innocents/mortals (especially if they're unconscious when the place starts to burn down).  The safest way for a caster to fight lethally is to always go for the knockout and just cut the target's throat with a knife afterward, if needed.  Any caster throwing spells and going for the kill every time is far more likely to run into unintended consequences, like when Harry went supernova at Bianca's party and burned all those people. 

I'm not saying such incidents as I described in my above post are normal, or have even popped up in my game yet, but the threat of killing someone accidentally is very real for wizards, especially those running around with just a single refresh.  I liken it to Knights of the Cross and not using one of the Swords for the wrong reasons.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tedronai on March 04, 2011, 02:39:12 PM
I think the (potential) problem Sinker was concerned with was more one of 'by all accounts, everyone in the vicinity is a monster, so I'm going to torch them' being followed by 'oops, some of those monsters were actually innocents, disguised with magic as monsters...I guess my character is an NPC, now...I guess I should have opened my Sight on what seemed to be a horde of literally mind-crushingly hideous undead on the off-chance that one of them was actually a human with an item of power...'
Title: Re: Giving teeth to enforcement of The Laws
Post by: tymire on March 04, 2011, 05:32:46 PM
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[You might also want to consider feedback.  If you throw a lot of shifts, you are more likely not control all of it, and that can also be a way to accidentally break the 1st law.

Yep, backlash was mentioned in the first couple pages.  Main response was that it doesn't come up enough to make an effective deterrent.

Problem is that we rarely if ever see magic being used against mortals.  Can count the times on one hand...
Changes spoiler: 
(click to show/hide)

The main point though has already been mentioned (a couple times if worded differently) and has to deal with play style.  When you leave all the power and decision in the players hands it reduces the "horror" factor and "suspense" (for the PLAYER not the CHARACTER) while you are gaming.  Guess it really comes down to if you want to tell an epic story or make things a bit more realistic.  Depending on the group both can be awesome experiences, even though I generally prefer the second.  However, it is harder and takes more effort and thought for everyone involved.   Reminds me of the first question I always ask when joining a Shadow Run game.  Where is the game going to fall on the pink Mohawk compared to the pure profession scale?
Title: Re: Giving teeth to enforcement of The Laws
Post by: Brand on March 04, 2011, 05:43:23 PM
I think the (potential) problem Sinker was concerned with was more one of 'by all accounts, everyone in the vicinity is a monster, so I'm going to torch them' being followed by 'oops, some of those monsters were actually innocents, disguised with magic as monsters...I guess my character is an NPC, now...I guess I should have opened my Sight on what seemed to be a horde of literally mind-crushingly hideous undead on the off-chance that one of them was actually a human with an item of power...'
But that very scenario happens to be a very real danger for spellcasters willing to use deadly force or break any of the other Laws.  Molly did so, unintentionally, and by the game rules she only stayed a PC because she was young and still had plenty of Refresh to give.  We're talking about a game/system that lays out in detail how to make a character fall over dead while walking down the street, so suddenly losing one's character is something that, by the rules, is perfectly fine.  In your example, you would have already needed to fail a Lore/Alertness check to notice something different about one of the baddies, at least in my game.  

What it really comes down to is how the GM uses these things with regards to the party.  Are you trying to track down a homicidal warlock?  It's entirely within the rules for said warlock to acquire a few stray hairs or some of your blood, set up a ritual, sacrifice a wandering vagrant or two, and make you fall over dead while walking down the street.  That's within the rules, but most players would find that a rather unsatisfying (and unfair) way to lose a character.  It's the same with deadly magic.  There should always be a way (or two or three) for the caster to avoid killing unintentionally, but removing the threat of the Laws altogether just makes using magic even more powerful than it already is.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tallyrand on March 04, 2011, 08:09:03 PM
But that very scenario happens to be a very real danger for spellcasters willing to use deadly force or break any of the other Laws.  Molly did so, unintentionally, and by the game rules she only stayed a PC because she was young and still had plenty of Refresh to give.  We're talking about a game/system that lays out in detail how to make a character fall over dead while walking down the street, so suddenly losing one's character is something that, by the rules, is perfectly fine.  In your example, you would have already needed to fail a Lore/Alertness check to notice something different about one of the baddies, at least in my game.  

While I agree that that sort of situation is completely within both the rules and the spirit of the game it is someone I would personally never do to my players for a very simple reason.  That sort of trap leads to the overly cautious player, which anyone who has played RPGs for a significant amount of time will probably have come across.  This is the guy who in a D&D game takes 20 on every 5 foot square searching for traps and create elaborate schemes to open dungeon doors from around the corner.  The guy who in a Shadowrun game kills every living thing he comes into contact with to ensure there are no witnesses and insists on spending the first two sessions of ever run going over hundreds of scenarios trying to plan the perfect entry.  I do as much as I can to encourage my players to be active and smart instead of choked by paranoia.

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What it really comes down to is how the GM uses these things with regards to the party.  Are you trying to track down a homicidal warlock?  It's entirely within the rules for said warlock to acquire a few stray hairs or some of your blood, set up a ritual, sacrifice a wandering vagrant or two, and make you fall over dead while walking down the street.  That's within the rules, but most players would find that a rather unsatisfying (and unfair) way to lose a character.  It's the same with deadly magic.  There should always be a way (or two or three) for the caster to avoid killing unintentionally, but removing the threat of the Laws altogether just makes using magic even more powerful than it already is.

Fundamentally I agree, I just feel that there are boundaries you shouldn't cross in the interest of fun and fairness.  I've had characters in other games die in there sleep or what have you, and it never makes anyone but the most sadistic GM happy.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Brand on March 04, 2011, 08:38:07 PM
While I agree that that sort of situation is completely within both the rules and the spirit of the game it is someone I would personally never do to my players for a very simple reason.  That sort of trap leads to the overly cautious player, which anyone who has played RPGs for a significant amount of time will probably have come across.  This is the guy who in a D&D game takes 20 on every 5 foot square searching for traps and create elaborate schemes to open dungeon doors from around the corner.  The guy who in a Shadowrun game kills every living thing he comes into contact with to ensure there are no witnesses and insists on spending the first two sessions of ever run going over hundreds of scenarios trying to plan the perfect entry.  I do as much as I can to encourage my players to be active and smart instead of choked by paranoia.

That's why time limits are a great way to keep the party moving (maybe there's a princess that must be rescued in the castle before she is sacrificed at midnight, etc.).  To be honest, the people I game with usually have the opposite problem; they're more likely to rush into a situation, guns blazing, than spend hours plotting the perfect angle of attack.  And to use your D&D example, there's a reason players become paranoid about doors, walls, torch sconces, and everything else that can be found in dungeons.  If no traps were ever found, they'd happily rush through without a care... sort of like how a magic user without the threat of the Laws will have no problem using the "Flaming Fireball of Fiery Fatalness" rote again and again.

Fundamentally I agree, I just feel that there are boundaries you shouldn't cross in the interest of fun and fairness.  I've had characters in other games die in there sleep or what have you, and it never makes anyone but the most sadistic GM happy.

Absolutely.  I'd never just kill a character while walking down the street (or sleeping), which is why I mentioned few would find such ends to be fair.  It really does fall on the GM to find the right balance of making the game interesting and dangerous to the players to keep them involved and not going too far and "cheating" the players just for spite or one's own selfish pleasure.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Bruce Coulson on March 04, 2011, 11:25:39 PM
Not making a PC fall down dead from a murder spell has nothing to do with being fair.

It doesn't make a good story.  That's the only reason you need not to do something, even if it's totally realistic.

A lot of things happen in the books, and in our games, that are unrealistic.  But if they fit the genre and story, we accept them, because we all like good stories.  Only if the event is both unrealistic and doesn't add to the story do we object.

Whenever a Law is concerned, the first and most important question is; does it make a good story?  The second is, do the players want to tell that story?  Other concerns (such as realism) are important because they relate to suspension of disbelief and how well the story is being told, not because they need to be (or should be) adhered to.

If your group can accept gigantic fireballs incinerating entire buildings while the inhabitants manage to walk away with only superficial injuries, and everyone is having fun, go for it!  (Hey, it worked for the A-Team...)  If the reaction is 'that's impossible!', then you're looking for more realism in order to enjoy the story.  And that's fine too.

But story logic should always trump realism when there's a conflict.
Title: Re: Giving teeth to enforcement of The Laws
Post by: toturi on March 05, 2011, 12:06:49 AM
The main point though has already been mentioned (a couple times if worded differently) and has to deal with play style.  When you leave all the power and decision in the players hands it reduces the "horror" factor and "suspense" (for the PLAYER not the CHARACTER) while you are gaming.  Guess it really comes down to if you want to tell an epic story or make things a bit more realistic.  Depending on the group both can be awesome experiences, even though I generally prefer the second.  However, it is harder and takes more effort and thought for everyone involved.   Reminds me of the first question I always ask when joining a Shadow Run game.  Where is the game going to fall on the pink Mohawk compared to the pure profession scale?
Why can't you have both within the same game? The people who want "horror" and "suspense" can have it for their characters and the people who don't don't. It is similar to having both pink mohawk and cold professional in SR.
Title: Re: Giving teeth to enforcement of The Laws
Post by: blackstaff67 on February 03, 2013, 06:03:45 AM
That's where the actual negotiating of concessions comes in, rather than the GM or player simply mandating the result, and the reasonableness clause, again

'Everyone survives with horrible burns' is not meaningfully less reasonable than 'everyone dies'


Nor is it just the GM
That said, any player being asked by the GM whether or not he's sure he wants to send a Weapon:6 attack their way might get a clue...and mebbe reduce it to a Weapon: 1 or 2 attack and say, "I'm cutting them off at teh knees."
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tedronai on February 03, 2013, 06:22:37 AM
Wow, responding to a comment on the first page of an 11 page thread...from 2 years ago...

If you'll explore the thread more fully, I'm sure you'll find a rebuttal to the point I believe you're trying to make (that high-weapon-value attacks should be expected to be lethal and that if a player wishes an attack not to be lethal they should voluntarily reduce their weapon rating and accept the resulting decreased chance of surviving the encounter), and if not, a perusal of other similar threads will most assuredly reveal such.
Title: Re: Giving teeth to enforcement of The Laws
Post by: narphoenix on February 03, 2013, 08:23:04 PM
Not necessarily. I have a character, for example, who has a Weapon:7 sleep spell. Take a guess as to what the takeout result is. It depends on how the spell works. If you're using water magic to conjure icicles to impale, it's a lot more likely to kill them and Lawbreaker then if you're using water magic to biologically manipulate someone into being sleepy.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Sanctaphrax on February 03, 2013, 09:44:49 PM
Blah.

Immediately after I start the Law Talk thread to avoid enormous terrible arguments about the Laws, one of the most enormous and most terrible Law arguments ever rises from the grave.
Title: Re: Giving teeth to enforcement of The Laws
Post by: Hick Jr on February 03, 2013, 10:39:37 PM
Well, he is blackstaff. Necromancy is something he's allowed to do.


Thread necromancy, on the other hand, especially for a two year old thread...
Title: Re: Giving teeth to enforcement of The Laws
Post by: Tedronai on February 03, 2013, 10:59:51 PM
Thread necromancy doesn't so much concern me, if there's something new being added to the discussion.  It saves having to link back to the old thread for background information, or having to re-tread all the old ground in the new thread.
Reviving a thread for the sole purpose of bringing up a comment that had already been brought up (and argued to death) in the original thread and other threads around the same time, though?  That's just annoying.
Title: Re: Giving teeth to enforcement of The Laws
Post by: blackstaff67 on February 04, 2013, 02:59:02 AM
Please everyone, if I had known it would appear HERE, I would've never posted it at all.  My apologies for unintentionally violating the 5th(?) Law regarding this thread.  Blame it on fatigue, I posted it after coming off 2nd shift.