Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Lonelylurker

Pages: 1 [2]
16
DFRPG / Re: Construct Creation
« on: December 01, 2015, 01:49:20 AM »
Different tastes I guess, I prefer internal consistency, even if it means a little more figuring sometimes. I've had bad experiences with 'double standard' systematology.

17
DFRPG / Re: Construct Creation
« on: December 01, 2015, 01:25:10 AM »
Agreed, it could get boring if overused, but it would either be pretty simple-minded or else really complex, and either way much easier to destroy than to rebuild.

Doing it abstractly as you suggest is certainly easier, but also has big holes. For example: You send it out to find something, the person it's looking for notices it and tries to ambush it to keep it from following. How hard was it to spot? Can it resist being blown away? How likely is it to escape?

If it were an npc sending a construct to spy on a pc(or a pc keeping an eye on another pc) then all those things(and more) would be highly relevant. Granted that when the target is an npc a fair bit of hand-waving can be used, but the spell should be fully useable regardless of "PC-light" status.

Sanctafrax; Thanks, I'll check that out. Do you think PP makes it to easy or to hard?

18
DFRPG / Re: Construct Creation
« on: December 01, 2015, 12:38:14 AM »
I don't think this is a good idea.

The Paranet Papers guidelines are not good. Moreover, in this game getting the same mechanical effect in two different ways has the same cost both ways. I don't think breaking that rule is a good idea.

Lawbreaking does give some easy extra power, but I think the Lawbreaker Power represents that pretty well.

Also, 11 shifts is a lot.

Do you mean that Creating constructs should have the same complexity as necromancy? That seems rather overpowered, It also breaks the rule that conjurations start with a duration of 1 scene.

You could ignore the aspect cost since a zombie pre-supposes the 'corpse' aspect in the scene, but where would the 8 shifts for duration come from?

Haru, That's an interesting way to  look at it. To my way of thinking an animate construct is more like an investment that you make ahead of time to have a bit more oomph at a critical moment. Or a remote tool, to act while you're busy doing something else/don't want to expose yourself. A seperate  discreet 'unit' under your control but acting seperately. What you describe sounds more like a focus item.

19
DFRPG / Construct Creation
« on: November 30, 2015, 11:13:08 PM »
Paranet Papers gives good guidelines for creating undead, but fails to address the question of Constructs(eg. Golums, Animated Statues etc. It seems like the same basic parameters should apply, but it must be more difficult or no one would turn to Necromancy. So for those who want numbers to work with I suggest the following:

Calculate the complexity of construct creation thaumaturgy with a +3 to create the 'aspect' of the corporeal form and give it a base duration of 'scene'(15 minutes on the time chart) instead of 'sunrise'(afternoon).

That's effectively +11 complexity over a necromantic animation, giving plenty of temptation to start down the dark path, but gives 'law-abiding' minion-builders a decent baseline to work from.

Of course if you're animating an existing body the 'it is what it is' principle may provide a few 'free' benefits(eg. a stone statue would have some 'intrinsic' toughness), but anything exotic will require some pretty good explanations(and likely in character work which could require help from the other characters and possibly be a session in itself).

20
DFRPG / Re: Thaumaturgy prep
« on: November 30, 2015, 10:38:01 PM »
So a ritual you do often might well fall into the "don't bother rolling unless it's interesting" category, but under any kind of time pressure it's not nearly as useful as having the effect as a power.

21
DFRPG / Re: Thaumaturgy prep
« on: November 30, 2015, 08:55:26 PM »
Mechanically, there's a slight difference.  Most of what you are describing are skill replacement rituals

Tracking Spell = Investigation or Survival skill replacement
Summoning Toot-Toot = Contacts skill replacement
Scrying = Investigation/contacts/alertness - probably a bunch of skills rolled into one big ritual in order gain lots of aspects/information.

Acquiring powers through rituals is different.  If you are going to turn yourself into a wolf using Thaumaturgy in one session, then GM should let you do it, given the proper prep.  If you are going to turn yourself into a wolf every session, then you should buy the powers with refresh - with thaumaturgy as the justification for said powers.

Also, welcome.

If it's something that he's going to be doing routinely then he'll probably want to, but I wouldn't say he must. Though if I were GM and he was really over-using it I'd find ways to make it bite him sometimes.

As for re-using preparations, there's precedent for that too. Harry has a permanent Circle in his basement and a wide variety of components stored in his lab. Arguably that could be said to be the source fore the "lore" bonus that rituals get, but that applies anytime, not just in a characters home lab.

In this case preps #1, #2, #5 look like they should last. In game terms maybe allow an increased difficulty on the initial declaration to make appropriate preparations re-useable?

Thanks.

22
DFRPG / Re: Thaumaturgy prep
« on: November 30, 2015, 03:37:09 AM »
As GM, I might let them re-use some Declarations. But the thaumaturgy system assumes that each spell is a unique story, so it doesn't accommodate this sort of thing terribly well. If she wants to transform herself that way on the regular, she should probably buy a Power.

Anyway, welcome to the forum.

A power would be far more convenient certainly, but many thaumaturgy rituals are used over and over in the books; Harry's tracking spell, summoning Toot-Toot, Scrying through Little Chicago, etc.

Pages: 1 [2]