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Messages - devonapple

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1
DFRPG / Re: question on healing
« on: December 27, 2013, 11:02:21 PM »
I think there are two sides to this. It's not only the caster himself who has to know precisely what he is doing, but the patient, different from what regular medicine can do, has to let it happen to a certain degree. If he doesn't, I think it acts sort of like a threshold (not linked to a special skill, just an inherent part of a human being that allows him to withstand magical changes to his body), reducing the effectiveness of the spell.

If we didn't want to build up a threshold-style subsystem, perhaps this be a good opportunity for the GM to Invoke (or Compel) an Aspect to make such a spell easier, harder or impossible? Like "Harry Has My Back" could be Invoked for a bonus (or just to allow the spell to happen), whereas "Trusts Nobody" would be something interfering with the process.

My group doesn't let consequences be completely removed, but does let them be lowered a step.  The cost is 4+value of consequence to reduce to down to one.  Mild consequences can be removed this way.

6 shifts to remove mild.
8 to make moderate mild.
10 to make severe moderate.
Extreme consequences cannot be recovered this way.

So, if you wanted to let them completely remove the consequence, I'd add the two together.  Removing a moderate would then be 14 shifts.  Removing a severe would be 24.

I think this is a good plan. If I feel it appropriate to the game, I'd feel alright with it.

2
DFRPG / Re: question on healing
« on: December 27, 2013, 01:24:46 AM »
From TV Tropes "Healing Magic Is the Hardest" (http://tvtropes.org/pmwiki/pmwiki.php/Main/HealingMagicIsTheHardest):

Quote
In The Dresden Files healing magic seems to be nonexistent, at least for humans (Listens-To-Winds does have some capability in this matter, but he's a Senior Council Member and regularly goes back to medical school). Magic can be used to staunch a wound or keep someone alert, but not in any more direct fashion. Very powerful beings like the Faerie Queens can do more, including fixing a broken spine and
(click to show/hide)
. According to the RPG, Summer Magic can be used to heal people (at least, better than most people) as the magic grants some kind of instinctive knowledge of physiology. Miss Gard's Runic Magic and certain forms of Necromancy can also stave off death.

So if you have fictional support in your game for healing magic (Necromancy or Necromancy-adjacent magic, Runic Magic, Summer Magic, perhaps an appropriate Genius Loci), then there are many ways within the rules to go about it, depending on how much of a challenge the GM opts to make it.

Since almost no one is going to resist healing it should be easy to apply to others.

Whether or not someone can "surrender" to a beneficial transformative spell has been under some discussion. At the end of the day, healing mortal tissue is supposed to be very hard to do for mortals, so the shifts are almost irrelevant, as is the will of the patient. The spellcaster basically has to be an accomplished doctor, or tap into primal genitive forces. Humans don't know how to regenerate any quicker than their bodies self-heal, so their imagination is irrelevant: there's little they can "will" into happening to make it go faster.

Now, I imagine part of the issue is anyone coming from a D&D background is used to "black box" magic: you do a thing, you make some motions, you sacrifice some stuff, and something cool happens, but you don't know or care why. Dresden Files isn't D&D, and healing isn't a casual part of the fiction. Part of the setting flavor is that the spellcaster kinda needs to understand the physics of what she is doing in order to will the change into happening, and there is some passing nod to conservation of force/matter/energy.

If your GM allows it, of course, it is somewhat moot *how* it happens, as players can always find the shifts somewhere. If the GM doesn't agree that the healing you want is appropriate for the spellcaster's current abilities, then it can't be done without tapping some darker powers and incurring their debt.

And if you're not playing Dresden Files, but just using the rules for some other fantasy setting, then the Dresden setting stuff is moot, and your ideas are certainly a good start!

3
DFRPG / Re: question on healing
« on: December 27, 2013, 12:12:12 AM »
there has to be a way to heal faster then that with magic.

I don't want to get into a setting argument, but the difficulty and relative weakness of magical healing in the rulebook is in keeping with the Dresdenverse, where healing magic is supposed to be incredibly complicated. The Reiki healing spell is the best most mortal spellcasters can do. But there are a few things in the book under Magical Items.

The big guns in the healing world come from entities with Sponsored Magic that allows healing Thaumaturgy to be cast as if it it were Evocation: that's generally the province of the Summer Court Fae.

A GM might allow a mortal caster to craft a ritual with enough shifts to "take out" the patient, and rebuild it without the Consequence, but that's pretty intense, and if the caster has to spend a lot of time gathering components, the patient may very well heal on their own (or perish).

A more lenient GM may simply require a caster to have some affinity with healing, and then figure out how many shifts a Contacting roll would be to find and secure the help of an actual doctor, factor in the time shifts along the Time ladder and add difficulty the shorter you want the healing to happen, and then figure out the final ritual cost.

4
DFRPG / Re: Recovery from moderate/severe mental consequences
« on: December 26, 2013, 06:07:57 PM »
Thank you, I've got the direction of thoughts. Does anyone have another point of view, more strictly attained to the game mechanics?

I recall DFRPG does insist on a Recovery roll in order to get the recovery process going, which I think is important because it underscores the stressful nature of the DF fiction, and the  importance of taking an actual break from the action. I was surprised initially to find, for instance, that BUlldogs! did *not* have that requirement. DF had been my first real Fate experience.

Just because none of the PC's immediate group have the right skills to justify recovery doesn't mean nobody out there has them. I liked the suggestion of a priest being able to tend to someone with mental issues. Maybe there's a WCV/psychotherapist who is trying to stay on the good path (like in one of my DFRPG games). This could be an opportunity to expand the cast list for the game, or at least a side adventure for the player.

5
DFRPG / Re: A question on Sanctums and Libraries and such
« on: December 19, 2013, 06:02:29 PM »
But you're only limited by the library if you need to do research, and you only need to do research if you failed the original roll.

That's true!

6
DFRPG / Re: When to use Social Conflicts
« on: December 18, 2013, 05:58:04 PM »
There are three levels for a Social challenge:

  • Overcome - roll to overcome the Social difficulty of a low-level threat, usually to bypass a minor challenge or to reward creativity, but you still want some chance of failure and consequence. Talking your way past a mook, bluffing an office worker, or getting a quick tip from a reluctant street informant.
  • Contest - two characters roll competing social skills because there's a greater chance of failure and further complication, but the interaction doesn't merit a whole scene. Maybe use this to wheedle information out of competent/skilled but not fanatically motivated opposition. Good option for a social event during which the PCs want to chase down numerous bits of information or secure temporary alliances. Still important, but not enough to deal Stress or Consequences to anyone.
  • Conflict - this is where Stress gets involved: a high-stakes negotiation, interrogation, argument or shouting match. Someone is getting what they want in this scene, and it is very important. Someone is getting Taken Out or Conceding. People might lose face, friends, allies, emotional control, etc. Someone may even get Consequences.

In addition to the regular social challenge, you can have a "political/cultural/societal" Conflict in which the players are operating on a greater scale to create or mitigate social pressures, public policy, etc. Smear campaigns, backroom alliances, etc. can all work to someone's advantage. Although there aren't a lot of rules about expanding the scope of social challenges this way, I think it is at least mentioned that Social Stress/Consequences can take longer to go away depending on the scale (Fate Fractal/Bronze Rule) of the conflict. So, suffering Social consequences at a party is one thing, but suffering Social consequences at a big society ball with media coverage and a lot of movers/shakers is quite another. This is also something one would use for political campaigns. But it is not well-codified, so you are free to handle it however you think best.

7
DFRPG / Re: A question on Sanctums and Libraries and such
« on: December 18, 2013, 05:41:11 PM »
What implicit research phase?

In the narrative fiction behind creating a ritual, I feel that usually there is some research involved about how to go about something. I meant implicit (implied) as opposed to explicit, because research isn't explicitly mentioned in Thaumaturgy (but it is implied by the entries I mentioned earlier about workspaces and their uses). It could be an error of omission, or an item that wasn't cut from the final product, but wither way, there is a tiny little conflict in the rules between those two items, and it falls down to (what I feel is) an implied research component to Thaumaturgy.

A whole adventure just to get permission to spend extra time on a difficulty 6 roll?

Wouldn't it be easier just to spend a Fate Point or three to succeed at knowing off-hand?

Gotta have the Fate Points to do that, but it is certainly a good point. That said, the RAW indicate that the quality of your library/workspace/etc. represents the top difficulty of the problem you can solve at your library/workspace/etc., so having a +3 library but needing to answer a +6 question wouldn't be helped by additional time: the +6 question is narratively outside of the permissions given by the +3 library.

All of this, of course, is if you bother to use those rules.

8
DFRPG / Re: A question on Sanctums and Libraries and such
« on: December 18, 2013, 12:48:56 AM »
In my experience, people just ignore those rules completely.

Side note: in my Bulldogs! game, I was ignoring a similar set of workspace/crafting rules. Thankfully, the players were alright with me retroactively asserting that subsystem. And luckily they managed to legitimately acquire a number of quality +6 workspaces.

9
DFRPG / Re: A question on Sanctums and Libraries and such
« on: December 18, 2013, 12:47:01 AM »
In my experience, people just ignore those rules completely.

Page 140 lists the various workspace types and their uses (including "Lore: Arcane Research - Arcane Library" and "Lore: Arcane Spellwork & Ritual - Arcane Sanctum"),  but I cannot find any explicit mention that a given Thaumaturgy spell needs a sanctum/workspace/etc., or how it fits in.

Logically, I imagine it would fit into an implicit "research" phase to developing rituals, but I suspect that most of us gloss over as part of the "Ritual Declarations" phase.

10
DFRPG / Re: A question on Sanctums and Libraries and such
« on: December 18, 2013, 12:20:05 AM »
Your World, p 142:
Quote
Academic research requires a library (page 140), while research through experimentation requires a laboratory. The quality of these workspaces determines the hardest possible question you can answer within them (so a question of Good difficulty requires a Good library or better). If you attempt to answer a question in a library that’s not equipped to answer it, the GM is encouraged to be up-front about its shortcomings.

The rating on your laboratory/library/etc. limits the difficulty of questions you can ask without leaving the laboratory. Anything above that rating means that you need to find answers elsewhere.

As for Rituals/Thaumaturgy, I don't know that it has any impact. Your Lore skill already determines what you can do without preparation.

Has anyone else used laboratories in their games to restrict/complement Thaumaturgy?

11
DFRPG / Re: Other RPGs
« on: December 17, 2013, 01:04:25 AM »
Got a link?

Sure - thank you!

Our troupe is Dreams of Deirdre. You can find more information about our book here. We sell in print and ebook formats!

12
DFRPG / Re: Other RPGs
« on: December 16, 2013, 05:37:53 PM »
Stared out with Champions and AD&D 2e. Some GURPS.
Moved into D&D 3.5, investing heavily. Got into LARPing around that time. Some bad experiences with Call of Cthulhu.
Played a lot of Mutants and Masterminds.
Started a Dresden Files RPG, which inspired me to get into Fate and other indie games. Invested in the Fate Core KickStarter.
Our LARP troupe eventually published a book called LARPS about how we run and build characters for our games.
Finished a 3+ year game of RuneQuest.
Have been playing other games here and there (Apocalypse World, Fiasco, Monsterhearts, tremulus, Trail of Cthulhu, and more).

Currently running Bulldogs, playing Champions, and about to try Mythender. I currently have a list of about 70 indie games I want to try.

13
DFRPG / Re: How would you handle...
« on: December 12, 2013, 08:56:19 PM »
I've been playing a lot of Bulldogs lately, sprinkled here and there with some elements of Fate Core.

I wonder if using the Fate Core concept of Success with Style might be a good bridge to representing some of these secondary effects we want to staple onto a spell.

In Fate Core, 3 shifts in excess of the target difficulty gets you, in many cases, a Boost, a free taggable Aspect.

Mind you, Fate Core lowered the standard Create Advantage DC to 1 or 2 (it's about 3 for a common Maneuver in DFRPG from what I internalized). So there may be a slight shift economy disparity between the two systems.

But since we already charge premiums for Zonewide effects and adding Range, then perhaps, by quantifying some of these secondary effects, we could make Evocation more flexible.

14
DFRPG / Re: Power Rewrite: Physical Immunity
« on: June 15, 2012, 07:02:10 AM »
Done and done!

15
DFRPG / Re: Power Rewrite: Physical Immunity
« on: June 14, 2012, 11:27:57 PM »
Any other elements I should try to incorporate in these lists, or do you think we have enough to work with here?

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