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Messages - Troy

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136
DFRPG / Re: Fate Core Conversion
« on: April 25, 2013, 09:26:29 PM »
I'm curious -- why did you choose to rename Conviction to Faith? If you're keeping that sort of Skill in order to keep the Dresden Files themes and system, there's no need to rename it, right?

When it comes to Create Advantage, I was under the impression that the Aspect stays in existence as long as the caster concentrates on it and it is within his line of sight. I got this from one of the blog posts made by Fred Hicks when discussing some of the rules tweaks in Fate Core. http://www.faterpg.com/2013/blocks-and-borders-live-in-fate-core/

What do you think?

I appreciate what you've written up here. I'm currently working on getting involved in an online Dresden Files chat game and I'm trying to persuade the Admins to adopt the refinements from the Fate Core into the Dresden rules. So, seeing someone who has already done it, with the options appearing to be a painless transition really meets my need for clarity and boost my confidence that this can be done without a hassle.

137
DFRPG / Re: Focused Practitioner (Channeling) and item slots
« on: April 25, 2013, 09:11:57 PM »
I was dealing with the same dilemma when I was making my first character. The character's concept is someone who is a natural-born Evocateur with absolutely no knowledge of wizarding technicalities. My first impulse was to just avoid taking Focus Items, but after mulling it over after reading more of the material, I decided that the character's Focus Item would be something she created incidentally. It's an object she always used and connected with to help her focus, something simple like a ring or a pair of gloves. Over time it just became attuned to her and the way she used it, hence Focus Item.

138
DFRPG / Re: Purview of the Elements
« on: April 23, 2013, 09:08:56 PM »
Yes, since all we have to go on is Harry's point of view, we third-party observers can't really be sure what's possible or not. There are instances in the rule books where the rules say "A spellcaster can't to this..." and in the margins Harry or Bob will pipe up and say, "Well, what about so-and-so, he/she could do that..." So, I would agree that no single Wizard or spellcaster knows what all of magic everywhere is capable of.

Without having to resort to every spellcaster PC write a treatise about their view of magic, what can we do?

I think the first, most obvious answer is to use the character to make sense of things. "Does this application of Evocation make sense for the character and, if so, why?" Aspects are really helpful here. Asking the player of a spellcaster to have at least one Aspect that sort of sums up their philosophy or belief about magic would be a really good idea.

Harry Dresden has NOT SO SUBTLE, BUT STILL QUICK TO ANGER.
Molly Carpenter has SUBTLETY IS ITS OWN POWER.

In the DFRPG they explain how this works to their advantage and their disadvantage. Molly's good with Veils and Illusions and mucking around with people's minds because she approaches magic from that point of view. Subtle magic is her power and doing something that isn't subtle is really hard for her. Harry is just the opposite. Subtlety is not his bag, but power and anger and wreaking fiery vengeance upon things is his specialty. So, when he tries to Veil things, it sucks. But when he tries to blow things up, he succeeds in spectacular fashion!

Another way to avoid breaking the game with Evocation would be sticking to the Inherent Limitations in the book. You can't use Evocation to affect anything that's not within your line of sight. It's too quick and dirty for that. It's pooling up and redirecting energy where you need it to go in the moment. So, no affecting things beyond your line of sight. Another limitation is: Evocations have a very short duration. Usually this means one exchange, sometimes two or three. There are rules for pushing the duration beyond one exchange: it requires extended concentration and/or extra shifts of power. Other limitations I've noticed with Evocation are: one roll, cast spell. You can't build power as you can with Thaumaturgy. You decide on how much power you're going to need and you go for it. To add to that risk you also take Mental stress for every Evocation. That will limit the frequency of powerful Evocations right off the bat for any character that doesn't want to risk unconsciousness and a shattered mind.

You also have the four things that Evocation does: Attack, Block, Maneuver, and Counterspell. Most of that is pretty straightforward. It's the Maneuvers (or Create Advantage) that his been the point of contention for me. I'm trying to figure out it's range and boundaries.

I think that as long as I can stick to the aforementioned Inherent Limitations of Evocation, anything's on the table, right?

If things are done the way I'm thinking, what are examples of that getting quickly out of hand and possibly ruining the fun for everyone at the table or making Evocation the most powerful/useful Power in the game?

I don't want Evocation to be the most powerful ability. I just want something other than a Magic Gun that comes in 5 flavors.



EDIT: I'm also trying to think of a way to incorporate all the various -mancers and Focused Practitioners into both Evocation and Thaumaturgy, or rather, Channeling and Ritual. For example, a pyromancer is easily someone who studies the Element of Fire either with Channeling or Evocation, but how does that work with this Ritual/Thaumaturgy Power? Another example is the mysterious chronomancer. That's some kind of Thaumaturgy practice, but there must also be Channeling or Evocations that work in a similar manner... perhaps the Element of Water, representing the flow of time, a river that can rush or babble, freeze or ... in dire upheavals ... flow backward. Stuff like that.

139
DFRPG / Re: Purview of the Elements
« on: April 22, 2013, 10:16:54 PM »
See, I think part of my thinking when I originally posted my questions comes from the fact that I was reading DFRGP and FATE Core at the same time. I was mentally combining the refined Fate rules into the DFRPG and thinking about all the interesting things that Create Advantage can do when viewed through the lens of the Evocation Power.

Some of my mental exercises included (all temporary, of course):

Using an Air Evocation to place the aspect LIGHT ON MY FEET, which might help avoid danger or impress someone at a fancy soiree. Maybe Air can help you with the Aspect SOFT LANDING or CUSHIONED BLOW or maybe even CLEAR MY MIND. The book mentions you can use Earth Evocations to do the nearly the opposite. In an advantageous manner you can put IMMOVABLE or SURE FOOTING on yourself, but might put PLODDING or STUCK IN THE MUD on a foe using Earth Evocation. Emotionally, you might use Earth to put the Aspect UNMOVED on yourself or HEART OF STONE, since Earth is the Element of solidity, density and strength. Fire can be used for the obvious destructive things, but it might also be able to create the Aspect KEPT WARM or ILLUMINATED BY FIRELIGHT. It could be used to purge poisons from your body or something with the Evocation that creates a PURIFIED Aspect on an ally. Things like that.

I find it strange that some folks might not allow an Air Evocation to pick a lock. It says right in the book that you can do that because Air is the Element of find manipulations. When I think of telekinesis, that's what I think of. I know that Spirit is the Element of actually force: push, pull, throw, smash, hold. I don't think of it as being useful for fine manipulations. Air, being light and flighty, can move things with the dainty delicateness of a butterflies flight or the force of a hurricane.

I'm not at all interested in breaking the game or having Evocation replace Thaumaturgy. Thaumaturgy's advantages include more powerful effects, longer lasting effects, subtle effects, effects at a distance, etc. That's not even including all the summoning and crafting and all that other neat wizardry. When I think of Evocation I think: you can't hide this, no matter what. If you do an Evocation in public, people are going to witness it: a gust of wind, a bright glow, a flicker of flame, tremors beneath your feet, things like that. When you see it, you know you're in the presence of magic. There is no hiding, there is no subtlety in Evocations. With a Spirit Evocation to Veil yourself, you might vanish from sight but not in a sneaky way, so you better do it before the bad guys catch sight of you. On the other hand, a Thaumaturgy Veil can work like Harry Potter's Secret Keeper spell wherein, as long as no one tells anyone where you're hiding, you'll never be found. Things like that.

What do you guys think?


And again, thanks for your time! This discussion is really interesting and I hope I'm contributing as much as I'm getting in feedback from the rest of you! :)

140
DFRPG / Re: Purview of the Elements
« on: April 21, 2013, 10:18:51 PM »
Yes, indeed. Very well said.

Thank you!

141
DFRPG / Re: Purview of the Elements
« on: April 21, 2013, 03:55:57 PM »
On the order of power 4-9 thaumaturgy.

Evocation really isn't useful for that sort of subtle work.  A bit like asking how much surgery you can do in 30 seconds with an axe.

That's also one of the notable abilities of sponsored magic, the ability to do some aspects of thaumaturgy at evocation speeds and methods.

I wasn't aware of that aspect of things. It shines some light on the sorts of things that informed my thinking on this issue.

142
DFRPG / Re: Purview of the Elements
« on: April 21, 2013, 03:32:46 PM »
Thank you so much for your contributions. I appreciate the perspective of experience with the system and the narrative from the Dresden Files novels that help to color the game's system. I was reminded that the magic system is designed to represent what we can see or can know from the fiction in the books, and I also read that one of the limitations of doing things like that is that the writers of the game can only see things from Harry Dresden's point of view. That, and Sanctaphrax's post, puts things in an entirely new perspective for me.

One of my first visualizations of the Evocation Power in use was something akin to Avatar: the Last Airbender. I've been reassured that it's not exactly like that, but there are elements (no pun intended) from that sort of thing that can bleed over into DFRPG. An example of that being what Haru mentioned: a flighty aeromancer, a stoic terramancer (which is very close to my own character concept), a hot-headed pyromancer.

So, here's the next evolution of my inquiry...
Is it feasible for a wizard to have a mystical blind spot so that he or she turns out to be something like an elementalist? Thaumaturgy is not bound by the themes or restrictions of the Five Elements used in Evocation, but isn't it possible that a would-be wizard or an auto-didactic sorcerer might believe in those themes and restrictions and carries them over into her Thaumaturgy practices? Would that be your standard Wizard Template with an Aspect to reflect such a mystical blindspot or would that be a Focused Practitioner or something?

What do you guys think?

Also, what do you think Molly Carpenter was doing magically/mechanically speaking when she violated the 4th Law if it wasn't some repeated use of a subtle, but harmful, Evocation?

143
DFRPG / Re: Purview of the Elements
« on: April 20, 2013, 05:10:47 PM »
You'll run into a problem: evocation is already a very powerful ability.  Letting it do 'other stuff' will quickly move it out of the top tier of abilities and into the best of all abilities category.

Can you elaborate, please?

From what I've been able to find from my research online, most people tend to use Evocation like a magic gun. I'd like it to be something more than that because I'm not interested in blasting people. I'm also not that interested in using each element in exactly the same manner. An example of this is: each example Evocation given in Your Story has been re-written using a different element. I can appreciate the utility of that, but I'm interested in doing more than attacking, blocking, grappling someone.

Like Haru said, the Element of Fire governs passion. In that vein, I think it's feasible to use a Fire Evocation to make someone lose their temper, or the inverse, calm the heck down when they've lost their temper. I'm not suggesting doing anything on a permanent basis, just using the magic to create a moment that can work toward your advantage in certain types of situations. Using a Fire Evocation to make someone angry (or using a Water Evocation to dowse someone's anger to use a different point of view) is within the purview of Evocation, is it not? That's a form of psychomancy.

Thaumaturgy has a variety of uses that can't be outdone or replaced by Evocation. On the other hand, if someone has the Channeling power and they are an aeromancer, as in Haru's contribution, then what need have they to learn the other elements when every element can do pretty much the same thing? I'm not saying that that's a bad thing, it's a perk of the design. It's just, for my purposes, I'm looking for something more. I truly appreciate that flexibility, but I would also like to explore the niche of each Element so that spells a wizard casts aren't so literal. There are concepts behind the elements, personalities, inclinations. This is the message I get from the book. Water magic isn't just about water: it's change and dissolution, it's reflections and depth, it's cool and refreshing, it's dark and drowning. It's formless, it's shapeless. Water can flow or water can crash. (Thanks, Bruce Lee, you're awesome.  ;) )

Say that you are a WIZARD-IN-TRAINING like Molly Carpenter and you have the Evocation Power with Air & Spirit. The conventional wisdom online suggests to me that Molly needn't learn any other Elements because she can already do everything she needs to do with Air & Spirit, it just takes on different forms. But there are themes, too. How else could she have violated the Fourth Law and controlled the minds of her friends with only Air and Spirit Evocations?

Am I completely off-base? There could be something I'm missing since I'm a complete newbie.

144
DFRPG / Purview of Evocation
« on: April 20, 2013, 02:11:27 PM »
Hola!

I'm new to the game and I'm interested in understand more experienced players' take on the various purview of the Elements of Evocation magic. I have read one small article that reminds everyone that, in addition to the obvious literal element, each element covers a sort of symbolic base. Air is tied to thoughts, while Spirit is tied to emotions. Earth is good at strengthening things while Water is good for dissolving things. Fire handles destruction but also purification. All this makes perfect sense to me and I was looking for expansions on these sorts of ideas.

For example: In addition to Air controlling winds and things like that, it is the element of motion and freedom. So any Evocation that might deal with motion and freedom would be an Air Evocation. This might include enhanced speed, flight, acceleration, deceleration, telekinesis-type thing. The book says that Air is suitable for fine manipulations, so it can be used to pick locks. I would say since Air is the element of freedom, an Evocation might not just pick a lock, I might just use it to put the temporary Aspect UNLOCKED on a door, car, or pair of handcuffs. Or use it to escape any confinement that isn't airtight.

Do you think those are appropriate uses of Air Evocations? Might one also use Air Evocations to enhance their senses or memory or perform quick & dirty Psychomancy spells?

What do you think? What do you think about the other Elements?

Thanks so much for your time!

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