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Messages - Melendwyr

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61
Because the generic wizard hasn't actually specialized to the degree that a true specialist has, yet can be just as good as the specialist, even though the specialist spends all of their training time and effort on a particular narrow branch of the art.

Mortimer, the book character, is a master of magics dealing with ghosts and spirits.  He doesn't use any of the trappings for his wizard spells - trappings that Harry tells us aren't technically needed but are aids - because he doesn't actually need them.  Harry doesn't even understand how Mortimer accomplishes all the things he does.

Yet in the RPG, even if we ignore the rules preventing people with the Ritual ability from improving, and even if we ignore the rule that requires specialization bonuses to be 'stacked' so that you can't have a +3 without having both a +2 and a +1,  and even if we grant them an initial specialization bonus like Thaumaturgists get, Focused Practitioners can't be better at what they do than generic Wizards who focus on the same subject - yet those Wizards can do everything the FPs can and more.

And that's not even touching the idea that focus items are really sort of 'training wheels' that compensate for magic users' limitations instead of granting true bonuses as in the game.  That's just a convention issue that I'm basically willing to accept for sake of simplicity.

FPs can't even pick up bonuses by invoking Aspects, because Wizards will have their own magic-related Aspects that will serve just as well.  The FPs aren't actually focused.  They are merely limited.

62
I note that minor characters frequently have few Aspects.  Which isn't so surprising, really.  But the PCs always seem to have seven.

Did the designers experiment with greater or fewer Aspects?  I've been wondering because I've been looking over attempts to stat out Harry Dresden as a developed character, and I can't help but think that the character has more features than his Aspects represent.  Not merely that some changed - that is clear.  But seven doesn't quite seem enough.

What consequences would result from permitting more permanent Aspects than the default?

63
It's not enough to ignore restrictions.  It's necessary to make entirely new rules.  People who have special skill in types of magic don't have any mechanical advantages over generic wizards at all.  Even if you totally disregard the limits on how power can be increased, they can't be any better at what they do than anyone else.

64
I realize that the RPG was written pre-Turn Coat, and so had a limited amount of canonical material to work with.  The game's authors aren't psychic, able to know what Mr. Butcher intended.  And of course any game system will have limitations.

But as much as I like the game overall, I find myself unhappy with the way that magical practitioners with a specialized focus are address in the mechanics.  Hannah Ascher isn't an ideal example because her talents were being influenced.  However, it's notable that we never see or hear of her casting a spell that isn't directly connected with flame.  'Aristedes' actually has more capabilities than the game rules would permit.  But later-book Mortimer is a fantastic example of how the rules don't adequately represent what the characters can do.

Mortimer is 'only' an ectomancer.  He doesn't seem to have any abilities beyond that - not even Wizard Biology or the Sight, although I would argue that he has the innate ability to sense spirits without consciously enacting magic.  Yet he's described as being, in some ways, more powerful than Dresden - who is one of the top forty wizards on Earth.  Mortimer doesn't use focus items or ritual paraphernalia to any great degree, yet can enact spells that we're told make some of Dresden's look pretty crude.  And he can perform effects that would seem to be associated with Thaumaturgy (which is a slow method explicitly not suitable for combat) on the fly and so rapidly that they do actually impact combats.  One example of this involves temporarily 'imbuing' himself with the skills and powers of specific ghosts - effectively spirit possession in reverse.  And this at a moment's notice, while a madman tries to kill him.  Another is his improvisation of the wraith-firehose, which he constructed as a weapon with only about a minute's preparation.  And again, he managed to draw Butters' spirit back into his empty body quickly enough that CPR was able to keep the body alive.  Without any ingredients, ritual preparation, etc.

The rules for the 'Focused Practitioner' template aren't compatible with that.  It seems designed to represent untrained dabbling in magic, disallowing the options for improvement and specialization that wizards get.  There's really no way to represent a practitioner of magic who is obligatorily focused on a single aspect of the art.

65
There needs to be an addition:

"Dresden is believed to be the only mortal ever to give a bloody nose to an archangel."

(How do the British discuss trauma-induced nosebleeds without bringing in a (mild) offensive term, btw?)

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