Author Topic: Evocation Maneuver duration  (Read 3829 times)

Offline devonapple

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Re: Evocation Maneuver duration
« Reply #15 on: December 15, 2010, 07:03:29 PM »
I think that the "Driving winds" example is one that shows the disconnect between our two thoughts. It is an aspect that thematically would require maintenance, however it could be used against the wizard and his companions. Same Example:

Exchange 1: Wizard casts an Air Evocation Maneuver to place the sticky "Driving Winds" aspect on the scene.
Exchange 2: Wizard casts an Air Evocation Attack at the Troll, tagging the "Driving Winds" aspect for a +2, explaining that the Troll is Knocked off his feet and the wizard then slams him down. Troll responds with an attack, tagging the aspect for a +2 stating that an unforeseen object was whipped up by the winds and has knocked the wizard forward, into the attack.

Yes, Driving Winds sounds like it requires maintenance. And I feel that Grasping Fists of Stone would similarly require maintenance. But what if the Wizard casts an Air Evocation Maneuver to place the "Air Elementals" aspect on the scene, hoping for a similar effect, but hoping the Troll is less able to use the Aspect against him?
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Offline sinker

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Re: Evocation Maneuver duration
« Reply #16 on: December 15, 2010, 07:15:29 PM »
I'm not saying it's impossible to come up with a situation in which we are in agreement. In fact, I think your argument is justified. I'm just saying that there are situations where it get's a little incongruous.

Offline devonapple

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Re: Evocation Maneuver duration
« Reply #17 on: December 15, 2010, 07:35:04 PM »
I'm not saying it's impossible to come up with a situation in which we are in agreement. In fact, I think your argument is justified. I'm just saying that there are situations where it get's a little incongruous.

You mean in some situations I'm going to have to (gasp) make a decision based on circumstances and narrative expedience and stick by it?
/mock rage/That's too much responsibility! I'm going to pick up D&D 4e right now!/end mock rage/ ;)
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Offline sinker

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Re: Evocation Maneuver duration
« Reply #18 on: December 15, 2010, 07:41:55 PM »
Hey I like 4th Ed! Mostly for the times when everyone's braindead and doesn't want to think, but details. :)

Offline devonapple

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Re: Evocation Maneuver duration
« Reply #19 on: December 15, 2010, 07:43:23 PM »
Hey I like 4th Ed! Mostly for the times when everyone's braindead and doesn't want to think, but details. :)

Have never played, but have read and appreciate some of the choices they made. But that's off-topic.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline infusco

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Re: Evocation Maneuver duration
« Reply #20 on: February 04, 2011, 08:34:07 PM »
Didn't really want to start a new thread since one already exists for this. I too have wondered how it works as worded.
Here's my take on it:

Normally, a maneuver is used to place an Aspect on a target which can then be free tagged once, and then Fate point invoked afterward. Someone who is affected can then use a Maneuver themselves to clear out that aspect ... so essentially, even with an extra shift of success to make it sticky, it still only lasts until someone clears it.

What I could envision with Evocation based maneuvers is this: Every additional shift (so above those shifts used for the maneuver roll, which is not necessarily 3) put into the spell not only makes it conventionally sticky, but also *renews* itself every additional exchange so that the Aspect can still be Invoked afterward (obviously, you only get one free tag on that Aspect). How's this as example:

GM: Troll sees you and charges you. *dice are rolled and Troll's swing doesn't break Wizard's magical block*

Player: Goddamn! I take step back and cast an Earth evocation maneuver to have the ground grasp his legs and give him the Aspect Earthbound! Let's say 4 shifts for the Maneuver and 2 for extra duration. *rolls against Troll's athletics and succeeds*. I use my free tag to Invoke this effect: He's stuck in place and can't attack me until he frees himself!

GM: Sure, why not! Troll uses a Might roll to break free ... uhm, yeah, do I even bother rolling? He breaks free and advances on you. That's his action.

Player: That Evocation is still active. I pay a Fate point to get the earth to grab him again! And my action, I toss the incredible fury of my fire blast at his face! Wooo! 8 successes! In your face!

GM: Troll rolls a 3 on his athletics roll, so 5 damage goes through. 2 is absorbed by his natural toughness, so it hits his 3rd stress box ... You hurt it's feelings. As his own action, he once again frees himself from your Earth spell. How are those Fate points there?

Player: Uhm, yeah, kinda ran out. So taking on this troll was a bad idea, huh?

GM: Well, maybe. Depends if you survive. Pick your next action wisely.



I think the only place where it could be different is on a grapple. I'd say in that case, even if magical, the Wizard has to concentrate and use his own action each turn to keep his opponent immobilized or else it would be way too overpowered.

I think this method might provide a good way to let player judge on whether they'd prefer to pour lots of shifts into what they hope is an unbreakable maneuver, or if they prefer to throw shifts at duration hoping to rely on their Fate point pool to keep control.

Thoughts?
« Last Edit: February 04, 2011, 08:48:20 PM by infusco »

Offline Drachasor

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Re: Evocation Maneuver duration
« Reply #21 on: February 04, 2011, 08:43:24 PM »
Have never played, but have read and appreciate some of the choices they made. But that's off-topic.

4th has some significant problems.  The PHB isn't written to emphasize that players can come up with creative moves on their own...even though the DMG provides guidelines for dealing with it.  So to players it comes off as a straightjacket limiting creativity.  I think they should have gone after the creativity aspect more, rather than have a big list of powers, instead have guidelines for making them on the fly more (rather than just spend 2 pages in the DMG on it).  Would have been more interesting.