Thanks for the detailed feedback!
Was it your intention to remove the 'split' in specializations and just have them effect the power of the spell? And only focus items effect the control/to hit roll?
Yes, that was intentional. I wanted to distinguish between Specialization and Focus Items a bit more, and it prevents doubling up Specializations and Focus Items into one unstoppable Targetting roll.
What exactly does adding duration to a maneuver get you, since maneuvers applied with a skill last for the scene unless an action is taken to remove them.
It does the same thing adding duration currently does for a maneuver spell, but I admit that's never been 100% clear. My take is that a sticky Aspect is enforced by the spell for its duration, and afterwards its difficulty to remove becomes Mediocre (+0)
Let's say I want to blind you with a bright light.
I've got discipline 5, conviction 5, and a +1 (control?) focus item. I do the flashy thing. You try to resist with your alertness with the justification that. while you might be momentarily blinded, you can still sense where things are.
I roll (+, -, _, _) on the fudge dice for at attack total of 6. Do you compare your alertness with the attack/control roll (6) or against the power of the spell (5)?
Let's assume you fail in your defense and are blinded
Then, your action rolls around, you decide to "rub your eyes to get the spots out of them" and roll alertness again. Is the target number supposed to be 5 (the strength of the spell)?
- You would defend against the Attack/Control roll (6) to avoid getting the Aspect/Free Tag in the first place. This represents the difficulty to avoid getting blinded in the first place (or grabbed by vines, choked by smoke, etc.)
- For the duration of the spell (typically one exchange), the target to remove the Aspect would be the strength of the spell (5). This represents the difficulty to escape the blindness (or vines, etc.) once it has affected you.
- After the spell expires, the target to remove the Aspect would be Mediocre (0).
I
think that's the same way that Evocation maneuvers works under the normal rules (at least, that's how I intepret them), but I admit it's never been crystal clear to me.
So it's your intention to remove 'power' from block and instead have the block based on the 'control' roll? This is sort of a bad idea, as it makes control an even better proposition.
To be honest, the new rules for Blocking were the ones I was the least comfortable with. I couldn't figure out a good way to combine Control and Spell Power. So ultimately I just made the Evocation Block skill work the same as any other Block skill in the game. But I'd be open to other suggestions.
Right now, control is great on the attack, but you need both control and power on the block. This makes a character built for something like control 7, power 4 not ideal on the defense. Whereas, in your rule change, control 7, power 4 guy is still great at defending.
Could you give a quick example of how a Control 7, Power 4 character is worse at Blocking than a Control 4, Power 7 character? Wouldn't the Power focused character still need Control in order to cast a powerful Block?
Also a Wizard would still want a high Conviction in order to (a) have enough stress slots to cast spells and (b) cast larger, zone-wide spells. And they would still want to Specialize in order to create more powerful Defensive enchanted items.
And while I think your compel for fallout or backlash rule looks alright, I think your previous rules make it much less likely for wizards to miss than the regular rules.
You lost me here... I believe a Wizard's targetting roll can be maxed out more under the old rules than these house rules (since Specialization and Focus Items could stack). Why is missing less likely than the regular rules?