I'm no mind reader, but I've read that note and it contains unnecessary words. Room could have been made.
My guess is that Fred didn't much care about that detail and so put little effort into making room for it.
Where on p. 283? Because I'm not seeing it, to be honest.
Given that I've spent the entire thread saying the exact opposite of this, I'm actually pretty surprised that you'd just drop this comment in there like that.
So my response is:
no.
And this is a large part of our disagreement here. I wasn't attempting to convince you there, just stating the reason for my own point of view.
I use a slightly wider definition, which includes attempting to play your character in the most optimal manner possible. That is, in the manner most likely to accomplish your character's goals.
One of the best points of this game is that it doesn't often make you choose between the smart play and the narratively appropriate one.
That's what I mean when I say it's powergaming-friendly. It remains fun if people try to "win" when they play. I'd even say it gets more fun, but that's my personal taste.
This is kind of special because a lot of games just stop being fun if people make a serious attempt at "winning". D&D 3.5, for instance, devolves into uber-complex builds and 15-minute adventuring days.
That is indeed a strength of the game for the most part. Doesn't mean it was designed with people who do this at the expense of other things explicitly in mind, it means it was designed so that they wouldn't damage the fun of or be vastly more powerful than people who put the story first.
Who said anything about equal skill?
Well, obviously a skilled enough human can beat an Ogre, that wasn't the point of my original statement. It was that you take a human and an ogre with identical stats aside from creature type, the Ogre's gonna be stronger and deal more damage...and that that's necessary in order to properly represent the world in question.
My experience is that if you just gloss over low-complexity rituals the game works nicely and produces good stories. "I take five minutes and conjure a sword" is best answered with "okay, you have a sword".
Unfortunately that style of play won't hold up under the rules you propose.
I'm actually cool with that. It's only bigger rituals (and I'd term anything with big effects such as temporary powers as big) that I'd require a story for (though I'd make it 15 minutes on that sword, not 5).
Each ritual can be its own subject, though.
Not if you work out a definitive ruling the first time. Something I'd strongly advise for this kind of thing.
It actually kind of is hard to work around.
Look, this is a problem that people have. You can't argue away the fact that it's happened to me and to others.
That's true and fair. And a potential issue with the system, but I'm not really arguing it's not, I'm trying to explain why it was done that way and explain how to work around the problem. I've always found problems much easier to work around when you minimize them. In the grand scheme of things, this is a very little problem, and one solvable with a few basic agreements among a gaming group.
It's your job and it's dictatorial.
Look, arguing with your friends isn't fun. Neither is passing judgement. This (probably) isn't going to ruin a friendship, but it makes the game less pleasant to play.
I've never in my life had issues with any of this. Indeed, most friend-groups I've had usually enjoy a good argument. And every good GM I've ever had hasn't had any issues with laying down the law when necessary. I'm willing to believe that's not a universal experience, but still it seems to be something worth striving for. And a problem that has nothing at all to do with whatever system you're using. No system's perfect, so they'll all have these issues, and coping strategies are a necessary thing for all of them.
Or in other words: These are legit problems...but they're problems with gaming (or doing so in some groups) not with the DFRPG per se.
The interaction with Severe consequences is unclear, especially if you give yourself Recovery repeatedly.
True enough. Of course, Reiki can heal that as well with a tad bit more effort. And can be used on others without violating the 2nd Law.
Are they?
In most games? Yeah. I'd say so. They certainly should be given what you can do with them anyway.
I tend to assume so, but I've heard it seriously said that 30 shifts is pretty easy. And not by someone stupid.
Easy and short are a bit different. And I still maintain that any game where medium-large rituals are done casually is gonna have huge problems. I mean, a 30 shift ritual is powerful enough that, if you do it easily the whole game's balance shifts profoundly.
So I guess Harry's an idiot for not having access to Wings at all times. I mean, he had time in most of his casefiles for a quick ritual here and there.
Flying isn't the most useful thing ever, I'm actually having a hard time thinking of times he had time the previous scene and it'd be useful.
Oh, and if I don't play at a breakneck pace I'm doing it wrong. So it's just my problem if things break.
Not really what I meant. Wizards are really powerful by design if given room and time to work. The more time you give them, the more powerful. That's just the way the rules work and as long as you're cool with that, give them as much prep as you like.
Doesn't have to be unstoppable to be unfair.
No. But I'm not at all convinced it's even unfair. Wings is cool, but only a game-changer under certain very specific circumstances.
And why wouldn't people be able to pick whatever skills they want?
You need to justify skill distributions somehow, some are harder to justify than others.
Oh, and Beast Change is mostly great for perception and mobility.
True...and it's not bad at all for those things. Not that big a deal when used for those purposes, though.
Prep time is good, but if giving a Wizard a few minutes of it immediately gives everybody a bunch of Powers the game gets pretty wonky.
What's a few minutes? What's a bunch of powers? Even at 5 minutes per ritual (which strikes me as low for Complexity 9+) that's at least half an hour of doing nothing but prep, giving the GM an equal amount of time to prep the villains (or have them set other things in motion). And if you're going with more like 15 minutes or half an hour a piece it becomes more like
several hours of prep.
And it'll only last one scene, so you better hope you're close enough to your target that it's not a full scene (no matter how short) getting there. And ignores the whole 'This violates the 2nd Law' issue (I guess if the whole group sans Wizard isn't human at all...).
Tags don't last long enough to break anything normally. You have to use them "almost immediately".
The only actual restriction is that they occur in the same scene...which is more or less the same restriction as when you have access to temporary powers.