ParanetOnline
The Dresden Files => DFRPG => Topic started by: eberg on March 30, 2010, 01:42:04 AM
-
I'm a bit confused about spell maneuvers. Are they fragile or sticky depending on shifts like regular combat maneuvers or do you need to assign shifts to duration? Does this depend on whether or not they are scene aspects or personal?
Also, just curious as to when character sheets will be up for download. :)
--
Eric Christian Berg
(who is frantically working on his DFRPG game for UBcon in two weeks)
-
They're like any maneuver in terms of their outcome. Duration doesn't really play into it. (If you want to land a truly lasting aspect on a foe, you go for stress and consequences.)
Character sheets will go up for download sometime soon, but I don't have a firm date.
-
Thank you for the quick reply, kind sir. This game might as well have been written to my specific specs for an RPG. I am overjoyed with it.
-
I am overjoyed with it.
I will second that ;D
-
I will second that ;D
And I'll third it sight unseen, just from the Nevermore chapter, Harry's sheet, and Rick Neal's Q&A. It looks awesome. ;D
-
I've got another question about maneuvers as spells. Specifically about when they are done as rote spells.
Attacks still need discipline rolls to determine accuracy, do maneuvers need that as well?
So lets say a +6 maneuver as an earth evocation, adding the aspect "CAUGHT IN ROCK"
As a rote it always succeeds.
Does the defender defend against the +6? Or do i still need to roll discipline and have the defender try to beat the result of that roll?
-
I would imagine they still need the manoeuvre - sorry, maneuver - placing roll, yes.
-
I am overjoyed with it.
I'd be happier if it came with a few players when it get's shipped to my house (preferably ones that won't eat me out of house and home) but other than that I'm VERY impressed with it.
-
I'd be happier if it came with a few players when it get's shipped to my house (preferably ones that won't eat me out of house and home) but other than that I'm VERY impressed with it.
Make your own players.
A license like Dresden is the perfect prompt to go out and turn non-gamers into gamers. Find a couple of friends who like the books. Mention to them that you've picked up this cool new game set in the same world as the books. Ask if they're interested. Offer to do all the set up work so that they just have to play.
Step 3 -- Profit.
Seriously. This is an opportunity. You have the chance to make new gamers who don't have years of habits built up. New players who are into the setting are often some of the most amazing players you can find; they're much more concerned with having fun than making the best decision.
Just don't overwhelm them. Describe what skills do. Describe what Aspects and fate points are about, but don't be concerned with the details unless they ask. Explain roughly what the stunts and supernatural powers on their (premade) characters do. Then go. It's really all you need to do. You'll find situations like the following to describe how more mechanics work:
GM: The gang member is running for the door, the letter in his hand!
New player: Crap! Um, how can I stop him?
GM: Well, how would your guy stop a thug from running out the door?
Player: Tackle him?
GM: Okay. We call that a Block action. Don't worry about how it works. Roll Fists to tackle him and stop him from getting away...
-
I've got another question about maneuvers as spells. Specifically about when they are done as rote spells.
Attacks still need discipline rolls to determine accuracy, do maneuvers need that as well?
So lets say a +6 maneuver as an earth evocation, adding the aspect "CAUGHT IN ROCK"
As a rote it always succeeds.
Does the defender defend against the +6? Or do i still need to roll discipline and have the defender try to beat the result of that roll?
um ... can we please get back to discussing this line of questions in this thread? I'm realy interestet in understanding this as I am a little confused about it too...
I'd say, he has to defend against the +6 as this is the the strength of the rote maneuver...
-
Roll Discipline, Defend against Discipline with Athletics. If miss, nothing happens to the Defender. If hit, Defender gets the full maneuver. I think.
I really think maneuver oriented rotes are a lot more powerful because you need shifts to get them done more so.
-
By Default, pulling off most maneuvers requires 3 shifts of power, but if the target has an appropriate resisting skill rated higher than Good (+3), that skill determines the required number of shifts.
Your Story, pg 252
In terms of defending against rotes, what this says to me is that you can either roll your skill against the Discipline roll (trying to avoid being hit) or (if I were GMing) against the shifts of power used (trying to overcome the spell). You wouldn't be able to use both.
These two might be two separate skills, depending on the context. Also, note that if the shifts of power of the spell aren't higher than your base skill you can be assumed to "take a zero" (to borrow a phrase from a different system) on your skill roll to overcome it.
-
I've reread the rote spell section, and right now it seems to me like there would need to be a roll.
You still need to make a Discipline roll to target the spell, however; there’s just no chance of accidental failure.
So basically
I use a +6 rote
I roll discipline, no matter my roll, the spell goes off.
Now, several possibilities:
A) the target gets to "dodge" the maneuver with an appropriate skill, basically saying that it needs to defend against the discipline roll. If that fails the maneuver hits with full force, and the effect is determined by comparing full maneuver shifts to the defense roll.
B) basically the same as above, but the discipline roll limits the shifts that can be brought to effect, so if my discipline roll is +5 only 5 off my 6 shifts count when it comes to determine effect.
For completeness' sake:
C) target gets to dodge, AND failing that gets to defend against the shifts of power <- I'd rule this one out. since it would mean two defence rolls against rotes where there would be only one against a normal spell.
Personally I'm in favour of Version A, since attacks basically work the same way. The discipline roll does not reduce the Weapon rating of the spell, so IF it its, it hits with full force.
-
They're like any maneuver in terms of their outcome. Duration doesn't really play into it. (If you want to land a truly lasting aspect on a foe, you go for stress and consequences.)
In the spell maneuver section in the book it says you have to pay additional shifts to make the effect persistent at the rate of 1 shift per exchange.
So I am still confused about how it works since the book is very specific that duration does play into it.
However, this is how I think it is intended, judge each case independently:
Set fire to scene = Persistent, does not need additional shifts for persistence. Can not be removed unless a source of water, fire extinguishers, or similar, are nearby and someone makes a maneuver to put it out.
Trap someone with a real rope = Persistent, does not need additional shifts for persistence. Target can attempt to remove the aspect with a maneuver of their own. (or would this be a block?)
Trap someone with 'Bonds of magical force" = Non-persistent, needs shifts dedicated to persistence at the price of 1 shift = 1 exchange, to have it last beyond the start of the casters next turn. Target can attempt to remove the aspect with a maneuver of their own.
-
[...]
Trap someone with 'Bonds of magical force" = Non-persistent, needs shifts dedicated to persistence at the price of 1 shift = 1 exchange, to have it last beyond the start of the casters next turn. Target can attempt to remove the aspect with a maneuver of their own.
I've been thinking about that as well. The problem is, that same thing, "Bonds of magical force", is used in the "Entanglement" example evocation. And from all I can tell, it uses the sticky aspect rules. So no shifts to duration conversion there.
-
Power: Varies; typical is 4 shifts—3 for effect plus 1 for additional duration
Control: Roll Discipline plus appropriate specializations and focus items
Duration: One scene
Opposed by: Target’s Athletics
Effect: If the spell hits, the target has the sticky Bound in Place temporary aspect applied.
1 shift used for duration. Also, roll Discipline to target, resisted by Athletics.
End result? Rote spell performing a manoeuvre - sorry, maneuver - requires a Discipline roll to 'hit' the target. If a hit is achieved, the full force of the power used is applied - if enough power is used to match or beat the resisting skill, the manoeuvre - sorry, maneuver - is successful.
-
So although the duration of the entanglement spell is "one scene" it can be removed if the target takes an exchange to roll an athletics maneuver to remove it right? If spell maneuvers are just like regular maneuvers then this should be the case right?
If not, then where is this difference between regular maneuvers and spell maneuvers mentioned in the book?
If so, then what about something that isn't obviously physically removable, like the entropy magic based "Bad Luck" maneuver, which also lasts one scene. Can a normal human take an exchange to try and remove this? If so how? What about a wizard? What if the person casting it put a bunch of shifts into it and extended the duration to "a few weeks"? What if it was their death curse and it is supposed to last for a decade? Seems kind of lame I spend a month preparing to curse you with bad luck and you shrug it off with a quick roll. Not that I am complaining, because I think maneuver based curses would be way overpowered without this ability, but it doesn't seem to jive with the way some of the curses in the book are detailed, like the full on entropy one.
-
So although the duration of the entanglement spell is "one scene" it can be removed if the target takes an exchange to roll an athletics maneuver to remove it right? If spell maneuvers are just like regular maneuvers then this should be the case right?
If not, then where is this difference between regular maneuvers and spell maneuvers mentioned in the book?
If so, then what about something that isn't obviously physically removable, like the entropy magic based "Bad Luck" maneuver, which also lasts one scene. Can a normal human take an exchange to try and remove this? If so how? What about a wizard? What if the person casting it put a bunch of shifts into it and extended the duration to "a few weeks"? What if it was their death curse and it is supposed to last for a decade? Seems kind of lame I spend a month preparing to curse you with bad luck and you shrug it off with a quick roll. Not that I am complaining, because I think maneuver based curses would be way overpowered without this ability, but it doesn't seem to jive with the way some of the curses in the book are detailed, like the full on entropy one.
I'd say that's pretty much the difference between using shifts to increase duration and using the sticky aspect rules.
Sticky aspects can be removed by anyone, using a maneuver of their own.
Spells with extended duration, especially curses like the entropy curse, can't. They require some form of counter magic to remove.
-
So although the duration of the entanglement spell is "one scene" it can be removed if the target takes an exchange to roll an athletics maneuver to remove it right? If spell maneuvers are just like regular maneuvers then this should be the case right?
If not, then where is this difference between regular maneuvers and spell maneuvers mentioned in the book?
The entanglement aspect is a regular sticky aspect so can be removed with another manoeuvre. The duration just indicates how long it sticks around before disappearing on its own.
-
Hmm, how about this interpretation:
When you are the target of a magical maneuver, you generally have 2 defensive options: can can attempt to avoid the maneuver itself (just like you would any other attack) or you may attempt to resist the maneuver directly, which may allow you to use a different skill.
If you fail at whichever defensive option you choose, you are effected by the maneuver. The placed aspect will generally stay for the duration of a scene, unless you make a maneuver yourself (generally, difficulty 3) to remove it.
Additional duration: when a maneuver spell with additional duration effects you, are are unable to attempt to remove the forced aspect until the natural duration of the spell expires.
Example:
Wizard bob throws the spell "Blinding Light, power 4, duration one, resisted with alertness" at a ghoul.
Bob rolls a discipline result of 5, enough to control the spell.
The ghoul has the choice of resisting the maneuver with either its alertness (Good) vs the power of the maneuver (4) or it's athletics (Superb, due to speed) vs the to hit roll of the maneuver (5). It chooses to resist with Athletics, since the odds are better.
The ghoul fails the roll, and gets the aspect blinded.
Normally, the ghoul could attempt to remove this aspect with an alertness roll in the next exchange, but the added duration of the maneuver means it is unable to make the attempt until the exchange after that, when the spell duration will have ended.
[edit]
This still isn't too great, since you don't have to pay stress for regular maneuvers...
For example, I could use fists (or something) to inflict sand in the eyes. You only have one skill option when defending against it, and I don't have to pay any stress to do that.
So an alternative is you resist the power of the maneuver directly with the appropriate skill, and the duration rule (above) is the advantage you get in exchange for paying stress to get the spell.
So the example would be:
Wizard Bob throws the spell "Blinding Light, power 4, duration one, resisted with alertness" at a ghoul.
Bob rolls a discipline result of 5, enough to control the spell.
The ghoul resists the power maneuver (4) with its alertness (Good)
The ghoul fails the roll, and gets the aspect blinded.
Normally, the ghoul could attempt to remove this aspect with an alertness roll in the next exchange, but the added duration of the maneuver means it is unable to make the attempt until the exchange after that, when the spell duration will have ended.
So the advantages of spell based maneuvers are:
1 You generally get to choose the resistance skill, which means you can try to hit your opponent in a weak spot.
2 If you have enough power, you can make sure the aspect you stick them with will stick around for a while.
And skill based maneuvers, you don't have to pay stress for.
The disadvantage of this solution is that there is no allowance for magical blocks, which you would expect to block magical maneuvers...
-
I would like a little clarification on the original question as well. Why would Evan want to draw up 6 shifts of Power to generate a maneuver that gets 3 extra rounds of persistence if a 4 shift maneuver would result in a sticky aspect on the scene?
Do spell maneuvers not become sticky with a one over the shift requirement?