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The Dresden Files => DFRPG => Topic started by: Dan from Chicago on July 26, 2010, 06:24:08 PM
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Take 11 refinements, apply them all to evocation upgrades. There are ten 'slots', control and power for air, earth, fire, water, and spirit. After 10.5 refinements(2 to open up new slots with one bonus each, 8 refinements providing 2 bonuses, 1 refinement providing 1 bonus and 1 focus slot), you get the following:
1 at +4
2 at +3
3 at +2
4 at +1
as far as I can tell the progression stops there. Without another slot, there's no way to move up farther. At this point the character has received at least 11 skill points(probably 2-3 times that many). Should be more than enough to get all three relevant stats to 5, if not higher. Assuming you use focus item bonus to balance out imbalances between control and power, you can toss out the equivalent of 9-10 shifts as a rote without breathing hard. In your weakest element you'd run at 6 shifts.
Granted the character is minimum -18 refresh. Still pretty scary though :)
Of course, you'd be completely neglecting half of wizardry
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You would be better off applying the majority of those refinement to a focus item on a single element, that way you get max possible build.That is like the only way to get around to "no stacking" thing for evocation.
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Pretty nice, but you can get the same effect for much cheaper by using focus items.
Evocation -3 (Element +1 control)
Refinement (Element +1 control, +1 power)
Refinement x3 (Item slots)
-7 refresh
You can have up to 10 shifts of power for this guy's rotes depending on how you distribute his item slots, and he works in a Chest Deep game.
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I don't think you could get 10 shifts with that build ... not without incurring serious stress or risk. At most you'll have 2 of the three casting skills at 5, with 1 at 4. let's say lore and conviction at 5, discipline at 4. That means a single focus items could have at most 5 points in bonuses. Call it +3 control, +2 power. freebie bonuses get you +1 power, +2 control or vice versa. That gives you 8 shifts, more if you want to take risks of fallout or backlash. As far as I know you can only use one focus item at a time, so whatever focus item you use will have to be balanced between control and power so the lore limit comes into play pretty quickly. Using all the refinement slots gives you 8 bonus points, so you could do +2 offense/defense control/power. So 8 shifts for offensive and defensive applications each in a single element using focus items is fairly realistic.
Focus items have their own limits.
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For 18 refresh a pure offensive evocator should have at least weapon 20 rotes... he'd just be awful at defense for his level and screwed if a GM took his toys.
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but there's no reason for an evocator who used refinements to increase elemental power and control to be pure offense. The split between offense and defense only to focus items.
And my build doesn't have toys to take away :)
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Sure, but its still infinitely less potent.
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I think you got the progression of refinements a bit wrong
With those 10 slots you can get the following by way of refinements
Control (+5; +4; +3; +2; +1)
Power (+5; +4; +3; +2; +1)
thats 30 points in total including the 1 from evocation
15 Refinements (28 points & 2 more elements)
1 Refinement (1 point & 1 Focus item Slot)
We assume the three skills at Superb (+5)
that gives us evocations at 10 shifts
Now we add a Focus Item (we have 3 slots, 2 from evo., 1 from refinement)
we add 4 more refinements for 8 more focus slots, and we get the following focus item
Generic Item for one element(off Control +5, off Power +5)
We end up with offensive Evocations in the peak element at 15 Shifts, controlled and targeted with a skill of +15.
this costs us the measly bit of -23 refresh...
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Sure, but its still infinitely less potent.
Funnily enough, I just started a thread on this. It's only infinitely less potent if you assume that each of the elements is a perfect substitute for the others. If they are ... if there's nothing you can't accomplish as easily with water as you can with fire and vice versa, you're right, your build is far more refresh point efficient than mine is. If however, if the thematic differences between the elements has a game mechanic effect(and I would argue it should), than my build has both enormous power and flexibility.
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I think you got the progression of refinements a bit wrong
With those 10 slots you can get the following by way of refinements
Control (+5; +4; +3; +2; +1)
Power (+5; +4; +3; +2; +1)
How? As I understand things, the power/control 'tower' function like skills. You can't have more in a higher level than a lower. So if you're applying points one at a time, you get to the point where you can't boost a bonus to 2 without more at 2 than 1. Can you save up points to apply them in blocks?
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You can. You don't have to spend it as soon as you gain. Just chalk it up as "My character is working on improving his control but he hasn't mastered it to a better level yet" and spend it later. Maybe you could beg for a debt withyour story teller at the price of additional compels or an "extra" non-permanent trouble aspect until you gain another point for an extra point in advance like mortgaging your house to fund additional research and live testing. And getting "perpetually broke"aspect for a while...
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How? As I understand things, the power/control 'tower' function like skills. You can't have more in a higher level than a lower. So if you're applying points one at a time, you get to the point where you can't boost a bonus to 2 without more at 2 than 1. Can you save up points to apply them in blocks?
You're actually applying them two at a time (since that's what you get from one Refinement, by default), which works fine, for example:
+4
+3 +3
+2 +2 +2
+1 +1 +1 +1
Could go immediately to:
+4
+3 +3 +3
+2 +2 +2
+1 +1 +1
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You can actually get to
+10/+9
+8/+7
+6/+5
+4/+3
+2/+1
55 total, less 3 from your starting bonus, and the two from the new elements is 52,
or 26 Refresh on Evocation bonuses, or 28 total refresh on refinement counting the elements.
At this point, you likely have a skill cap of 7, and a good chance of one of your casting skills there.
So call it effective Power 16/control 16 for your signature Evocations.
Plus get a +3/+3 attack item (you with a lore of 6) for another 3 refinement, and you attack at 19/19
Add a +1/+1 defense item and you are all set for a refinement 40 Wizard...
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Uh...you're Specializations max out at your Lore (see YS p. 183), so +7/+7 is as high as someone with a skill cap of 7 can manage, and that requires the full 28 levels of Refresh you're talking about. +7/+6 is alot cheaper at only 14 levels.
Both are better than The Merlin himself is capable of (since he has 'only' Fantastic Lore).
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This is all well and good, and I've learned some more rules clarifications from this. But I'd be more interested to see how much power a submerged level master evocator could manage, since that's a lot more likely.
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Well, there are two versions of that, the Wizard, and the character who JUST has Evocation. They are quite different.
Wizard Version:
Superb Skills: Conviction, Discipline,
Great Skills: Lore
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Refinement [-2]
Specializations:
Evocation: Elements (Fire, Earth, Spirit); Power (Spirit +1), Control (Spirit+2)
Thaumaturgy: Crafting (Strength +1)
Focus Items:
Wand/Necklace [+3 Offenive Control with Spirit]
Enchanted Items:
Enchanted Shirt [8 Shift Block or Armor: 4, up to 5 times per session] (6 Enchanted Item Slots)
Rotes:
Veil (5 shift Veil, can be seen out of; 2 Stress mental hit.)
Area Blast (Weapon: 7 attack on an entire Zone, 4 Stress mental hit. Requires Focus.)
Disorient (8 shift Maneuver placing two Sticky Aspects on a particular target; 3 Stress Mental Hit. Requires Focus.)
Mystic Shield (7 Shift Block or Armor: 3; 2 Stress Mental hit.)
Defensive Enchanted Items are awesome, so while he could be an 8 shift defensive Evoker instead of having the Shirt, I went with the shirt and Spirit is honestly the best element, too. Rotes are all High Stress, because anything less on offense they'll always Control successfully, no matter what, and the defense ones are emergency use only anyway.
Non-Wizard Version:
Superb Skills: Conviction, Discipline,
Great Skills: Lore
Powers:
Evocation [-3]
Refinement [-6]
Specializations:
Evocation: Elements (Fire, Earth, Spirit); Power (Spirit +3, Fire+1), Control (Spirit+4, Fire+2)
Focus Items:
Ring 1 [+2 Offenive Control with Spirit]
Ring 2 [+1 Defensive Control with Spirit]
Enchanted Items:
Enchanted Shirt [6 Shift Block or Armor: 3, up to 3 times per session] (4 Enchanted Item Slots)
Rotes:
Veil (8 shift Veil, can be seen out of; 3 Stress mental hit. Requires Ring 2)
Area Blast (Weapon: 9 attack on an entire Zone, 4 Stress mental hit. Requires Ring 1.)
Disorient (8 shift Maneuver placing two Sticky Aspects on an entire Zone; 3 Stress Mental Hit. Requires Ring 1.)
Mystic Shield (10 Shift Block or Armor: 5; 3 Stress Mental hit.)
This character makes less use of their Enchanted defense, because their Evocation is actually better than it's possible for it to be, which makes things interesting and allows for some serious shields. Other than that works similiarly. An ideal strategy is to use Mystic Shield the first round, then extend it 8 rounds as a 1 Stress Evocation the next round, then start smiting with Disorient, followed by a slightly waker Zone attack than his Blast. That's some serous setup, but takes out almost any group of opponents you'd care to name. If the Area attack is defined as non-lethal, you can even use it on your friends without too many worries while you're at it.
The second character could probably benefit from Sponsored Magic, but would need to drop a full shift in power to do so, all told.
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DMW; Just kinda curious about where you place Lore versus Conviction in terms of which is better at Superb. Usually I take Discipline and Lore as Superb with Conviction at Great when I do a Submerged Wizard due to the Focus Item Cap. Am I overlooking something in the switch?
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DMW; Just kinda curious about where you place Lore versus Conviction in terms of which is better at Superb. Usually I take Discipline and Lore as Superb with Conviction at Great when I do a Submerged Wizard due to the Focus Item Cap. Am I overlooking something in the switch?
You're usually not going to run into the Focus Item cap, honestly, but +1 Power on all magic AND a Mild Mental Consequence (and thus one extra spell per combat when necessary)? Always useful.
If you're aiming for a better Thaumaturge, dropping Discipline for Lore is probably the better way to go, Foci and Specialties can completely compensate for lower Discipline on the magic front, while nothing short of Refresh costing Stunts can give you that extra Consequence.
Oh and an addendum: I might allow the first character there in a particularly high-powered game, it's badass but not completely broken, the second is not something anyone should ever allow outside a theoretical exercise. Nothing else at this Refresh can compare and it will just make things less fun than everyone else.
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Plus its against implied rules. Only wizards can spend more than two refresh on specializations. See the sorcerer template.
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Plus its against implied rules. Only wizards can spend more than two refresh on specializations. See the sorcerer template.
Emissaries of Power and other such things seem likely to be able to spend more, as was Mavra...
But yeah, I'd require at least both Evocation and Thaumaturgy, and likely The Sight as well before acquiring more than two or three levels of non-Item Slot Refinement.
Speaking of Items, either character can be made even more powerful via an Item of Power granting three levels of Refinement with a +2 Bonus for obviousness, but it'd jusr be more of the same (adding on two levels of Refinement)...or could grant the second one Sponsored Magic on top of his current stuff.