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The Dresden Files => DFRPG => Topic started by: Ryan_Singer on October 17, 2010, 04:23:45 AM

Title: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 17, 2010, 04:23:45 AM
It seems to me that a decent Item Crafter doesn't need evocation to be a pretty badass spellslinger.

Say we have a guy with no other powers but Ritualist (Crafter) and Refinementx2.
Lore: Superb
Discipline: Great
Conviction: Great

6 Focus Item Slots (2 from Ritual, 4 from Refinement)
=
Focus Item (4 slots) Belt of enchanting- +2 to crafting power and frequency
Enchanted item 1 -Staff of Power- Weapon:7 Ranged Force Attack, aim with Discipline. No Backlash or fallout - 3 uses/session for free, then 1 mental stress per use.
Enchanted item 2 -Robe of Armor- Block 7 or Armor:3, as a free reaction - 3 uses/session for free, then 1 mental stress per use.
4 Potion slots, each potion is effect worth 7 shifts - 3 uses per session per potion. Get to Declare new potions every session, and can declare in scene with a fate point or lore roll


This isn't a bad suite of combat powers, and only for 3 refresh.
4 Potion slots means 4 vancian-style choose per session spells, able to cast each 3x per session. The potions can even be designed on the fly maneuvers, or even <=7 shift thaumaturgy effects, also this can be improved to 9 shifts by invoking or taking a compel debt.
The two enchanted items, OTOH, function as evocation rotes with 3 free castings per session. The block is even reflexive, ala Harry's duster.

This comes down to a caster that is capable of fast, cheap rituals, and is a match for a starting wizard as an evocator.

The rest of the refresh can be spent on stunts, or used for FATE Points to invoke more powerful Potions.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Tbora on October 17, 2010, 04:43:22 AM
Your you can spend on refinements for crafting or item amount.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: MijRai on October 17, 2010, 05:32:55 AM
Well, it may have the strength, but not the flexibility. No manuevers, no increasing power with a good roll, etc.

Also, if I ran a game, I wouldn't allow something like that. I think that is just taking advantage of the rules, and isn't a part of the spirit of the game. I wouldn't let the wizard or sorcerer be outclassed by somebody who takes advantage of how well enchanted items can work.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 17, 2010, 05:34:25 AM
Refinement for Ritualist is only for more focus item slots.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 17, 2010, 05:37:21 AM
Well, it may have the strength, but not the flexibility. No manuevers, no increasing power with a good roll, etc.

It doesn't have all of the flexibility, but it has a lot of it. Each potion can be a different maneuver, and they can be thaumaturgy or evocation maneuvers.

Where you lose the most flexibility is in the ability to do high powered rituals. This example servers equally, though, to demonstrate why evocation may not be worth the refresh as long as you have thaumaturgy, keep Lore up and specialize in crafting.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Drashna on October 17, 2010, 07:59:06 AM
I wouldn't allow the "one mental stress after session uses for more effect".  That's not in the rules and no item has a similar effect.  Basically, he's cheating you out of having to take evocation. Tell him that he can't take mental stress to add additional usages to the item. Once they've spent, they're spent. Period. They have to recharge or he has to pick up channeling/evocation. 

(no offense to any, but i'm surprised that nobody picked up on that)
I'd also say that while he can craft potions more "frequently", that they aren't multiple uses per slot. The book states that one potion = 1 slot, and that potions can *only* be used once. Period. (YS280 and implied again on OS226) It means that he can have a huge stash of them at home, or the like.

No offense, but it sounds like this player is taking advantage of your unfamiliarity of the rules and breaking the system.  Honestly, it shouldn't be a chore of figuring out how to "unbreak" the player. Sit down and talk with him.  If he's becoming a problem, he's taking the fun out of it. Drop him, or give him an ultimatum.  Personally, I'd tell him if it happens again, tell him the Blackstaff/Red King/Lord Raith/TBBG will be paying a visit and not a friendly one, or that everyone will start getting free tags on him till he corrects things + a scene or two afterwards. 
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Becq on October 17, 2010, 08:33:59 AM
I wouldn't allow the "one mental stress after session uses for more effect".  That's not in the rules and no item has a similar effect.
 

http://www.jimbutcheronline.com/bb/index.php/topic,17041.msg774028.html#msg774028

I'd also say that while he can craft potions more "frequently", that they aren't multiple uses per slot. The book states that one potion = 1 slot, and that potions can *only* be used once. Period. (YS280 and implied again on OS226) It means that he can have a huge stash of them at home, or the like.

Regarding the frequency option for Crafting specialization: "In the case of potions, this can create stronger potions, or ones that you can get two uses out of."  (YS280)

I agree with the point you're trying to make, but the example is allowed by the rules, strictly speaking.  Your point remains that the GM should consider game balance when approving characters.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Kaldra on October 17, 2010, 08:43:37 AM
I wouldn't allow the "one mental stress after session uses for more effect".  That's not in the rules and no item has a similar effect.

and going to your given page YS page 280 "If an enchanted item runs out of uses in a session, if wielded by a practitioner, he may make additional uses anyway by taking one point of mental stress per use."

all this build does is give a much more stable character, they are a known quantity who performance will never fluctuate. this mind set is pretty common, i my self would much prefer the consistent result to the one that will likely work when i need it to. its a character choice. this idea wouldnt fit every character but it is an idea for A character, so props to him. but is he:
taking advantage of your unfamiliarity of the rules and breaking the system.
no i do not think he is. and if he becomes a problem talk to him about it but threatening him with character death seems a bit much especially if you carry through with it, speaking as a long time role-player character death sucks and doubly so in a game where you really have to put a bit of work into them and who they are.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Kaldra on October 17, 2010, 08:44:27 AM
blast beaten while searching for the potions bit
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 17, 2010, 10:25:21 PM
I'm not sure I understand where all the hostility is coming from. Everything this character does is specifically mentioned in the rules. I posted to point out that a high Lore spellcaster doesn't really need evocation, under the current rules.

I'm not saying this is a good thing or a bad thing, only that it seems true.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Tbora on October 18, 2010, 12:14:46 AM
I built an Artificer (item crafter) character who duke out with the best evocators, and its totally rules compliant.

I really don't see why people seem to think such a character is "against the spirit of the game"
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: sinker on October 18, 2010, 02:56:43 AM
I think one of the things that most people don't get about magic is that it's the why. Anyone can make things explode for example. A mortal needs to give a reason like explosives. A wizard says "it's magic".
The major difference between a crafter and a full wizard is that the crafter is going to need a little more than just "it's magic". Not remotely as much as a mortal might but they're still going to have to come up with how their potions manipulate forces to do what they do.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: toturi on October 18, 2010, 03:25:45 AM
I built an Artificer (item crafter) character who duke out with the best evocators, and its totally rules compliant.

I really don't see why people seem to think such a character is "against the spirit of the game"
I don't really see why as well. The only thing "against the spirit of the game" is that there is a lack of a specific example of such a character in the Dresdenverse. But bearing in mind that afterall Harry specifically tells Billy not to "make these guys (focused practioners) sound like they’re featherweights", I do not see why such a character should not be allowed.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: babel2uk on October 18, 2010, 09:29:02 AM
As far as I can tell from the rules, it's a little less flexible than it appears, but is quite acceptable - indeed one of my players is effectively playing a Crafter, and it's absolutely within the spirit of a Focused Practitioner type. But I'd disagree that a Crafter would be a bad-ass Spell Slinger when compared to someone with both Evocation and Thaumaturgy - after all they will have an almost identical set of High skills to the Crafter (Discipline, Conviction and Lore), so will be able to perform exactly the same potion-style abilities, and then keep going using their Evocation.

Balance-wise:

If you use slots for Enchanted Items then they have the same effect every time. And while you can change them pretty much when you want, the process for creating an Enchanted Item is described as similar to that of creating a Focus - which takes months. So there's no chopping and changing from session to session with enchanted items.

For Potions, yes you can leave the slots open and simply spend a fate point, or make a Lore roll to have the appropriate one. But potions have 1 use only, unless you're spending slots to get extra doses of the same type of potion. The effect strength is also limited to your Lore, unless you spend multiple item slots or invoke aspects. So basically you've got a fairly flexible degree of spell effects, but for a very limited number of uses. Someone with Evocation, even a beginning character can equal or beat that - and with the bonus that if they are captured they can't be simply stripped of their ability. As a further point against the Crafter, there must legitimately have been time for them to have created the potion earlier - where Evocation needs no such justification.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: luminos on October 18, 2010, 02:35:38 PM
There are some break-points where the potion crafter is way too powerful.  It wouldn't be difficult to craft a defensive item that can do a 10 shift block for around 5-6 uses per session, which would make it pointless to attack the character.  He can use mental stress to get extra uses, and mental stress replenishes every scene, so as long as he keeps it to 2-3 uses per fight, he'll never get hit and probably never run out of uses.  At that point in the build, the crafter can easily get one item for attacking, and several potions for utility, and he's a god in combat.  My solution is to shortcut this power build by outlawing focused crafters outright, but if you are comfortable with vetoing the character after its been made more power to you.  I cringe to think what would happen if you actually let such a crafter into a game.  

Edit:  Also, a focused crafter does not need discipline (you can aim items with any appropriate skill) or conviction.  He has a one-up over all other magic users in that regard, which for me is sufficient reason to be suspicious of it.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: babel2uk on October 18, 2010, 02:51:25 PM
Anyone with Thaumaturgy and Evocation could craft exactly the same defensive item. So if you're banning the Crafter, you may as well ban anyone from having Thaumaturgy, full stop. And you could burn through that defensive item in a single combat. If they're a potion crafter then their defensive items are potions - which are one use anyway, every extra dose takes up an item slot. And if their a potion crafter then arguably they can't make an enchanted item other than a potion.

As far as not requiring Discipline goes if they ever want to create another enchanted item (including potions) they'll need to have it. Thaumaturgy requires Discipline rolls to control the power you're putting into the spell. Fine, create a Crafter with Discipline of Mediocre, but don't expect them to be making potions or enchanted items particularly quickly, or at all during game time (without taking a massive risk).

The effectiveness of enchanted items is limited to the Caster's Lore (unless they spend extra slots) though Foci can mitigate this somewhat (but not to the extent of making it 'easy' to craft a 10 shift defensive block), without drastically reducing the amount of uses you get. The mental stress for uses 'patch' is pretty much invalid. It predates the publication of the rulebook, so arguably the rulebook takes precedence - the playtest of this patch probably showed just how open to abuse it is.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ala Alba on October 18, 2010, 03:15:42 PM
IMO, there are three main balancing factors to a Crafter vs an Evocator.

1. Crafters receive no bonus to hit their target. It's trivially easy to make an Evocator that gets a base of 10 or more to hit their targets AND control their evocation.

2. Crafters are limited in power to twice their Lore ability. Again, Evocators have no such limitation. They can even pump up their base power by 3 without any real drawback(provided they can control it).

3. Crafters refresh their abilities by session, but Evocators can get a full or partial refresh every scene(depending on whether they took any consequences or not). Depending on many scenes your typical session contains, an Evocator can easily surpass the Crafter in terms of "fuel".

Edit:
The mental stress for uses 'patch' is pretty much invalid. It predates the publication of the rulebook, so arguably the rulebook takes precedence - the playtest of this patch probably showed just how open to abuse it is.

Page 280 of Your Story: Read it.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: babel2uk on October 18, 2010, 07:13:27 PM
My apologies, yes the stress rule is tucked away in the text - it really should have something to highlight it a little better, it's quite an important rule. However, as I read it potions don't get the stress spend option anyway.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: JustinS on October 19, 2010, 04:13:23 AM
And loosing out on other tactical options is not a small thing.

An attack spell is good, but if you can pull it off, a zone area spell is better. Blocks and maneuvers give you more options, especially if you start tagging for effect. Not to mention that powerful enchanted items are bulky and can be removed.

An enchanter can be more powerful, and is more focused.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: sinker on October 19, 2010, 05:31:48 AM
Of note babel you can create potions that have more than one use Via Foci (Ryan's got it in his character concept). Check the crafting specializations section (also on page YS280).
Rules wise I believe you have created a pretty powerful and perfectly legal character.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: babel2uk on October 19, 2010, 07:30:48 AM
Of note babel you can create potions that have more than one use Via Foci (Ryan's got it in his character concept). Check the crafting specializations section (also on page YS280).

Edit: Sorry, having re-read through the crafting rules I concede I'm wrong.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 19, 2010, 07:34:57 AM
I have, but I really don't think the frequency applies to potions - it doesn't make sense, you can't drink a potion twice. The Potions section clearly states that potions can be used once, period, and 1 potion = 1 slot. You have to spend extra item slots to get more potions. You're giving up the ability to have multiple uses from the same item, in exchange for being able to boost it on the fly (which you can't do with other enchanted items), plus you don't have to pay the extra cost for it to be useable by someone else and you can declare you have a given potion at any time.

From the text on YS280:

In the case of potions, this can create stronger
potions, or ones that you can get two uses out
of.

In other words, you might think it's too powerful, but it's clearly RAW and ROI.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: babel2uk on October 19, 2010, 07:43:14 AM
Apparently you posted while I was editing my previous response. RAW I understand. What's ROI?
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Drashna on October 19, 2010, 08:41:25 AM
One of the biggest issues I've been having with DFRPG is that a lot of the important text is tucked away and easy to miss. The item crafting stuff proves this more than anything. Until just recently, I've found it rather annoying. Then I released: how is this not in the theme of Dresden Files in general. :) Very much fitting.

As for game breaking... I've been digging further and further into items and related stuff, thinking about this hardcore.  One thing it does mention is an item with power double your lore should have good explanation.
Quote from: YS280
Regardless, an item’s casting strength after all bonuses are totaled should never exceed two times the crafter’s Lore rating—at least not without a very good rationale and a ton of baggage."
 
Also, there is the issue of recharge (or why it can be used multiple times). I mean the kinetic rings and duster harry has both have good explanations.
Quote from: YS279
After it’s used, the item requires time to recharge by some means that you determine; this is assumed to take long enough to reach into the next session

Also, I can think of an easy solution to wearing down an item.
* A prolonged evocation would do it to armor/blocks. One exchange to pump the area with damage, the next to sustain it for more rounds.
* Tag teaming. A bunch of baddies will wear that armor out really fast. Same with offensive weapons.
* Maneuvers, depending on the items. Okay, you've got armor... but you're pinned on the ground. Let my henchies strip you good.
* Not to mention, if you only have rituals (crafting), it means you lack things like veiling, warding, summoning, and other such things. While some of these can be "emulated", warding and summoning are two things that probably should never be emulated by potions/items. Which brings me to my next point:
* Crafting requires an arcane laboratory. And without proper wards/veils/etc, that lab can be very vulnerable.  This is a very nasty thing to do as a GM, which leads me to my next point:
* Change it up.  Crafting can create just as powerful effects as evocation/channeling/thaumaturgy. But it requires planning, and very much lacks flexibility.
Again, these are things that are more intended to get back at that player. Ryan, it sounds like your wizard is much more of a physical combat wizard. So? Through him into situations that are social.  You come in in full combat gear... you are asking for trouble.  I mean, seriously. Look at Harry. :)  Are you going to walk into Accorded Neutral Grounds armed to the teeth, itching for a fight?  I can think of what a couple of red/white court vamps would try. To provoke you. Or manipulate you into starting a war, or at least picking on a bad guy bigger than you can handle.  Or the like.  

That staff of power, it can only do the same thing over and over and over. You can't change it to suddenly make it into an area of effect spell the way you can with evocation.  Nor could you change it to a maneuver to disable or apply temp aspects.  Heck, you can't even create light without a potion.  

But personally, I don't see a problem with allowing it. Yes, you lock yourself down to what you do but maybe you're a wizard that believes that all his power *must* be channeled through objects.  And it really *should* be part of the characters high concept (or so *I* believe),  which means things like destroying his lab, or removing his items should be considered compels. Again, at least that's what I think.  I'm sure people will disagree with me.

As for potions... Yeah. Seriously. Serious contradictions.  I believe both are correct. Rather, that it should be discussed with the specific player. I don't think there is a right or wrong on this and that it was left very ambiguous intentionally.  I think it's more flavor than anything else.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Kaldra on October 19, 2010, 11:31:46 AM
i wholeheartedly agree. and as always, its up to the group as to what to allow and not allow.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 19, 2010, 05:22:35 PM
Drashna,

Yep, those are indeed the limiting factors. All of his items show as enchanted (altough only one slot each), and thus could be disarmed, taken away, etc. There is the chance he could have to leave them aside entering certain situations (although Harry rarely gives up his blasting rod, or even his gun). Also, the social track. Like all characters, and especially casters, he is a little short on skills, and doesn't have much to do in a social encounter.

Also, while his staff doesn't have the flexibility to do AE, his potions can be grenades. =)
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: sinker on October 19, 2010, 05:30:44 PM
Wow, everyone is so hostile towards this concept. One of the things that my many years of gaming and GMing have taught me is that the GM is not the enemy of the players, and this system in particular is one that encourages the GM and the players to cooperate. If this concept works and is fun for everyone then that's great. There's no reason to be so negative about it. If you and your players find it unbalanced and/or it's creating a situation where one person is grossly more powerful than the others then your job as the GM is to take that person aside and try to help them understand what they are doing to the group (or I know there are some groups who work though it together). As long as everyone is enjoying the game there's no reason to try to ruin the concept that someone has so clearly put so much work into.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Drashna on October 19, 2010, 08:41:11 PM
Sinker, I almost agree with you.  It's that the original post had more of a "I'm not sure about this, how do I deal with it" feel to it. And it's lot easier to break apart something than it is to support it.
Quote from: myself
But personally, I don't see a problem with allowing it. Yes, you lock yourself down to what you do but maybe you're a wizard that believes that all his power *must* be channeled through objects.  And it really *should* be part of the characters high concept (or so *I* believe),  which means things like destroying his lab, or removing his items should be considered compels. Again, at least that's what I think.  I'm sure people will disagree with me.
It feels counter-intuitive to Dresden Files, but there is no reason it isn't completely viable.    I just wanted to provide examples that bring to light the disadvantages of such a character. Obviously, Ryan has provided the proof that the concept works, and works great.

Ryan, I can think of an easy block against potions: wind. :)  Can you imagine what would happen if that character threw that "grenade" and it flew back at him? :)
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: sinker on October 19, 2010, 10:08:06 PM
Ha! Hilarious!

On that same vein I would suggest a high weapons skill and maybe the good arm stunt.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Drashna on October 20, 2010, 12:18:56 AM
Precisely. :)  And that's what you give up when you give up versatility.

I mean, seriously, there are plenty of ways *around* the issue. Even in D&D, characters geared for direct conflict rarely can deal with the "round about" problems. And if you make it funny for everyone, you can still knock the player down a peg or two, and get a great laugh. :) And isn't that the point?
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 20, 2010, 02:12:44 AM
Sinker, I almost agree with you.  It's that the original post had more of a "I'm not sure about this, how do I deal with it" feel to it. And it's lot easier to break apart something than it is to support it.It feels counter-intuitive to Dresden Files, but there is no reason it isn't completely viable.    I just wanted to provide examples that bring to light the disadvantages of such a character. Obviously, Ryan has provided the proof that the concept works, and works great.

Ryan, I can think of an easy block against potions: wind. :)  Can you imagine what would happen if that character threw that "grenade" and it flew back at him? :)

Brutal!
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Drashna on October 20, 2010, 09:35:55 AM
That's a new one. :P  I mean no offense, but yes, I tend to be brutally honest. I *hate* lying/half-truths/miss information.  All in all, that's not really a *bad* flaw, is it? :)

Either way, this thread has done me good, so i'm very happy with it. And you've definitely gotten ideas on how to "handle" the character if you feel the need to. Oh, and FYI, I've linked somebody else to the thread asking about running a similar concept. Wanted to make an "Artificer". So you've ended up helping somebody else too! :)
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Drashna on October 20, 2010, 09:38:25 AM
On that same vein I would suggest a high weapons skill and maybe the good arm stunt.
Oh. Ha! I just realized the implication there. (yes, I'm having a brainless day, it *is* my day off :))  I'd love to see that happen, blow up the "grenade" in the "wizard"s face.  "I hope your athletics was higher than the shifts you put into that :P"
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 20, 2010, 11:38:23 PM
Here's what we ended up with:
Code: [Select]
Merrix Riordan
High Concept: Artificer
Trouble: Can't Fix Everything

Aspects:
Always Prepared
Magic Geek
Sorta a Wizard
My House, My Rules
Friends are Family


Skills:

Superb (+5):
Lore

Great (+4):
Conviction
Discipline

Good (+3):
Resources
Craftsmanship
Scholarship

Fair (+2):
Presence
Alertness
Endurance
Weapons

Average (+1):
Guns
Contacts
Stealth
Deceit
Empathy

Powers:
-3 Thaumaturgy (Speicialist: Crafting)
-1 The Sight
-0 Soulgaze
-0 Wizard's Constitution
-3 Refinement (1 Crafting Refinement, 2 focus items refinement)

Stunts:
-1 2 Seconds into the future (Lore to defend against physical attacks)

Current Refresh: 2 (10-8)

Crafting:

Items have 9 power, 3 frequency
Speicalist: +1 frequency
Refinement: +1 Power and Frequency
Focus Item: +2 Power and +1 Frequency

Items: 6 Focus Items

-3 Chisel of Enchanting: +2 Power and +1 Frequency (Crafting)
-0.5 Force Ring: Weapon:9 Attack, 3 uses
-0.5 Ring of Protection: Block 9 or Armor:4, 3 uses
-2 4 open Potion slots, 9 shifts, 3 uses each.

Equipment:
Apartment in the city with Wards, Superb Arcane Sanctum, Great Arcane Library, Good Scholarship Library.
8 Shift Wards + 4 Shift Veil, unlocked with the password that Merrix spoke last time he entered or left, and it lasts for a few years at a time. (25 Shifts).
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Becq on October 21, 2010, 12:02:28 AM
Here's what we ended up with:
It looks to me as though you should only have two potion slots (each potion slot takes one enchanted item slot or half a focus slot) or are short a Refinement (base two focus slots for Thaum, another two from Refine, but five focus slots worth of items).  Also, the rules indicate that you would have a single workspace (library or sanctum) of average quality (resources-2) unless you spend refresh on it.  Which seems pretty harsh to me.  I'm a little unclear as to whether non-Wizards are allowed access to Soulgaze and Wizard's Constitution.  I'd thought that Soulgaze in particular was a Wizard-only power, but the rules do appear to leave some wiggle room.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 21, 2010, 12:24:28 AM
It looks to me as though you should only have two potion slots (each potion slot takes one enchanted item slot or half a focus slot) or are short a Refinement (base two focus slots for Thaum, another two from Refine, but five focus slots worth of items).  Also, the rules indicate that you would have a single workspace (library or sanctum) of average quality (resources-2) unless you spend refresh on it.  Which seems pretty harsh to me.  I'm a little unclear as to whether non-Wizards are allowed access to Soulgaze and Wizard's Constitution.  I'd thought that Soulgaze in particular was a Wizard-only power, but the rules do appear to leave some wiggle room.

I was under the impression that:
1 Focus Item Slot
=
2 Enchanted Item Slots
=
4 Potion Slots

But now I can't find it in the rules. I think you're right. The character may end up giving up another point of refresh for another refinement to cope with this.

With Workspaces: YS322 says you can justify declarations of Resources-1 if the character has a high relevant skill. We're going with if it's your character's High Concept, you can take it at a little higher as a house rule.

Wizard Powers: I get the impression that these powers are restricted to *practitioners*, which has a broader base than wizards. Having Thaumaturgy definitely qualifies this character as a practitioner. The character is basically a wizard without the ability to do Evocations. His stats make him a decent Thaumaturgist, and his combat casting with rings and potions is White Council-worthy.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 21, 2010, 12:35:27 AM
Fixed. Character took another refinement and increased his crafting power by 1 and took two more potion slots.

He now only has a refresh of 2.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: sinker on October 22, 2010, 07:02:47 AM
Actually you're right. One focus item slot is four potion slots.

Really those powers (wizard's constitution, soulgaze) are not specifically limited to wizards in the rules for good reason. There are exceptions. All you need for any power is that it makes sense under your high concept. I had a taoist true immortal that had wizard's constitution because that makes sense, not cause he was a wizard.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: babel2uk on October 22, 2010, 08:17:20 AM
Actually you're right. One focus item slot is four potion slots.

Can you point me at the reference for that - I looked through and could only see that 1 focus item slot = 2 enchanted item slots. I couldn't find anything about potions getting more, though I too remember seeing that somewhere.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Drashna on October 22, 2010, 08:25:30 AM
@sinker, YS280, second paragraph of potions.  One enchanted slot = 1 potion. But frequency could allow you to have multi-use potions.

Either way, I agree with the rest of what you've said. The "artificer" build would still *definitely* be a Wizard of the White Council. At worst, chauck up any differences to regional. Say the wizard comes from a line of mages that believe their power comes through foci, and only foci.  

And agreed about the powers. As long as they make sense for the character, there should be no reason they can't have the power.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: babel2uk on October 22, 2010, 08:42:08 AM
The "artificer" build would still *definitely* be a Wizard of the White Council.

I respectfully disagree. Don't get me wrong, it's nothing to do with power level of effects, bearing in mind that there's nothing that the Artificer can do that a full wizard can't with a degree more situational flexibility. I just think that proper wizards - ones with Evocation as well as Thaumaturgy, would likely regard the Artificer as a poor cousin - "Yes he's powerful in his own limited range, but without Evocation he's not a true Wizard". He might be a borderline case that some would support inclusion of, but I don't think the White Council as a whole would actually recognise him as a full Wizard - and if they did I'm fairly sure that he'd be snubbed by quite a few of its members.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Belial666 on October 22, 2010, 09:19:06 AM
Minor Nitpick:

Your item frequency should be 4, not 3. An item starts with one use. +1 specialization, +1 refinement, +1 focus. That makes four.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: sinker on October 22, 2010, 09:09:09 PM
Quote
@sinker, YS280, second paragraph of potions.  One enchanted slot = 1 potion. But frequency could allow you to have multi-use potions.

Wow, you're right. They must have changed that since the playtest, and here I am using the old rules.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 22, 2010, 10:15:35 PM
I respectfully disagree. Don't get me wrong, it's nothing to do with power level of effects, bearing in mind that there's nothing that the Artificer can do that a full wizard can't with a degree more situational flexibility. I just think that proper wizards - ones with Evocation as well as Thaumaturgy, would likely regard the Artificer as a poor cousin - "Yes he's powerful in his own limited range, but without Evocation he's not a true Wizard". He might be a borderline case that some would support inclusion of, but I don't think the White Council as a whole would actually recognise him as a full Wizard - and if they did I'm fairly sure that he'd be snubbed by quite a few of its members.

He has an aspect referencing this: "I'm sorta a Wizard". I'm going he is a member in good standing of the White Council, but it was a close one, and there are wizards who look down on him because of his lack of evocation.

His ability to do any 9-shift thaumaturgy effect at the speed of evocation using potions is *much* more flexible than most wizards can hope to pull off.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Becq on October 22, 2010, 10:35:31 PM
I respectfully disagree. Don't get me wrong, it's nothing to do with power level of effects, bearing in mind that there's nothing that the Artificer can do that a full wizard can't with a degree more situational flexibility. I just think that proper wizards - ones with Evocation as well as Thaumaturgy, would likely regard the Artificer as a poor cousin - "Yes he's powerful in his own limited range, but without Evocation he's not a true Wizard". He might be a borderline case that some would support inclusion of, but I don't think the White Council as a whole would actually recognise him as a full Wizard - and if they did I'm fairly sure that he'd be snubbed by quite a few of its members.
This.  If you don't have Evocation, Thaumaturgy, and The Sight, then you're just a hedge mage.  Possibly a powerful one, but not a true Wizard.

Oh, and you need Soulgaze to be considered a wizard.  Per WoJ:

Quote
You got to have some serious magical chops before a soulgaze is an issue--and yes, it's one of the markers that the Council uses to see if you make the cut, though it's far from the only one.  There are folks running around who can do it who aren't on the Council, but not many of them.

Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 22, 2010, 10:50:58 PM
This.  If you don't have Evocation, Thaumaturgy, and The Sight, then you're just a hedge mage.  Possibly a powerful one, but not a true Wizard.
Oh, and you need Soulgaze to be considered a wizard.  Per WoJ:

This character has everything but evocation. In place of evocation, he has a very high lore, and enchanted combat items. There is literally nothing a Wizard can do that this character can't do with a 9-shift clever potion. I think our compromise for this character, that he is a wizard, but it's not respected by all wizards, is about right.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Becq on October 22, 2010, 11:50:51 PM
You mean other than saying "screw the stress and backlash, I'm going for 10 shifts"?  :)

And saying that there's literally nothing a Wizard can do that this character can't is just not true.  Try this:

Three practice targets, A, B, and C, are lined up in a row.  You have 10 seconds to accomplish each task.
1. Cast a spell to gently light this candle on fire.
2. Cast a firebolt, bruning a hole through practice target A.
3. Cast a cone of fire, burning practice targets B and C.
4. Cast a spell to extinguish the candle with a gust of air without knocking it over.
5. Cast a spell to knock over the remains of practice target B without knocking over A and C.
6. Cast a spell to knock over the remains of practice targets A and C.

Dresden could do this, the sample Artificer could not (since it requires six different capabilities and is time-limited), even if you assumed that a potion could be created to duplicate these affects, which I'm not sure about.

Or try this: you are stripped of all possession and left otherwise unharmed in a room.  Cast a spell of your choice within the next 10 seconds.

Don't get me wrong, I'm not saying that the concept is bad, or that it's under- or over-powered, or that it wouldn't be fun to play.  But it is, as the aspect suggests, only "Sorta a Wizard", not truly one by White Council standards.  To be a true Wizard you need to be capable of both Evocation and Thaumaturgy.  (Though not only that.)

Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 23, 2010, 01:44:22 AM
You mean other than saying "screw the stress and backlash, I'm going for 10 shifts"?  :)

Actually, he can get 11 shifts on potions with a fate point. :)

Quote
And saying that there's literally nothing a Wizard can do that this character can't is just not true.  Try this:

Three practice targets, A, B, and C, are lined up in a row.  You have 10 seconds to accomplish each task.
1. Cast a spell to gently light this candle on fire.
2. Cast a firebolt, bruning a hole through practice target A.
3. Cast a cone of fire, burning practice targets B and C.
4. Cast a spell to extinguish the candle with a gust of air without knocking it over.
5. Cast a spell to knock over the remains of practice target B without knocking over A and C.
6. Cast a spell to knock over the remains of practice targets A and C.

Assuming a potion can duplicate these effects:

1. One round maneuver thaumaturgy. There is no way this is more than 5 shifts.
2 and 3. Potion duplicates fire spell that can split shifts between targets. Each potion has 3 uses.
4. See #1.
5 and 6. 2nd potion, just like 2 and 3, but force instead of fire.

Quote
Dresden could do this, the sample Artificer could not (since it requires six different capabilities and is time-limited), even if you assumed that a potion could be created to duplicate these affects, which I'm not sure about.

Dresden now has 4-6 shifts of mental stress, depending on whether the GM lets the candle stuff be free. Merrix has no mental stress, and isn't even down half his potions.

Quote
Or try this: you are stripped of all possession and left otherwise unharmed in a room.  Cast a spell of your choice within the next 10 seconds.

High Lore + Thaumaturgy.

Quote
Don't get me wrong, I'm not saying that the concept is bad, or that it's under- or over-powered, or that it wouldn't be fun to play.  But it is, as the aspect suggests, only "Sorta a Wizard", not truly one by White Council standards.  To be a true Wizard you need to be capable of both Evocation and Thaumaturgy.  (Though not only that.)

I agree with you that it's debatable whether or not the white council would let this character in, but if the tests you pose are the entry quals, he passes easier than Dresden does.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Belial666 on October 23, 2010, 03:28:36 AM
You are forgetting a few things;


1) While you may have 16 uses for your potions (4 each), you only have 4 different potions per session. That's it. 4 different effects in however many scenes can be played out per session. On the other hand, the evocation-wizard has 4 different effects per scene with his evocation. That's an order of magnitude more flexibility than you.
2) Regardless of what you do, enchanted item strength (potions included) is limited to twice your Lore, period. That's 10, 9 for you if you don't augment with declarations. A wizard's basic strength at this level can be 8 shifts for his spells but that's only his minimum. He can go up to 11 without any consequences. If required, he could go up to 15 with mild consequences.
3) Your attacks are based off discipline. That's a +4 attack. Against a ghoul, you have 50% chance of hitting and in an average roll you do 9 stress. A wizard's attack is his control roll, which is about +8, maybe +9 at this refresh. He hits 98% of the time and in an average roll he deals 13 stress. He is nearly 3 times more effective in every attack than you are.

So, with that in mind, here is a scenario;

Scene 1: Graveyard at midnight
The group (wizard, artificer, mortal investigator/scholar, white court socialite) has tracked down an evil cult in the general area and must stop a bad ritual from happening. The investigator begins tracking down the cults movements but soon the group is surrounded by a thick, vision-blocking unnatural mist.
Challenge 1: 12-shift thaumaturgy veil that makes it impossible to move on. The group is pressed for time. The graveyard is a place of much death and horrible emotions - using the sight will trigger +5 backlash each exchange.
Assuming the group manages to pierce the veil or otherwise go forth, the investigator leads you on until two vaguely humanoid lumps of earth rise to block the path.
Challenge 2: 2 golems. Supernatural Strength and Toughness, +5 fists, defend with endurance of +5 vs physical and mental attacks/maneuers. The investigator has effective lore of 7 due to various occultist stunts so quickly recognizes their weakness as crushing attacks.
Assuming the group manages to overcome the golems, the way opens up to a crypt defended by
Challenge 3: over a dozen thugs in covered positions on it. The graves in the ground prevent sprinting. The White Court socialite manages to convince several of them to leave without a fight (social combat) but 8 of them still remain on the crypt, 3 zones away.
Assuming the group gets rid of the mortal thugs, the trail leads to the crypt where there are energies gathering inside. Soon enough the big dark ritual migh be complete. But...

Scene 2: The Crypt
Challenge 1: The crypt is protected by a fairly powerful ward of 13 shifts. The group has only a few minutes to get in there and interrupt the ritual; they can either do something fast with the ward and use the rest of the time to catch their breath (healing stress) or they could attempt to do a big enough but slow group thaumaturgy to unravel the ward.
Assuming the group bypasses the ward, they are
Challenge 2: immediately attacked by 3 specters that appear in the same zone coming out of the floor. Supernatural Toughness, inhuman speed poltergeists with a touch that rips apart living things (claws), athletics 5+1 fists 3, endurance 3. They are weak to lightning and spirit attacks.
Big Fight: inside the crypt there are two toad demons summoned by 11-shift spells, an 11-shift ward and inside the ward there is a male and a female warlock working on their ritual. They still need 10 exchanges to finish it and summon the big demon. There is a minor leyline below the crypt - cutting off power with a magic circle is impossible.



Can you think of any combination of potions that the artificer could use to be more effective than the wizard here? Assume he does not know what he faces in advance but that he could declare his potions or keep them for later use; let's say that entering the graveyard is the beginning of the session.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Sanctaphrax on October 23, 2010, 03:44:05 AM
Ignoring the issue of the respective power of the artificier and wizard builds, I would like to say that that is a pretty cool scenario. Pretty tough on the players, but still cool.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Ryan_Singer on October 23, 2010, 04:28:33 AM
You are forgetting a few things;

This was a very informative and useful post for getting a grasp on the real issues. Thank you very much.

Quote
1) While you may have 16 uses for your potions (4 each), you only have 4 different potions per session. That's it. 4 different effects in however many scenes can be played out per session. On the other hand, the evocation-wizard has 4 different effects per scene with his evocation. That's an order of magnitude more flexibility than you.

Yes. Although, Evocation is more limited in it's range of effects than the potions are.

Quote
2) Regardless of what you do, enchanted item strength (potions included) is limited to twice your Lore, period. That's 10, 9 for you if you don't augment with declarations. A wizard's basic strength at this level can be 8 shifts for his spells but that's only his minimum. He can go up to 11 without any consequences. If required, he could go up to 15 with mild consequences.

I forgot about that when typing the sentence you're referring to. You're right, of course. The limit for the potions is 10 shifts. It might be reasonable to get the GM to say invoking aspects can surpass that limit, but that's a GM's call, and the rules don't say you can. Again, of course, the point about evocation vs. potions. Yes, the wizard can get more shifts, but he can only do evocation-like stuff.

Quote
3) Your attacks are based off discipline. That's a +4 attack. Against a ghoul, you have 50% chance of hitting and in an average roll you do 9 stress. A wizard's attack is his control roll, which is about +8, maybe +9 at this refresh. He hits 98% of the time and in an average roll he deals 13 stress. He is nearly 3 times more effective in every attack than you are.

This is a very good point. I'm not quite sure how to address this. Is there a way you can suggest to modify this build to have better attacks, or do you think it's fated to be much less effective than evocation? It is worth noting that the Artificer has 3 free attacks per session before spending mental stress, but it still doesn't make up for the problem you are pointing out.


Quote
Scene 1: Graveyard at midnight
The group (wizard, artificer, mortal investigator/scholar, white court socialite) has tracked down an evil cult in the general area and must stop a bad ritual from happening. The investigator begins tracking down the cults movements but soon the group is surrounded by a thick, vision-blocking unnatural mist.
Challenge 1: 12-shift thaumaturgy veil that makes it impossible to move on. The group is pressed for time. The graveyard is a place of much death and horrible emotions - using the sight will trigger +5 backlash each exchange.
Assuming the group manages to pierce the veil or otherwise go forth, the investigator leads you on until two vaguely humanoid lumps of earth rise to block the path.
Challenge 2: 2 golems. Supernatural Strength and Toughness, +5 fists, defend with endurance of +5 vs physical and mental attacks/maneuers. The investigator has effective lore of 7 due to various occultist stunts so quickly recognizes their weakness as crushing attacks.
Assuming the group manages to overcome the golems, the way opens up to a crypt defended by
Challenge 3: over a dozen thugs in covered positions on it. The graves in the ground prevent sprinting. The White Court socialite manages to convince several of them to leave without a fight (social combat) but 8 of them still remain on the crypt, 3 zones away.
Assuming the group gets rid of the mortal thugs, the trail leads to the crypt where there are energies gathering inside. Soon enough the big dark ritual migh be complete. But...

Wow. You have a gift for DFRPG encounter design. This is much cooler and tougher than anything I've thrown at my players. For the first challenge, the Artificer is best off assisting the Wizard. He declares (using Lore) one of his potions to be a "Magical Supercharger"; giving sticky, two free tags "magically supercharged" aspect to the drinker. He lets the Wizard drink one dose, and notes on his sheet what the potion does and his remaining doses. One nice thing about the artificer is that his thaumaturgy potions allow him to play well with others.

The second challenge is easier, as his right ring does force attacks, which could easily be described as crushing. If he needs help hitting the bad guy, he can drink one of the potions he declared in the last challenge. It's worth noting that his protective item works well in protecting him here, as these golems aren't going to beat it's Block strength of 9. Here the Artificer would do as well as the wizard, at least, if it wasn't for the low attack roll problem you already pointed out. Any suggestions for improvement, there?

A quick Thaumaturgy veil over the group makes short work of challenge #3, without spending any resources. Of course, a very high lore wizard has the same option.

Quote
Scene 2: The Crypt
Challenge 1: The crypt is protected by a fairly powerful ward of 13 shifts. The group has only a few minutes to get in there and interrupt the ritual; they can either do something fast with the ward and use the rest of the time to catch their breath (healing stress) or they could attempt to do a big enough but slow group thaumaturgy to unravel the ward.
Assuming the group bypasses the ward, they are
Challenge 2: immediately attacked by 3 specters that appear in the same zone coming out of the floor. Supernatural Toughness, inhuman speed poltergeists with a touch that rips apart living things (claws), athletics 5+1 fists 3, endurance 3. They are weak to lightning and spirit attacks.
Big Fight: inside the crypt there are two toad demons summoned by 11-shift spells, an 11-shift ward and inside the ward there is a male and a female warlock working on their ritual. They still need 10 exchanges to finish it and summon the big demon. There is a minor leyline below the crypt - cutting off power with a magic circle is impossible.

Challenge 1 is another situation where the Artificer and the Wizard benefit from Synergy, especially considering the left over supercharging potions. Either method of taking down this ward involves the Wizard and Artificer working together to avoid consequences.

Challenge 2 is  like the golem fight. The right ring uses force attacks, which are spirit.

Big fight is interesting. This is, of course, the scene where you beg your GM to let aspects add the full +2 to your potions, but we'll assume he says no. The Toad demons are pretty scary, but my high lore check done as a free action tells me they are very weak against mental attacks. Being non-human, it's not lawbreaking to use a psychic attack potion on them. Down they go, just as easy as the Wizard's 11 shift counterspell, if not easier. Taking down an 11-shift ward in combat time is something beyond this build, which frankly sucks. Luckily, this build still has a use left of the potion to help the wizard do it. Your examples have convinced me that counter-spelling is a major weakness of this build. Any suggestions there?

Disrupting the ritual once the ward is down is easy with his remaining potions, or his force-blast ring. Fallout from disrupting the ritual may get harsh.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Belial666 on October 23, 2010, 05:52:47 AM
There are reasons enchanted items are, generally speaking, secondary to Evocation. Here follow all the big problems I could find for you. I am not saying they don't have advantages (they do - no mental stress is a huge one) but the main reason wizards would not rely on them is just that; low reliability. There are simply lots of ways enchanted items can be disabled or rendered useless in a situation whereas Evocation is always useful, even in social/mental conflict or situations you cannot prepare for.



1) Yes, I decided to display the one thing artificers cannot do at all. Not only counterspells for the higher-end spells are beyond them simply because a wizard can reach for more shifts but they can't do the little ones either. To counter a spell, you need exactly the spell's shifts in your counterspell. Less, and the counter fails. More, and the extra shifts go to Fallout or Backlash. So, if you meet a low-power spell and declare your potion is at its power, when you next meet a medium power spell, you cannot dispel it. If you declare your counter at max power, you are taking collateral damage (fallout or backlash) for any spell weaker than 9 shifts, still can't counter the max-shift wizard spells and can only safely counter if the spell is exactly at your potion's strength. This problem cannot be solved.

2) Low attack rolls are not the only thing potion and item attacks have to deal with. You say you use a mental attack on the Toad Demons. How? A potion has to be imbibed or otherwise contact the target. Even if you go the way of Harry's sunlight hanky, it is still something that must be aimed (enchanted items must be aimed if they are attacks)... meaning basic defense is dodge. So you can't take advantage of the weaker mental defense even if the attack ends up dealing mental stress.
As for the spirits, they got a defense of +6 vs your ring. They will dodge at least 3 times out of 4. And even if you hit, 9 stress might not be enough to kill them outright even overcoming toughness powers if they got up to moderate consequence. They might be on the ropes but they'll need a second hit.
The low attack problem cannot be fully solved either. You could have a discipline of +5 to match your Lore but that's it. You might convince your GM to allow you a stunt for +1 attacks for a specific type of items. I.e. "Lord of the Rings" for +1 to magic ring rolls if you got lots or "Master Alchemist" for +1 to potions. But generally speaking, stunts should not affect magic - you can justify this as your experience in aiming your enchanted items, not boosting their actual power. Not sure if the GM would allow it though.

3) Another problem is thresholds of any sort. A threshold of Fair (+2) such as a shallow river or stream, rain, or an average home may not seem like much and indeed, for a wizard it isn't. His power drops from 8 to 6 and his control form 8 or 9 to 6 or 7. Similarly, your power drops from 9 to 7. But your attack roll drops form +4 to +2, halved. Against a good family home or something even faintly warded or a magically adverse condition and a threshold of Great (+4), your enchanted items do not work at all. The wizard is still going to have power 4, control +5. Sure, he lost half his power. But he is still stonger than the average mortal while enchanted items are useless except in defense.

4) Something that I did not adress at all is blocks and counters. Someone throwing a 5-6 shift offensive block on you is going to stop you from using your enchanted items cause you roll at +4. A wizard with his +8 to +9 control is going to shatter the block easily. But even worse is a counterspell. Enchanted items won't be affected because they aren't active unless you use them. Potions though are stored thaumaturgies. A 9-shift counterspell and your potion goes poof. A 9-shift area counterspell (which a wizard can pull off with some difficulty), is going to dispel the defensive talisman you just activated, the supercharging potion you have imbibed and all your potions. And still get rid of any buffs you've put in others in the group that are in the same zone...


5) Another thing I did not adress; flexibility. You might have noticed this example session was a bit tough. Not serious-consequence tough but not just stress either. But it only had 2 scenes. If I had made the challenges just a bit easier but more numerous and varied over more scenes, you'd have run out of potions. And the golems and wraiths being succeptible to your rings was a freebie. What if they were other types of creatures with other catches? Or if there was one golem and only 2 ghosts but there was a fae in another scene that was mildly resistant to magic? Now consider another scene where social/mental combat was needed and another where capturing the target was needed instead of blasting him and you'd have even more problems.
With 4-5 scenes instead of 2, requiring maneuers, quick veils, blocks, offensive blocks both physical and mental/social in addition to the purely combat counterspells and attacks, you couldn't possibly have enough items to cover them. You'd have 4 potions and we mentioned more than 8 things to do.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: sinker on October 23, 2010, 06:58:37 AM
Firstly an artificer can boost the power of his items past his lore:

Quote
Unlike a normal enchanted item, the effect
strength of the potion may be boosted on the fly
or at the time it is created with the invocation
of aspects. Each invocation allows the potion’s
strength to be increased by 2.
YS280

Secondly I would wonder if thresholds would even effect enchanted items at all. The rules state that thresholds effect powers and spells, however it never specifically addresses enchanted items and if the novels are any indication thresholds have no effect.
(click to show/hide)

Finally Ryan, you answered an example of using a potion to attack targets with force. This is one of the few things that I have a hard time allowing the artificer. How do you direct that force? You can't direct it as it has no connection to you. It has no personal sense of direction or ability to differentiate between targets. The best I would think you could do is have a potion that released that force in an omni-directional burst which would work but might be interesting if you had any allies nearby.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Belial666 on October 23, 2010, 07:35:41 AM
Yes, the strength of the potions can be boosted on the fly. But nowhere does it say that the potion's strength can overcome the limit of twice the artificer's lore that all enchanted items face.

Secondly, enchanted items -potions included- are described as "stored spells". If something affects spells then it will affect the enchanted items. Yes, you can throw a potion through a circle - because it is also a physical object. But you cannot imbibe a potion and then cross a threshold and expect its effect not to weaken. Harry's escape potion for example would not work through thresholds at all for that exact reason.

Last, his artificer also has an enchanted ring, much like Harry's ring. That's what he uses for force attacks.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: sinker on October 23, 2010, 05:30:36 PM
Actually Harry's escape potion specifically did work through a threshold. That's specifically what it was used for in the novel...

And yes, the force ring is directed force but earlier when you brought up the examples of having several targets and needing to light them on fire, then blow them over he responded with a use of potions.

Quote
1. One round maneuver thaumaturgy. There is no way this is more than 5 shifts.
2 and 3. Potion duplicates fire spell that can split shifts between targets. Each potion has 3 uses.
4. See #1.
5 and 6. 2nd potion, just like 2 and 3, but force instead of fire.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: babel2uk on October 23, 2010, 05:59:59 PM
Actually Harry's escape potion specifically did work through a threshold. That's specifically what it was used for in the novel...

Wasn't that just his Threshold (which is extremely feeble) and maybe his own Wards (if they were still up at that point) - which would let him through in any case? NB I'm not saying it couldn't go through thresholds, just that the use in Storm Front is a bad example.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: MijRai on October 23, 2010, 06:10:17 PM
You can't use Harry's escape potion as an example, because it was his home. Bob threw the potion through a circle, sure, but while a circle may operate as a threshold, it isn't really one.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Kaldra on October 23, 2010, 08:57:41 PM
going back to the topic of this post, Yes an artificer does resembel a dnd spell caster.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Drashna on October 23, 2010, 09:08:55 PM
Only sort of. :)

And Belial666, thanks for demonstating what I meant.  Versatility. The "artificer" build may not be able to hit as well, but they can make that up in the number of attempts they get. And in the staying power they have.  It's a good flavor build, but you do indeed give up a lot to do it. 

(oh, and awesome scenario. Mind if I borrow it?)
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Nyarlathotep5150 on October 23, 2010, 09:49:00 PM
Actually Harry's escape potion specifically did work through a threshold. That's specifically what it was used for in the novel...

This isn't really an example of anything. Bob threw the potion (at the time an entirely physical object) through the circle. Harry then drank it. The magical effect was released entirely within the circle.
   Harry then used the spell to become the wind and pass through his circle and the threshold of his apartment... BOTH of which where HIS thresholds. Your own thresholds don't block your powers because you're automatically assumed to be invited in to your own home and magical defenses.


   As far as the Artificer idea, I think its awesome. It sounds fun. Its neither over nor underpowered. As has been stated, all you're really doing is trading off versatility for dependability.
   I don't see how its "Not in keeping with the theme of the game", as crafting was a big part of the books and it stands to reason that some casters (former Lucio anyone) specialize in it... That being said, the books DO mention many times how time consuming it is to craft items, and how you frequently have to recast the spells on permanent items to keep them working. So, in my games, in the name of keeping true to the books, if one wanted to play a crafting specialist, he should expect to spend any and all off camera time in his lab, tinkering to keep all those gadgets working (and maybe taking Compels/penalties if he does otherwise).
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: luminos on October 24, 2010, 10:53:36 AM
You mean other than saying "screw the stress and backlash, I'm going for 10 shifts"?  :)

And saying that there's literally nothing a Wizard can do that this character can't is just not true.  Try this:

Three practice targets, A, B, and C, are lined up in a row.  You have 10 seconds to accomplish each task.
1. Cast a spell to gently light this candle on fire.
2. Cast a firebolt, bruning a hole through practice target A.
3. Cast a cone of fire, burning practice targets B and C.
4. Cast a spell to extinguish the candle with a gust of air without knocking it over.
5. Cast a spell to knock over the remains of practice target B without knocking over A and C.
6. Cast a spell to knock over the remains of practice targets A and C.

Dresden could do this, the sample Artificer could not (since it requires six different capabilities and is time-limited), even if you assumed that a potion could be created to duplicate these affects, which I'm not sure about.

Or try this: you are stripped of all possession and left otherwise unharmed in a room.  Cast a spell of your choice within the next 10 seconds.

Don't get me wrong, I'm not saying that the concept is bad, or that it's under- or over-powered, or that it wouldn't be fun to play.  But it is, as the aspect suggests, only "Sorta a Wizard", not truly one by White Council standards.  To be a true Wizard you need to be capable of both Evocation and Thaumaturgy.  (Though not only that.)



This ain't DnD.  Spell effects are not divied up so tidily.  Maneuver and attack, and he can do all of those effects.  The description will be different, but mechanically, nothing else is.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Belial666 on October 24, 2010, 12:00:48 PM
The way I see it, someone who has devoted a lot of refinements in crafting can make the spells on his enchanted items last longer and be easier and faster to cast, sort of like someone who specializes in other forms of thaumaturgy can pull off bigger spells and call up more power per exchange to cast them.

So, a focused artificer could craft and maintain several times the enchanted items of an average wizard at the same time just like a focused summoner could summon bigger and more creatures at the same time just like a master evoker could cast bigger evocations and control them better. The maintenance for the items would be the same time-wise even if the items are bigger and more numerous.

And yes, individual spells ARE limited to a specific effect; same shifts of power and same exact effect for said power means same spell. An evoker could change on the fly what spell he uses. An artificer would be stuck with the same item effect until he crafts an item again.



BTW, you can use my graveyard scenario if you want to.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Kaldra on October 24, 2010, 02:00:29 PM
on a random sickness and sleep deprived note belial666 you are at the time of this posting 50 posts away from needing a screen shot.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Nyarlathotep5150 on October 24, 2010, 05:38:54 PM
So, a focused artificer could craft and maintain several times the enchanted items of an average wizard at the same time just like a focused summoner could summon bigger and more creatures at the same time just like a master evoker could cast bigger evocations and control them better. The maintenance for the items would be the same time-wise even if the items are bigger and more numerous.

All of those examples are a result of the effect of having high levels in the relevant skills for that specialty, not some special ingame leniency toward specialists. And Itemcrafters already get that bonus. Having the right skills lets them make more powerful items quicker. But the impermanence of magic items is a result of the dawn washing away magical energies. You cannot get around this. No Wizard is stronger than the sun. No matter how good you are at crafting, you are going to have to do fairly constant tinkering on all of your items to keep them working, and the weaker the items (based on item effect, not caster power), the more frequent the upkeep. Add to that roughly 6 hours per 2 potions to make and you don't have a lot of free time left.
   Thats part of the cost you pay for having riskless spellcasting.   
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Belial666 on October 24, 2010, 06:20:37 PM
Several reasons I do not agree with this;

1) The basic duration of a thaumaturgy spell, not an item, is already until dawn and can be extended to "several human lifetimes" if the caster uses sufficient power. Enchanted items are made to last longer than spells. Care to guess how long a great artificer can make his items last based on that?

2) According to the rules, the "maintenance" aspect of items is already reflected by the refresh you have spent on them for item slots; if you got four item slots from base ritual then that is how many items you could reasonably maintain. If you got thirty-four item slots because you spent 8 refinements on them then that is how many items you could reasonably maintain.

3) A beginner could make only one potion in his free time. But we see Harry Dresden making two potions at the same time. How? While brewing a potion might take hours, the physical movements involved only take a few moments at the right times. Harry has two potion slots; this reflects his ability to handle two potions - he has enough experience to spread his time in the physical actions of 2 potions without problems and the magical energy to infuse 2 potions at once. A master alchemist would have enough experience to handle a dozen potions and enough energy to infuse them. So he could make said dozen potions without spending, like, 2 days. (Don't forget our friend Victor and his making a magical drug by the gallon.)

4) Yes, items need daily maintenance. A begginer might need an hour to maintain the spells on his magic ring. The average wizard might need half an hour to maintain his duster. A great sorceress like Lea could alter or maintain the spells on a magic item with nothing more than a few moments and an act of will. So the stronger and more experienced the crafter, the less time those daily maintenance requirements take per item - and thus the more items the crafter could have.
Title: Re: Item Crafting resembles D&D Spellcasting
Post by: Becq on October 26, 2010, 02:36:09 AM
Actually, he can get 11 shifts on potions with a fate point. :)
That's what I get for hoping you'd miss that.  Point to you, though the Evoker could save the Fate for later, which is significant.

1. One round maneuver thaumaturgy. There is no way this is more than 5 shifts.
Thaumaturgy takes a minimum of minutes to cast, per the rules.  Time is sort of relative in DFRPG, but while it's possible for 10 seconds to be 1 exchange or 1 minute (or even a bit more) to be 1 exchange, it is not possible for 10 seconds to last several minutes.  :p

The rest (except for #4) I'll grant you; the point was that with four potion slots, there's no way to create six unique effects -- which you could do with Evocation.  Now on the other hand, the Artificer could do his more limited repetoir a number of times that would long since see the evoker pass out.  And yes, the Evoker takes stress, whereas the Artificer doesn't.  Did you miss the part where I mentioned I wasn't trying to prove that the Artificer was weaker?  A Fae spellslinger could easily be much, much more powerful, too ... but even so, Mab is also not a Wizard.

1. One round maneuver thaumaturgy. There is no way this is more than 5 shifts.
I agree with you that it's debatable whether or not the white council would let this character in, but if the tests you pose are the entry quals, he passes easier than Dresden does.[/quote]
I disagree, based on my discussion of time required for rituals above.  That said, my post was not "the Wizard test", to my knowledge we don't know what that test is.  But I'm betting that the first part of it requires that you leave behind all of your 'stuff', even your clothes (I imagine they'd provide a simple robe).  This would be to specifically remove powers based on things like IoPs ... and would cause the Artificer a bit of a problem.

Belial's and Ryan's subsequent exchanges highlight, I think, very well the strengths and weaknesses of both Wizards and Artificers, and in particular Ryan's post has some good ideas as to how the two could complement each other.

A few bits to add:

Regarding the 'to hit' deficit, I beleive the Artificer could probably come up with ways to improve his odds of landing attacks.  One option might be to creat a Focus to boost his Control rolls.  This would either weaken his items, reduce his item count, or require additional Refresh.  Another might be to have an enchanted item that grants him an aspect useful to his control rolls.  This would allow him to get one free tag, then provide a channel for Fate (though that would be expensive -- he could also rely on applying a new aspect each shot, which would cost exchanges and eventually mental stress to re-use the item once expended).

Regarding the AoE counterspell to completely disarm the Artificer ... well, "wow".  I'm going to have to remember that one!  :)

Regarding the duration of Thaumaturgy spells: there is no "basic duration of Thaumaturgy" of "until dawn".  The example, in the section on Thaum durations of YS266, gives the example of a Thaum spell that grants an aspect, and states that the base duration for such spells is one scene, or fifteen mintutes (in the example, it mentions that +5 shifts would let it last for the day).  Generally, stuff that causes stress or generates aspects (maneuvers) has a base time of a scene, stuff that grants a skill use lasts about the length of time that skill roll would cover, damage (consequences) last until the consequence would wear off, etc.  'Until daybreak' is the catch-all for stuff that is otherwise not obvious, and for location-based Thaum spells.

Regarding the need for 'daily maintenance', I don't think this is necessarily true.  For potions, it likely is.  But for wards, not so.  In fact, I could swear I recall a discussion somewhere in which Harry discusses that he found a formula that let the enchantments on certain of his items (like his coat) last months at a time.  I couldn't tell you where, though.  In particular, I don't recall Harry ever taking time to renew his enchantments (except to rebuild an enchantment that had been broken), and it is often true that the novels leave very little un-plotted time in which such things could occur.  Perhaps a better explanation would be to claim that items require a contant subconcious mantainence, and that 'item slots' represent the ability to manage a certain amount of this constant drain without ill effects.  Under this theory (and its just a theory), perhaps a house rule might allow a Thaumaturgist to create additional items on a short term basis, but at the cost of a consequence ("My mana cannae take much more o' this, Cap'n!") that cannot be recovered from until the character lets the enchantment drop (or, to put it another way, the recovery period starts when the mana strain stops).