Perhaps another caster is using Thaumaturgy to oppose your spell, and net successes matter? Or perhaps you are trying to defend against another Thaumaturgy, and who finishes the spell first is significant?
That's a good suggestion. Can you think of any game/story situations where "first to the finish line" would matter?
Thaumaturgy, as a rule *isn't* interesting. Though if you really want to know why, check the "Running the Game" section. Basically, if there is no real risk to failure, and no real reward for success (other than completing the ritual), then dice shouldn't be rolled. But stuff like summoning and bind should probably ALWAYS be rolled because of the nature of what's happening.
See YS309, the section on "When to call for a roll".
That's a good suggestion. Can you think of any game/story situations where "first to the finish line" would matter?A small child is missing, and the player find out that the Bad Guy is using her to cast an ascension ritual ... but where? The player is given a lock of hair by her distraught parents, and the race is on...
I tried to think of examples from the books... and it basically boils down to, the only exciting rituals are the ones that are time sensitive. Basically Harry vs The Clock, or Harry vs BBEG.Yup. Most of Harry's rituals just involve him making Declarations regarding ingredients ... much like in the DFRPG rules. :). See the theme? See my point?(click to show/hide)
Actually, that isn't entirely correct. Even if you got 4 discipline, calling power is dangerous. You might roll a -4 (1 in 81 chance) and take huge backlash and fallout.
In addition, the GM might compel aspects or consequences you have or the scene has to make you fail, even if you got the discipline for it.
Actually, that isn't entirely correct. Even if you got 4 discipline, calling power is dangerous. You might roll a -4 (1 in 81 chance) and take huge backlash and fallout.A prudent Wizard would make sure that he had (at the very least) one Fate point handy, to invoke his High Concept for a +2, thus avoiding this sort of catastrophe.
In addition, the GM might compel aspects or consequences you have or the scene has to make you fail, even if you got the discipline for it.
Actually, that isn't entirely correct. Even if you got 4 discipline, calling power is dangerous. You might roll a -4 (1 in 81 chance) and take huge backlash and fallout.
I've seen that happen 3 times in a row for one of the PCs in my game. The other PCs are now really wary about her casting any spells at all. :D
i personaly talk the whole thing out like harry does in small favor while the hobbs be attacking.
:) glad i could help, it really shines if your players or yourself can improv how random arse items that would go into the casting, hallmarks of this would be the time i called for a bra, handcuffs, liquid diet shake, and a few other items for a potion that would induce copious amounts of control.