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The Dresden Files => DFRPG => Topic started by: mostlyawake on December 30, 2010, 12:01:40 AM

Title: 100 shift potions
Post by: mostlyawake on December 30, 2010, 12:01:40 AM
1) Other people can provide aspects for magic, like through a cult
2) Potions can get around the normal "twice your lore" cap of enchanted items through use of aspects at time of creation or use
=
3) A cult leader could have 25, 50, 100, 500, ect strength potions. Actually, through normal spell prep, any thaumaturge could have 20+ shifts bottled up pretty easily, to be released as needed.

So what keeps players from doing this?
Title: Re: 100 shift potions
Post by: MijRai on December 30, 2010, 01:28:23 AM
As far as potions, I believe they have a limit. I think it is twice the creator's Lore, or somesuch. As far as game-breaking rituals, that is ruled by the GM. I've talked to people who want to do what you just asked about, and the only thing you can do is not allow it in your game. Compell them, throw problems at them, or in extreme cases, 'Rocks Fall, Everybody (Or just the character who was doing the related thing) Dies'.
Title: Re: 100 shift potions
Post by: Belial666 on December 30, 2010, 01:48:59 AM
1) The book doesn't actually say that potions can exceed the enchanted item power limitations - only that their power can be boosted on the fly rather than via spending more slots.

2) 100-shift rituals are possible. They have even been done in the books more than once and whith a lot more than 100 shifts. However, consider that whatever you want to do with said ritual, there will always be people that don't want you to do it. If a cult leader wants to do a 100-shift ritual, chances are his local wardens or other powerful groups get involved. And the more powerful magic he tries to pull off, naturally, the more people get involved in his business.
Title: Re: 100 shift potions
Post by: bibliophile20 on December 30, 2010, 01:54:46 AM
It is capped at twice their Lore.

Quote from: Your Story, pg 280
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.
 
Simple as that.  

However, if I were hit on the head--repeatedly--and were then persuaded to allow such a thing into my game, my PCs would have to work their asses off to pull off such a feat.  You want to make a potion that is basically bottled divinity?  Alright.  Step One: Get your ingredients together.  First, your liquid base...   wait, what do you mean that you don't have the blood of a god in your workshop?  Well, that's the liquid base ingredient, so you'd better go get some!  

And so forth.  Remember, the Hecataen Hags worked on their little ascension ritual mega-potion for years.  Thaumaturgy Rituals of that scale (much like a potion like this) should take similar amounts of time in preparation.  

Other points:

You can only ever have a maximum of 13 people for any project, IIRC (from Storm Front), which cuts down on the max number of aspects that can be invoked.

Remember that the characters are collecting Power.  Other people (and not-people) will want it.  Some will be willing to step over dead bodies to have it.  

A potion of that scale that grants powers sounds like an invitation to NPC-hood via Mid-Session Upgrading.  I think the GM would be perfectly within his rights to say "Okay, you just gave yourself Phenomenal Cosmic Power for the next half a year.  That means for the next half-a-year, until it wears off, your character has negative Refresh and is now an NPC.  What was your backup character's name again?"
Title: Re: 100 shift potions
Post by: toturi on December 30, 2010, 03:36:05 AM
A potion of that scale that grants powers sounds like an invitation to NPC-hood via Mid-Session Upgrading.  I think the GM would be perfectly within his rights to say "Okay, you just gave yourself Phenomenal Cosmic Power for the next half a year.  That means for the next half-a-year, until it wears off, your character has negative Refresh and is now an NPC.  What was your backup character's name again?"
When the players go for such things, I am quite sure that they are asking for the potion to grant them not just the access to gain such powers but also the ability to pay for them without losing their sense of self and free will.

GM: "Okay, you just gave yourself Phenomenal Cosmic Power for the next half a year. That means..."
Players who were involved in the creation of the potion: "That means for the next half-a-year, until it wears off, my character temporarily gets enough Refresh so that he is not an NPC. What were you saying again?"
Title: Re: 100 shift potions
Post by: sinker on December 30, 2010, 04:21:52 AM
Ok, firstly the hyper rules-lawyer approach. The rules say that potions are "very similar to enchanted items in terms of function." It does not say that all rules relating to enchanted items also apply to potions, and since the potion section does not actually specify any power limits at all nor does it specifically state that potions are like enchanted items in that respect (for that matter it actually gives potions their own set of stated limits) then I can see no reason why this wouldn't be possible.

Now that I have that out of my system, my first question to the players would be why? Do you really hate roleplaying (or my GMing abilities) that much that you would rather destroy any opportunity that I can give you to roleplay? This kind of thing would be pointless.
Title: Re: 100 shift potions
Post by: bibliophile20 on December 30, 2010, 05:40:53 AM
When the players go for such things, I am quite sure that they are asking for the potion to grant them not just the access to gain such powers but also the ability to pay for them without losing their sense of self and free will.

GM: "Okay, you just gave yourself Phenomenal Cosmic Power for the next half a year. That means..."
Players who were involved in the creation of the potion: "That means for the next half-a-year, until it wears off, my character temporarily gets enough Refresh so that he is not an NPC. What were you saying again?"
Last I checked, gaining Refresh is the prerogative of the GM, not the PC.  They're called Milestones and are granted by the GM, never the player.  If a player were to say that to me, I'd first call shenanigans, and then call that player aside for a little talk about game balance. 

And as for the ability to pay for them without losing their sense of self and free will... that's the thing about power.  It corrupts.  And suddenly gaining power like this is the sort of test of personal character that has been the subject of stories for as long as mankind has been telling stories.  The line at which point they are using power becomes the power using them is defined as zero refresh, although I could probably make a solid argument to the effect of the pursuit of power inherent in the ritual itself having its own corrupting effect even before completion, depending on how singleminded they were about completing it. 
Title: Re: 100 shift potions
Post by: toturi on December 30, 2010, 02:42:12 PM
Last I checked, gaining Refresh is the prerogative of the GM, not the PC.  They're called Milestones and are granted by the GM, never the player.  If a player were to say that to me, I'd first call shenanigans, and then call that player aside for a little talk about game balance.  
The last time I checked the only 2 things that the GM decides with respect to Refresh are Milestones and Power levels.

Depending on how many players were in favor of and worked on such a spell, well... there are a number of players and not just a player.
Title: Re: 100 shift potions
Post by: devonapple on December 30, 2010, 05:40:32 PM
The last time I checked the only 2 things that the GM decides with respect to Refresh are Milestones and Power levels.

Depending on how many players were in favor of and worked on such a spell, well... there are a number of players and not just a player.

That sort of disconnect on how powerful the characters were going to be would hopefully have been worked out during City and Character Creation, when the GM said "Hey, let's play a 7-Refresh game" and the players were all "No, we want to have 20-Refresh characters and our own cult."
Title: Re: 100 shift potions
Post by: sjksprocket on December 30, 2010, 08:57:29 PM
At that point I'd probably ask: "why play?"

I think that this thread needs a good quote. Something like "now this is just getting silly". (i think that's how it goes. Monty python fans, feel free to correct me)
Title: Re: 100 shift potions
Post by: sinker on December 30, 2010, 09:21:50 PM
I've been thinking about this for a bit and I realized that there could be some good in this kind of thing just as with a ritual of that power. One could send the party about on a quest to find rare and important ingredients and then find the support that would be necessary to create some sort of wish potion all for some deep role-playing reason (like in Death Masks
(click to show/hide)
).
Title: Re: 100 shift potions
Post by: devonapple on December 30, 2010, 09:40:23 PM
I've been thinking about this for a bit and I realized that there could be some good in this kind of thing just as with a ritual of that power. One could send the party about on a quest to find rare and important ingredients and then find the support that would be necessary to create some sort of wish potion all for some deep role-playing reason (like in Death Masks
(click to show/hide)
).

Well, yes, your example is a fine example of a plot-motivated quest-type scenario which happens to take the form of a ritual that is making something, and if the GM makes it a part of the story, then I think it's alright.

The original post seemed more concerned with Munchkin-type behavior, player-proposed efforts to bend the rules to gather a lot of power.
Title: Re: 100 shift potions
Post by: bibliophile20 on December 30, 2010, 10:02:45 PM
The original post seemed more concerned with Munchkin-type behavior, player-proposed efforts to bend the rules to gather a lot of power.

Agreed.  One of the themes of the game and the series is the pursuit of power; to pull in a really good quote, "I have seen what power does.  And I have seen what power costs.  One never equals the other."  

So if someone tries to sidestep that, as in Toturi's example, I, personally, would have a talk with them that, if they are particularly stubborn about it, might end with me announcing to the gaming club that there is now an opening.  

EDIT: Really, this is just common gamer courtesy; you do not, or at least should not, try to break the game.  Just as in D&D you do not insist on playing Pun-Pun, or try to cast the Detect City Bomb, or any of those other fun theoretical concepts.  Same here.  No trying to cast ascension rituals and then try to avoid the costs associated. 
Title: Re: 100 shift potions
Post by: mostlyawake on December 30, 2010, 11:27:41 PM

The original post seemed more concerned with Munchkin-type behavior, player-proposed efforts to bend the rules to gather a lot of power.

Mostly.  It was an observation that, by RAW and discussions here (which have generally stated that potions CAN exceed the lorex2 limit), this is actually plausible.  It's a check to see if I am missing anything, in case one of my players wants to make a more modest 18 strength potion or the like.   

The "lorex2" part seems to be very debate-able, and from all of my scouring here it appears not to apply to potions.
The "max of 13" is in the books, but NOT the RPG rules. Thus, not valid for what is/is not possible within the system.

Taking someone's character is such a D move, that I give the characters an explicit chance to not do something.  Like, if they are casting an attack spell at someone that they don't know ISN'T mortal, I say "Just to be sure, you are telling me that you are using magic to attack with lethal force something that might be mortal, and if you kill it, you could end up taking a Lawbreaker stunt, which would make you an NPC. Are you sure you want to do this?"

Similarly, when presented with the necromicon, and after opening it and reading from it, I say "Your options here are to pass our as your brain suffers a minor hemorrage, thus NOT taking a lawbreaker stunt, or to read the information provided, and gain the lawbreaker stunt for Outsider knowledge."


So, I'm not down with the "AH HAAA I GOT YOUR CHARACTER!" trick.

Really, I mean, it's going to take a hell of a power base (50 cultists) that I can easily tank down with the White Council, making everyone afraid to ally with you.  So, munchkin-wise, I trust myself as a GM that I can legitimately, "realistically" counter the threat. 

The question is, what; rules-wise, prevents this behavior?   Even a 30-shift potion means instant death to someone...
Title: Re: 100 shift potions
Post by: devonapple on December 31, 2010, 12:06:38 AM
The "lorex2" part seems to be very debate-able, and from all of my scouring here it appears not to apply to potions.

It all depends on whether you consider a potion to be subset of "enchanted item" or a similar but differentiable item.

YS 278:
"There are two basic kinds of magical items: focus items and enchanted items... enchanted items store energy and release it again in some predetermined manner, sort of like a “spell in a box.”...

Potions and their ilk are a kind of fire-and-forget enchanted item. They store energy, but once consumed, the energy is used up and the item is effectively destroyed."

If we then factor in YS 280 (as has been quoted earlier but is requoted here for convenience):
"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."

And also YS 280:
"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."

The bit in bold seems more clearly to express *when* that boost can come into play (giving you the narrative freedom to increase its effectiveness in response to the plot, rather than having to bean-count and plan ahead). I feel it to be a stretch to use it to justify the unlimited addition of Aspects, and so "good rationale and a ton of baggage" would still apply.

Edit: And as a bonus, "You may choose to take a compel in order to get this bonus for free, but that means the GM can introduce that compel at any time later without giving you the opportunity to refuse—you’ve already agreed to it by taking the additional strength for the potion. In general, only one such “pay-it-forward” compel should be allowed at a time."

The game offers explicit permission to go into Fate Point Debt to boost a potion, but advocates limiting it to once per potion. Although one could potentially argue that the rules are allowing multiple "pay-it-forward" but limiting GM compels, it is a weak argument: if this was the intent, then the rules would have been phrased more clearly to reflect the GM/player relationship - as it stands, I contend that the "pay-it-forward" limit applies to the potion-making/modifying.
Title: Re: 100 shift potions
Post by: luminos on December 31, 2010, 03:31:42 AM
For NPCs, just use "plot device" excuses for potions that powerful, and make them an important part of whats going on.  For PC's, its a lot easier to stop things from getting out of hand.  They only have a finite amount of points to spend, you can easily rule they can only spend their own, or use free tags from declarations, and you can bump each declaration difficulty up as they repeat the same reason for making different declaractions as a 'boring' tax.  And of course, you can do other normal stuff to mess with them if they want to use it.
Title: Re: 100 shift potions
Post by: toturi on December 31, 2010, 06:16:28 AM
So if someone tries to sidestep that, as in Toturi's example, I, personally, would have a talk with them that, if they are particularly stubborn about it, might end with me announcing to the gaming club that there is now an opening.  

EDIT: Really, this is just common gamer courtesy; you do not, or at least should not, try to break the game.  Just as in D&D you do not insist on playing Pun-Pun, or try to cast the Detect City Bomb, or any of those other fun theoretical concepts.  Same here.  No trying to cast ascension rituals and then try to avoid the costs associated. 
It seems that there is a difference on how we are seeing this. While you see this as one gamer out of a group that wants a different game from the rest, I am seeing this as the entire group or a large majority of the players as wanting a different game from what the GM wants, in my example, the GM is the minority. So is he going to do his railroad and make it my-way-or-the-highway or is he going to accomodate his group? I do not think that it is common gamer courtesy to not break the game, I think it is common gamer courtesy to not make the game more difficult for your fellow gamers.

I think it is common GM courtesy to run the game his players want, even if it may not be something he wants. Thus if the group wants Pun-pun, he should run such a game. If the group wants to make the Lady of Pain their bitch, then that's what he should give them. Not play the passive aggressive "I'd give it to you but I am going to make such that you might as well not have it" ploy. If he cannot handle such a game, then he should leave and let someone who can GM.
Title: Re: 100 shift potions
Post by: devonapple on December 31, 2010, 06:51:14 AM
If he cannot handle such a game, then he should leave and let someone who can GM.

Sure. but do you feel the rules support 100-shift potions or not?
Title: Re: 100 shift potions
Post by: Sanctaphrax on December 31, 2010, 06:59:59 AM
There's a point where the rules simply stop working. Beyond that point, it's not really possible for a GM to run a proper game.

Now, I don't want to give the impression that I have a problem with groups that go past that point, because I don't. But those groups aren't playing the same game as the rest of us, which means that they simply aren't relevant to our discussions of rules.

I mean, you can pretty much throw out the Monster Manual once someone's built Pun-Pun (all-powerful D&D character that exploits poorly-written rules, for those who don't know) because the rules don't matter anymore. A good storyteller might be able to make curbstomping the universe fun, but the rules won't enter into it. The game ends and becomes a story, so to speak.

So please don't say "some groups like this sort of thing" when people are trying to deal with a rules loophole. It's true, but it isn't helpful.

PS: Sorry if that sounded harsh.
Title: Re: 100 shift potions
Post by: toturi on December 31, 2010, 07:34:31 AM
So please don't say "some groups like this sort of thing" when people are trying to deal with a rules loophole. 
It is only a loophole if you choose to see it as such. To me it is an artifact of the rules, nothing more.

Sure. but do you feel the rules support 100-shift potions or not?
My personal feeling is that the rules do support such potions, while there is a case to be made either way, but I would allow it. The invocation of Aspects difference for potions are more than sufficient to satisfy the "very good rationale and a ton of baggage" clause.
Title: Re: 100 shift potions
Post by: sjksprocket on December 31, 2010, 03:56:42 PM
I think it is common GM courtesy to run the game his players want, even if it may not be something he wants.

No it's not. Everyone should have fun and want to play the game. GM included. You talk about the GM not railroading players. how about the players not railroading a GM? But I guess the argument could be made that why is the gm even running a game if the players and him have such differing gaming paradigms. And vice versa. m2c.

Back on topic:
By my best guess you can make an uber potion with enough run around (But it would take A LOT). I would say a whole adventure for the potion, if not each ingredient. You could potentially make a whole campaign out of it. You have to do mission G for person H to get Item I to give to complete mission J for person K to get information L for mission M Etc..... Just to get the first of the 5(?) items.
Title: Re: 100 shift potions
Post by: Kaldra on December 31, 2010, 05:54:58 PM
situations like this are why i GM/DM/Storytell by the seat of my pants, i try and stay knowledgeable on the rules but at the end of the day your the one running the game for the people playing it; if it works for the story and if it works for the group, then go for it. make them work for it but let them try at least. as people have reminded me in this world its more about the rule of cool than the rule of law and at the end of the day its YOUR STORY so go with what works for it.

one last thing to think on if your players want to do it, try but for some reason they dont succeed; there are multiple levels of failure and as some one once said either some guy in Asia or some foot ball player "In great endeavors it is glorious even to fail" or some such thing, so maybe they didnt get the uber potion but they did get a McGuffin... just not the one they were looking for.
Title: Re: 100 shift potions
Post by: toturi on January 01, 2011, 02:11:57 AM
No it's not. Everyone should have fun and want to play the game. GM included. You talk about the GM not railroading players. how about the players not railroading a GM?
Then the GM should learn to have fun, instead of asking his players to learn to enjoy his game. The good of the many outweigh the good of the few. 1 GM. Many players. The players cannot railroad their GM, only the GM can railroad and that is why it is common GM courtesy to run the game his players want.
Title: Re: 100 shift potions
Post by: bibliophile20 on January 01, 2011, 03:26:12 AM
Then the GM should learn to have fun, instead of asking his players to learn to enjoy his game. The good of the many outweigh the good of the few. 1 GM. Many players. The players cannot railroad their GM, only the GM can railroad and that is why it is common GM courtesy to run the game his players want.

How very absolutely democratic of you.  However, the GM is volunteering his time and effort for the others' enjoyment; if the GM is not enjoying the game that they are running, they should walk away.  A GM is, after all, a volunteer, and is he is putting in the lion's share of the work and effort into the game, he should have the lion's share of input. 

And if the players don't like what he's offering to run and willing to run (because of personal taste or preference), then they should find a different GM that is willing to run what is being requested, from their own number if necessary.  And if they are unwilling or unable (not everyone is cut out for GMing, after all) to find a different GM, then the ancient, under-practiced and semi-heretical art of *gasp* compromise should be practiced. 
Title: Re: 100 shift potions
Post by: toturi on January 01, 2011, 03:42:08 AM
However, the GM is volunteering his time and effort for the others' enjoyment; if the GM is not enjoying the game that they are running, they should walk away.  A GM is, after all, a volunteer, and is he is putting in the lion's share of the work and effort into the game, he should have the lion's share of input. 
Indeed, and that is precisely what he should be doing. Therefore since he is a volunteer, then he should walk away instead of demanding the lion's share of the enjoyment as if it is his due.

In most other games, you'd be right: the GM is often the one putting in the lion's share of the work and effort, and because of this, he gets the lion's share of input. But not so much as in DFRPG. Indeed, compromised should be practiced, instead of the GM "announcing to the gaming club that there is now an opening". One should practice what one preaches, afterall.
Title: Re: 100 shift potions
Post by: bibliophile20 on January 01, 2011, 03:47:42 AM
In most other games, you'd be right: the GM is often the one putting in the lion's share of the work and effort, and because of this, he gets the lion's share of input. But not so much as in DFRPG. Indeed, compromised should be practiced, instead of the GM "announcing to the gaming club that there is now an opening". One should practice what one preaches, afterall.

You're taking my line out of context.  That type of announcement would be if the player is being particularly stubborn and completely unwilling to compromise or listen, and is trying to break the game for his own benefit--by, for the example given in that post, trying to perform an ascension ritual and then claim that a newborn god is still a viable player character at just about any power level. 
Title: Re: 100 shift potions
Post by: toturi on January 01, 2011, 03:54:10 AM
You're taking my line out of context.  That type of announcement would be if the player is being particularly stubborn and completely unwilling to compromise or listen, and is trying to break the game for his own benefit--by, for the example given in that post, trying to perform an ascension ritual and then claim that a newborn god is still a viable player character at just about any power level.  
Yes, but if that is what the players want, that they want to perform such an ascension ritual and accept that one of their number is a viable player character despite his new power level, should you not compromise and allow it?

Therefore in the context of that being what the players' (or a majority of them) want, what would you do? Remember in my example which you referenced in the quote that you claimed I took out of context, it has always been the players that want such a thing (as opposed to a single player wanting something that the other players do not).
Title: Re: 100 shift potions
Post by: bibliophile20 on January 01, 2011, 04:05:12 AM
Then if that is what they want, then that is when I walk away.  Simple as that. 
Title: Re: 100 shift potions
Post by: CGregory on January 02, 2011, 06:45:25 AM
If 100 shift potions are possible then why aren't all the NPC wizards running around with them?  I'd certainly expect something that powerful to be mentioned in the White Council's stats. If an ascension was as easy as making any old potion then Kelmer's apprentices would never needed to bother with creating a Darkhallow.

Seems more reasonable that the Lore x2 limit is in effect for potions as well as items.  (BTW page 400 defines a potion as an Enchanted item, so it is not unreasonable to rule potions have the same limitations as enchanted items unless specifically stated otherwise.)

Yes, but if that is what the players want, that they want to perform such an ascension ritual and accept that one of their number is a viable player character despite his new power level, should you not compromise and allow it?
No, that's not compromising.  Compromising is about give and take, you are asking the GM to do all the giving.  A compromise would be allowing the player to perform the ascension ritual as part of a campaign arc.  Something that would required one or more major milestones to complete. 

Title: Re: 100 shift potions
Post by: toturi on January 02, 2011, 11:56:52 PM
No, that's not compromising.  Compromising is about give and take, you are asking the GM to do all the giving.  A compromise would be allowing the player to perform the ascension ritual as part of a campaign arc.  Something that would required one or more major milestones to complete. 
I agree that allowing the player to perform the ascension ritual as part of a campaign arc would be a compromise. The 100 shift potion could be a part of that ritual. What is important is that the players are allowed to do so in the first place.
Title: Re: 100 shift potions
Post by: CGregory on January 03, 2011, 04:21:26 PM
What is important is that the players are allowed to do so in the first place.
Not really, what's important is that everyone enjoys themselves. 

Remember however, that the basic premises of the game is all power comes with a cost. That cost being refresh/free will.  That being said, all powers of equal refresh cost should be roughly equal in strength.  With that in mind it suggests that your interpretation of the rules for potions are off and that they are limited to lore x2 like other enchanted items.
Title: Re: 100 shift potions
Post by: tymire on January 03, 2011, 09:41:14 PM
This entire argument goes away when the GM runs the game with a couple basic principles:

1.  If the players can do it, everyone else can also.
2.  Actions have effects beyond the obvious, and those effects can come back at any time. 

As a player would I want 100 shift potions in the game?  Not a chance in hell.   ;D

Say I decide to summon a pixie for and for some reason it becomes seriously insulted because of what type of shoes I am wearing (it's a flip flop day, not a boxer day) it decides to take revenge by spiking my drink (ofcourse having a completely strange sense of what is equal).  What would you prefer?  having a minor upset stomach and only seeing the color orange or spending the next year and a day as a fresh water trout?
Title: Re: 100 shift potions
Post by: sjksprocket on January 03, 2011, 10:05:25 PM
For me the only way I would be in favor of something like a 100 shift potion be if it was the campaign to make it. Once it was made though it would probably be new campaign time. If My players wanted to play such a high power level, and I wanted to run it, I would suggest starting out at a higher power level. My reasoning would be that such a huge jump of power, if gained with a single ritual, is such a quick jump of power that the players would probably have HUGE problems after wards. Such power usually isn't ignored. especially for other people who have such power. They would be afraid that you would tread on there territory. especially if poof there you are all of a sudden. "where did it come from, and why sudden;y in this area? this can't be good all for me. squash it before it can get me." This could be potential for another story arc, sure. But the problem is that it is such a big power jump so fast that the players wouldn't know how to control it, at least not well. If then they went against something that has earned such power over time, legitimately, the players wouldn't stand a chance IMO. Not to mention all of the little guys banding together to take down such a big power due to the potential of the big power smooshing the little guys under foot with it's new found power.
Title: Re: 100 shift potions
Post by: Drachasor on February 16, 2011, 01:46:37 AM
I know I kinda rezzed a somewhat dead thread...maybe I should have started a new discussion.

It all depends on whether you consider a potion to be subset of "enchanted item" or a similar but differentiable item.

Given that Potions have its own section that's on equal footing to enchanted items, it seems like they follow different rules.  That's why they in fact repeat a lot of the enchanted item rules for potions, because they need to be repeated.

YS 278:
"There are two basic kinds of magical items: focus items and enchanted items... enchanted items store energy and release it again in some predetermined manner, sort of like a “spell in a box.”...

Potions and their ilk are a kind of fire-and-forget enchanted item. They store energy, but once consumed, the energy is used up and the item is effectively destroyed."

If we then factor in YS 280 (as has been quoted earlier but is requoted here for convenience):
"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."

I don't find this completely convincing regarding potions, since they have their own list of rules on how they work, repeating much of the rules for enchanted items.  It just doesn't seem like they have the same limit as an enchanted item regarding power.

And also YS 280:
"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."

The bit in bold seems more clearly to express *when* that boost can come into play (giving you the narrative freedom to increase its effectiveness in response to the plot, rather than having to bean-count and plan ahead). I feel it to be a stretch to use it to justify the unlimited addition of Aspects, and so "good rationale and a ton of baggage" would still apply.

Edit: And as a bonus, "You may choose to take a compel in order to get this bonus for free, but that means the GM can introduce that compel at any time later without giving you the opportunity to refuse—you’ve already agreed to it by taking the additional strength for the potion. In general, only one such “pay-it-forward” compel should be allowed at a time."

The game offers explicit permission to go into Fate Point Debt to boost a potion, but advocates limiting it to once per potion. Although one could potentially argue that the rules are allowing multiple "pay-it-forward" but limiting GM compels, it is a weak argument: if this was the intent, then the rules would have been phrased more clearly to reflect the GM/player relationship - as it stands, I contend that the "pay-it-forward" limit applies to the potion-making/modifying.

While I agree arbitrarily powerful effects need careful watch, I think that's true of any thaumaturgy, not just potions.  It does seem like you can invoke as many aspects as you wish with potions.  I mean heck, you don't even need a fate point if you do a maneuver with a potion.  Having a 50 or 100 shift effect in general is a bad idea without a really good justification.  That said, if someone is making a 12 shift or something potion for a special purpose (and it would have to be special if they are tossing that many fate points or story-based maneuvers at it), then that doesn't seem like a broken thing.
Title: Re: 100 shift potions
Post by: devonapple on February 16, 2011, 04:38:39 AM
Given that Potions have its own section that's on equal footing to enchanted items, it seems like they follow different rules.  That's why they in fact repeat a lot of the enchanted item rules for potions, because they need to be repeated.

As uncovered in the debate about whether you can Invoke for Effect as a free tag, one cannot assume that.

What we found out was that when there are broad rules about something, but they aren't all repeated in a subsection of the rules, it is not an indicator that the broader rules did not apply.
Title: Re: 100 shift potions
Post by: Drachasor on February 16, 2011, 06:49:48 AM
As uncovered in the debate about whether you can Invoke for Effect as a free tag, one cannot assume that.

What we found out was that when there are broad rules about something, but they aren't all repeated in a subsection of the rules, it is not an indicator that the broader rules did not apply.

Hmm, I thought the lesson we learned there is that the rules sometimes aren't exactly what is in the book.

Is it your position then that you can reduce the power of a potion by 1 and have two uses of it?  It seems like one must pick parts of the Enchanted Item rules one likes to apply to potions in a rather arbitrary way here.
Title: Re: 100 shift potions
Post by: devonapple on February 16, 2011, 07:51:59 AM
That wasn't really my point. I was arguing that Potions were generally governed by the same Lore limits as other enchanted items.
Title: Re: 100 shift potions
Post by: Drachasor on February 16, 2011, 09:13:00 AM
That wasn't really my point. I was arguing that Potions were generally governed by the same Lore limits as other enchanted items.

And my point is that limit appears in the "Enchanted Item" subsection (a section on the same weight as potions, for what it is worth).  That section says you can reduce the power of an enchanted item by 1 to increase the number of uses by 1.  Seems if you are going to say the one applies to potions then you have to say the other does as well.
Title: Re: 100 shift potions
Post by: devonapple on February 16, 2011, 09:20:51 AM
And my point is that limit appears in the "Enchanted Item" subsection (a section on the same weight as potions, for what it is worth).  That section says you can reduce the power of an enchanted item by 1 to increase the number of uses by 1.  Seems if you are going to say the one applies to potions then you have to say the other does as well.

This is the risk when resurrecting old threads - I'm not exactly sure that we are actually in conflict about anything in particular.
Title: Re: 100 shift potions
Post by: Drachasor on February 16, 2011, 09:23:17 AM
This is the risk when resurrecting old threads - I'm not exactly sure that we are actually in conflict about anything in particular.

Just seems like mixing and matching rules a bit to me.  Maybe the lore limit was intended to apply to potions, but I don't think that's particular clear.  Nor do I think it is particularly problematic to not go with that rule (no more problematic than thaumaturgy is in general, anyhow).

Edit:  hmm, perhaps I should just make a new thread discussing potions or the like.
Title: Re: 100 shift potions
Post by: Warpmind on February 16, 2011, 02:17:57 PM
And my point is that limit appears in the "Enchanted Item" subsection (a section on the same weight as potions, for what it is worth).  That section says you can reduce the power of an enchanted item by 1 to increase the number of uses by 1.  Seems if you are going to say the one applies to potions then you have to say the other does as well.

Didn't Harry do exactly that with the teleportation brew in the, um, love potion incident?
Title: Re: 100 shift potions
Post by: Drachasor on February 16, 2011, 02:29:42 PM
Didn't Harry do exactly that with the teleportation brew in the, um, love potion incident?

That was closer to an spray attack via drinking (e.g. shifts split between both drinkers).
Title: Re: 100 shift potions
Post by: zenten on February 16, 2011, 02:35:46 PM
Where are you getting 100 NPCs that all have the Fate to spend on invoking relevant aspects for your ritual?
Title: Re: 100 shift potions
Post by: Kommisar on February 16, 2011, 05:34:39 PM
Literal and legal hashing of the rules aside (I get enough of that at work writing special notes and provisions in construction contracts and plans) I think one can easily choose to go the route of common sense here and make two observations that work well:

1)  The x2 Lore restriction just makes sense for potions AND enchanted items.  At least to me.  If it does for any of your reading this as well: USE IT.  Problem solved, game works well with it (I use it in my game) and it makes good sense.

2)  The alternative is to use my ever useful rule-of-consequences for dealing with players creating massively powerful things.  Be it rituals, potions, or magic decoder rings of DOOM, when one pumps a lot of magical-mojo-go-juice into anything they are quickly raising their own profile on the cosmic mystical radar screen.  The bigger that profile becomes, the bigger and nastier are the things that will sit up and take notice.  This is true and constant throughout the Dresden novels even.  Any time someone starts working up a large, nasty, powerful ritual of some sort (Nicodemus and his Shroud of Turin Ritual of the Apocalypse, the Exploding Heart Kung-Fu Ritual, Kemmler's Deathly Hallow Rule the World as a Necro-God Ritual, ect... ) things quickly get complicated for them as more and more power players take notice and become involved.  Fae stick their fingers into it.  Swords of the Cross stumble into it.  Wardens start poking around.  Harry and crew get drawn in.  Denerians start running around.  The Archive knows what you are doing since you have probably written something down.  Oh, and do you think Odin gave up that eye just to completely miss some mortal wizard casually throwing around 100 plus shifts of magic in his mom's basement?  Or that the Gatekeeper isn't going to get all curious; especially as, I am sure, no end of Outsider related nasty is going to notice at some point and try to take advantage.

If it was easy and simple to just sit back in quite, pump up something HUGE like a ritual or magical item with 100 plus shifts and then keep it handy "Just in Case"; you would imagine that everyone and their mothers in the supernatural world would be packing around these massive, military-grade magical bombs.  But, they're not.  OH, they may have something tucked away in their home turf.  Hidden behind some magical wards and such.  All hush-hush.  Which is why in the supernatural big-league (MLSN?) home turf is so valuable.  But, even the Merlin is not walking around with a belt full of 100-shift potions; and if anyone could, it would be someone like him.

And the reason is that the complications created by lugging around a giant beacon of magical power and the resulting effort needed to defend said beacon of interest is just not worth it.

So, if alternatively, if you don't like the x2 Lore ruling on potions (or have players that really want to go to town as a crafter or ritualist as well), then let them have their way.  Then, hit them with the consequences of having it and eventually they will understand that having said massively powerful thing quickly consumes their whole characters life.


I know, not a logical win using literal interpretations from the rules; but it works.