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The Dresden Files => DFRPG => Topic started by: arete on January 28, 2011, 08:46:00 PM

Title: example of buffs and potions from your games.
Post by: arete on January 28, 2011, 08:46:00 PM
After my resent thread on buffing via summer magic I was hoping people could help me by posting buffs they have used/seen in play. My players want more examples. I am preping other things for my game tomorrow and could use the help.
Title: Re: example of buffs and potions from your games.
Post by: Kommisar on January 29, 2011, 12:31:00 AM
The players of my game are just now getting their heads wrapped around this sort of stuff; so not a lot of examples yet.  But, two I can think of are rotes two of the wizards have.  One is an air evocation rote as a maneuver that gives her the aspect "Unexpectedly Quick" for either 2 or 3 exchanges.  The other is an earth rote that gives him the aspect "Strong as a Bear" for 3 exchanges.
Title: Re: example of buffs and potions from your games.
Post by: arete on January 29, 2011, 12:48:59 AM
What I would like is the crunch part of those buffs.  Like the number of shifts used to create the spell.
Title: Re: example of buffs and potions from your games.
Post by: Drachasor on January 29, 2011, 01:16:30 AM
What I would like is the crunch part of those buffs.  Like the number of shifts used to create the spell.

3 Shifts to place an aspect that lasts one exchange.  1 shift more for each exchange it lasts.  My interpretation is that you can also spend 1 extra shift per time the aspect may be tagged for free during this period.

I was thinking of having my Son of Thor character (who uses magic unlike good ol' dad), to have a Lightning Form spell (at first from a magic item, since I can only afford Thaumaturgy to start with).  It would place the "Lightning Form" aspect on him, which means he's faster and has electrical aspects (good and bad there).  Could potentially be used to dodge, hit, give people a jolt of static electricity when shaking hands, and other things.  He is starting with Lore 5, so I have two ways to work it.  First is letting it last for 2 extra exchanges (3 to initiate, 2 for extra duration), or it lasts 1 extra exchange and has 1 extra free tag (3 to initiate, 1 for duration, 1 for the extra tag).
Title: Re: example of buffs and potions from your games.
Post by: devonapple on January 29, 2011, 01:22:25 AM
You may find some good buffs here at this thread:
http://www.jimbutcheronline.com/bb/index.php/topic,22421.0.html
Title: Re: example of buffs and potions from your games.
Post by: arete on January 29, 2011, 01:51:19 AM
I read though there before creating this thread, but thanks a ton for responding.


One thing I am going to end up answering is how can a buff/pot effect say melee as a skill.  Say with lore 4 and a fate point can I create a pot that gives +4 melee for 2 exchanges or is it only aspects.
Title: Re: example of buffs and potions from your games.
Post by: devonapple on January 29, 2011, 01:55:41 AM
I read though there before creating this thread, but thanks a ton for responding.


One thing I am going to end up answering is how can a buff/pot effect say melee as a skill.  Say with lore 4 and a fate point can I create a pot that gives +4 melee for 2 exchanges or is it only aspects.

Spells can only replace Skill rolls, not add to them.
Spells can create Maneuvers to place Aspects which can be tagged for +2 to add to a Skill roll.
Spells can theoretically create multiple Maneuvers to place multiple Aspects, each of which can be tagged for +2 to add to one or more Skill rolls.

If you want multiple free +2 bonuses, you'll want 4 shifts each (for a Sticky Aspect that can be used once any time that Scene) or 3 shifts if you will free-tag that Aspect the next exchange before it expires.
Title: Re: example of buffs and potions from your games.
Post by: bitterpill on January 29, 2011, 01:56:54 AM
All of the examples were more specific than just a plus 4 to a skill, the awarness potion gave a plus +6 to alertness but only versus fae glamors with a lore of Fantastic, You could probably get a plus 4 to melle defense or melle attack but not both or only get a bonus against a specific enemy.
Title: Re: example of buffs and potions from your games.
Post by: BumblingBear on January 29, 2011, 02:16:03 AM
3 Shifts to place an aspect that lasts one exchange.  1 shift more for each exchange it lasts.  My interpretation is that you can also spend 1 extra shift per time the aspect may be tagged for free during this period.

I was thinking of having my Son of Thor character (who uses magic unlike good ol' dad), to have a Lightning Form spell (at first from a magic item, since I can only afford Thaumaturgy to start with).  It would place the "Lightning Form" aspect on him, which means he's faster and has electrical aspects (good and bad there).  Could potentially be used to dodge, hit, give people a jolt of static electricity when shaking hands, and other things.  He is starting with Lore 5, so I have two ways to work it.  First is letting it last for 2 extra exchanges (3 to initiate, 2 for extra duration), or it lasts 1 extra exchange and has 1 extra free tag (3 to initiate, 1 for duration, 1 for the extra tag).

Are you saying that your interpretation is to do a maneuver that places an aspect for 3 shifts, then add 2 shifts for each added duration and free tag?

So... a 5 shift maneuver would give you 2 free tags for 2 rounds?
Title: Re: example of buffs and potions from your games.
Post by: devonapple on January 29, 2011, 02:21:07 AM
3 Shifts to place an aspect that lasts one exchange.  1 shift more for each exchange it lasts.  My interpretation is that you can also spend 1 extra shift per time the aspect may be tagged for free during this period.

You can't spend 1 extra shift per time the aspect may be tagged for free. Each time you want a freely-taggable Aspect, it is a separate Maneuver.

You can  make it a Sticky Aspect for +1 shift, but after that first tag, it costs a Fate Point per tag.

You can also extend the duration an Aspect will "stick" to a target, but it is till only tagged once for free.

So, let's say you tagged someone with the Aspect "Marked by my Tracking Spell" - you would have to spend 3 shifts for the Aspect, 1 shift for Sticky, then +x shifts to extend the duration past One Scene. And even then, you would only get that free +2 tag once - but you could tag it once again for a Fate Point.
Title: Re: example of buffs and potions from your games.
Post by: sinker on January 29, 2011, 02:26:48 AM
All of the examples were more specific than just a plus 4 to a skill, the awarness potion gave a plus +6 to alertness but only versus fae glamors with a lore of Fantastic, You could probably get a plus 4 to melle defense or melle attack but not both or only get a bonus against a specific enemy.

That's one of those weird examples where there are no rules for that. The potion says it's "a thaumaturgical effect granting +6 to alertness rolls" however there is no thaumaturgy that can handle this kind of effect. YS 262 says:

Quote
Thaumaturgy can:
ŠŠ Solve improbable or impossible problems
ŠŠ Create lasting changes in people and
things
ŠŠ Provide inaccessible knowledge
ŠŠ Allow interaction with the supernatural
ŠŠ Shape magical energies into physical
forms

Solving problems is usually completing a simple action by replacing a skill roll. Creating changes is transformative (I.E. a conflict to take the other out) or through maneuvers. Providing knowledge is an assessment. Interaction with the supernatural is usually handled with summoning and binding. And finally shaping energies into physical forms is evocation on a larger and longer lasting scale.
Title: Re: example of buffs and potions from your games.
Post by: Drachasor on January 29, 2011, 02:37:28 AM
Are you saying that your interpretation is to do a maneuver that places an aspect for 3 shifts, then add 2 shifts for each added duration and free tag?

So... a 5 shift maneuver would give you 2 free tags for 2 rounds?

I just reread the rules and I had misunderstood stickiness as granting extra tags for each shift, which it doesn't do.  So...oops.

So the only real thing you can do with Buffs from evocations or potions, is replacing a skill use with the effect OR granting aspects to yourself.  Each aspect costs 3 + Exchange Duration in complexity.  So with 6 Lore you could get two aspects you can tag for free and last 1 exchange or one aspect you can tag once for free and lasts 4 exchanges -- it's a bit unclear how to regard duration in a potion actually, as you could have it produce an effect that lasts a long time via thaumaturgy one would think, I was using the evocation rules.  Seems like with items you can do better than that, so you can go with Thaumaturgy rules.

Hmm, it is actually unclear how this exactly works with Thaumaturgy.  A navel-gazing maneuver is unresisted.  Theoretically you could place a ton of "Deep Concentration" aspects on yourself with a potion (at least 1 per complexity) that can each be tagged once.  The thaumaturgy section explicitly says you can put the same or similar aspects on a target and each can be tagged 1 for free -- it even suggests doing so.  Thaumaturgy doesn't going over this sort of thing at all and the initial implications are that it offers something ridiculously OP.  I'd suggest a navelgazing thaumaturgy maneuver needs 3 shifts (like an evocation) and lasts for the scene, until canceled our by another manuever, or until used.  An additional shift can make it sticky (requiring a fate point to use after it is tagged and remaining for the whole scene).  That, I think, prevents it from being horribly broken for items and potions.

I think the thaumaturgy section is what got things confused in my mind.

I think a Complexity 6 item or potion that gives you an aspect you can tag twice in a scene (technically it gives you the aspect twice) and then goes away feels right.  I'm not 100% sure how balanced it is, but in normal games I don't think it is significantly unbalanced.
Title: Re: example of buffs and potions from your games.
Post by: arete on January 29, 2011, 02:58:37 AM
True seeing ointment ys304 says: a tham effect granting +6 to alterness rolls to seerough faerie glamours,veils, and other illusions.

I assume given how it worked in the fiction an the raw that this pot adds to your skill not substituting in for it
Title: Re: example of buffs and potions from your games.
Post by: Drachasor on January 29, 2011, 03:10:45 AM
True seeing ointment ys304 says: a tham effect granting +6 to alterness rolls to seerough faerie glamours,veils, and other illusions.

I assume given how it worked in the fiction an the raw that this pot adds to your skill not substituting in for it

I read that as meaning you treat your Alterness as a 6 (hence a +6 on your roll).  Still messed up given how it applies to multiple rolls....thaumaturgy doesn't seem to normally allow that, unless you read the part of simple actions as letting you make that roll repeatedly for the same purpose for the duration.
Title: Re: example of buffs and potions from your games.
Post by: sinker on January 29, 2011, 03:11:39 AM
Yeah, the True seeing ointment is also a 6 complexity potion so the example gives you a +6 to alertness checks for only six shifts (although I could see adding shifts because it's limited to only fey glamors). But like I said it's one of those weird examples of rules that aren't there. You can't make that potion by RAW. I wounder if it was left from a previous revision.

Without that example I would probably handle that effect as a creatively applied block (like one of the variations of the hyperawareness example), however that would replace the skill roll, not add to it.
Title: Re: example of buffs and potions from your games.
Post by: arete on January 29, 2011, 03:51:57 AM
Interesting feedback.  Thanks again for the responces.
Title: Re: example of buffs and potions from your games.
Post by: Moriden on January 31, 2011, 01:45:33 PM
Their are two examples for you, though i would point out there is a non inconsequential chance of dieing each time either is used. When a "negative compel" is mentioned thats just my phrasing for taking a point of sponsor debt and suggesting to the st how it should be used. As some others have said there is in fact evidence in the book for adding to a skill instead of replacing it, their are no rules for how exactly you'd do that, Many moons ago however one of the moderators suggested that it was one shift per bonus, however iago then went on record to say that he didn't like that method and suggested that if your going to be temporarily buffing people you should probably just do a ritual to set up taggable aspects in lieu of fate point [or just use fate points] and use the temporary access rules. [yes i am paraphrasing i can find the relevant threads if you'd like.]

Strength of the Deep Earth
Type: Thaumaturgy, Biomancy/Summer Magic  
Complexity: [15]   Strength 12 Block or 6 armor against any harm that would not be sufficient to shatter a mountain or otherwise destroy a equally large concentration of stone.  
Duration: until the next sunrise [base duration is day. I am using the two extra shifts available to this version to push the duration to a few days.]
Effect: Block or Armor 12/6, Duration [0.], Persistence [3],  
Variations:  A slightly more martial variation works, wherein you focus more upon the parts of your body that are designed to inflict damage upon another, casting that version may be a violation of the first law, as it requires a clear intent to use magic in the process of murder. [this version is the same except that when fighting the object of your intent you substitute the strength of the ritual for your first 4 against that person.  ]

Accomplished via: base lore of 5. Hour spent in ritual meditation/purification [Discipline]+2,  Ritual bloodletting to consecrate the area to my purposes [restriction] +2, Circle carved into the ground by magic. [Lore assessment, as separate complexity 5 ritual] +2, Draw power from the deep earth [Lore assessment] +2, Only works if some part of you is touching the ground +2. [restriction], minor consequence taken [patterns carved into skin +2]



Dawnrunning - Invocation of the horned god.
In the twilight hour between night and day the ritualist must hunt, and kill a prey animal [usually a dear] using nothing more technologically advanced then a spear. The ritualist must cleanse themselves of the taint of the modern world before the ritual begins.
Type: Thaumaturgy, Biomancy
Complexity:  Duration [0 base for thaumaturgy is a day [2 shifts being used to extend the ritual to a few days in this case. Resulting in the negative aspect Noticed by the Fae], and strength [21].  complexity ritual
Duration: until the next sunrise, effectively 23 hours. Accepting a negative aspect would push the duration to a few days, but likely mess with your mind [via said aspect].
Effect: Enhance senses, instinctual response's, and physical acuity granting the ability to Tag any combination of three aspects Strength of the Earth, Speed of the Deer, Enhanced Senses, and Feline reflexes up to 7 times. Or with Story teller permission you can use these aspects in the place of fate points to pay the cost for temporary power-boosts following all applicable rules as outlined in “your world”.
Variations: A summer magic, and wyld court sponsored magic version of this ritual very likely exist. Most versions of this ritual very likely inflict consequences upon the caster along the lines of Feral Urges, and Noticed by the Fae.
Notes: This spell will very likely attracts the attention of the Erlkenieg, and possibly the summer queens as well.

Accomplished via: base lore of 5. Ritual cleansing of self to remove the taint of the modern world [conviction assessment +2], Going into the night, [seclusion for a night in the “wilderness” [Survival assessment] +2, Don't sleep [endurance]], +2, Take nothing with you beyond...[+2 restriction], Ritual dear hunt to invoke aspect of the horned god [Survival assessment +2],  Prayer for the dears soul, thanking it for its sacrifice [lore assessment +2], 1 minor physical consequences taken Exhausted [+2], Accept the negative aspects Feral Urges, and Noticed by the Fae. [+4] [23 total]


In my games if a player wants a bonus to a skill instead of a "block", i allow them to do so at the cost of three shifts per bonus and the bonus must be to a narrowly defined roll such as verse mind control as compared to a block verse all mental attacks. It hasn't been play-tested much so i don't know if ill eventually bring that number up or down. Just thought you might like some input from the other side of the arena.

[Edited slightly for spelling and grammar, i have a condition that causes my hands to hurt a great deal so you'll just have to muddle through with the best i could do.]
Title: Re: example of buffs and potions from your games.
Post by: arete on February 01, 2011, 12:49:01 AM
Thanks a ton.  :-). 
Title: Re: example of buffs and potions from your games.
Post by: Sanctaphrax on February 01, 2011, 12:53:29 AM
Strength of the Deep Earth seems a bit unfair. There was a discussion about such spells on this forum a while ago, and the consensus was that they should either be disallowed or heavily restricted.

It's legal by the RAW, as far as I can tell, but that doesn't mean that everyone will (or even should) allow it.
Title: Re: example of buffs and potions from your games.
Post by: arete on February 01, 2011, 01:10:17 AM
It really seems like most buffs are against the spirit of the rules.
Title: Re: example of buffs and potions from your games.
Post by: Sanctaphrax on February 01, 2011, 01:24:42 AM
Yeah, I know. It's nearly as bad as summoning.

But we've worked out a decent system for that, maybe we can do the same for buffs.
Title: Re: example of buffs and potions from your games.
Post by: arete on February 01, 2011, 01:59:04 AM
I hate buffing in general, and this game is no exception.  I can see why getting refresh powers is a bad idea, but otherwise I am not sure where to draw the line.

Is the armor buff above a little powerful?  Sure, but if we are going to allow buffing the spell makes sense.
Title: Re: example of buffs and potions from your games.
Post by: Sanctaphrax on February 01, 2011, 02:37:28 AM
You hate buffing, yet you created this thread. There must be a story behind this.
Title: Re: example of buffs and potions from your games.
Post by: devonapple on February 01, 2011, 02:40:28 AM
You hate buffing, yet you created this thread. There must be a story behind this.

/said in my best Foghorn Leghorn voice/
Well, now, I can see - I say - I can see the value in opening a discussion about rules one may not be comfortable about, in the hopes of getting a community reality check.

That or a player insisted?

How to make Buffs sane...

Perhaps we restrict them to the same limitations as Potions and Enchanted items.

A traditional Thaumaturgic Ward requires a solid Threshold to which it can bond, and a walking, stretching, fighting human is pretty unstable as a magical platform, especially passing over all sorts of other thresholds, passing by any number of mystical resonances which would disrupt an unstable Ward.

So for these buffs, perhaps we rule that a caster can only pack so much magical defense on a moving item, and use their Lore to determine the upper bound of what they can do to their own bodies without seriously having to Transform themselves, like with enchanted items/potions?
Title: Re: example of buffs and potions from your games.
Post by: UmbraLux on February 01, 2011, 02:57:21 AM
It really seems like most buffs are against the spirit of the rules.
I wouldn't say they're against the spirit of the rules.  However, most buffs can (and possibly should) be simulated by maneuver-created aspects.  A "strength potion" (or other buff) might give the drinker Mighty Thews, Explosive Power, and Strength of Ten.  That's anywhere from a +2 to +6 on any strength related activity.  With a few refinements in crafting, your potion crafter will even be able to make it usable more often.  You can do similar things with evocation maneuvers - though they'll cost a stress point.  With appropriate aspects, you can do the same to any roll.
Title: Re: example of buffs and potions from your games.
Post by: Moriden on February 01, 2011, 04:59:43 AM
Quote
Strength of the Deep Earth seems a bit unfair. There was a discussion about such spells on this forum a while ago, and the consensus was that they should either be disallowed or heavily restricted.

It's legal by the RAW, as far as I can tell, but that doesn't mean that everyone will (or even should) allow it.

I'm aware of the consensus, and with the notable exceptions of Biomancy and Summer Magic i probably agree with it. The op asked for examples of how it would work if he where to allow it though so that is what i provided. Personally i allow this kind of thing in my games, i did however design a city with multiple 40 refresh antagonists in it.
Title: Re: example of buffs and potions from your games.
Post by: arete on February 01, 2011, 05:23:51 AM
I wouldn't say they're against the spirit of the rules.  However, most buffs can (and possibly should) be simulated by maneuver-created aspects.  A "strength potion" (or other buff) might give the drinker Mighty Thews, Explosive Power, and Strength of Ten.  That's anywhere from a +2 to +6 on any strength related activity.  With a few refinements in crafting, your potion crafter will even be able to make it usable more often.  You can do similar things with evocation maneuvers - though they'll cost a stress point.  With appropriate aspects, you can do the same to any roll.

It seems odd to handle biomancy with such a limited scope of mechanic.  After all it says you can do other things, and players are going to want to do other things.  I  did not think it was outside of the rules to get refresh based powers, and other options.  After playing with it I understand why refresh based powers are bad, but i think it would be a good idea to have more mechanical options outside of aspects.


A traditional Thaumaturgic Ward requires a solid Threshold to which it can bond, and a walking, stretching, fighting human is pretty unstable as a magical platform, especially passing over all sorts of other thresholds, passing by any number of mystical resonances which would disrupt an unstable Ward.

So for these buffs, perhaps we rule that a caster can only pack so much magical defense on a moving item, and use their Lore to determine the upper bound of what they can do to their own bodies without seriously having to Transform themselves, like with enchanted items/potions?

I think this has potential.


You hate buffing, yet you created this thread. There must be a story behind this.

Well I come from a group of gamers that are very analytical.  After playing a lot of other games, most notably D&D 3-3.XX, and exalted, we have become very use to clearly defined raw.

I went looking for a more open game, bought a bunch of indy games, and dresden has been the most appealing.  We have been having issues, because originally we sat down and just started playing.  Now as I learn more about the system I am finding more RAW.  It is problematic because originally we used summer magic to hand out mythic buffs.
Title: Re: example of buffs and potions from your games.
Post by: Drachasor on February 01, 2011, 06:10:24 AM
Figuring out how to balance buffs well is tricky, I think.

I think the cost on generating aspects is about right for general purposes.  If you are making a magical item that gives you a couple aspects, then 3 shifts per non-sticky aspect you can tag once seems about right to me, give or take.  Of course, that's not explicitly in the rules for thaumaturgy, it's borrowing something from evocation to get a minimum shift-cost for navel-gazing maneuvers for thaumaturgy.

The evocation cost for shields and such looks about right too.

We don't have a good system for things like the item that lets you see through faerie illusions, unless we take the simple action for thaumaturgy actually mean the same, narrowly defined, simple action can be done over and over for the duration of a spell.  Then we have a system for that, and it can potentially work in isolation.

I don't think big rituals that last for a while is a bad thing per se either, certainly that seems like something that should be an option, but difficult.  If we consider a buff to normally last "a minute" or "a few moments" or "a few minutes" (maybe that's a scene), then extending it to last a lot longer wouldn't be easy.  So twiddling around with the base duration can fix a lot of stuff, I think, at least in most games.  (For instance, that makes the Strength of Deep Earth far, far more expensive for the same effect, as it should be, we're talking about well over 20 shifts needed).

Beyond that perhaps what needs to be considered is how magical effects stack and some other stuff.  Perhaps if you put up a big shield on yourself that lasts for days, it interferes with evocation shields as long as it is around (e.g. only one effect/spell of a given type at a time).  Perhaps it should be required for such things to give you a negative aspect that can be assessed and used against you (you are going around with a crazy amount of power on you).  Magical items would be exempt from such limitations, since they are crafted more carefully than any ritual can be.  This makes it so that you won't put low-level armor rituals on yourself, since it would interfere with blocks or the like you might do (except in more or less appropriate circumstances).

Though, seems to me like there needs to be some limit to how much power you can pour into a ritual, potentially.

Or another tactic might be to require fate points to keep some sort of long-term buff powered -- to reference the rules on borrowed abilities that require refresh.  While the starting bits of what I wrote above might seem complicated, I think figuring out some sort of fate point cost would be worse.  This tricky thing in all of this is keeping it as simple as possible.
Title: Re: example of buffs and potions from your games.
Post by: devonapple on February 01, 2011, 06:23:14 AM
I think the cost on generating aspects is about right for general purposes.  If you are making a magical item that gives you a couple aspects, then 3 shifts per non-sticky aspect you can tag once seems about right to me, give or take.  Of course, that's not explicitly in the rules for thaumaturgy, it's borrowing something from evocation to get a minimum shift-cost for navel-gazing maneuvers for thaumaturgy.

Fear not: it already is in the Thaumaturgy rules, so it has RAW support:
YS 265: "If the intent is to create a temporary aspect that can be tagged more than once (remember that normally you’d only get the benefit of the tag once and have to invoke after that), simply chain two or more maneuvers together in the same spell, each inflicting the same aspect or a similar variant. In other words, if you want to take advantage of two tags against a target of Good Conviction, you’ll need to set up two maneuvers, for a minimum complexity of 6 (3 for each, as per above). As wizards are usually low on fate points, this option allows you a little more mileage without having to worry about impacting your fate point budget."
Title: Re: example of buffs and potions from your games.
Post by: Drachasor on February 01, 2011, 06:26:34 AM
Fear not: it already is in the Thaumaturgy rules, so it has RAW support:
YS 265: "If the intent is to create a temporary aspect that can be tagged more than once (remember that normally you’d only get the benefit of the tag once and have to invoke after that), simply chain two or more maneuvers together in the same spell, each inflicting the same aspect or a similar variant. In other words, if you want to take advantage of two tags against a target of Good Conviction, you’ll need to set up two maneuvers, for a minimum complexity of 6 (3 for each, as per above). As wizards are usually low on fate points, this option allows you a little more mileage without having to worry about impacting your fate point budget."

They actually don't talk, in thaumaturgy, about navel-gazing maneuvers.  That section is explicitly talking about putting things on other people.  In general the difficulty of navel-gazing is glossed over; only evocation puts a solid number on it for evocation effects.  The thing is, with that example, someone not resisting the effect doesn't need to have their conviction overcome, they just let themselves get hit, so a 1 shift maneuver would work on them (potentially a 0-shift, but that's super-cheating).  This may seem like a pedantic point to you, but it is the case the rules really don't go over this well...you have to sort of slap different parts of them together (it does fit together well enough).
Title: Re: example of buffs and potions from your games.
Post by: devonapple on February 01, 2011, 06:31:04 AM
They actually don't talk, in thaumaturgy, about navel-gazing maneuvers. That section is explicitly talking about putting things on other people.

Actually, a preceding paragraph in that section does talk about Maneuvers (YS 264) applied to environments, not just unwilling targets:
"...the complexity depends on whether or not it’s affecting an environment or a sentient target. With an environment, it’s much the same as a simple action—the base difficulty equals the complexity. With a target, it varies, because it’s a matter of beating whichever skill the target would use to “defend” against the spell."

So, they don't mention navel-gazing maneuvers by name, but Thaumaturgical Maneuvers can be Simple Actions - they aren't obligated to be resisted by a target, just that they are likely to be by an unwilling target, and so a spellcaster needs to be prepared for it.

The thing is, with that example, someone not resisting the effect doesn't need to have their conviction overcome, they just let themselves get hit, so a 1 shift maneuver would work on them (potentially a 0-shift, but that's super-cheating).  This may seem like a pedantic point to you, but it is the case the rules really don't go over this well...you have to sort of slap different parts of them together (it does fit together well enough).

No need to worry about being pedantic. It's understandable that some amount of debate will be required to test these things in the Crucible of Community Conference!

But I got the impression early on that NGMs needed to at least be 3 shifts to succeed.
Title: Re: example of buffs and potions from your games.
Post by: Drachasor on February 01, 2011, 06:45:59 AM
But I got the impression early on that NGMs needed to at least be 3 shifts to succeed.

That's true for Evocation NGMs (the only place where a particular price is stated).  For any other type nothing at all is stated in the rules.  I agree 3 seems like a good number for magical effects (seems about balanced when you consider enchanted items to me...not too weak, not too strong).  Just saying that there really aren't any rules on it for thaumaturgy.

For navel-gazing in general, the rules say this about difficulty:
Quote
This shouldn’t really be an issue most of the time—an unopposed maneuver roll is pretty easy anyway, and keep in mind that another character in the scene might be in a position to “defend” against the maneuver attempt or take advantage of the aspect somehow.

That is, "don't worry about it!"  Not helpful, eh?

Anyhow, to be clear, my position is "The rules don't say anything for NGM and thaumaturgy, but 3 shifts of power seems about right and is consistent with evocation (and consistency is good)."

As for environments and such, I think the GM would rule it depending on what you are trying to do (you could say the same for NGM, but I don't think this is that big of a deal, considering there are tons of ones you could do, and since you take NGMs with you, a minimum DC seems right).  Trying to make a place made of wood be on fire should be a lot easier than one made of stone, for instance.
Title: Re: example of buffs and potions from your games.
Post by: devonapple on February 01, 2011, 06:54:46 AM
That's true for Evocation NGMs (the only place where a particular price is stated). 

To be superduperduper pedantic ::straightens tie:: the Evocation section doesn't mention NGMs by name, either - just Maneuvers. But that's merely academic - I think we're basically in accord!  8)
Title: Re: example of buffs and potions from your games.
Post by: Drachasor on February 01, 2011, 07:13:22 AM
To be superduperduper pedantic ::straightens tie:: the Evocation section doesn't mention NGMs by name, either - just Maneuvers. But that's merely academic - I think we're basically in accord!  8)

Excellent point.  It does appear we are in agreement, as you say.  Now to figure out the best way to balance buffs.
Title: Re: example of buffs and potions from your games.
Post by: devonapple on February 01, 2011, 07:24:20 AM
I just remembered something Lea did in this about-to-be-spoiler-tagged scene:
(click to show/hide)

So, did she use Evocation-fast Thaumaturgy to create temporary Enchanted Items for them?
Or did she use Evocation-fast Thaumaturgy to simply cast higher-powered Block-used-as-Armor spells that would last the whole battle?
Or did she just use Sponsored Magic to make an Evocation Block/Armor, but then gave it a Thaumaturgy-level duration?
Title: Re: example of buffs and potions from your games.
Post by: Amseriah on February 01, 2011, 07:41:22 AM
Another spell that she pulled off that I have no idea how she did it, was when she: 
(click to show/hide)

She did it at evocation speed for sure, but that would take a LOT of shifts to pull off.
Title: Re: example of buffs and potions from your games.
Post by: BumblingBear on February 01, 2011, 07:50:10 AM
Another spell that she pulled off that I have no idea how she did it, was when she: 
(click to show/hide)

She did it at evocation speed for sure, but that would take a LOT of shifts to pull off.

She's also ridiculously powerful and was working towards the goals of her mistress.

It's also nice she doesn't have to worry about lawbreaking.
Title: Re: example of buffs and potions from your games.
Post by: Drachasor on February 01, 2011, 08:02:24 AM
I just remembered something Lea did in this about-to-be-spoiler-tagged scene:
(click to show/hide)

So, did she use Evocation-fast Thaumaturgy to create temporary Enchanted Items for them?
Or did she use Evocation-fast Thaumaturgy to simply cast higher-powered Block-used-as-Armor spells that would last the whole battle?
Or did she just use Sponsored Magic to make an Evocation Block/Armor, but then gave it a Thaumaturgy-level duration?

In game mechanics?  She did the third, as Armor, last until Sunrise, and it took the form of clothes (I think that's allowable as flavor).
Title: Re: example of buffs and potions from your games.
Post by: arete on February 01, 2011, 08:17:53 AM
I would assume she had as much time as she needed to create the armor buff, and the buffs mentioned earlier could fit that bill easily.  Maybe add more successes needed, but sense you are not rolling unless it is important it is less important.   However She appears to be able to cast
(click to show/hide)
at evocation speeds, which was another buff to speed.  I think we should decide if she gave refresh based powers or just added to athletics. 
Title: Re: example of buffs and potions from your games.
Post by: UmbraLux on February 01, 2011, 01:53:01 PM
It seems odd to handle biomancy with such a limited scope of mechanic.  After all it says you can do other things, and players are going to want to do other things.  I  did not think it was outside of the rules to get refresh based powers, and other options.  After playing with it I understand why refresh based powers are bad, but i think it would be a good idea to have more mechanical options outside of aspects.
There are other options - I was just throwing out one easy example.  A way for a wizard to easily help a friend if you will.  Buff could also be described as blocks (mostly defensive buffs but others may fit) and full blown thaumaturgy can do almost anything. 

Just remember, long term 'buffs' generally need to be paid for with either fate points (temporary) or refresh (permanent).  It's part of the game's / books' central theme - power has a cost and part of the cost is free will.
Title: Re: example of buffs and potions from your games.
Post by: Moriden on February 01, 2011, 04:30:52 PM
Quote
Another spell that she pulled off that I have no idea how she did it, was when she:  Turned Harry and Co. into hounds so that they could make it to the RCV on time.

She did it at evocation speed for sure, but that would take a LOT of shifts to pull off.

Appropriately created aspects can in fact be tagged instead of using fate points. i can find the quote if necessary.



As to the effect she used to buff peoples speed she could have given them all a "block" on athletic of sufficiently high with sufficiently long duration. She could have spent about a dozen fate points to give them all supernatural speed [4 shifts of complexity and four fate points each]. or she could have simply given them all the maneuver "moving really fast" i believe its in the spirit of the rules that maneuver can be used for more then just mechanical affects i personally find it clunky and inefficient but it does seem to be the most popular to handle such spells.