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The Dresden Files => DFRPG => Topic started by: Taran on May 18, 2011, 05:16:23 PM
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Our group has come up with a formula for doing Thaumaturgy rituals. We're stealing the format Crusher_Bob uses.
My question is the length of time it takes to do the declarations. I know the big answer is "it depends", but I was hoping for a bit more guidance than that.
Last night we played a game where we had 20 minutes to make a ward before the enemy came rushing in. A complexity 14 ward was going to take 15 minutes, and we spent 5 minutes doing declarations. starting at Lore 6 - so 4 declarations.
I ask because I'm taking the GMing reigns soon and there's a bit of a disagreement between myself and the player playing the wizard. I just want to get a sense of what other people adjudicate.
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Perhaps the clearer answer is "it depends on what the players can justify being able to reasonably lay their hands on." Declarations can span an incredible variety of things. There just can't be a hard and fast rule because of the breadth of options.
Keep the Time Chart handy when players suggest Declarations and cross-reference that with their proposed plans.
"Pixie Dust" could be a simple Resources check of +6 taking a minute to acquire. But if they can't make the roll, they may want to add extra time ("I know it was around here somewhere - I'll turn my lab upside down looking for it") and make it take an hour or more. Or they may want to say "I run out to the field, find a Pixie, challenge it to a race, and while it is catching its breath, I mug it for some dust" - that could be an Endurance check of +5 taking a half an hour (to find a field with pixies, to summon one, then challenge it).
You may opt to say that the first Declaration using a given Skill takes X amount of time, but each Declaration after than is an increase on the Time Chart or an increase of +2 difficulty, to encourage them to vary the Skills they use for Declarations. Maybe the third Declaration on a particular skill requires both +2 difficulty *and* a step up on the Time Chart (allow them to opt for a simple +4 difficulty, or +2 on the Time Chart).
Edit: Ultimately, you want to reward creativity and plausibility in their ritual Declarations. Maybe if the players can come up with two creative and completely different Declarations, which happen to be using the same Skill, then give the most lenient difficulty and time index for each one, rather than charging a 2-shift premium for "going back to the same well." But definitely feel free to use the Time Chart as a factor in how difficult a Declaration could be.
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"Pixie Dust" could be a simple Resources check of +6 taking a minute to acquire.
See, to me, a resource roll means going out and buying it which can take up to a half a day. Maybe shorter if you roll well. The guy playing the wizard would see it as you've stated: "I bought one and it's in the lab here somewhere."
BTW, here are the declarations we made in the game. All of which took only 5 minutes:
Lore - The right ward in the right place
Conviction – Call power
Discipline – Focus mind
Endurance – Sore knees for a stable result
Resources – Fancy chalk makes the best lines
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I just want to get a sense of what other people adjudicate.
What *I* do is take any Declaration they could feasibly do in an out of combat Exchange (1-5 minutes) and make it a difficulty of 3 to make the Declaration. Any Declaration using that same skill takes another exchange *and* is rolled at a Difficulty 4 or 5 (unless they want to take even more time). But these are things like "Focused Mind," "Artfully Crafted Circle," "Breathing Exercises," "Ritually Purified," and other "navel-gazing maneuvers."
A quick visit to the Master's magical library may take 15 minutes or more. A navel-gazing maneuver involving the creation of a "sweat lodge" purification could take half a day to do with a +1 or 2 Endurance skill check, but doing it faster may require a +4 to +6 Endurance skill check.
Getting a ritually significant focus item could be a Lore check of +6 taking a minute, or it could be an Empathy check of +3 taking 15 minutes as the player questions the target to suss out what means the most to him or her (adding shifts on the Time Scale to lower the difficulty of the skill check required).
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See, to me, a resource roll means going out and buying it which can take up to a half a day. Maybe shorter if you roll well. The guy playing the wizard would see it as you've stated: "I bought one and it's in the lab here somewhere."
Either can be a valid strategy, depending on the story needs, the dramatic tension, etc.
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Keep in mind that the basic Lore contribution toward complexity is meant to take into account the stuff you have within easy reach. So if you're getting an extra bonus from something, then that something is not necessarily something you simply have lying close to hand -- because if it was, then it would be included in your Lore bonus.
That said, keep in mind as well that when adjudicating Thaumaturgy preparation, you can set a base time for a particular Declaration, then make use of the time chart on YS315. So, for example, if the ruling is that a particular component is easy to acquire in 30 minutes, and the wizard gets 4 extra shifts on the relevant roll, then those shifts could bump the time to complete that step upwards on the chart to 'half a minute' -- ie, the character turned out to have that item squirelled away somewhere, and just needs to go grab it. Likewise if a character makes a research-based declaration and rolls extremely well, it might represent knowing exactly where to look --- or who to call to get the information very quickly. Likewise, a poor role trying to acquire something that should reasonably be available could be interpreted as not a failure, but as having taken much longer than normal. Perhaps the traffic on the way to Walmart was truly horrible, or the mom-and-pop store you planned to go to was closed due to 'Pop' being rushed to the emergency room.
Sometimes making the above adjustment might not be reasonable, and in any case any or all of the above should only be used when doing so benefits the game.
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I like that solution, Becq.
That brings to mind a stunt:
Why I do declare! You are skilled in making preparations to use magic. Your declarations resolve two time steps faster on the chart.
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The reason I don't like this sort of solution is that it doesn't communication to the player (and the GM) what the capabilities of thier characters are.
For example, a scourge of black court vampires has moved into your town and is nom-nom-nomming all the delicious peoples.
Your character:
Knows that attracting their attention is a bad idea, because him and all his friends are going to be nothing bugs on the windshield to them.
Knows that he'll need all the help he can get (and some good tactics to take them on).
Knows that have have to make some serious preparations before he can take them on.
Knows to book "Tomorrow, 9:00 - 9:30 AM, destroy scourge" on his calendar.
The combat system is sufficiently well defined that I have at least some idea of where my character would fall on this spectrum.
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Describing thaumarugy complexity declarations as "whatever" means that I have no real idea if my character can:
Use thaumaturgy to find my lost car keys quicker than just looking for them normally.
Find my lost car keys, at the bottom of the lake.
Find my kidnapped mom with the car keys, because the car used to belong to her.
Call down a Tunguska class even down onto the clan of ghouls that kidnapped and ate my mom. :(
All of this things might be plot relevant in some way, but without some good guidelines, how can I know what my character can do.
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Consider, at the start of storm front, where everybody sorta assumes that Harry did it, because Harry is one of the few people know around town to have that kind of power.
Notice how that defines a lot of how things go. There are other magical practitioners in town, but killing two people with magic like that is a big enough deal that they probably couldn't have done it, and anyone big enough to have done it would have probably been well known. And that was something like a 30-40 complexity ritual. But what about, say, a 20 complexity ritual? If our characters are investigating that, how does our pool of suspects look? What about a 60 complexity ritual? Does our pool of suspects include people like Harry, Luccio, Morgan, etc? Or is that something only a member of the senior council could do?
But what if the senior council was in session yesterday, with everyone present? Could any of them have put together a complexity 60 ritual between when the meeting ended yesterday and today?
All those questions can't be answered when to rules for how you do thaumaturgy amount to "magic tea party".
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@ crusher_bob:
O.k.
So what are you saying? That practitioners should be limited some way? A complexity cap? If you do as devonapple and increase the base difficulty for using the same skill, a complexity 60 is going to be quite hard to do because there's a good chance you'll be using skills multiple times for declarations.
How do you deal with it?
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I'm saying that players (and GMs) should already have a pretty good idea of what kind of complexity a character can reach, and how long it will take them to get there without having to have a 30 minute (in game) discussion about it first.
Now, I'm not entirely happy with how the rules I wrote turn out, mostly because they shaft 'innocent" players who want to do big thaumaturgy but can't muster discipline 5, but players who min-max for maximum evocation combat power get big thaumaturgy as a side effect of having discipline 5. But I like to think that I threw in enough minor speed bumps that a wizard two organizes his skills, foci, etc to be good at thaumaturgy is actually put together differently from a wizard who goes straight to the biggest fireball he can throw.
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So, as an example:
We'll consider a wizard at 8 refresh, with:
Great: Conviction, Discipline, Lore
Good: Endurance, 2 other skills
He used his thaumaturgy specialization to get a control bonus, so hey can do big thaumaturgy in one category, at least.
What kind of stuff can he pull off?
Complexity 3 or 4 things he can do with no prep and around 5 minutes of ritual if he's in a hurry, so 10 or 15 minutes of ritual if he's not.
In any thaumaturgy category:
around complexity 6-8 stuff, requiring 5 minutes of prep and 10-40 minutes of ritual, depending on how in a hurry he is. He's limited here more by the risk of losing control of the spell, rather any any inherent limitations.
In favored thaumaturgy category:
On good days, complexity 10 stuff, after 5 minutes of prep and around 40 minutes of ritual. Otherwise, it'll take hours of prep.
With hours of preparation, roughly complexity 18, plus another hour to hour and a half for the ritual.
With days or preparations, somewhere on the order of complexity 30-36, depending o how generous the GM is feeling an how lucky he is with declarations, with around 2.5 hours for the ritual.
With weeks of prep, roughly complexity 40, with around 3 hours for the ritual.
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So, without any long discussion, I can look at my character sheet and know roughly what complexity I can pull of, and in what time frame. Of course, thing like fate points mean I can do more, if I have more available to spend, but that's almost all on the lower end of the scale, reducing ritual or preparation time. If I want to take or inflict consequences, things can be considerable speeded up, and we can go all the way up to my limits of ritual endurance, which happen somewhere around complexity 40 or 50, depending on how much risk I feel like taking.
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I have no real attachments to this particular implementation of the system, but notice how it answers any questions I might have about what I can do and how long it will take. Now the only precious game time I have to take up with mechanics discussion is what the base complexity of the thing I want to do it.
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Now, we'll show how the system scales, consider a character with 45 skills points and 15 refresh. They have the standard wizard package and the tireless endurance stunt, but otherwise, all their specializations are not relevant (instead in things like enchanted item power, and stuff)
Skills look like:
Superb: Conviction, Discipline, Lore
(3 skills in every other tier)
With no prep: complexity 5, with 5 -20 minutes in ritual, depending on how much in a hurry he is, with some risks at 5 minutes
With 5 minutes prep: on a good day, complexity 17, with about an hour in ritual time.
With hours of prep: around complexity 30, with around 2.5 hours in ritual time
With days of prep: somewhere around 50-60 complexity, Around 4-5 hours of ritual time.
With weeks of prep: somewhere around 68 or 69 complexity; 5.5 hours or so of ritual time.
With the tireless stunt, you have no real control limit on maximum complexity, so if you have a cult or something that will take consequences for you, you can manage very large rituals.
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Putting more specialization points or foci into thaumaturgy mostly increases the complexity that you can do with low prep time, and can greatly speed up your ritual speed, but doesn't do much for your maximum complexity. That's mostly determined by your skill total.
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I'm a little surprised that no one has brought this up. I think it's really important to differentiate between declarations and maneuvers. Declarations are a statement of fact. This is or I have. Thus they are instantaneous. Your character makes no effort because that is how things are. You happen to have the thing that is useful or there happens to be something nearby that is useful.
A maneuver is your character doing something to benefit the situation. I make the surroundings beneficial or get this thing that is useful. These things could take anywhere between a few seconds to days.
What you need to keep in mind though is that declarations are entirely within the GM's purview. Is the declaration interesting or reasonable? If not the GM is perfectly within their rights to just say no or set the difficulty as high as he or she likes.
Also based on Taran's descriptions none of those things seem like declarations as they all seem like characters making effort to create a beneficial effect.
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I'm a little surprised that no one has brought this up. I think it's really important to differentiate between declarations and maneuvers. Declarations are a statement of fact. This is or I have. Thus they are instantaneous. Your character makes no effort because that is how things are. You happen to have the thing that is useful or there happens to be something nearby that is useful.
A maneuver is your character doing something to benefit the situation. I make the surroundings beneficial or get this thing that is useful. These things could take anywhere between a few seconds to days.
What you need to keep in mind though is that declarations are entirely within the GM's purview. Is the declaration interesting or reasonable? If not the GM is perfectly within their rights to just say no or set the difficulty as high as he or she likes.
Also based on Taran's descriptions none of those things seem like declarations as they all seem like characters making effort to create a beneficial effect.
But maneuvers don't add to the complexity, declarations do. It seems like a fine line. So are you saying that you can make all your declarations and they take no time at all? You just happen to have all that stuff available to you at any given moment - assuming you made the check?
How do you adjudicate prep time? Let's say the PC's have 2 days to find "the missing girl". They decide that wipping up a big Thaum spell is the way to go. Assuming they make all their declarations, Can they just go do it? Or would you say, "it's gonna take a full day to prep" and then they decide if it's worth the time and risk that the spell will actually work?
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I thought that you could only make maneuvers during conflicts.
I just treat out-of-combat maneuvers as declarations.
Am I wrong, here?
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Those are really good points/questions that I don't have an answer to. It seems to be true that you can't maneuver to deal with complexity, however it says that when making declarations to deal with prep that they are dealt with exactly like normal declarations (YS269), and normal declarations are instantaneous statements of fact (YS116).
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But maneuvers don't add to the complexity, declarations do.
More correctly, Aspects are what add shifts to complexity. Aspects may be set up with either Declarations or Maneuvers. They may also be existing personal, scene, or area attributes.
How do you adjudicate prep time?
"As the plot demands" combined with "what makes sense". :) Seriously. Using Lore, they may spend an hour drawing the "Perfect Ritual Symbols", five minutes remembering "Ritual Gestures Propitiating the North Wind", or weeks searching through libraries for a "True Name". All depends on resources, skill, and time available. The end result is a single aspect set up by Lore providing +2 complexity.
Let's say the PC's have 2 days to find "the missing girl". They decide that wipping up a big Thaum spell is the way to go. Assuming they make all their declarations, Can they just go do it? Or would you say, "it's gonna take a full day to prep" and then they decide if it's worth the time and risk that the spell will actually work?
Remember: "story first, mechanics second". If they're short on time, they need to choose declarations which don't take much time. Discipline for a "Focused Mind", quick lore check to find the "Greek Word for Simularity", a few minutes in the right location and an Alertness check to find the "Missing Girl's Hair", and short drive to the store for a Resources check to pick up some "Purified Salt". Probably less then an hour total for a single person and he's got a +8. Could be done quicker if the wizard concentrates on focusing while an assistant draws the circle and friends fetch hair and salt. Don't forget the party when designing rituals either, a group's ritual can be far more complex than an individual's in a similar amount of time.
I thought that you could only make maneuvers during conflicts.
I just treat out-of-combat maneuvers as declarations.
Am I wrong, here?
You can use maneuvers anytime. (Turning on or off lights is a maneuver.) They're just part of the story until they become important mechanically. Then they're a maneuver. :)
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"As the plot demands" combined with "what makes sense". :) Seriously. Using Lore, they may spend an hour drawing the "Perfect Ritual Symbols", five minutes remembering "Ritual Gestures Propitiating the North Wind", or weeks searching through libraries for a "True Name". All depends on resources, skill, and time available. The end result is a single aspect set up by Lore providing +2 complexity.
And I specifically don't like this approach because all maneuvers/declarations have equal game effect. Is 'a perfect ritual circle' any better than 'a ritual circle of ketchup, squeezed out of a fast food ketchup packet'? No. Unless I make more declarations about the perfect circle, my ketchup circle is mechanically just an beneficial when to comes to getting the job done. And the GM effectively penalizing the 'perfect circle' declaration by making it take more time than the ketchup circle is not very nice. That just makes everyone want to make the ketchup circle instead.
Most games get around this problem by having a perfect circle give you more game effect. So, for example, a perfect circle made out of blessed silver might be +6, a regular chalk circle might be +4, and the ketchup circle might be +0. But in this game, you are effectively trading declarations/time for bonuses. And the amount of time you have to trade for another +2 should be the same, because the effect I get from the bonuses is the same.
That makes the main point of the 'text' of the declarations be something that is interesting to the players of the game. So it boils down to, if you can entertain us 3 times with your antics with fast food condiment packets, you can get a +6; but it's perfectly OK for you to entertain us 3 times with your antics with a big compass, a bathtub full of ice, and your grandmother's set of fine china instead, you'd get a +6 for that too. And you'd 'pay' the same time/cost/whatever for either one.
But then, how do we make characters do different entertaining stuff when they want to do thaumaturgy? I chose the 'use every skill you have' route so that players:
1. couldn't just keep making lore (or whatever their best skill is) declarations over and over again
and
2. since different characters would hopefully have different skills, the things they declared would hopefully tell us something interesting about the character as well.
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And I specifically don't like this approach because all maneuvers/declarations have equal game effect. Is 'a perfect ritual circle' any better than 'a ritual circle of ketchup, squeezed out of a fast food ketchup packet'? No. Unless I make more declarations about the perfect circle, my ketchup circle is mechanically just an beneficial when to comes to getting the job done. And the GM effectively penalizing the 'perfect circle' declaration by making it take more time than the ketchup circle is not very nice. That just makes everyone want to make the ketchup circle instead.
Actually I can give you two mechanical differences between those two aspects.
1) The table (or the GM) may decide that a circle of ketchup isn't really appropriate and therefore would not give a benefit. Just like you can't invoke an aspect that wouldn't give you a benefit in a specific situation. So one could argue that invoking a circle of ketchup for a ritual is like invoking a "friends in high places" aspect to give you a bonus to gunplay. This of course would depend on your table.
2) The GM would also be perfectly justified in compelling your "circle of ketchup" to make the spell go all pear shaped, whereas your "perfect ritual circle" would not give him the same opportunity. This would likely not depend on your table, I can see most GMs going "Trying to summon a demon within a ketchup circle sounds less than bright."
More correctly, Aspects are what add shifts to complexity. Aspects may be set up with either Declarations or Maneuvers. They may also be existing personal, scene, or area attributes.
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You can use maneuvers anytime. (Turning on or off lights is a maneuver.) They're just part of the story until they become important mechanically. Then they're a maneuver. :)
To be purely technical I think Sanctaphrax and Taran are right. Specifically in the prep rules one can invoke existing aspects ala a fate points or make declarations. Those are the only listed options for using aspects in prep (unless you count consequences, but that's irrelevant to the discussion anyway). In addition I'm pretty sure a maneuver is specific to the rules of conflict (as one of the three actions one can carry out in conflict). For all other situations there are declarations and assessments.
Of course I'd usually err on the same side as you and say regardless of RAW you can maneuver or make declarations in that specific situation. With the difference between the two being as I previously stated.
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2) The GM would also be perfectly justified in compelling your "circle of ketchup" to make the spell go all pear shaped, whereas your "perfect ritual circle" would not give him the same opportunity. This would likely not depend on your table, I can see most GMs going "Trying to summon a demon within a ketchup circle sounds less than bright."
So, how much risk am I trading for the much faster circle of ketchup? What about a less half-assed circle of chalk instead? If the balance of risks is only evaluated in the GMs head, and not a shared head space between me and the GM, I have no way of making real judgements about how much risk I'm willing to trade off vs time. And leaving the rules as 'whatever' means that any shared head space about risk vs time has to be created by discussion with the GM right then and there.
If I start with my circle of ketchup (5 minutes) and the GM says "that's not a good idea", "well duh" I respond, but it only takes 5 minutes to do.
So I ask him, how much risk am I trading off between:
circle of ketchup (5 minutes)
circle of chalk (15 minutes)
prefect ritual circle (30 minutes)
And even the amount of time it takes me to do those different things it jsut a number I made up. And if we have a discussion and come to agreement about exactly how those risk/time options compare, it doesn't really help at all when:
Green Play-doh
vs
A paste made of finely ground black acorns to which a small quantity of my blood had been added
Comes up for evaluation.
Or maybe I have the black acorn powder, but don't want to bleed into it, what are the risk trade offs for that?
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Things that are fantasic need even more background/rules work because there is no shared consensus between to players when they first come to the game.
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And here's an example of something that the players probably already have some shared consensus about, by comparison:
Bob wants to drive from New York to LA, how long does it take him to do it?
How much faster if he avoids sleep, and uses little yellow pills to stay awake?
How much faster if he goes a little over the speed limit?
...a lot over the speed limit?
What if he doesn't eat anything, and pees into empty Mountain Dew bottles, so he only really ever stops to get gas?
Players who all live in the US can probably have a reasonable idea of how such a trip would happen.
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But what about whether black acorn paste or green play-doh would be a better component for this spell? The 'true' answer might very well be, "green play-doh, because it's green". But it might not. And we have no way of answering that.
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Seems to me that now you're just arguing for the sake of arguing. As you pointed out all of that would be defined individually at each table and within each circumstance, so there's no real point in bringing it up. I'm just saying that aspects can be compelled as well as invoked, and using an aspect that you know is shabby (it was your example of a shabby circle) is more likely to be compelled in any given situation, whereas using an aspect that you put time and effort into will be less likely to be compelled.
If you're asking me personally I'd always give the benefit of the doubt to the ground acorn/perfect circle over the play-doh/ketchup because it represents effort made on the part of the character to improve the situation rather than use whatever's laying around and I'm a GM that tries to put more value on the intent than the actual product.
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Seems to me that now you're just arguing for the sake of arguing. As you pointed out all of that would be defined individually at each table and within each circumstance, so there's no real point in bringing it up.
No, I'm saying that rules that require you to stop the game and have discussion, not what exactly you are going to do, but how exactly the rules are going to interface with what you want to do are pretty terrible rules. That's why I wrote my rules patch for thaumaturgy. And why I usually take the field against people saying 'Just make up something" when it comes to how to figure out what to to with thaumaturgy.
Imagine, in the books, if the GM had to stop and have a negotiation with Harry's player about how to make his thaumaturgy declarations every time Harry did some bit of thaumaturgy. And notice how common thaumaturgy is. That discussion is probably not that interesting to the other players.
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So what I think should happen is something like this:
GM: (in the beginning) we are using Crusher Bob's rules for thaumaturgy declarations
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Later:
PC1: I want to try to do (this), with thaumaturgy, what's the difficulty?
GM: (some number)
PC1: "OK, I'll be over here figuring out how long that would take me."
(GM and other players do stuff for around 5 minutes)
PC1: OK, I can do this. It would take me (time).
GM/Other players: OK
PC1: And here's the interesting things I did to make it happen:
(declaration 1)
(in game description of how declaration 2 failed)
(declaration 3)
etc.
And it's done!
GM/Other Players: Yay!
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As opposed to this:
PC1: I want to try to do (this), with thaumaturgy, what's the difficulty?
GM: (some number)
PC1: Hmm, can I do that?
GM and PC1 have 30 minute discussion about declarations, difficulty, time spent, etc
PC1: It's done!
GM, to other players: "stop playing xbox, the rest of you, there's a game going on."
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Or, as I would (and stated above), one could simply decide that the player is either a) clearly sacrificing effectiveness by putting less effort into something, or b) putting more effort into something to make it better and then go off of that. The issue is when you try to make a definitive list of things and how they work for something that can so simply be defined by a clear value. Obviously however you and I value different things in this system/setting.
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I like crusher_bob's rules for Thaumaturgy prep alot, and will use them more or less as they are. I like them for exactly the same reason as he made them (as I understand it) - it clearly states what a player can expect his character to be able to do and how long time it probably would take. Sure, one could run the Thaumaturgy as written, but I also expect to have long discussions as a result, plus players trying to weasel out as many declarations from their high-level skills as possible ("how many declarations can I get away with for my Lore 5?").
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As far as the ketchup vs perfect circle goes, I'd just say the perfect circle is 3 or 4 declarations
1. for having it made of silver (resourses)
2. for having crafted it yourself(craft)
3. for laying it out/orienting it to best use the flow of magic in the area (lore)
= Perfect circle +6 Bonus
Ketchup = +2 bonus
But that's me, and I digress.
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For my money, the ketchup circle would simply require a higher roll to accomplish successfully. For purposes of "the rule of cool," I can easily imagine Harry resorting to one in a particularly dire moment of an early-series DF story.
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And I specifically don't like this approach because all maneuvers/declarations have equal game effect. Is 'a perfect ritual circle' any better than 'a ritual circle of ketchup, squeezed out of a fast food ketchup packet'? No. Unless I make more declarations about the perfect circle, my ketchup circle is mechanically just an beneficial when to comes to getting the job done. And the GM effectively penalizing the 'perfect circle' declaration by making it take more time than the ketchup circle is not very nice. That just makes everyone want to make the ketchup circle instead.
Things have to make sense to the story. In my view, you will get an aspect from your ketchup circle - a negative aspect reducing the spell's effectiveness. If you're letting someone run roughshod over you with ketchup circles, I don't think mechanics are the true issue.
Most games get around this problem by having a perfect circle give you more game effect. So, for example, a perfect circle made out of blessed silver might be +6, a regular chalk circle might be +4, and the ketchup circle might be +0. But in this game, you are effectively trading declarations/time for bonuses. And the amount of time you have to trade for another +2 should be the same, because the effect I get from the bonuses is the same.
I can't comment on "most games" having only played / run a few. In my view, those "Permanently Etched" "Blessed Silver" "Runic Circles" give you the +6 from three zone / location aspects. If you have time, you can still set up additional aspects with each skill. End result is the potential for a more powerful spell than someone without access to the circle in your basement.
Esentially, the wizard who planned ahead an built useable features (aspects) into his permanent circle starts with a higher complexity potential than the guy working in the ruins of a fast food restaurant. Either way, they can still set up more aspects...if they make sense.
Actually I can give you two mechanical differences between those two aspects.
1) The table (or the GM) may decide that a circle of ketchup isn't really appropriate and therefore would not give a benefit. Just like you can't invoke an aspect that wouldn't give you a benefit in a specific situation. So one could argue that invoking a circle of ketchup for a ritual is like invoking a "friends in high places" aspect to give you a bonus to gunplay. This of course would depend on your table.
Yep! Unless you have ketchup elementals to summon most players I've met will agree you're not getting a bonus from a ketchup circle.
2) The GM would also be perfectly justified in compelling your "circle of ketchup" to make the spell go all pear shaped, whereas your "perfect ritual circle" would not give him the same opportunity. This would likely not depend on your table, I can see most GMs going "Trying to summon a demon within a ketchup circle sounds less than bright."
Either compelled for complete failure or invoked for a -2...probably depends on the group and just how far the GM thinks you're pushing things.
To be purely technical I think Sanctaphrax and Taran are right. Specifically in the prep rules one can invoke existing aspects ala a fate points or make declarations. Those are the only listed options for using aspects in prep (unless you count consequences, but that's irrelevant to the discussion anyway). In addition I'm pretty sure a maneuver is specific to the rules of conflict (as one of the three actions one can carry out in conflict). For all other situations there are declarations and assessments.
Check YS:269 - the last paragraph of "Invoke Aspects". It specifically states you can invoke "temporary aspects that are in place". Since temporary aspects may result from a maneuver (YS:114), I'd argue using maneuvers in thaumaturgy rituals is "RAW". That said, I'm not a big fan of arguing legal definitions of phrases in a game book. Whatever works for the group is good.