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The Dresden Files => DFRPG => Topic started by: zenten on September 20, 2011, 04:20:55 PM

Title: Taking yourself out
Post by: zenten on September 20, 2011, 04:20:55 PM
So if you're playing a Mage, and you inflict enough mental (or physical if it's backlash) stress on yourself to be Taken Out, who narrates what happens?
Title: Re: Taking yourself out
Post by: Dravokian on September 20, 2011, 04:40:00 PM
if your doing so as a concession then you would but if not then I would think it falls to the gm's desecration. As a GM I wouldn't let you do so just to get a powerful spell off and then drop... id make you take all available consequences first unless it was a concession. But I would do it along the lines of the more consequences you took the lesser the narrative for the take out would be... for instance if you did it on first action so you could hit someone with a 20 stress attack and then fall I might have it kill you or seriously limit your abilities. If you had taken a minor, mod, sever, and then fell i would probably treat it as your body finally wore out from the pain and you fell asleep.
Title: Re: Taking yourself out
Post by: sinker on September 20, 2011, 05:43:17 PM
You do, so make it dramatic and great! I imagine that the table would make suggestions and expect a reasonable "Taken out" result (no "I simply wake up refreshed several hours later"). The GM would be able to outline some of your opposition's goals and such. Honestly I'd expect it to be a negotiation between you and the table/GM, but if you do a good job then I would expect them to accept it.
Title: Re: Taking yourself out
Post by: ways and means on September 20, 2011, 05:46:17 PM
Well raw when you take someone out you get to pick the taken out result with limits of what ever is reasonable acceptable by the table, if you take yourself out I so no reasons why the same rule would not apply, probably with a stronger emphasis on what is reasonable.  That or you could see it as the person that forced the the wizard to use that much stress was the one that actually to the wizard out.
Title: Re: Taking yourself out
Post by: The Mighty Buzzard on September 20, 2011, 06:33:32 PM
if your doing so as a concession then you would but if not then I would think it falls to the gm's desecration. As a GM I wouldn't let you do so just to get a powerful spell off and then drop... id make you take all available consequences first unless it was a concession. But I would do it along the lines of the more consequences you took the lesser the narrative for the take out would be... for instance if you did it on first action so you could hit someone with a 20 stress attack and then fall I might have it kill you or seriously limit your abilities. If you had taken a minor, mod, sever, and then fell i would probably treat it as your body finally wore out from the pain and you fell asleep.

I think you meant discretion but desecration is certainly funnier.
Title: Re: Taking yourself out
Post by: computerking on September 20, 2011, 07:04:48 PM
for instance if you did it on first action so you could hit someone with a 20 stress attack and then fall I might have it kill you or seriously limit your abilities.
I don't think a character could do that, though. When they choose how many shifts of power they want to summon up, I think they take the stress at that point, and would be Taken Out before they could even focus the power into a spell. Without taking Consequences, they could only summon up enough power to take them out that way, which would be their Physical Stress Track +1. If they take Consequences they can get up to that (Consequences) + (Stress Track) stress mark. Any more than that and, once again, they are Taken Out before they can cast.
And that's before the backlash. But Backlash is almost irrelevant at that point.

Am I getting this right, folks? 1: Choose Shifts of power, 2: Take Stress, 3: Roll Discipline, 4: Take backlash/Make Fallout?
Title: Re: Taking yourself out
Post by: sinker on September 20, 2011, 07:23:51 PM
I don't know, that's pretty murky territory. If you model it that way then you have all sorts of issues with casting. I say stress could be applied before casting, but regardless the spell ought to still work. Taking yourself out to cast a spell is entirely pointless otherwise, and it's just too dramatic and interesting an option to completely exclude.

Keep in mind though that a 20 shift evocation would be a b**** to control, even if you could call up that much power. We're already talking senior council mojo at that point.
Title: Re: Taking yourself out
Post by: wyvern on September 20, 2011, 07:30:45 PM
If just calling up energy is enough to take you out... I'd say that's death curse territory.

If you "merely" get taken out by backlash, on the other hand, that's negotiation time.  It's not quite a Taken Out result, since you could have chosen fallout instead of backlash, but it's not quite a typical concession situation, either.  I'd definitely say that's a "negotiate with your table & GM" type thing, rather than either a "Take-Out so GM controls result" or "Concession so player controls result".
Title: Re: Taking yourself out
Post by: computerking on September 20, 2011, 07:51:47 PM
I don't know, that's pretty murky territory. If you model it that way then you have all sorts of issues with casting. I say stress could be applied before casting, but regardless the spell ought to still work. Taking yourself out to cast a spell is entirely pointless otherwise, and it's just too dramatic and interesting an option to completely exclude.

I admit that I'm kinda extrapolating from info I got in the Faster Counterspelling thread (http://www.jimbutcheronline.com/bb/index.php/topic,28988.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,28988.0.html)), Where it was explained to me that you take "Drawing power" stress separately before casting and taking Backlash Stress. I inferred that this means that there's a split second where the amount of power you draw can take you out, before shaping it into a spell.
Title: Re: Taking yourself out
Post by: zenten on September 20, 2011, 08:33:18 PM
If just calling up energy is enough to take you out... I'd say that's death curse territory.

Actually, it's the *only* way death curses make any sense.  Otherwise you could just channel like 200 shifts of mental stress and blow up the city or whatever.
Title: Re: Taking yourself out
Post by: Becq on September 21, 2011, 12:02:30 AM
Per the casting sequence on YS250, you take the stress before you make your control roll.  I would tend to think that succeeding on a control roll would be difficult while unconscious.  Death Curses are a specific exception and play by different rules entirely -- note that you can't simply cast for 1,000,000 shifts because you're going down anyway.
Title: Re: Taking yourself out
Post by: UmbraLux on September 21, 2011, 12:25:40 AM
So if you're playing a Mage, and you inflict enough mental (or physical if it's backlash) stress on yourself to be Taken Out, who narrates what happens?
Since whomever takes out a victim sets the victim's fate and the character always "owns his own death scene", the player of the mage would narrate what happens.  See YS203.

Am I getting this right, folks? 1: Choose Shifts of power, 2: Take Stress, 3: Roll Discipline, 4: Take backlash/Make Fallout?
I use 1) set shifts of power and take any stress or consequences devoted to increasing power, 2) roll Discipline and take backlash stress / consequences if needed or desired.
Title: Re: Taking yourself out
Post by: The Mighty Buzzard on September 21, 2011, 04:38:54 AM
Since whomever takes out a victim sets the victim's fate and the character always "owns his own death scene", the player of the mage would narrate what happens.  See YS203.

Yeah, right there with you.  So long as it's clear that taking yourself out strictly off the summoned shifts of power means it will be a death curse and a death scene.
Title: Re: Taking yourself out
Post by: sinker on September 21, 2011, 05:17:45 PM
I'm surprised that none of you are interested in maintaining something that could be so very good for a story. I guess I can understand if that's RAW, but still, I know that in my games taking your self out via casting (without it being a death curse) will always be an option, because it's wonderfully dramatic.
Title: Re: Taking yourself out
Post by: computerking on September 21, 2011, 06:27:16 PM
I'm surprised that none of you are interested in maintaining something that could be so very good for a story.

I wouldn't say none of us... I'm not against taking yourself out with the backlash, but I prefer the idea of a young apprentice trying to impress his mentor pushing a spell attempt to a point where he passes out before being able to shape the power into a spell.
 
(Next Scene, water is flung onto the unconscious body of the apprentice. He sputters and sits up)
Apprentice: What happened?
Wizard: You got cocky. You tried to make a wedding cake when you were only being taught how to make cookies. Don't overstep your bounds, child.
Title: Re: Taking yourself out
Post by: Becq on September 21, 2011, 08:54:23 PM
I'm surprised that none of you are interested in maintaining something that could be so very good for a story. I guess I can understand if that's RAW, but still, I know that in my games taking your self out via casting (without it being a death curse) will always be an option, because it's wonderfully dramatic.
I would be concerned with the ease of abuse.  How is it good for the story if every fight turns into the Wizard casting a 5000 shift spell (heck, lets go wild and make in 5,000,000 just to make sure!), choosing to take himself out due to casting stress without sacrificing consequences (since they wouldn't make any difference), taking out all of the opposition (and allies as well) in one spell, then narrating the entire result (since he triggered everyone's take-outs) to ensure that he and his friends are knocked unconscious and come to seconds later to see the unconscious/dead forms of all of their enemies surrounding them?

In my opinion, there needs to be an upper limit of some form to how powerful a spell a given individual can cast.  The RAW provides that in the form of Conviction, mental stress boxes, and available consequences.  Which, can be considerable, by the way: 30 (if I'm counting right) if you have Conviction 5 and are willing to blow all of your consequences.  Controlling that many shifts is an entirely different question.

Which brings up another point.  I think it's just fine to allow a Wizard to cast a spell so big that backlash/fallout takes him out (so long as he was able to gather the power in the first place).  In this case, the spell would be cast (though possibly at reduced effectiveness due to fallout).

And I'm also not saying that a Wizard couldn't *try* to cast a spell that he was unable to successfully gather power for, thus knocking himself out ... I'm just saying that in that circumstance, the Wizard would be taken out before the spell was actually cast.

All of which is my own opinion.
Title: Re: Taking yourself out
Post by: sinker on September 21, 2011, 09:07:48 PM
I would be concerned with the ease of abuse.

I always find this argument to be silly. There is potential for abuse in many things. It's your job as GM (and to a lesser extent as a gamer at the table) to say "You're clearly trying to abuse that. No." I've never been the kind who would allow a player to do something like that for a silly reason like "The rules say so" (or in this case "I said so that one time").

I do see what you mean though, and now that I've spent some time ruminating I realize that you're probably right. Fallout/backlash is the appropriate mechanical form for the drama I'm looking for. The only case when someone would take themselves out via summoning power would be when they were A) completely out of resources (in which case maybe the death curse is appropriate), or B) Abusing my good graces  ;)
Title: Re: Taking yourself out
Post by: ways and means on September 21, 2011, 10:37:27 PM
I personally like the idea of taking yourself out with stress though this is in the case where you are running low on mental stress rather than you massively casting, it works as a last ditch effort or final push because of the narrative nature of Fate it also makes sense to me that the attack is resolved before you lose consciousness or die etc how often in a film would you see someone pass out just before they surpass their limit, the answer is almost never.   
Title: Re: Taking yourself out
Post by: Becq on September 21, 2011, 11:33:56 PM
But if you go with that reasoning, then the next question is how many shifts into "take-out" territory can you go?  If you've already used up (or choose not to use) your consequences, and all of your mental stess boxes are marked, then 1 stress is enough to take you out.  So would you only allow the player to pull that much power?  Or maybe 5 stress worth?  If the player asks for 5 stress one time and you ok it, then the next time he *only* needs 7 stress to cast a spell that will take out the last foe and himself in the process, is the 7 ok?  How about 10?  Or 5000?  There has to be a line *somewhere*.  So really it's just a matter of deciding where.

Given that the Evocation rules as written give a clear step-by step process that results in stress due to gathering power to be taken before the spell is actually cast, it seems natural to me to use the RAW as the limit.  Your house rules might well vary, and that's fine, too.  Another alternative, if you wanted to allow a little extra wiggle room without opening the doors completely, would be to allow the player to invoke appropriate aspects to add +2 to their Conviction for purposes of determining stress from casting.  (Though I'm not really convinced that casters are in need of any extra buffs to ensure they are competative.)
Title: Re: Taking yourself out
Post by: UmbraLux on September 22, 2011, 03:40:26 AM
I'm surprised that none of you are interested in maintaining something that could be so very good for a story.
Not all of us are against it.

@ Becq - Every shift needs to be "paid for".  If you've got 23 shifts of stress and consequences, a declaration, and a fate point with an aspect to invoke you get a maximum of 27 shifts in the spell.  Trying to go out with a 50 shift spell means 23 shifts are fallout which a) reduces the power of the spell and b) is up to the GM to narrate.  Whatever the narration, it shouldn't be beneficial to the caster's intentions.  If I thought abuse was intentional, I'd probably have the fallout disrupting the controlled portion of the spell as an unintentional block. 
Title: Re: Taking yourself out
Post by: sinker on September 22, 2011, 05:28:42 AM
But if you go with that reasoning, then the next question is how many shifts into "take-out" territory can you go?  If you've already used up (or choose not to use) your consequences, and all of your mental stess boxes are marked, then 1 stress is enough to take you out.  So would you only allow the player to pull that much power?  Or maybe 5 stress worth?  If the player asks for 5 stress one time and you ok it, then the next time he *only* needs 7 stress to cast a spell that will take out the last foe and himself in the process, is the 7 ok?  How about 10?  Or 5000?  There has to be a line *somewhere*.  So really it's just a matter of deciding where.

I don't think there even needs to be a line that stays in one place. If at one point it's dramatically appropriate for the wizard to throw 5000 shifts (though I doubt that point would come up in my game) then go for it. It's totally ok to say no next time, or to be more specific to say "It seemed like last time it was really within the spirit of things and everyone had a good time. This time seems different." As long as everyone's clear that that's how you do things then that works fine.
Title: Re: Taking yourself out
Post by: The Mighty Buzzard on September 22, 2011, 05:47:44 AM
@ Becq - Every shift needs to be "paid for".  If you've got 23 shifts of stress and consequences, a declaration, and a fate point with an aspect to invoke you get a maximum of 27 shifts in the spell.  Trying to go out with a 50 shift spell means 23 shifts are fallout which a) reduces the power of the spell and b) is up to the GM to narrate.  Whatever the narration, it shouldn't be beneficial to the caster's intentions.  If I thought abuse was intentional, I'd probably have the fallout disrupting the controlled portion of the spell as an unintentional block.

Even beyond that, fallout is determined at the control roll, not at the how much power am I summoning stage.

You simply cannot summon power beyond what you have stress and consequences to pay for, even for a death curse.  It would kill you before you had a chance to shape it into a spell.  TANSTAAFL.  It's not dramatically appropriate for a wizard to evocate up enough power to destroy a small town, it's just ridiculous.
Title: Re: Taking yourself out
Post by: Silverblaze on September 22, 2011, 03:53:55 PM
Just need to be a powerful wizard to do it.

Ask Eb.
Title: Re: Taking yourself out
Post by: computerking on September 22, 2011, 04:15:27 PM
Just need to be a powerful wizard to do it.

Ask Eb.
Although it wasn't said directly, I'm pretty sure Ebenezar used Thaumaturgy for his Sputnik-mancy.

Which is why I'm in Buzzard's camp: If you want to use more power than your stress track can handle, use Thaumaturgy. It takes more time, but adds to the drama just as much as a last-second, Take-me-out-I'm-evoking-all-my-consequences fast spell would.
Title: Re: Taking yourself out
Post by: ways and means on September 22, 2011, 04:28:06 PM
A death curse wouldn't work with your logic as a with a death curse you draw all of your life out of you during casting it meaning given your logic you would die before casting it.
Title: Re: Taking yourself out
Post by: computerking on September 22, 2011, 05:00:34 PM
A death curse wouldn't work with your logic as a with a death curse you draw all of your life out of you during casting it meaning given your logic you would die before casting it.
A Death curse is a special case, and could be considered the only exception to the rule (If you consider this the "rule" as the books look at it).

Logistically it makes little to no sense, mechanics-wise, to make the casting process into those parts if it wasn't to prevent a player from overclocking their spell power and taking out the BBEG first shot every fight, allowing their friends to take care of the minions. Such large expenditures of power (I'm referring to going beyond the stress track and consequences) should be few and far-between, hence, the Deathcurse.
I do like the idea of a player using all of their remaining stress track and consequences for a final stab at turning the tide of a fight, it's pushing beyond that breaks the system, because if you can go 1 stress beyond and still stay standing long enough to cast the spell, why not 100? 1000? Yes, this is hyperbolic, but the "Slippery Slope Principle" comes into play here.
If anything, I would believe that since the power got called up, and you are no longer conscious to control it, drawing beyond that level would automatically result in Fallout. Which might just be a pretty good dramatic moment, too. Kamekaze Magi running into the thick of the enemy and Power-purging sounds like a valid, though dangerous, tactic.
Title: Re: Taking yourself out
Post by: sinker on September 22, 2011, 05:06:52 PM
Of note all this comparison to the death curse is moot, since a death curse is thaumaturgy, so the shifts to stress model isn't involved. Look it up, YS282.
Title: Re: Taking yourself out
Post by: computerking on September 22, 2011, 06:44:35 PM
Of note all this comparison to the death curse is moot, since a death curse is thaumaturgy, so the shifts to stress model isn't involved. Look it up, YS282.
My bad, forgot about that in my zeal to disagree. But as a rules model, moving around that much power perhaps should be the realm of Thaum.
Title: Re: Taking yourself out
Post by: Becq on September 22, 2011, 07:02:35 PM
Not all of us are against it.

@ Becq - Every shift needs to be "paid for".  If you've got 23 shifts of stress and consequences, a declaration, and a fate point with an aspect to invoke you get a maximum of 27 shifts in the spell.  Trying to go out with a 50 shift spell means 23 shifts are fallout which a) reduces the power of the spell and b) is up to the GM to narrate.  Whatever the narration, it shouldn't be beneficial to the caster's intentions.  If I thought abuse was intentional, I'd probably have the fallout disrupting the controlled portion of the spell as an unintentional block.
Not at all!  Let's say I decide to cast that 5000 shift spell.  I have Conviction 4, so I'm going to take a 4997 mental stress for casting it.  I can reduce that by as much as 2+4+6+8=20 by taking consequences .. but why bother?  I'll just take myself out and leave the consequences for later.  Now, in my opinion the spellcasting sequence stops right there; the power-gathering step failed.  (If it was important, only 8 shifts were gathered, because the 8th shift was what edged the stress into the non-existent 5th box.)

But under discussion is the case in which we decide the spell goes off regardless.  So I've been taken out, but there's still a 5000 shift spell in the air, with the universe somehow conspiring to gather the remaining 4992 shifts for me.  (Thanks, universe!)  Ok, now I have to control it.  I'm unconcious, so I shouldn't be able to control anything, but we're saying that I can.  So I roll my Discipline 5 and get extraordinarily lucky!  ++++!  That means I control 9 shifts, leaving 4991 uncontrolled.

Now I need to split that between backlash and fallout.  But if I put it into fallout, that would (a) nuke my friends, most likely, and (b) reduce the strength of the spell.  So, what the heck, I'll take it all as backlash.  That's 4991 stress worth of backlash, and I decide again not to take consequences, since I can choose that.  Whoops, looks like I'm taken out.  Again.  Still?  Whatever; my target gets hit by my 5000 shift spell, perfectly focused on him and with no side effects.

How does this sort of silliness make for a good story?  I just don't see it.  My read would be that the hypothetical character tried to cast the 5000 shift spell, passed out (very quickly) from the attempt to gather so much power, with the end result that the power that *was* gathered (ie, the amount that would have created an overflow into a nonexistent stress box) would have then been released as if it was entirely uncontrolled.  Which *could* actually play a role in a story, as the character basically converts some or all of his remaining consequences into an uncontrolled "fallout" spell (in the above example, it would be from 8 to 28 shifts of fallout, depending on the number of consequences taken).  I could see this as a great last-ditch way of escaping from a mook-powered ambush.
Title: Re: Taking yourself out
Post by: computerking on September 22, 2011, 07:47:11 PM
Looks like Becq has summed up how I am seeing the issue. Better than I had put it, too. But the bottom line of it is that allowing uncontrolled limitless power shift collection beyond S&C (Stress & Consequences) to create perfect working spells moves the game from the Dresden Files and into the realm of Dragonball Z.
Title: Re: Taking yourself out
Post by: The Mighty Buzzard on September 22, 2011, 08:23:41 PM
Not at all!  Let's say I decide to cast that 5000 shift spell.  I have Conviction 4, so I'm going to take a 4997 mental stress for casting it.  I can reduce that by as much as 2+4+6+8=20 by taking consequences .. but why bother?  I'll just take myself out and leave the consequences for later.  Now, in my opinion the spellcasting sequence stops right there; the power-gathering step failed.  (If it was important, only 8 shifts were gathered, because the 8th shift was what edged the stress into the non-existent 5th box.)

But under discussion is the case in which we decide the spell goes off regardless.  So I've been taken out, but there's still a 5000 shift spell in the air, with the universe somehow conspiring to gather the remaining 4992 shifts for me.  (Thanks, universe!)  Ok, now I have to control it.  I'm unconcious, so I shouldn't be able to control anything, but we're saying that I can.  So I roll my Discipline 5 and get extraordinarily lucky!  ++++!  That means I control 9 shifts, leaving 4991 uncontrolled.

Now I need to split that between backlash and fallout.  But if I put it into fallout, that would (a) nuke my friends, most likely, and (b) reduce the strength of the spell.  So, what the heck, I'll take it all as backlash.  That's 4991 stress worth of backlash, and I decide again not to take consequences, since I can choose that.  Whoops, looks like I'm taken out.  Again.  Still?  Whatever; my target gets hit by my 5000 shift spell, perfectly focused on him and with no side effects.

How does this sort of silliness make for a good story?  I just don't see it.  My read would be that the hypothetical character tried to cast the 5000 shift spell, passed out (very quickly) from the attempt to gather so much power, with the end result that the power that *was* gathered (ie, the amount that would have created an overflow into a nonexistent stress box) would have then been released as if it was entirely uncontrolled.  Which *could* actually play a role in a story, as the character basically converts some or all of his remaining consequences into an uncontrolled "fallout" spell (in the above example, it would be from 8 to 28 shifts of fallout, depending on the number of consequences taken).  I could see this as a great last-ditch way of escaping from a mook-powered ambush.

That's actually not at all bad, so long as your group can handle the fallout.  That can be done without a takeout even.  Example:

First spell on an empty mental stress track, empty consequences, Superb Conviction, Superb Discipline, skip any modifiers for the sake of simplicity, skip any mental consequence adding stunts/powers for the sake of simplicity.  Summon up 36 shifts of power.  5 shifts are covered by the first stress point, 9 shifts are covered with the 2-4 stress bubbles, 22 are covered by filling every consequence.  That leaves every bit of stress and every consequence filled but is one shift shy of actually taking you out.  Roll Discipline.  Control however many shifts you can manage (possibly zero if the GM compels the newly created consequence aspects).  Let the rest go as fallout.

Note: If you don't allow spreading of mental stress from evo casting out over several boxes, reduce the shifts to 30 and only fill the 4 bubble.

Yeah, the fallout would likely kill you and everyone present but your GM may be less gleeful about killing off characters who do stupid things than I am.  And it's completely within the RAW.  You'd still get more bang for your buck out of a proper death curse though.
Title: Re: Taking yourself out
Post by: The Mighty Buzzard on September 22, 2011, 08:28:21 PM
Looks like Becq has summed up how I am seeing the issue. Better than I had put it, too. But the bottom line of it is that allowing uncontrolled limitless power shift collection beyond S&C (Stress & Consequences) to create perfect working spells moves the game from the Dresden Files and into the realm of Dragonball Z.

<prayer>Dear God, I'd appreciate it if you'd keep my players from reading this comment and creating Kamehameha spells.  They're just the kind of wiseasses that would.</prayer>
Title: Re: Taking yourself out
Post by: sinker on September 22, 2011, 08:47:58 PM
How does this sort of silliness make for a good story?

It doesn't. This is the part where you, the discerning GM say "You are obviously being ridiculous, and beyond the novelty this will not be fun for anyone. You can't do that." but just because abuse is potentially possible does not mean that we should scrap something that could make the game completely awesome. Consider the following scenario.

The wizard throws his last bit of juice at the villain and the villain is thrown. He stands there, broken and bleeding waiting for the end to come, but it doesn't. Finally he stands, laughing. "You've got nothing left do you?" He says. He starts limping away as he laughs, and the player goes "Can I dredge up my last ounce of strength and throw something at him?" You decide that it's ok this time and the wizard throws one last blast, knocking the villain off his feet to land nearby. The wizard sees the last of his enemy's life drain from his face as he begins to drift off. He hears footsteps and a deep unfamiliar voice says "Well, look at what we have here." Then blackness.

This is the one thing that I love about pen and paper role-playing games. In a video game or any other sort of interactive media you must have the rules set, because there's no way for it to adapt as you come up with interesting ways to work them. However with pen and paper RPGs there's another human being on the other end. One who can make decisions based on what is fun or exciting. One who can create scenarios like I outlined and yet still not allow the abuse of that particular "rule" if you will. I don't intend to be inflammatory, however it seems like if any GM is allowing such abuses (or sees them as a real threat to their game) then they aren't doing their job. One is there to be that balancing factor, to decide what will be great and what will not. A good GM makes decisions based on what's best for the table, not what the rules state and not even what you have said in the past.
Title: Re: Taking yourself out
Post by: UmbraLux on September 22, 2011, 10:30:40 PM
Not at all!  Let's say I decide to cast that 5000 shift spell.  <snip>  My read would be that the hypothetical character tried to cast the 5000 shift spell, passed out (very quickly) from the attempt to gather so much power, with the end result that the power that *was* gathered (ie, the amount that would have created an overflow into a nonexistent stress box) would have then been released as if it was entirely uncontrolled.
I don't think our thought processes are that far off.  My position is simply that the caster would never get to 5000 shifts of power.  He passes out (and ceases to draw power) on the first shift he can't "pay for". 
Title: Re: Taking yourself out
Post by: wyvern on September 22, 2011, 10:42:41 PM
...[example snipped]...

This reads to me like a sponsor debt or temporary access to power mechanic - the PC is trading off an immediate compel for, I'd rule, a standard two shifts of effect - i.e. a spell at power equal to conviction plus one - which would have exactly the same dramatic effect you were going for.  (That sort of situation is one of the reasons Harry carries a gun, though.)
Title: Re: Taking yourself out
Post by: sinker on September 22, 2011, 11:18:40 PM
Yep, there are probably half a dozen different ways one could handle that, and that way seems decent too.
Title: Re: Taking yourself out
Post by: Silverblaze on September 23, 2011, 02:02:46 AM
Given the discussion so far, how do we differenciate a death curse from an uber self sacrificing spell?

(Aside from the death thing...)

How do you stat a death curse?
Title: Re: Taking yourself out
Post by: sinker on September 23, 2011, 03:23:13 AM
It's simply a thaumaturgy spell with all of the prep taken care of, and the time constraints removed because the wizard doesn't need to worry about backlash.
Title: Re: Taking yourself out
Post by: The Mighty Buzzard on September 23, 2011, 04:26:14 AM
It's simply a thaumaturgy spell with all of the prep taken care of, and the time constraints removed because the wizard doesn't need to worry about backlash.

So, weaker than allowing them to cast spells they can't pay for then.  Yeah, bang up idea.
Title: Re: Taking yourself out
Post by: Sanctaphrax on September 23, 2011, 04:29:48 AM
YS page 282 contains Death Curse rules.
Title: Re: Taking yourself out
Post by: sinker on September 23, 2011, 05:30:27 AM
So, weaker than allowing them to cast spells they can't pay for then.  Yeah, bang up idea.

Weaker than? The death curse literally has no shift limit. Since thaumaturgy is only limited by prep and time, and all of the prep is taken care of and it can be cast all at once, there is nothing limiting the death curse whatsoever.

And really what I don't get is why people can't say no. If a player says "Hey, can I cast a spell at 5000 shifts" you'd probably say "What? Why? No, nevermind why, just no." So why would you say yes just because of this change?
Title: Re: Taking yourself out
Post by: Watson on September 23, 2011, 10:28:10 AM
Weaker than? The death curse literally has no shift limit.

I would say that a death curse do have a limit, at least that is hoe I interpret the rules on page YS282. The consequences that you have can be tagged (seems a bit strange, but ok) and you can inflict more if you choose (why not, the wizard is going to die anyway). If there is no limit, each wizard could set of an equivalent effect of a nuclear bomb when they die...

Quote from: YS282
The Wizard’s Death CurseThe wizard’s death curse is actually very
easy to model. It’s a ritual, but with all of the
preparation ready to go. The components
of preparation are the circumstances of the
wizard’s death—all of the consequences he
has can be tagged, and he can inflict more
upon himself if he’s got the space
, since he’s
not going to be around afterward.
Title: Re: Taking yourself out
Post by: UmbraLux on September 23, 2011, 12:47:18 PM
Weaker than? The death curse literally has no shift limit.
Yes it does, shifts still have to be paid for.  A death curse simply gives you a free tag on all of your consequences and allows you to inflict multiple (instead of the one you normally get) consequences on yourself at once if you have the space.  "...all of the consequences he has can be tagged, and he can inflict more on himself..."

The one area which is significantly different than normal is in control.  It states fallout and backlash aren't a concern...so the wizard will pretty much automatically control whatever amount of power he was able to summon.  That amount is limited by available tags, fate, stress, and consequences...which probably put most death curses in the 20-30 shift range.
Title: Re: Taking yourself out
Post by: Silverblaze on September 23, 2011, 03:53:24 PM
So there really is no difference between letting a player take all of his consequences and stresses to make a large attack...they just don't die. (They also don't get free tags).

I suppose the one difference is that the curse can be thaumaturgy rather than evocation. (unless the caster has sponsored magic, in which case it virtually is no different. 

So either death curses are only a little better than blowing it all on one spell or blowing it all on one spell should be discouraged.  It makes death curses look less impressive to me.
Title: Re: Taking yourself out
Post by: computerking on September 23, 2011, 04:28:56 PM
So there really is no difference between letting a player take all of his consequences and stresses to make a large attack...they just don't die. (They also don't get free tags).

I suppose the one difference is that the curse can be thaumaturgy rather than evocation. (unless the caster has sponsored magic, in which case it virtually is no different. 

So either death curses are only a little better than blowing it all on one spell or blowing it all on one spell should be discouraged.  It makes death curses look less impressive to me.
I think the difference goes to Flexibility when it comes to Death Curses: Being Thaumaturgy, you can do anything with it. With Evocation you can do some things, but nowhere near Thaum's laundry list. You can curse them and their future family line with boils, for example (2-3 complexity for a minor affliction, the rest to the time chart), or turn them into a eunuch, for something dramatic. But with Evocation you can only do some variation of "I Blow You up". Enemy Dead, you dead, ho-hum. Thaumaturgy lets you make them suffer.
And sometimes, that's worth dying for.
Title: Re: Taking yourself out
Post by: ways and means on September 23, 2011, 04:34:57 PM
nothing like a 20 shift permanent block on all magic to ruin a evil warlocks day.
Title: Re: Taking yourself out
Post by: UmbraLux on September 23, 2011, 06:23:28 PM
So there really is no difference between letting a player take all of his consequences and stresses to make a large attack...they just don't die. (They also don't get free tags).

I suppose the one difference is that the curse can be thaumaturgy rather than evocation. (unless the caster has sponsored magic, in which case it virtually is no different. 

So either death curses are only a little better than blowing it all on one spell or blowing it all on one spell should be discouraged.  It makes death curses look less impressive to me.
In addition to thaumaturgy's flexibility, death curses also appear to allow you to take all open stress / consequences at once rather than one at a time.  Perhaps more important when considering spell power, you don't need to roll to control a death curse.  That alone raises their potential significantly.

But in general you're correct - which is why prepared wardens don't need to worry too much about being hit with a death curse.
Title: Re: Taking yourself out
Post by: Tedronai on September 23, 2011, 07:23:19 PM
Perhaps more important when considering spell power, you don't need to roll to control a death curse.  That alone raises their potential significantly.

Only because it doesn't really matter if you take fifty-bajillion stress in backlash, since it's a DEATH-curse.
But then, if you allows casters to take themselves out via power-calling-stress without the spell then automatically failing, they can do the same thing there, too.
Title: Re: Taking yourself out
Post by: Sanctaphrax on September 23, 2011, 07:38:17 PM
I think you can use a death curse as part of your death-scene narration.

So it doesn't take an action.

That's actually a pretty big deal.
Title: Re: Taking yourself out
Post by: Becq on September 23, 2011, 09:33:59 PM
Yes it does, shifts still have to be paid for.  A death curse simply gives you a free tag on all of your consequences and allows you to inflict multiple (instead of the one you normally get) consequences on yourself at once if you have the space.  "...all of the consequences he has can be tagged, and he can inflict more on himself..."
This.  Death Curses are not unlimited.  You must still summon power, but you get some free tags from your consequences.  You don't need to control it, because you're assumed to take the entire amount as backlash.  To get an idea of scale for a Death Curse, an example:

The Wizard in question dies to an enemy who walks up to him and thrusts a (non-Warden) blade through his heart.  No time to cast defensive spells, but time for a Curse.  He had taken no consequences previously, and has Lore 5, a +1 complexity bonus appropriate to the curse he's decided on.  He has three Fate, and at least three aspects appropriate to the casting.  So, the complexity would appear to be:

5 (Lore) + 1 (complexity specialization) + 2+4+6+8 (sacrifice of unused consequences) + 2+2+2+2 (tagging all consequences suffered) + 2+2+2 (invoking three aspects) = 40

So his curse could be anything he could do with 40 shifts of Thaum.  No control needed (assume it fails and he takes 40-shifts worth of backlash to no effect more significant than the decapitation).  No time take, it's a reaction to the swing of the decapitating blade.

Note that this is not assuming a highly-specialized build.  If the character had a Conviction 5 (and therefore another consequence), it would go up.  More specializations in Thaum complexity would improve it.  More available invocations (or possibly some appropriate free-taggable aspects) would help.  On the other hand, if the Wizard had already been wounded previously, it would go down (because he wouldn't be able to sacrifice those consequences, though he'd still get the additional free tag on them).
Title: Re: Taking yourself out
Post by: UmbraLux on September 23, 2011, 10:22:26 PM
Becq covered it better than I did...afraid I made an assumption that the wizard was wounded when estimating 20-30 shifts.   :-[

Only because it doesn't really matter if you take fifty-bajillion stress in backlash, since it's a DEATH-curse.
But then, if you allows casters to take themselves out via power-calling-stress without the spell then automatically failing, they can do the same thing there, too.
Remember, there are two points where stress / consequences are potentially used:  first in setting the spell's power level and second in controlling the power.  Only the second is removed by a death curse.  So you're not going to get the "fifty-bajillion" shifts to start with.  ;)

A caster taking themselves out via casting may qualify as a death curse (probably open to interpretation at different tables) but must die in order for that to be valid.  Hopefully there aren't many suicidal wizards running around! 
Title: Re: Taking yourself out
Post by: The Mighty Buzzard on September 23, 2011, 11:03:50 PM
The Wizard in question dies to an enemy who walks up to him and swings a (non-Warden) blade through his neck.  No time to cast defensive spells, but time for a Curse.

Kind of iffy there.  I don't think I'd allow a death curse if his head came off.  I was going to say it might not be possible if he couldn't speak it too but all that did to Harry in FM was cause him to take a couple shifts of backlash, so I'd just treat it as an aspect tagged against him and give him -2 shifts if I did anything at all.
Title: Re: Taking yourself out
Post by: Becq on September 24, 2011, 12:56:57 AM
Kind of iffy there.  I don't think I'd allow a death curse if his head came off.  I was going to say it might not be possible if he couldn't speak it too but all that did to Harry in FM was cause him to take a couple shifts of backlash, so I'd just treat it as an aspect tagged against him and give him -2 shifts if I did anything at all.
I modified the scenario (see previous post) in an attempt to remove the iffiness.  The details of the death were not meant to be relevant, what was meant to be important was that (1) the Wizard saw the attack coming, but (2) he didn't have time to bring up defenses, and to a lesser extent that (3) he was unwounded before the attack that took him out.

In any case, since the Death Curse does not take any appreciable amount of time, I think the head-lopping scenario is probably fine, so long as the Wizard saw the sword swinging before it bit in.  That split second is, I think, enough.  A Wizard getting hit by a head shot from a sniper rifle, or who got his head lopped off from behind without warning would not have even that split second; thus no Death Curse.
Title: Re: Taking yourself out
Post by: Sanctaphrax on September 24, 2011, 01:28:13 AM
I don't think it's possible to deny a PC his death curse.

YS page 203 touches on this. It says that a wizard always gets a death curse if the situation allows it. It also says that a character always "owns" his death scene. Put those together and it seems that a PC's narrative privilege includes the right to a death curse.

NPCs, of course, have no rights.

PS: How the heck is a character with an empty consequence track and 3 FP getting stabbed to death? That strikes me as implausible.
PPS: Would you allow someone to make Declarations as part of a death curse? Because I totally would.
Title: Re: Taking yourself out
Post by: UmbraLux on September 24, 2011, 01:49:57 AM
PS: How the heck is a character with an empty consequence track and 3 FP getting stabbed to death? That strikes me as implausible.
Uncommon certainly.  It'd take 12+ shifts of damage to take out an unwounded victim.  Not impossible...just takes setting up. 
(click to show/hide)
(GS reference.)

Quote
PPS: Would you allow someone to make Declarations as part of a death curse? Because I totally would.
Absolutely!  Subject to the same limitations as any declarations of course.
Title: Re: Taking yourself out
Post by: Sanctaphrax on September 24, 2011, 01:56:55 AM
It'd take 20 stress to bypass all consequences, 2-4 stress to bypass the stress track, at least 3 stress to bypass the effects of the FP, and 1 point to actually take the wizard out. That is at minimum a 26 stress hit.

How the heck do you do that with a knife?

I guess maybe a death curse would be a better idea than taking consequences and spending FP and trying to fight if the opponent outmatched you and you knew you couldn't get a concession. I guess that could be the case here.

PS: Would you use the limits on declarations for thaumaturgy or for combat for a death curse? Do you even distinguish between the two?
Title: Re: Taking yourself out
Post by: UmbraLux on September 24, 2011, 02:10:47 AM
It'd take 20 stress to bypass all consequences, 2-4 stress to bypass the stress track, at least 3 stress to bypass the effects of the FP, and 1 point to actually take the wizard out. That is at minimum a 26 stress hit.
Can you take more than one consequence to mitigate a single attack?  If so, you're correct (assuming he chooses to take more than one - I tend to limit NPC consequences).  But assassination is still possible...just takes more set up.

Quote
How the heck do you do that with a knife?
About ten maneuvers and declarations.  :)  Doable for an assassin planning a hit.

Quote
I guess maybe a death curse would be a better idea than taking consequences and spending FP and trying to fight if the opponent outmatched you and you knew you couldn't get a concession. I guess that could be the case here.

PS: Would you use the limits on declarations for thaumaturgy or for combat for a death curse? Do you even distinguish between the two?
The major limitation to me is "must fit the situation".  Time alone will limit declarations between the instant of injury and blacking out.  I'd probably disallow any declarations based on preparation simply because of the short time casting is accomplished in. 
Title: Re: Taking yourself out
Post by: Tedronai on September 24, 2011, 02:50:45 AM
Becq covered it better than I did...afraid I made an assumption that the wizard was wounded when estimating 20-30 shifts.   :-[
Remember, there are two points where stress / consequences are potentially used:  first in setting the spell's power level and second in controlling the power.  Only the second is removed by a death curse.  So you're not going to get the "fifty-bajillion" shifts to start with.  ;)

I was using 'fifty-bajillion' as a a stand-in for 'a large number' in true Dresden style, considering that it's not even a real number.
The point being that, if casters are allowed to take themselves out with stress inflicted merely by calling up power without the spell then automatically failing, any stress taken in backlash by being unable to control that power becomes meaningless, as they've already been taken out.

Can you take more than one consequence to mitigate a single attack?
I am under the impression that you indeed can.
Title: Re: Taking yourself out
Post by: UmbraLux on September 24, 2011, 03:23:48 AM
I was using 'fifty-bajillion' as a a stand-in for 'a large number' in true Dresden style, considering that it's not even a real number.
Blasphemy! (http://uncyclopedia.wikia.com/wiki/Bajillion) 

Sorry, had to post it.   ;)
Title: Re: Taking yourself out
Post by: zenten on September 24, 2011, 02:17:42 PM
Isn't there some sort of resistance roll for death curses though?
Title: Re: Taking yourself out
Post by: UmbraLux on September 24, 2011, 02:31:50 PM
It's a spell and no different from other spells in effects - you'd get whatever defense was appropriate to the trappings and situation. 
Title: Re: Taking yourself out
Post by: zenten on September 24, 2011, 02:34:45 PM
OK, so that means while your control roll may not be relevant, your targetting roll most certainly is.
Title: Re: Taking yourself out
Post by: UmbraLux on September 24, 2011, 02:41:34 PM
Perhaps...since it's thaumaturgy and not evocation it will really depend on the spell trappings. 
Title: Re: Taking yourself out
Post by: computerking on September 24, 2011, 02:48:12 PM
And since the person killing you is usually right there, they count as the best symbolic link ever...
Title: Re: Taking yourself out
Post by: UmbraLux on September 24, 2011, 03:03:07 PM
That would be a good one, though I might require a targeting roll if sight is the only link.  The one time I've used a death curse in game, she had "In Johan's Grasp" and "Bleeding all Over Johan" as links in addition to sight. 
Title: Re: Taking yourself out
Post by: Richard_Chilton on September 24, 2011, 03:58:24 PM
You don't have to go after the person killing you - and he doesn't have to be right there...

For example, the White King wasn't there when he got hit - but then again that sounds like a normal spell that was being done, only to be "rushed" when Harry's mother added the shifts from her Death Curse to finish it.

Richard
Title: Re: Taking yourself out
Post by: UmbraLux on September 24, 2011, 04:40:28 PM
Agreed, you just need symbolic links.  "I See You" may be one...but sight certainly isn't a requirement. 

It simply worked out that they were in the same location in play...I hadn't actually planned on the PCs killing her and the death curse was a quick addition.  Not the best curse since she (and I) hadn't planned for it.  But it gives me an interesting aspect to compel.  :)
Title: Re: Taking yourself out
Post by: sinker on September 24, 2011, 05:59:58 PM
OK, so that means while your control roll may not be relevant, your targetting roll most certainly is.

Thaumaturgy doesn't have a targeting roll (since it's usually made up of many smaller control rolls), just the shifts of the spell. If someone defends then it's against a target number determined by how many shifts you devoted to the target number.
Title: Re: Taking yourself out
Post by: The Mighty Buzzard on September 25, 2011, 03:38:49 AM
In other words, defend away but you're probably defending against a 30+.
Title: Re: Taking yourself out
Post by: sinker on September 25, 2011, 04:48:06 AM
I don't think you need to roll against shifts devoted to duration or increased targets. That still could mean a ton of shifts, but perhaps slightly less so.
Title: Re: Taking yourself out
Post by: Watson on September 25, 2011, 03:05:57 PM
Isn't there some sort of resistance roll for death curses though?

Yes, you are normally allowed a defense roll, but that is normally taken care of during the creation of the spell. Reading the examples on the book, it states that, for instance, that the spell has a starting complexity of 10, to take into account a defense value of Great plus a roll of +4.
Title: Re: Taking yourself out
Post by: UmbraLux on September 25, 2011, 04:17:51 PM
I don't think you need to roll against shifts devoted to duration or increased targets. That still could mean a ton of shifts, but perhaps slightly less so.
Right, you need to defend against the shifts devoted to the primary effect(s).  You won't need to defend against shifts devoted to duration or other non-effect shifts (possibly triggers, zones, or a variety of other ways to split thaumaturgy). 

However, as TMB and Watson point out, shifts devoted to primary effect may (should) be arbitrarily high.  The only death curse I've used in game play devoted 13 shifts to the primary effect and 9 to duration.
Title: Re: Taking yourself out
Post by: zenten on September 25, 2011, 05:57:07 PM
Um, a number of my PCs beat 13 shifts on a regular basis for defense rolls.
Title: Re: Taking yourself out
Post by: UmbraLux on September 25, 2011, 06:21:04 PM
Um, a number of my PCs beat 13 shifts on a regular basis for defense rolls.
It's certainly possible - though if they're doing it on a regular basis they must have a fair amount of fate saved up.  Fate tends to get spent during combat in my games.   ;)  You'll simply need to account for any fate they have when assigning shifts to the effect.
Title: Re: Taking yourself out
Post by: The Mighty Buzzard on September 26, 2011, 08:03:26 PM
It's certainly possible - though if they're doing it on a regular basis they must have a fair amount of fate saved up.  Fate tends to get spent during combat in my games.   ;)  You'll simply need to account for any fate they have when assigning shifts to the effect.

It's usually going to be better to pick something that is permanent/instant by the nature of the spell for a DC.  I mean you're already going the "I say we take off and nuke the site from orbit. It's the only way to be sure." route, so why lessen that by pulling shifts from power to duration?
Title: Re: Taking yourself out
Post by: sinker on September 26, 2011, 08:39:57 PM
The question is what is permanent by nature to almost anything that isn't pure mortal? Recovery or even wizard's constitution (or a similar long lifespan sort of thing) ensures that nothing physical is permanent, and any other type of harm is too nebulous to really call permanent unless you assign a duration.
Title: Re: Taking yourself out
Post by: The Mighty Buzzard on September 26, 2011, 09:28:01 PM
The question is what is permanent by nature to almost anything that isn't pure mortal? Recovery or even wizard's constitution (or a similar long lifespan sort of thing) ensures that nothing physical is permanent, and any other type of harm is too nebulous to really call permanent unless you assign a duration.

Basically anything that takes them out or sets up circumstances that cause them to be taken out indirectly.

It's good to remember too that breaking the laws isn't a worry if you're using a DC.  Death, necromancy, transformation, chronomancy, psychomancy, and futzing around with the outer gates are all on the table if the caster is up for it.
Title: Re: Taking yourself out
Post by: Becq on September 27, 2011, 09:17:12 PM
Can you take more than one consequence to mitigate a single attack?  If so, you're correct (assuming he chooses to take more than one - I tend to limit NPC consequences).  But assassination is still possible...just takes more set up.
Yes, you can:
"Multiple consequences can be “stacked” at a time, combining their rating for the purposes of absorbing an attack. So instead of taking a severe consequence to cancel 6 stress, a player might take a mild (2 stress) and a moderate (4 stress) which would add up to cancel 6 stress."  (YS204)

Quote
About ten maneuvers and declarations.  :)  Doable for an assassin planning a hit.
The major limitation to me is "must fit the situation".  Time alone will limit declarations between the instant of injury and blacking out.  I'd probably disallow any declarations based on preparation simply because of the short time casting is accomplished in.
Just one possible scenario (just counting up shifts, assuming the attack had no trouble hitting to begin with):
The attacker is a ghoul assassin sent after the victim by a warlock, and has Fists 4 (4 shifts), Supernatural Strength (+4 shifts), and uses his claws (+2 shifts).  The Warlock provided him with a potion that grants him Lightning-fast Reflexes (+2 shifts), and enspelled his claws to Seek the heart of the foe (+2 shifts).  The ghoul is also Hopped up on steroids taken just moments ago (+2 shifts).

It's a ambush/surprise attack, so the defender gets no defense (-0 shifts), and the victim is unarmored (-0 shifts).  The ghoul has placed Got the hit all planned out on himself (+2 shifts) and Caught flat-footed on the victim (+2 shifts).  The ghoul invokes two aspects, Mercenary Ghoul Assassin and I kill for fun and profit! (for another +4 shifts).

That's a (net) 24 shift attack, which doesn't (in my opinion) rely on gimmicks like performing ten aiming maneuvers just before the attack; substituting and preparation in terms of a fairly small assortment of fairly accessible magical charms and a couple of non-magical ones (ie, steroids).  Unless the wizard has an Endurance of 5, he's going to be taken out even with an average roll.
Title: Re: Taking yourself out
Post by: The Mighty Buzzard on September 27, 2011, 09:27:19 PM
Some of those tags/invocations I'd argue with but the overall point is valid.
Title: Re: Taking yourself out
Post by: Sanctaphrax on September 28, 2011, 04:29:56 AM
Ah, so it is possible.

It just requires:

5 refresh worth of powers
1 attack skill at Great
1 potion
1 thaumaturgical ritual
2 Fate Points
2 appropriate character aspects
3 aspects worth of preparation
1 successful ambush

and

an unarmoured victim without unusual durability or Enchanted Item defenses

and

an average or better roll-off result.

Plus a bit more stuff, since 24 shifts is below the bare minimum of 26 that I calculated.

Easy peasy.

PS: I don't think steroids work that fast. Maybe replace them with something else?