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The Dresden Files => DFRPG => Topic started by: Cowboy on March 30, 2012, 03:00:55 PM

Title: An idea for modeling completely untrained magical talent
Post by: Cowboy on March 30, 2012, 03:00:55 PM
So I was thinking about a proto-wizard, completely untrained with no magical powers, and realized that just using aspects could make a pretty cool magical character. i.e.

Name: 12 year old Dresden
Template: Pure Mortal???? (the +2 refresh is questionable)
High Concept: Council level magical talent, ZERO training
Skills: Lets just say everything at average +1 for sake of argument
Stunts/Powers: NONE
Refresh: 2 (4???) Hydrophobic

Now we have a character who for the low price of 1 fate point, can tag or invoke for affect his high concept for nearly anything. So he wants to win the middle school long jump, throw down a fate point, roll athletics +3. He wants to set the building on fire, throw down a fate point, invoke for effect. He wants another fate point, his power goes crazy and something bad happens.

If the bonus from lawbreaker stunts can stack with the +2 from tagging the high concept, we can build a frightening junior warlock like this too.

Name: Billy D. Warlock
High Concept: Talented Warlock with ZERO training
Aspect: Naturally manipulative and intimidating
Skills: good rapport and intimidation +3
Powers:  Lawbreaker Third (twice) -2
Refresh: 0 (Hydrophobic)

Say billy wants to make you do something. He self compels his high concept to use black magic, and banks a fate point. He makes a social attack with rapport or intimidation, spends his fate point to tag his high concept, and gets another +2 from Lawbreaker Third (is it Kosher to use mental magic for social attacks?).  This gives him a +7 social attack! Say he had another fate point saved up to use. He can tag his manipulative aspect and bring his social attack to +9! Throw down a black magic fueled social maneuver, and Billy can pretty easily pull of some +11 mindbending! That's enough to give a submerged warden nightmares.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 30, 2012, 03:04:56 PM
Any magical talent would manifest in one of the powers. Magical talent = powers. If you don't have the power, you can't use the magic. You can't just tag an aspect to give yourself a power for a scene. What you're talking about is, plain and simple, not how the game works at all.

Young Harry Dresden would probably have Channeling of some kind, with high Conviction and little to no Discipline. That gives him a lot of power to play with, but no control (training) over it.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Cowboy on March 30, 2012, 03:25:20 PM
Well, maybe it's a bad idea to use the system this way. Although I think there's a fair precedent for it. Tagging an aspect, should give a +2. The magic is just flavor. Not really different than a "good at math" aspect being tagged for +2 to scholarship.

I think there's a precedent for invoking a high concept for magical effect in the White Court ability to open portals to the nevernever. They don't have any power that would allow it otherwise.

Giving these guys a pure mortal bonus, or a law breaker Bonus is questionable though.

But, if it's a bad idea or tips the balance of the system then these guys probably shouldn't be allowed...
Title: Re: An idea for modeling completely untrained magical talent
Post by: Cowboy on March 30, 2012, 03:29:23 PM
And the warlock is defiantly a munchkin of a character. I was just trying to hash out a concept.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 30, 2012, 03:30:41 PM
Yes, letting someone make any kind of magical attack with no refresh cost is definitely a bad idea.

If you want to use magic powers, you have to take magic powers. That's how the system works.

Aspects can compliment, augment, or restrict magic powers. They do not replace them.

The ability of White Court to open portals to the Nevernever is very restricted too--they can only do it in very specific places, for instance, and it's a narrowly useful power in the first place.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Cowboy on March 30, 2012, 03:42:25 PM
Although (and I'm just being argumentative for boredom sake now...lol) it isn't really making a magical attack. It's a regular social attack using intimidation that gets a +2 from tagging a relevant aspect. For example, I could make a pure mortal kid with the non-magical aspect "super talented, good at everything" that is mechanically identical to 12 Year Old Dresden.

I would say that invoking the aspect "untrained wizard" for effect is just as limited as a white court entering the nevernever. I wouldn't allow Harry to set a brick building on fire, but the books in the library...
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 30, 2012, 03:51:24 PM
Although (and I'm just being argumentative for boredom sake now...lol) it isn't really making a magical attack. It's a regular social attack using intimidation that gets a +2 from tagging a relevant aspect. For example, I could make a pure mortal kid with the non-magical aspect "super talented, good at everything" that is mechanically identical to 12 Year Old Dresden.
I don't think any GM worth his salt would allow that as an aspect. For one, how do you compel it? You can't have an aspect that lets you get bonuses to everything all by itself.

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I would say that invoking the aspect "untrained wizard" for effect is just as limited as a white court entering the nevernever. I wouldn't allow Harry to set a brick building on fire, but the books in the library...
To be perfectly blunt, you're wrong. You provided three examples where you would invoke that kind of aspect for very potent effect. White Court entering/exiting the Nevernever is more of a flavor effect, and only one effect that's not useful in combat, physical, mental, or social.

The bottom line is: If you want to use magical powers, you have to have magical powers. There's no way around that.

You seem to be thinking that "untrained" means "no access to powers." Untrained just means you don't know how to use it effectively. The ability to use Channeling is an inborn ability. The training is what lets you use it effectively.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Cowboy on March 30, 2012, 04:01:02 PM
To be perfectly blunt, you're wrong. .

Well, I've always taken pride in my ability to be wrong. I'm easily superb +5 in wrongness! LOL
Title: Re: An idea for modeling completely untrained magical talent
Post by: Cowboy on March 30, 2012, 04:11:33 PM
And to take wrongness a step further...

Would invoking the aspect "Rampant Pyromanic" to declare that the building is on fire be so different mechanically? And is it really that powerful? It's an environmental aspect that any-one can tag.

And isn't limited world walking from high concept invoke pretty dang powerful? It's two refresh for anyone else...
Title: Re: An idea for modeling completely untrained magical talent
Post by: Haru on March 30, 2012, 04:20:14 PM
I would probably start a character like that as a one trick pony with a watered down version of channelling. Basically for 1 refresh you get 1 specific spell you can do. That spell is cast by the normal evocation rules and is never a rote spell, no matter how high your lore. If you want to upgrade, you take an appropriate channelling, which replaces this one (it probably becomes a rote now).

You can, of course, take this as a mid session upgrade, so in your example
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So he wants to win the middle school long jump, throw down a fate point, roll athletics +3
I would have him pay refresh and take a spell that lets him do a maneuver that he can tag to get +2 on his athletics roll. Since he doesn't know how to properly cast such a spell, he will probably have to take a lot of casting stress + backlash in order to make it work, which fits perfectly with Harry and Molly's description of the "2 hour long ice cream headache".

I would be weary of letting someone take this as a temporary power, because then they could simply pay a fate point for every spell they want to do, never committing the character to anything. If it fits your style, go for it, but on the procession of a character, I think it works best if the character is committed to one magical element when he starts out.

In any case, if a character is starting out a supernatural career, however small it is, he should lose his pure mortal status and therefore bonus.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 30, 2012, 04:28:08 PM
Personally I don't see anything wrong with what you are describing Cowboy. This is exactly the way that one uses aspects, and you aren't describing any sort of effect that mundane aspects (like your "Rampant pyromaniac" example) can't cover.

I don't think any GM worth his salt would allow that as an aspect. For one, how do you compel it? You can't have an aspect that lets you get bonuses to everything all by itself.

I can think of several different ways to compel an aspect of "Super good at everything", can't you?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 30, 2012, 06:52:15 PM
Personally I don't see anything wrong with what you are describing Cowboy. This is exactly the way that one uses aspects, and you aren't describing any sort of effect that mundane aspects (like your "Rampant pyromaniac" example) can't cover.
He is describing someone regularly using magic without having a magic power.

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I can think of several different ways to compel an aspect of "Super good at everything", can't you?
Only a couple, off the top of my head, but still an aspect that can be invoked for a +2 to everything doesn't sound kosher.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Cowboy on March 30, 2012, 06:57:45 PM
Also, using aspects instead of powers takes away the ability to throw magic at will, all day long. So for example, young Molly C. is surprised by her mother before she can change her clothes. She tags her magical talent aspect for a veil (calling it a veil  is just fluff) to get +2 to stealth allowing her to hide from Mom. As she just spent her only fate point, she is incapable of doing it again. If she had channeling:veils she would be able to make a veil whenever she felt like it (and also use channeling maneuvers to make veiled aspects to tag for +2 to stealth without a FP cost).

Is the headache necessarily mechanically significant? It seems like that could also be a minor mental consequence that gave its +2 to have even more effect. I.E. 12 year old Dresden, uses +1 athletics, +2 tag "magical talent" aspect, +2 minor consequence "migraine" giving him a superb +5 long jump. Olympic caliber.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Cowboy on March 30, 2012, 07:04:36 PM
He is describing someone regularly using magic without having a magic power.
Only a couple, off the top of my head, but still an aspect that can be invoked for a +2 to everything doesn't sound kosher.

Is there a RAW problem with "good at everything" beyond being super cheesy? I was just trying to say that regular aspects can be rather broad in their scope. And a "wild, uncontrolled magic talent" aspect would be very restrictive about how it could be applied.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 30, 2012, 07:10:23 PM
Also, using aspects instead of powers takes away the ability to throw magic at will, all day long. So for example, young Molly C. is surprised by her mother before she can change her clothes. She tags her magical talent aspect for a veil (calling it a veil  is just fluff) to get +2 to stealth allowing her to hide from Mom. As she just spent her only fate point, she is incapable of doing it again. If she had channeling:veils she would be able to make a veil whenever she felt like it (and also use channeling maneuvers to make veiled aspects to tag for +2 to stealth without a FP cost).
Or, she has a decent Conviction score, and abysmal Discipline, meaning whenever she casts any kind of veil she's going to take backlash in addition to the extra shifts she'd need in power to actually hide. Then you don't have to monkey with the Aspect system to make it do things it's not meant to do.

Aspects are supposed to match up with and modify a powerset. Not make a free replacement of them.

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Is the headache necessarily mechanically significant? It seems like that could also be a minor mental consequence that gave its +2 to have even more effect. I.E. 12 year old Dresden, uses +1 athletics, +2 tag "magical talent" aspect, +2 minor consequence "migraine" giving him a superb +5 long jump. Olympic caliber.
If he's "magically talented," why not just give him a magic power? If it's part of his character that he has the ability to do magic--which is exactly what having an aspect like "magical talent" outright states--then he should have some magic power.

Being able to use magic--any magic at all--costs Refresh. You could certainly invoke aspects to boost a roll--but an aspect like "magical talent" should only boost rolls that are done with magic powers.

Is there a RAW problem with "good at everything" beyond being super cheesy? I was just trying to say that regular aspects can be rather broad in their scope.
I believe that something in the guidelines on making aspects goes over what makes a good and bad aspect. I don't have the books with me, but I'm pretty sure they discourage having an aspect that applies to literally everything.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Sanctaphrax on March 30, 2012, 07:27:36 PM
http://www.jimbutcheronline.com/bb/index.php/topic,22430.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,22430.0.html)

Personally, I like this idea.

But Lawbreaker does not apply its bonus to social rolls.

Invokes for effect can do literally anything if the GM says its okay. If one of my players wanted to take OMNIPOTENT GOD as a High Concept for a Feet In The Water mortal character, I'd let them. And you know what? They wouldn't actually be any stronger than the rest of the group as a result. Because I would not be permissive when it comes to Invocations and Declarations.

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Being able to use magic--any magic at all--costs Refresh.

Do you have any actual evidence for this statement? Because I'm fairly certain that it's factually incorrect.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 30, 2012, 07:39:25 PM
Do you have any actual evidence for this statement? Because I'm fairly certain that it's factually incorrect.
You mean besides the fact that all the magical powers that give you a significant advantage, or let you do things differently or better than a mortal, have a refresh cost associated with them?

If you let someone cast spells without having the power and refresh cost, what's the incentive to ever actually take magic powers?

Or any power, for that matter. What's to stop me from using a fate point to declare that, while I don't have claws, my fists are Weapon:2 for a scene because I have the aspect "Lethal Weapon"? I could do it once a scene and just keep the 2 refresh I'd normally have to spend for the power.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 30, 2012, 07:45:57 PM
Then you don't have to monkey with the Aspect system to make it do things it's not meant to do.

Aspects are supposed to match up with and modify a powerset. Not make a free replacement of them.

Here's the thing Death. Cowboy is not suggesting that aspects do anything that they are not supposed to do. He's suggesting that one use an aspect (by spending a fate point) to give one an occasional situational bonus, or narrative advantage. This is literally how aspects work. This is exactly what they do.

Now that I'm thinking about it further though I think that as a GM I would ask for a specialization aspect (like Dresden's "Not so subtle", etc). I see the young talents only having access to those effects that might come naturally to them (veils or sensitive effects for Molly, fire or force for Dresden, etc).

You mean besides the fact that all the magical powers that give you a significant advantage, or let you do things differently or better than a mortal, have a refresh cost associated with them?

If you let someone cast spells without having the power and refresh cost, what's the incentive to ever actually take magic powers?

Or any power, for that matter. What's to stop me from using a fate point to declare that, while I don't have claws, my fists are Weapon:2 for a scene because I have the aspect "Lethal Weapon"? I could do it once a scene and just keep the 2 refresh I'd normally have to spend for the power.

Because these aren't things that aspects allow you. Aspects do not allow you use of the evocation system (and Cowboy is not suggesting that they do). Aspects do not give you more than +2 once in a scene (without multiple fate points anyway). Nobody is suggesting that these aspects do anything that aspects can't do.

Edit: Though I would point out that "Lethal weapon" would be a decent excuse to make the argument that you were carrying knuckle dusters or brass knuckles.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 30, 2012, 07:58:14 PM
Making a veil, magically boosting your jumping ability, and setting fires without any outside tools are all things that are explicitly under the purview of the evocation system.

There are certainly ways that aspects can add a +2 to those--but if you're using magic to do it, then you have to, well, use magic to do it.
Now that I'm thinking about it further though I think that as a GM I would ask for a specialization aspect (like Dresden's "Not so subtle", etc). I see the young talents only having access to those effects that might come naturally to them (veils or sensitive effects for Molly, fire or force for Dresden, etc).
Alright, I'll just ask: Why? Why do that instead of just taking Channeling and using the aspect to modify and restrict it? What's the problem with using Channeling (aka, the beginner's magical power) to represent a beginner in magic use that makes this sort of thing preferable?
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 30, 2012, 08:21:34 PM
Making a veil, magically boosting your jumping ability, and setting fires without any outside tools are all things that are explicitly under the purview of the evocation system.

However, invoking an aspect to add +2 to stealth (and describing it as a veil), or invoking an aspect to add +2 to athletics (and describing it as force added magically), or invoking for effect to start a fire are all also things you can do with aspects. They are not explicitly under the purview of the evocation system, as I have just explained three RAW ways of doing those things. Casting spells is explicitly under the purview of the evocation system, but invoking aspects has absolutely nothing to do with evocation, and can achieve those effects even using a non-magical aspect (for example invoking "stealthy" to get a +2 to stealth, invoking "athletic" to get a +2 to athletics, or invoking "pyromaniac" to start a fire).

Edit: Heck, if you really want to get technical, by RAW you can't use evocation to boost your jumping ability at all. You can use it to create an aspect that gives you a bonus, but then again you can do that mundanely as well. So I can't see how you could say that that is "explicitly under the purview of the evocation system" in the first place.

Alright, I'll just ask: Why? Why do that instead of just taking Channeling and using the aspect to modify and restrict it? What's the problem with using Channeling (aka, the beginner's magical power) to represent a beginner in magic use that makes this sort of thing preferable?

Because channeling is controlled. Channeling involves will on the part of the user and at least a little understanding of how to control this. A character with Channeling: Fire and a 0 discipline/conviction is still capable of throwing 4 shift fireballs, blocks and maneuvers. A character who only has the aspect "Innate Pyromancer" is capable of occasionally starting a fire. They can't attack, block or maneuver. There's a significant difference there.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 30, 2012, 08:42:42 PM
However, invoking an aspect to add +2 to stealth (and describing it as a veil), or invoking an aspect to add +2 to athletics (and describing it as force added magically), or invoking for effect to start a fire are all also things you can do with aspects. They are not explicitly under the purview of the evocation system, as I have just explained three RAW ways of doing those things. Casting spells is explicitly under the purview of the evocation system, but invoking aspects has absolutely nothing to do with evocation, and can achieve those effects even using a non-magical aspect (for example invoking "stealthy" to get a +2 to stealth, invoking "athletic" to get a +2 to athletics, or invoking "pyromaniac" to start a fire).
The difference is that second set of aspects isn't using magic. In a setting that stresses that magic is a part of you, and changes who you are (the refresh cost sapping your free will), it seems wrong to me to let people use magic without costing them refresh.

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Edit: Heck, if you really want to get technical, by RAW you can't use evocation to boost your jumping ability at all. You can use it to create an aspect that gives you a bonus, but then again you can do that mundanely as well. So I can't see how you could say that that is "explicitly under the purview of the evocation system" in the first place.
If you're using magic to do it, yes. It's doing something within the setting to give yourself a boost, while a normal invoke is just "I'm good at jumping" rather than "I'm using magic to be temporarily good at jumping."

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Because channeling is controlled. Channeling involves will on the part of the user and at least a little understanding of how to control this. A character with Channeling: Fire and a 0 discipline/conviction is still capable of throwing 4 shift fireballs, blocks and maneuvers. A character who only has the aspect "Innate Pyromancer" is capable of occasionally starting a fire. They can't attack, block or maneuver. There's a significant difference there.
An Innate Pyromancer could certainly do all three easily under this interpretation. Maybe he starts a fire on someone's clothes (or hair)--or sets a fire to block pursuit or to create a distraction.

So someone with, say, Stealth at 4 can invoke that aspect to create what is essentially a Power:6 block of a veil, without spending any refresh or taking on any stress?

If I were a GM, I'd allow it once--then stipulate that if the character wants to use magic to their advantage or on purpose, they have to buy a power that lets them use magic. That's pretty much what the book recommends about using a different skill for a dodge or action--allow it with an invoke and at a penalty the first time to encourage the player to just buy it with a stunt instead.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 30, 2012, 08:49:59 PM
An Innate Pyromancer could certainly do all three easily under this interpretation. Maybe he starts a fire on someone's clothes (or hair)--or sets a fire to block pursuit or to create a distraction.

How? The interpretation you are discussing is allowing an aspect to be invoked for a bonus or invoked for effect. How do you invoke for attack?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 30, 2012, 08:56:23 PM
Probably adding a Weapon rating to some other skill's attack roll. If the GM just let him set fire to an inanimate pile of sticks before, why wouldn't he be able to set fire to the equally/more flammable hair on a guy's head?
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 30, 2012, 09:01:34 PM
Well then, we're invoking an aspect for a single +2 on an attack, which is something everyone can do all the time. Heck, using that reasoning I'd want to require that the +2 is applied to the weapon rating rather than the attack value (minor disadvantage, but disadvantage nonetheless).
Title: Re: An idea for modeling completely untrained magical talent
Post by: Cowboy on March 30, 2012, 09:28:56 PM
@Sanctaphrax  Dang, looks like its not an original idea after all! I probably shouldn't have said social. Can intimidation make a mental attack? Maybe it's just not the best way to build a warlock...and the lawbreaker stunt applied to aspects is really pushing it anyways. Although it could be an innocent middle school start to an NPC who goes on to become a real nightmare...
Title: Re: An idea for modeling completely untrained magical talent
Post by: Sanctaphrax on March 30, 2012, 10:00:34 PM
@Cowboy: Sorry, Lawbreaker only benefits spellcasting rolls. It won't help mental attacks either, unless you define them as spellcasting with some kind of mental judo.

@Mr. Death: There are rules for temporary powers. They don't cost Refresh. And there are free magical abilities like Cassandra's Tears. Both allow the use of magic at no cost in Refresh.

Now, I'm going to say something fairly important. Please read the next sentence with great attention:

You can do absolutely anything with Fate Points and Aspects as long as your GM lets you.

Sufficient FP spending can, by the Rules As Written and (probably) by the Rules As Intended, duplicate every Power in the book. But only if the GM says okay.

The point of taking a Power or a Stunt is to access a capability reliably and without spending FP.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on March 30, 2012, 10:43:13 PM
I'm going to back Sanctaphrax's last couple of posts.  That is, technically an aspect can be invoked for any effect that the GM allows -- but those last four words are key.  The GM and player(s) should work together to define each character aspect in a way that is sensible, reasonable, and fun (for everyone, not just the player).  And I'll go further to say that as a guideline, the benefit of each invoke should be somewhere in the 2-shift range (which is sometimes subjective).

One thing I will say is that even if the GM does allow this sort of interpretation, the player making use of it should absolutely not count as a Pure Mortal at the least -- because what defines a Pure Mortal is the lack of any supernatural abilities.  In addition, it seems to me that an aspect can only be used to boost a capability that you already have, not create a new capability.  By this I mean that a character with a 'Pyromaniac' aspect might be very good at setting fires (bonus to rolls to do so) but can't simply create fire from thin air.  So I'd probably charge at least a -1 for the ability to "perform impossible feats" through invoking the aspect.

I'd probably think about pricing this as a -1 power focused on a specific element, because in general,
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 30, 2012, 11:37:55 PM
@Sanctaphrax: Yes, there are rules for temporary powers--but that's not what this is talking about. This is talking about something that the character can do naturally and consistently which is beyond the capabilities of normal humans--aka, a magical power.

Say for the sake of argument that Lil Molly can invoke her innate power for a +2 to veils. Can full-grown Wizard Molly do the same, spending one fate point for a free veil at +2 to her stealth or deceit score, without incurring any stress? Or does she have to actually cast a veil (either a straight block, or a 3-shift maneuver) to get the benefits of a veil?

If yes, then she's better off never casting a spell or making focus items, and instead just boosting her Stealth score if she wants to focus on veils (which, being the character's strong suit, she would). If not, then an untrained, powerless kid can be significantly better at making magical veils than someone who's training as a wizard--without ever incurring stress or consequences for it.

One thing I will say is that even if the GM does allow this sort of interpretation, the player making use of it should absolutely not count as a Pure Mortal at the least -- because what defines a Pure Mortal is the lack of any supernatural abilities.  In addition, it seems to me that an aspect can only be used to boost a capability that you already have, not create a new capability.  By this I mean that a character with a 'Pyromaniac' aspect might be very good at setting fires (bonus to rolls to do so) but can't simply create fire from thin air.  So I'd probably charge at least a -1 for the ability to "perform impossible feats" through invoking the aspect.
This. This is the point I've been trying to make the whole time.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Cowboy on March 31, 2012, 12:24:45 AM
Say for the sake of argument that Lil Molly can invoke her innate power for a +2 to veils.
If yes, then she's better off never casting a spell or making focus items, and instead just boosting her Stealth score if she wants to focus on veils (which, being the character's strong suit, she would). If not, then an untrained, powerless kid can be significantly better at making magical veils than someone who's training as a wizard--without ever incurring stress or consequences for it.

Maybe, if you built a Wizard Molly with very low discipline, conviction and a very high stealth it would be better to invoke an aspect for +2 stealth. Otherwise, she will cast a veil based on discipline and conviction (probably much higher than her stealth) add in her focus and specialization bonuses and then ON TOP of that she still has the option of tagging an aspect for a +2. That should be much higher than stealth +2.

I think the white court opening portals example shows that non-spellcasters can invoke aspects for magical effects. Also I seem to remember in the novels that white court can make simple tracking spells, and knights of the cross can do some cool magic(ish) things that their power set doesn't cover
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 31, 2012, 12:28:06 AM
Maybe, if you built a Wizard Molly with very low discipline, conviction and a very high stealth it would be better to invoke an aspect for +2 stealth. Otherwise, she will cast a veil based on discipline and conviction (probably much higher than her stealth) add in her focus and specialization bonuses and then ON TOP of that she still has the option of tagging an aspect for a +2. That should be much higher than stealth +2.
Yes, she could. Or, she could boost Stealth to 5, and have a 7-shift block at will without costing any stress or needing those focus items.

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I think the white court opening portals example shows that non-spellcasters can invoke aspects for magical effects. Also I seem to remember in the novels that white court can make simple tracking spells, and knights of the cross can do some cool magic(ish) things that their power set doesn't cover
Nope. It's not an invoke, and it's Thomas using a specific spell that Harry more or less set up for him. The Knights do nothing that their template doesn't cover with its powers.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 31, 2012, 12:58:24 AM
By this I mean that a character with a 'Pyromaniac' aspect might be very good at setting fires (bonus to rolls to do so) but can't simply create fire from thin air.

True, however there's little reason to expect that a "Pyromaniac" wouldn't have a means of starting fire on them, or know more obscure ways to start a fire (chemical reactions, or making use of electricity). The "Pyromaniac" can't create fire out of thin air, but baring the GM stating that they are naked in a featureless room, they should be able to light a fire at almost any time.

Personally I see the terminology tripping us up. Death is the fact that we're using the word Veil a problem? If the "Innate Photomancer" simply invokes that aspect to provide a +2 to stealth then what is the problem? If the "Innate Pyromancer" invokes that aspect to ignite a piece of paper (as a "Pyromaniac" would be able to invoke to have a lighter or similar) then what is the problem?

One thing I will say is that even if the GM does allow this sort of interpretation, the player making use of it should absolutely not count as a Pure Mortal at the least -- because what defines a Pure Mortal is the lack of any supernatural abilities.

I'm split on this. To a degree it seems like penalizing a thematic choice. If I play a sneaky mortal with no powers then I get two extra refresh, but if I play sneaky pre-wizard with no powers then I don't? I just don't see the potential for abuse with this (a pre-wizard is never going to be as powerful as a wizard and they're not really any more effective than a mortal) so I would probably allow them the extra refresh.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 31, 2012, 01:19:01 AM
It's not about just the word used. It's about using magic for a tangible effect, without spending points on the power. A pyromancer should have Channeling: Fire if he's going to be causing fire without any outside source. Likewise a Photomancer should have Channeling: Light (or spirit, or whatever).

If you're going to use magic and call it a magical effect, you should have to take a magic power for it. If you can set things on fire with your mind and fade from sight, you're not a pure mortal. You're using magic of some stripe. And being able to do magic like that has a refresh cost.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on March 31, 2012, 01:53:11 AM
I honestly don't understand how this has reached so many pages.  You either have the power or you don't.  You either spend the refresh or you don't.

Caveat: If in your game ( your table, your GM etc.) Fate points can be spent for things like powers you don't have... go nuts.  I don't really care if Fate points allow you to teleport across the globe.  I don't personally like it, but this is coming from someone who does away with rules he doesn't like.  By all means go ahead, just don't expect any answer to be positive towards it however.  It certainly isn't RAW.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 31, 2012, 03:01:17 AM
It certainly isn't RAW.

I don't understand this statement. Are you saying it isn't RAW to gain a +2 bonus by spending a fate point with an appropriate aspect? Or that it isn't RAW to spend a fate point to gain a small narrative advantage based on an appropriate aspect? Because that's literally how the book describes the use of aspects.

The most clear use of the invoke for effect in RAW actually is a form of teleporting (mechanically speaking). It's called the Fortuitous Arrival.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on March 31, 2012, 03:53:22 AM

I don't understand this statement. Are you saying it isn't RAW to gain a +2 bonus by spending a fate point with an appropriate aspect? Or that it isn't RAW to spend a fate point to gain a small narrative advantage based on an appropriate aspect? Because that's literally how the book describes the use of aspects.

The most clear use of the invoke for effect in RAW actually is a form of teleporting (mechanically speaking). It's called the Fortuitous Arrival.

 Part 1: Aspects can be invoked for effect and/or for a +2 to a roll or a reroll...that isn't a power that costs refresh.

Part 2: You pay a REFRESH for it.  Also, that is not teleportation, it is as it states - a fortuitous arrival.  That's a power called Guide My Hand (costs -1 refresh)... not an aspect.

Aspects invoked for effect are not powers.  The effects they have in my opinion should be limited in scope.

Refresh buys powers.
Items of power can be loaned - which still cost someone a refresh.
Thaumaturgy (which costs refresh btw) can mimic powers.
Potions can grant powers - which cost someone an item slot and ...drum roll please - a refresh.

I'm not arguing it ( it being the Original Post mainly) shouldn't be allowed at someone's table.  I already ceded that point.  Just not mine.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 31, 2012, 05:21:54 AM
I think what bugs me about all of this, is that mechanically this theoretical "Innate Wizard" isn't any different from a pure mortal. They can't cast spells, they don't have permanent bonuses (or even bonuses that last a scene), and they can't do anything that a mortal couldn't (from a mechanical perspective). However because they have a thematic difference you are making things harder for them. Because they have decided to have a magic bent instead of a skilled one. If the player chooses to describe that action in one way rather than another then your response as a GM should be in the description. As long as they are using the same mechanics as everyone else you shouldn't be arbitrarily slapping them with mechanical penalties. To take the thematics out of question, this would be like having two players choose different routes to get to the same place (for example a car and a train) and yet choosing to make one character late for no reason, or having two players decide to solve a problem in two different (equally valid) ways, and giving one character a penalty for it. That really bugs me.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tallyrand on March 31, 2012, 10:41:45 AM
I think what bugs me about all of this, is that mechanically this theoretical "Innate Wizard" isn't any different from a pure mortal. They can't cast spells, they don't have permanent bonuses (or even bonuses that last a scene), and they can't do anything that a mortal couldn't (from a mechanical perspective). However because they have a thematic difference you are making things harder for them. Because they have decided to have a magic bent instead of a skilled one. If the player chooses to describe that action in one way rather than another then your response as a GM should be in the description. As long as they are using the same mechanics as everyone else you shouldn't be arbitrarily slapping them with mechanical penalties. To take the thematics out of question, this would be like having two players choose different routes to get to the same place (for example a car and a train) and yet choosing to make one character late for no reason, or having two players decide to solve a problem in two different (equally valid) ways, and giving one character a penalty for it. That really bugs me.

I think that there is a mechanical difference, albeit a small one.  Specifiically the limitation on invoking aspects that the invocation must be reasonable.  Saying that a character is a pyromaniac it is reasonable that they would know tricks to make fire in unusual circumstances or that they have matches on them.  What isn't reasonable though is saying that they can conjure fire from thin air or at a distance, but of these are well within the realm of a pyromancer. 
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 31, 2012, 02:29:54 PM
Except here's the other thing that was bugging me last night (that I couldn't articulate). Fate points are a method for the player to manipulate the narrative. They have little to do with the character. A player with a mortal character could indeed create fire out of thin air or at a distance, by manipulating the narrative in such a way as to emulate a stroke of luck. We as human beings (characters too) can't do any of this stuff, but as players we are enabled to have candles fall over, or have something flammable sitting near the heater. I've always thought that the only difference between a wizard and a mortal in this system was justification (though I suppose the wizard is significantly more powerful, but meh). A mortal needs to come up with a reason why things happen, for a wizard "it's magic", but there's no reason why a player with a mortal character couldn't do almost anything a wizard could with sufficient creativity.

PS: Sorry for the long and rambling posts.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 31, 2012, 02:43:28 PM
I think what bugs me about all of this, is that mechanically this theoretical "Innate Wizard" isn't any different from a pure mortal. They can't cast spells, they don't have permanent bonuses (or even bonuses that last a scene), and they can't do anything that a mortal couldn't (from a mechanical perspective). However because they have a thematic difference you are making things harder for them. Because they have decided to have a magic bent instead of a skilled one. If the player chooses to describe that action in one way rather than another then your response as a GM should be in the description. As long as they are using the same mechanics as everyone else you shouldn't be arbitrarily slapping them with mechanical penalties. To take the thematics out of question, this would be like having two players choose different routes to get to the same place (for example a car and a train) and yet choosing to make one character late for no reason, or having two players decide to solve a problem in two different (equally valid) ways, and giving one character a penalty for it. That really bugs me.
In this game, if you have a magic bent, that means you have magic. And if you have magic, that means you're not a pure mortal anymore. It means you've paid refresh to have magic.

As for the example, allowing invokes like this is more like having two players choose different routes, a train and a car...and then they both arrive on time despite the 'car' character not having a car, not having the resources for or regular access to a car, and not having any points in the Drive skill.

I mean, magical power isn't something like a gun where you can be carrying one in one scene, and not in another, and just handwave that you forgot/remembered to bring it. It's something intrinsic to the character's nature and who and what they are. If you can do things that are outright impossible for a non-magic, pure mortal to do, that costs refresh.

It's not just about pure mechanics. The thematics matter.

Except here's the other thing that was bugging me last night (that I couldn't articulate). Fate points are a method for the player to manipulate the narrative. They have little to do with the character. A player with a mortal character could indeed create fire out of thin air or at a distance, by manipulating the narrative in such a way as to emulate a stroke of luck. We as human beings (characters too) can't do any of this stuff, but as players we are enabled to have candles fall over, or have something flammable sitting near the heater. I've always thought that the only difference between a wizard and a mortal in this system was justification (though I suppose the wizard is significantly more powerful, but meh). A mortal needs to come up with a reason why things happen, for a wizard "it's magic", but there's no reason why a player with a mortal character couldn't do almost anything a wizard could with sufficient creativity.

PS: Sorry for the long and rambling posts.
I'm not disagreeing that a mortal can get a mechanical advantage out of his aspects. I'm just saying that you can't say "It's magic," without paying to use the magic. As others have pointed out, an invoke still has to make sense, and part of that making sense is having it fit with the character and his powers (or lack thereof).

And don't worry about the long and rambling, I've written longer and more rambly :P
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 31, 2012, 03:20:35 PM
It's not just about pure mechanics. The thematics matter.

I guess what I'm trying to say is that if it's a thematic difference, then you should deal with it thematically. It bugs the crap out of me, when we have two things that are mechanically identical (or similar) but one gets mechanically penalized because of thematics, and here's why: it stifles creativity. Have you ever, as a player, come up with something creative and interesting (even if it's just an unusual solution to a problem) and then the GM goes "Well, I guess you could do that, but it'll be at a negative [really difficult modifier]." It sucks, and it makes you not want to try it. If someone gets mechanically penalized for coming up with an interesting story then they're going to stop trying to make an interesting story, and then everyone loses out.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 31, 2012, 03:23:16 PM
In this game, if you have a magic bent, that means you have magic. And if you have magic, that means you're not a pure mortal anymore. It means you've paid refresh to have magic.

Also this isn't strictly true. Pure mortals have no powers. Their template has no specifics on aspects, or their use. Butters is a great example of a pure mortal with a magic bent, as he is capable of small rituals, etc.

Here's a question. How would you make a character with a little bit of magic, but no powers at all (I.E. you didn't want constant access to spellcasting or anything else)?
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 31, 2012, 03:33:13 PM
I'm not disagreeing that a mortal can get a mechanical advantage out of his aspects. I'm just saying that you can't say "It's magic," without paying to use the magic. As others have pointed out, an invoke still has to make sense, and part of that making sense is having it fit with the character and his powers (or lack thereof).

Also I'm not arguing that, per se, I'm arguing that there's no mechanical difference between, "I invoke the aspect 'Candlelight' to start a fire" and "I invoke the aspect 'Innate Pyromancer' to start a fire."

(sorry for the rapid-fire posts)
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 31, 2012, 03:41:06 PM
I guess what I'm trying to say is that if it's a thematic difference, then you should deal with it thematically. It bugs the crap out of me, when we have two things that are mechanically identical (or similar) but one gets mechanically penalized because of thematics, and here's why: it stifles creativity. Have you ever, as a player, come up with something creative and interesting (even if it's just an unusual solution to a problem) and then the GM goes "Well, I guess you could do that, but it'll be at a negative [really difficult modifier]." It sucks, and it makes you not want to try it. If someone gets mechanically penalized for coming up with an interesting story then they're going to stop trying to make an interesting story, and then everyone loses out.
Occasionally. But if it's something that the character literally isn't capable of, because he or she simply doesn't have the ability, I accept it. "It doesn't work that way," and "No, you can't set fires with your mind because you don't have a magic power" are plenty acceptable reasons to me, as a player or GM. Yes, it sucks, but hey, sometimes we can't do everything we want.

Also this isn't strictly true. Pure mortals have no powers. Their template has no specifics on aspects, or their use. Butters is a great example of a pure mortal with a magic bent, as he is capable of small rituals, etc.

Here's a question. How would you make a character with a little bit of magic, but no powers at all (I.E. you didn't want constant access to spellcasting or anything else)?
Spoilers for GS:
(click to show/hide)
The quick and dirty circle he did in Dead Beat is something, like I said before, that I'd allow once, maybe twice, as a GM before I told the player, "Look, if you wanna use magic regularly, you should take the power."

As for the question, I'd give them Ritual or Channeling, but low or no ratings in the relevant skills, and an aspect along the lines of "Don't know how to control my power". Then if they want to use the effect, they have to pay for it the regular way--for someone with 0 Conviction, even casting a rudimentary aspect (3 shifts) would already be a Consequence-worthy action just from calling up the power in the first place (that '2 hour ice cream headache') before even considering they're rolling from 0 discipline.

Then as they take milestones, they can raise their Conviction and Discipline to represent training (self or otherwise), and turn that fledgeling magic use into directed magic use (exactly like Molly and Harry did).
Title: Re: An idea for modeling completely untrained magical talent
Post by: GryMor on March 31, 2012, 03:52:20 PM
Given that, with the right circumstances, you can 'buy' a power for a scene just from spending fate points and that channeling less it's focus item slots is about refresh, I see nothing wrong with someone sufficiently unskilled in magic that they can't reliably call up meaningful amounts of power having their unreliable access to magic represented as a few aspects that the occasionally invoke for trivial spells.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 31, 2012, 04:00:23 PM
The quick and dirty circle he did in Dead Beat is something, like I said before, that I'd allow once, maybe twice, as a GM before I told the player, "Look, if you wanna use magic regularly, you should take the power."

Actually all sorts of things disagree with you. Firstly according to thematics a circle is something any mortal can do at any time if they have sufficient knowledge and a little blood. Secondly mortals can actually perform rituals without having the ritual power. It's called "Common Ritual" and it's a trapping Lore.

As for the question, I'd give them Ritual or Channeling, but low or no ratings in the relevant skills, and an aspect along the lines of "Don't know how to control my power". Then if they want to use the effect, they have to pay for it the regular way--for someone with 0 Conviction, even casting a rudimentary aspect (3 shifts) would already be a Consequence-worthy action just from calling up the power in the first place (that '2 hour ice cream headache') before even considering they're rolling from 0 discipline.

Then as they take milestones, they can raise their Conviction and Discipline to represent training (self or otherwise), and turn that fledgeling magic use into directed magic use (exactly like Molly and Harry did).

And again this bothers me, because you are forcing a severe mechanical handicap, with absolutely no mechanical upside. If you offer this solution to a character who proposes the "Wild talent" character concept, they will turn you down and find something else to play. Then you will never have a "Wild talent" character, which is a pity because they can be lots of fun.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 31, 2012, 04:14:15 PM
Actually all sorts of things disagree with you. Firstly according to thematics a circle is something any mortal can do at any time if they have sufficient knowledge and a little blood. Secondly mortals can actually perform rituals without having the ritual power. It's called "Common Ritual" and it's a trapping Lore.
Common rituals, yes.
(click to show/hide)

Quote
And again this bothers me, because you are forcing a severe mechanical handicap, with absolutely no mechanical upside. If you offer this solution to a character who proposes the "Wild talent" character concept, they will turn you down and find something else to play. Then you will never have a "Wild talent" character, which is a pity because they can be lots of fun.
Hate to say it, but sometimes not every character concept works out. Some things just don't work in any given system.

Of course, there's nothing stopping me or any other player from coming up with a custom power for this purpose--probably something 1 refresh that they could upgrade to one of the dedicated spellcasting powers. Something like, "Once a scene, you can use your innate talents for a +2 bonus to block and maneuver actions."

Edit: Actually, that sounds like a good idea. I think I'll write something up for the Custom Powers thread later.

I just don't see the logic in having a character concept that's based around magic and not having them take some kind of magic power. The setting's pretty clear that if you have magic, that costs something in the way of humanity/free will/whatever you want to call it, represented by Refresh.

Given that, with the right circumstances, you can 'buy' a power for a scene just from spending fate points and that channeling less it's focus item slots is about refresh, I see nothing wrong with someone sufficiently unskilled in magic that they can't reliably call up meaningful amounts of power having their unreliable access to magic represented as a few aspects that the occasionally invoke for trivial spells.
True, but I got the sense from that write-up that temporary powers were meant to be along the lines of "You grab Mjolnir for a scene" or "The Demon lets you use a little bit of his juice for a while," not something that's supposed to be an inborn ability of the character.

I mean, under that logic, you could have a "pure mortal" wizard or sorcerer who just spends 3 fate points every time he wants to use Evocation for a scene--but otherwise keeps the +2 refresh bonus.
Title: Re: An idea for modeling completely untrained magical talent
Post by: GryMor on March 31, 2012, 04:59:01 PM
True, but I got the sense from that write-up that temporary powers were meant to be along the lines of "You grab Mjolnir for a scene" or "The Demon lets you use a little bit of his juice for a while," not something that's supposed to be an inborn ability of the character.

They also come in handy for self targeted biomancy and kids that have potential but don't know how to tap into themselves yet, so only get a few sparks of power in stressful situations.

Quote
I mean, under that logic, you could have a "pure mortal" wizard or sorcerer who just spends 3 fate points every time he wants to use Evocation for a scene--but otherwise keeps the +2 refresh bonus.

There are some high aspect issues there, but the key point is, for reliable access you spend refresh, for unreliable access you spend fate points per scene and need a good reason for each instance. When you start relying on that access, you spend fate points, but until then, aspects like "Doesn't know he's a Wizard" and "Carry in the making" are handy for accidental magic compels and the occasional emotionally charged outburst.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 31, 2012, 05:08:05 PM
Hm. Now that I think about it, maybe a -0 refresh power, like Cassandra's Tears. Potentially useful, but at the cost of not having control, tied into the high concept, no refresh cost but it still disqualifies you for the Pure Mortal refresh bonus. How's that sound?
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 31, 2012, 05:32:36 PM
Better, though it still bothers me that there's no mechanical advantage to counter the mechanical downside.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on March 31, 2012, 05:42:19 PM
Sure there is, you get something; for nothing.  No refresh spent.  Pure Mortals are just that  - pure mortals.  If the forum agrees that an IoP should remove the +2 refresh bonus(which for the vast majority, it does)... why shouldn't a -0 power that grants very very limited spell-like powers?

Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 31, 2012, 05:47:05 PM
The mechanical advantage would be with the power, once a scene you wouldn't have to spend a fate point to invoke it, instead it's one free tag.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on March 31, 2012, 06:18:11 PM
I'd say that it should cost -1 to have minor magics (the sort of things a wizard can do for free).  Yes, if this the only magic power the character has then it effectively costs -3 (1 for the power, 2 for no longer being pure mortal).

Why?

Because the game (and the books) seems to make it black and white - you either have power (which you put for) for you don't.  Some of the minor supernatural things don't seem worth a point, not when compared to the other 1 point ones, but are all grouped together.

If you look at Dead Beat when Harry is listing off the "powers" of the people huddled at Mac's bar, some of them are very low powered ones - but they are all magic powers.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on March 31, 2012, 06:35:46 PM
If you look at Dead Beat when Harry is listing off the "powers" of the people huddled at Mac's bar, some of them are very low powered ones - but they are all magic powers.

Now go ahead and point to the section where Harry lists off the mechanical representations of those powers and their associated refresh costs.  Because otherwise this is entirely irrelevant.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on March 31, 2012, 06:51:24 PM
Here's the thing that I see. Everyone is looking at the pure mortal refresh bonus as a thematic thing. Which of course makes absolutely no sense because refresh isn't a function of the setting, but of the system. Pure mortals get more refresh because powers are powerful (two to three times better than equivalent refresh in stunts) and they don't get access to them. It's a balance issue. So if you have a character, which from the system's view has no powers, then they should be pure mortal and gain the refresh bonus. Thematics doesn't (or shouldn't) come into that at all. Especially as I pointed out that this character would have next to nothing over a mortal with a creative player and good aspects.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on March 31, 2012, 07:15:30 PM
Here's the thing that I see. Everyone is looking at the pure mortal refresh bonus as a thematic thing. Which of course makes absolutely no sense because refresh isn't a function of the setting, but of the system. Pure mortals get more refresh because powers are powerful (two to three times better than equivalent refresh in stunts) and they don't get access to them. It's a balance issue. So if you have a character, which from the system's view has no powers, then they should be pure mortal and gain the refresh bonus. Thematics doesn't (or shouldn't) come into that at all. Especially as I pointed out that this character would have next to nothing over a mortal with a creative player and good aspects.
Neither would someone with only Cassandra's Tears--in fact, having that power arguably makes you worse off than a pure mortal, since not only are you losing that Pure Mortal bonus, but you take a penalty to social rolls and it doesn't help you much mechanically.

Having an innate ability to do magic, or have supernatural power, costs you that Pure Mortal bonus, even if it's something as marginal as Mana Static or as outright detrimental as Cassandra's Tears.

A character with a -0 refresh "Untrained Magic" power allowing them to tag their high concept once a scene has an advantage over a mortal who has to spend a fate point to invoke their high concept. It's not much of an advantage, but I've seen plenty of places where one spent fate point--or not having that one fate point to spend--has made a lot of difference.

Under the original idea, if the Pure Mortal Untrained Mage wanted to use his power once a scene for three scenes, he's down three fate points. Under the -0 power I'm going to write up, he wouldn't have to spend any, so any usage of the power at a rate of 2 or more per Refresh (the GM's 'Okay, you've had a breather' refresh, I mean), he's coming out ahead of the Pure Mortal.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on March 31, 2012, 08:25:22 PM
Now go ahead and point to the section where Harry lists off the mechanical representations of those powers and their associated refresh costs.  Because otherwise this is entirely irrelevant.

He says they have magical powers - ergo he's listing people who are not pure mortals.  If you want a rules cite then:
"Pure mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—"

Notice how it doesn't say "...who don’t have anything big...".  It's extremely clear - if you have "...anything supernatural going on..." then you're not a Pure Mortal.

As for the cost, being able to do minor impromptu spells seems more useful in play than Wizard’s Constitution or Cassandra’s Tears - so it should cost more.  It seems at least as useful as Cloak of Shadows so -1 is right for it.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on March 31, 2012, 08:57:53 PM
Being able to pay Fate Points to Invoke one of your aspects, conventionally or '-for-effect', is not worth a single point of refresh.  Ever.  All characters have that capability.
Edit: Nor is an aspect, ANY aspect, ever worth refresh.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 01, 2012, 12:42:49 AM
That's why I'm suggesting it be a -0 refresh power that lets you tag it once a scene for free.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 01, 2012, 12:48:38 AM
'It' is an aspect.  Not a power.  Attempting to restructure the nature of the debate in order to support your predetermined conclusion won't win you any points, here.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 01, 2012, 01:04:25 AM
'It' is an ability to use magic. That makes it a power.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 01, 2012, 01:12:31 AM
'It' is an ability to use magic. That makes it a power.

This is your conclusion, but it is not an argument.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Haru on April 01, 2012, 01:24:40 AM
The important difference I see between an aspect and the suggestion of "magical" aspects is in fact the magic.

When Molly comes home and is about to be busted by Charity, there is mechanically no difference between invoking rebellious teenager or inherent magical talent for +2, I agree on that.

But there is a difference. While rebellious teenager would imply, that Molly knows how to move silently in her own home, knows how to stay hidden, which floorboards to avoid, and so on. There are no repercussions from this whatsoever.

Invoking inherent magical talent would allow you to hide in plain sight, veiling yourself with magic. And yes, like someone else said, I would allow this once. After that you either take a magical power (for example the [-0] one Death is proposing), or you drop your magic entirely. Since you would probably not give a character the aspect "inherent magical talent", without intending to use it one day, that is probably not an option that is going to get used very often. But intent to use magic should exclude you from the pure mortal benefit.

Most importantly, I see the [-0] power Death describes as far more than simply one free tag per scene. It is going to let you do impossible (or at least improbable) things as well. You could tag it on a survival roll to make fire without a lighter. Or like above, hiding without anything to hide behind. It is a rudimentary use of magic, not just the invoke of an aspect. Thinking about it, making it a [-1] power like Richard is proposing would make sense. In that case, I would probably do it like I described earlier, as a single spell power for 1 refresh.

It's like an artefact collector who is technically a pure mortal, but he uses magical items, and if the character concept is based on the use of magic in one way or another, he should no longer be considered a pure mortal. Even if the magic is just based on tagging an aspect.

You could mimic the cloak of shadows power with a stunt or two, and you would not lose your pure mortal status. Take cloak of shadows for the exact same mechanical benefit, and you are a supernatural character. I see the same reasoning applying here.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 01, 2012, 01:26:59 AM
This is your conclusion, but it is not an argument.

No, it's the original premise that the OP was asking about.
So I was thinking about a proto-wizard, completely untrained with no magical powers, and realized that just using aspects could make a pretty cool magical character. i.e.

Name: 12 year old Dresden
Template: Pure Mortal???? (the +2 refresh is questionable)
High Concept: Council level magical talent, ZERO training
Skills: Lets just say everything at average +1 for sake of argument
Stunts/Powers: NONE
Refresh: 2 (4???) Hydrophobic

Now we have a character who for the low price of 1 fate point, can tag or invoke for affect his high concept for nearly anything. So he wants to win the middle school long jump, throw down a fate point, roll athletics +3. He wants to set the building on fire, throw down a fate point, invoke for effect. He wants another fate point, his power goes crazy and something bad happens.

If the bonus from lawbreaker stunts can stack with the +2 from tagging the high concept, we can build a frightening junior warlock like this too.

Name: Billy D. Warlock
High Concept: Talented Warlock with ZERO training
Aspect: Naturally manipulative and intimidating
Skills: good rapport and intimidation +3
Powers:  Lawbreaker Third (twice) -2
Refresh: 0 (Hydrophobic)

Say billy wants to make you do something. He self compels his high concept to use black magic, and banks a fate point. He makes a social attack with rapport or intimidation, spends his fate point to tag his high concept, and gets another +2 from Lawbreaker Third (is it Kosher to use mental magic for social attacks?).  This gives him a +7 social attack! Say he had another fate point saved up to use. He can tag his manipulative aspect and bring his social attack to +9! Throw down a black magic fueled social maneuver, and Billy can pretty easily pull of some +11 mindbending! That's enough to give a submerged warden nightmares.

He's asking about a character who can use magic. They may not be able to properly control it, but they still have magic.

Having magic means you're not a pure mortal. Not being a pure mortal means you have some kind of power.

The important difference I see between an aspect and the suggestion of "magical" aspects is in fact the magic.

And thank you, Haru. That's exactly what I've been saying.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 01, 2012, 02:03:20 AM
I was going to type a long reply, but instead I'll just agree with Haru.

Powers allow you to break reality are more  than aspects, they are powers.

This is how I see it working:
Minor Magic [-1]: You are either a budding apprentice, a late bloomer, or otherwise have a very minor talent for magic.  While not capable of true Evocation or Thaumaturgy, you are able to work the sort of magic described under Mundane Effects (YS pg 259).  With time, effort, and / or instruction, you may be able to upgrade to Channeling, Rituals, Evocation, or Thaumaturgy (spending the appropriate refresh).  If so whichever full spell casting power you take replaces this power.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 01, 2012, 02:26:49 AM
I think if you're charging a whole refresh for it, it should have a solid mechanical benefit. Like this:

Minor Magic [-1]: You are either a budding apprentice, a late bloomer, or otherwise have a very minor talent for magic.  While not capable of true Evocation or Thaumaturgy, you can tag your high concept for effect, a reroll, or a +2 to any one roll per scene justified by your wild, untrained, but potentially potent magical talent. You may also be subject to compels when your magical talent gets out of your control. With time, effort, and / or instruction, you may be able to upgrade to Channeling, Rituals, Evocation, or Thaumaturgy (spending the appropriate refresh).  If so whichever full spell casting power you take replaces this power.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 01, 2012, 03:17:21 AM
No, it's the original premise that the OP was asking about.

If you think 'That makes it a power' is representative of the original premise of this thread, then I think we can safely call this debate pointless.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 01, 2012, 03:31:05 AM
If you think 'That makes it a power' is representative of the original premise of this thread, then I think we can safely call this debate pointless.

It was more or less pointless before I chimed in.  Now we are discussing the mechanics and cost of the power.

I feel the use of Mundane Effects is worth the -1 rather than using the power to justify tagging the high concept.  While the character might not be fully (or even partly) in control of the minor magics covered by Mundane Effects, the player is.  Lighting fires, doing minor winds, making a small light, or otherwise doing minor stuff is (in my eyes) useful.

Then again, perhaps having two versions for this power is best.  Not every budding talent would work the same way.  So, stealing the missing parts from yours, I propose:
Minor Magic [-1]: You are either a budding apprentice, a late bloomer, or otherwise have a very minor talent for magic.  While not capable of true Evocation or Thaumaturgy, you are able to work the sort of magic described under Mundane Effects (YS pg 259).  You may also be subject to compels when your magical talent gets out of your control.  With time, effort, and / or instruction, you may be able to upgrade to Channeling, Rituals, Evocation, or Thaumaturgy (spending the appropriate refresh).  If so whichever full spell casting power you take replaces this power.

Thoughts?

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 01, 2012, 04:27:01 AM
You could mimic the cloak of shadows power with a stunt or two, and you would not lose your pure mortal status. Take cloak of shadows for the exact same mechanical benefit, and you are a supernatural character. I see the same reasoning applying here.

You could not mimic cloak of shadows with stunts, as one of it's facets is a supernatural ability with no shift value. If you could though, it would be with two stunts which would cost two refresh, because powers are almost exactly twice as powerful as equivalent stunts. This is why pure mortals get extra refresh. Because it costs them twice as much to achieve a remotely similar effect.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 01, 2012, 04:44:56 AM
If you think 'That makes it a power' is representative of the original premise of this thread, then I think we can safely call this debate pointless.
The original premise of this thread was someone asking about someone who explicitly has magic. That's what I was pointing out.

Explicitly having magic means it's a magic power. The setting and the game's text are pretty clear on that: If you have anything supernatural about you, you're not Pure Mortal. The OP was, frankly, mistaken in thinking you could characterize someone as Pure Mortal without any powers if they have magic.

As it's illogical to lose the Pure Mortal bonus without having something on the sheet representing the supernatural power, now we're hashing out what a power might be that gives the equivalent of what the OP had in mind.

That said, Richard, I was trying to retain the OP's idea of having the magic provide a bonus to rolls; mundane effects aren't really useful in that sense--they're more along the lines of flavor, not much like what the OP was talking about. I believe somewhere in there it says if Harry wanted to use one of those mundane effect spells to some significant advantage, then he'd have to cast it as a real spell instead.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 01, 2012, 06:13:09 AM
Explicitly having magic means it's a magic power.

Again, this is clearly not a matter of consensus.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 01, 2012, 06:28:29 AM
Again, this is clearly not a matter of consensus.

But, as you said, the debate is pointless.

We agree to disagree.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 01, 2012, 06:31:15 AM
That said, Richard, I was trying to retain the OP's idea of having the magic provide a bonus to rolls; mundane effects aren't really useful in that sense--they're more along the lines of flavor, not much like what the OP was talking about. I believe somewhere in there it says if Harry wanted to use one of those mundane effect spells to some significant advantage, then he'd have to cast it as a real spell instead.

Sorry - it's been a while since I saw that OP.

As for Mundane Magic...
"Any minor effect like this can be cast without a roll and will last for a scene for free. At most, a fate point might be required if the minor effect counters a scene aspect that might be inconvenient."

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 01, 2012, 02:20:12 PM
Again, this is clearly not a matter of consensus.
So tell me. How can someone have magic power--not using common ritual, not using a magic item someone else made, but having magic power as part of their being, who and what they are as the OP suggested--and still be Pure Mortal?

The book's clear, as was said earlier. Pure Mortal is defined as people who "don’t have anything supernatural going on."

If a character's got some kind of magical nature to them, they're not Pure Mortal. If they're not Pure Mortal, it stands to reason that they have some kind of magic power to put on their sheet, even if it's a -0 refresh power that's going to be trouble as often as it's an asset.

So please, tell me where this doesn't hold up. Tell me where I'm wrong or where the point of debate is.

And Richard, I got the sense from the Mundane Effects thing that they were without cost or a roll because a caster would have no trouble with it because they know magic. That they're a trick that's only easy because the caster can do so much more. Harry can cast Flickum Bicus without any stress or a roll now, but as we see in flashback, the first time he cast it took considerable effort. What the OP was talking about was 'accidental' use of magic to direct advantage on rolls, which is more in line with a free tag of an aspect.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 01, 2012, 06:54:42 PM
So tell me. How can someone have magic power--not using common ritual, not using a magic item someone else made, but having magic power as part of their being, who and what they are as the OP suggested--and still be Pure Mortal?

The book's clear, as was said earlier. Pure Mortal is defined as people who "don’t have anything supernatural going on."

If a character's got some kind of magical nature to them, they're not Pure Mortal. If they're not Pure Mortal, it stands to reason that they have some kind of magic power to put on their sheet, even if it's a -0 refresh power that's going to be trouble as often as it's an asset.

So please, tell me where this doesn't hold up. Tell me where I'm wrong or where the point of debate is.


And Richard, I got the sense from the Mundane Effects thing that they were without cost or a roll because a caster would have no trouble with it because they know magic. That they're a trick that's only easy because the caster can do so much more. Harry can cast Flickum Bicus without any stress or a roll now, but as we see in flashback, the first time he cast it took considerable effort. What the OP was talking about was 'accidental' use of magic to direct advantage on rolls, which is more in line with a free tag of an aspect.

I'm having trouble figuring that out also.

Again, this is clearly not a matter of consensus.

First of all; there is no reason this shouldn't be a consensus.  However:

In an arguement there is clearly never a matter of consensus.  That is apperently never going to change.  Though some of us - for example me, have the decency to bow out when most people are clearly opposed to the idea in question.  Yet the people who seem to like this idea can't agree to disagree and keep hammering the same point home (and failing) just like those who hate the idea.  At that point it's best to just drop the topic, it became a cycle, using circular logic. 

I'll try one last time - afte that I'm goign to sincerely try not to reply.  Cowboy: Do what your table will allow, the forum is clearly split on the matter.  I personally wouldn't allow it, but whatever.

I can think of tons of ways to use aspects to circumvent buying powers: shouldn't be done.

Ex: Here are just a few.

Underdeveloped Third Eye (spend a fate point to use Sight)
Uncontrolled Were-Form (only gets furry and claws when angry)
Latent mutant ability: (spend a fate point for a creature feature? etc)


I think if you're charging a whole refresh for it, it should have a solid mechanical benefit. Like this:

Minor Magic [-1]: You are either a budding apprentice, a late bloomer, or otherwise have a very minor talent for magic.  While not capable of true Evocation or Thaumaturgy, you can tag your high concept for effect, a reroll, or a +2 to any one roll per scene justified by your wild, untrained, but potentially potent magical talent. You may also be subject to compels when your magical talent gets out of your control. With time, effort, and / or instruction, you may be able to upgrade to Channeling, Rituals, Evocation, or Thaumaturgy (spending the appropriate refresh).  If so whichever full spell casting power you take replaces this power.

This could work to simulate the idea in the OP.  You know, after you give up the +2 refresh for being human and actually buy a power....
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 01, 2012, 07:40:39 PM
Ex: Here are just a few.

Underdeveloped Third Eye (spend a fate point to use Sight)
Uncontrolled Were-Form (only gets furry and claws when angry)
Latent mutant ability: (spend a fate point for a creature feature? etc)

All of which are explicitly not what is being discussed in the OP, unless 'gets furry and claws' is just a fluff change with no mechanical backing beyond a +2 bonus to a single roll.


As I understand it, the vocal argument, here, goes something like this (sanitized for greater clarity):

Fluff Concept X demands that you not receive Crunch Y.
Crunch Y is denied only if you posses a Crunch from group Z.
Thus Fluff Concept X must possess a Crunch from group Z even though no such Crunch currently exists that supports the Concept, and the entire Concept can be mechanically represented using existing Crunch.
Since no such Crunch currently exists, we must design one and force it on Fluff Concept X.


My, and apparently others', objections to this stem from using Fluff to dictate Crunch (and then, for bonus points) to dictate Fluff.
Title: Re: An idea for modeling completely untrained magical talent
Post by: UmbraLux on April 01, 2012, 07:55:18 PM
(sanitized for greater clarity)
I don't think that added clarity.  It did show bias by choice of terms...which doesn't help clarity much.  :/

Personally, I think it's an argument between "you are magic" and "you do magic".  If you "are" magic you've spent choice / refresh on it and it becomes part of you.  If you "do" magic, it's simply a matter of knowledge and skill or luck and chutzpah.  In other words, you may be occasionally capable of magical feats but it hasn't changed you.

My preference is a bit of both - slower weak thaumaturgy based effects require little more than knowledge, a bit of luck, or a diagram to copy by rote.  You're going to be limited by knowledge though - a ritualist who knows what he's doing can achieve more powerful results than someone copying a circle from a diagram / idea / memory.  On the other hand, doing things fast (evocation) or more powerfully requires specific training and knowledge.  Those change you. 

Just my two cents.  Back to your regularly scheduled argument now!  ;)
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 01, 2012, 08:04:35 PM
All of which are explicitly not what is being discussed in the OP, unless 'gets furry and claws' is just a fluff change with no mechanical backing beyond a +2 bonus to a single roll.


As I understand it, the vocal argument, here, goes something like this (sanitized for greater clarity):

Fluff Concept X demands that you not receive Crunch Y.
Crunch Y is denied only if you posses a Crunch from group Z.
Thus Fluff Concept X must possess a Crunch from group Z even though no such Crunch currently exists that supports the Concept, and the entire Concept can be mechanically represented using existing Crunch.
Since no such Crunch currently exists, we must design one and force it on Fluff Concept X.


My, and apparently others', objections to this stem from using Fluff to dictate Crunch (and then, for bonus points) to dictate Fluff.
Nobody is denying that you can invoke an aspect for a +2 to a roll.

But the invoke has to make sense with the aspect and with who and what the character is. What we're denying is that you can be magical, while still being Pure Mortal.

If your "Fluff" is "I have magic," then in this system, yes, that's represented by having a magic power and not being a Pure Mortal.

If a pre-existing power doesn't exist, we definitely can make them up. As I understand it, there are entire threads dedicated to doing exactly that for a wide variety of powers of all kinds of utility and strength.

The extra refresh for a Pure Mortal isn't a right that we're trying to cheat someone out of. It's a bonus that you get for not taking any magic powers. The OP is explicitly talking about having a magical power.

So, please, tell me, if the character clearly and explicitly has a magical power, as per the OP's original post, why is it so objectionable to have them take a magical power to represent it?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 01, 2012, 08:19:53 PM
So, please, tell me, if the character clearly and explicitly has a magical power, as per the OP's original post, why is it so objectionable to have them take a magical power to represent it?

The fact that the power in question can be perfectly represented wholly in the absence of any Power.


But if you absolutely insist, here's a Power that I think would suitably replicate the desired effect without undue side effects:

Miniscule Talent [-0]:
You may invoke your existing aspects to create magical effects in accordance both with those aspects and with the general rules for invoking aspects.  If you have no Powers beyond this one, you gain two additional Fate Points whenever you reach a Refresh point.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 01, 2012, 08:54:11 PM
What's the reason for the extra two fate points on refresh?

Why should someone get to make what is explicitly magic effects without having a magic power?

It doesn't work that way. If the character concept contains things like this...
...a proto-wizard...magical character...Council level magical talent...his power...use black magic...black magic...
...then they're not eligible for this...
Quote from: YS73
Pure mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on...they don’t bring any supernatural oomph to the table...If this character ever takes a supernatural power, this refresh bonus goes away immediately...

Pure Mortal = No magic. Causing magical effects on your own = magic. Therefore, Causing magical effects on your own =/= Pure Mortal.

It may not be the "desired" effect, but the tough truth of life, the universe, and everything (including this game) is that you don't always get everything you want for free.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 01, 2012, 09:19:01 PM
What's the reason for the extra two fate points on refresh?

Because the only thing that the rest of the power does is to let you do what everyone else can already do without needing a power.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 01, 2012, 09:33:22 PM
Except for the "make magical effects" part.

Tell me where, in the books, it says you can make magical effects--without an outside tool--and remain a Pure Mortal.

As I put in the last post, it doesn't work that way. If you're making magical effects, you're not a Pure Mortal. The rulebook is clear on that, can we not agree?

That's why I suggested that -0 refresh power a few pages ago, which lets the character get the effect with a free tag, rather than a fate point, as a compromise. It's a no-cost power, with a tangible benefit (not having to spend a fate point for the effect once per scene).
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 01, 2012, 09:39:25 PM
As I understand it, the vocal argument, here, goes something like this (sanitized for greater clarity):

Fluff Concept X demands that you not receive Crunch Y.
Crunch Y is denied only if you posses a Crunch from group Z.
Thus Fluff Concept X must possess a Crunch from group Z even though no such Crunch currently exists that supports the Concept, and the entire Concept can be mechanically represented using existing Crunch.
Since no such Crunch currently exists, we must design one and force it on Fluff Concept X.

I see where you've made your mistake.

Pure Human is not fluff and its Crunch overrides Fluff.  If you are adding fluffy supernatural anything to a character then you have lost the crunchy bits of Pure Human.  Saying "my PC has an ill defined supernatural ability that is defined by this aspect" is saying that "My PC has a supernatural ability" which is that same as saying "My PC isn't Pure Human". 

The reason we are working on crunch from group Z is that while there is no predefined element of column Z that allows concept X, the rules are clear that group Z is not an exhaustive list.  That the table should work together to build new powers.  We are treating the same as if someone wanted sponsored magic from being D (say a dragon) when currently there are no rules for it.

But, as you have said, this debate is pointless.  Most of us have moved on.  Why not make a final post that encapsulates your position and then move onto other threads? Agreeing to disagree?

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 01, 2012, 09:42:33 PM
Hey Death, I just got an idea that might clarify my stance on the matter. What if I want to make a scion of... a luck god, but so far removed as to be almost completely mortal. This character will never have powers, as he is too diluted, but occasionally he gets a stroke of luck (represented by an aspect). This luck aspect would be usable in almost any circumstance to do all sorts of weird things, but may also be compelled for strokes of bad luck as well. Now, I'll go with your assumption that the Pure Mortal template is not for this character because he does have supernatural aspects, however no other template works, as every one of them requires a power (and as previously stated this character will never have powers of his own). So at this point we're making our own template. We look at the intent of the various templates, and we see this:

Quote from: Your Story: 73
Musts: Pure mortals may not take any supernatural
powers. In exchange for this restriction,
pure mortal characters get a +2 bonus to their
starting refresh. If this character ever takes a
supernatural power, this refresh bonus goes
away immediately (which may be mitigated by
dropping one or two mortal stunts).

Now it looks as though the designers of the game gave mortals a bonus to refresh because they can't have powers. My character can't have powers, so I will give him two extra refresh. Am I wrong?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 01, 2012, 09:49:35 PM
Except for the "make magical effects" part.

Tell me where, in the books, it says you can make magical effects--without an outside tool--and remain a Pure Mortal.

Sinker's post neatly covers this.


That's why I suggested that -0 refresh power a few pages ago, which lets the character get the effect with a free tag, rather than a fate point, as a compromise. It's a no-cost power, with a tangible benefit (not having to spend a fate point for the effect once per scene).

Which is great if you think that one free tag/scene is worth two refresh to a concept that may only use this capability in the most urgent circumstances, and then likely on several actions within the same scene.


Even my proposed version ends up coming at a cost: while it preserves the FP supply of a Pure Mortal, it does not preserve their 'Free Choice' as represented by the actual Refresh value.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 01, 2012, 09:50:16 PM
Now it looks as though the designers of the game gave mortals a bonus to refresh because they can't have powers. My character can't have powers, so I will give him two extra refresh. Am I wrong?

To quote the Pure Mortal template again:
"Pure mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—"

If you have something supernatural going on, you're not a pure mortal.  Looking at the scion proto-template:
The problem with offering a solid scion template is one of variety. Since there are so many possibilities out there, it doesn’t make a lot of sense to offer a formal template for the type (the Nevernever really wants to breed with us, it seems). So scions are a classic “grow your own” kind of character.

Ergo, you're a scion who's not marked by a power or has any actual powers but still has that supernatural heritage thing happening.  It's an interesting sort of 'grow your own' and you're free to do it - but not as a pure mortal.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 01, 2012, 10:02:42 PM
Right.  Not a Pure Mortal.
A 'Scion' who's only Power is a re-skinning of the Pure Mortal refresh bonus.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 01, 2012, 10:04:24 PM
And that is what I have a problem with. Because I came up with a cool story for this character, I get penalized. If I described this character as merely a lucky mortal (or simply never explained where the luck comes from) I would have been capable of all of the same things but with no penalty. It's discouraging creativity in preference of RAW over intent and I hate it when my GM or players stick to the RAW even when it is impractical or even (in this case) harmful.

That is my problem. I've said my piece.

PS: I also hate it when people say that the discussion is pointless. They said that four pages ago, and in the intervening space we have several interesting powers (which may not work for myself or the OP, but may have use for others) as well as lots of good analysis of the issue. If someone has this same question and comes here in the future they will be able to look at it from several angles and see the points laid out (which are not the same thing over and over). Discussion is good.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 01, 2012, 10:08:50 PM
@Sinker: The templates are good guidelines, but they're not hard and fast rules, or the only types of characters you can play--in fact, the Scion "template" is a lot like the Pure Mortal "template" in the sense that it isn't a template at all so much as a very broad category if disparate character types that happen to have a basis in common.

I'd say his supernatural good luck is a power, similar to "Guide My Hand"'s trapping of being able to be in the right place at the right time without having to spend a fate point for it.


And that is what I have a problem with. Because I came up with a cool story for this character, I get penalized. If I described this character as merely a lucky mortal (or simply never explained where the luck comes from) I would have been capable of all of the same things but with no penalty. It's discouraging creativity in preference of RAW over intent and I hate it when my GM or players stick to the RAW even when it is impractical or even (in this case) harmful.

The difference I see is that a Lucky Pure Mortal would have the +2 refresh bonus, but would have to spend one of those fate points every time he wants an advantage from it. A Luck Scion would have a -0 refresh power, and be able to take advantage of the ability without spending that fate point (once a scene, or whatever). If they use that power more than once between refreshes (and if it's the basis of the character, it's a safe bet they will), then they're already breaking even. More than that, and you're coming out ahead. And if you and the mortal both have no fate points, then you've got the advantage.

@Tedronai: It's not worth 2 refresh; it's worth 0.

The +2 refresh is not the standard. That 2 refresh is a bonus for not having any supernatural-ness at all. It's not something that any player is entitled to. It's something that a player is given for deliberately avoiding the the most potent abilities available in the game.

It doesn't matter if the power you've taken is only going to be useful once a scene. It doesn't matter if the one power you've taken is actively detrimental to you, as is the case with Cassandra's Tears. It doesn't matter if the power didn't already exist in the rulebook.

If you have a supernatural ability, you are not a Pure Mortal, and don't get that 2 refresh bonus.
Title: Re: An idea for modeling completely untrained magical talent
Post by: UmbraLux on April 01, 2012, 10:47:57 PM
And that is what I have a problem with. Because I came up with a cool story for this character, I get penalized. If I described this character as merely a lucky mortal (or simply never explained where the luck comes from) I would have been capable of all of the same things but with no penalty. It's discouraging creativity in preference of RAW over intent and I hate it when my GM or players stick to the RAW even when it is impractical or even (in this case) harmful.
Isn't this an issue with almost every game system?  System mechanics create limits - that's part of their function.  Trying to do something outside of those limits is difficult / against the rules intentionally. 

Even a system as simple as Wushu creates limits.  Imagine trying to play a thoughtfully silent and stoic type who thinks before acting - it'd really reduce the details you can add to the game...reducing success as well. 

The limits are part of what shapes game play and gives the game specific flavor.  If this weren't true, I suspect there'd be far fewer edition wars...and probably far less variety in game systems.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 01, 2012, 10:51:52 PM
PS: I also hate it when people say that the discussion is pointless. They said that four pages ago, and in the intervening space we have several interesting powers (which may not work for myself or the OP, but may have use for others) as well as lots of good analysis of the issue. If someone has this same question and comes here in the future they will be able to look at it from several angles and see the points laid out (which are not the same thing over and over). Discussion is good.

And I hate it when people say "I think we can safely call this debate pointless" then continue to echo the same point over and over again.

And that is what I have a problem with. Because I came up with a cool story for this character, I get penalized. If I described this character as merely a lucky mortal (or simply never explained where the luck comes from) I would have been capable of all of the same things but with no penalty. It's discouraging creativity in preference of RAW over intent and I hate it when my GM or players stick to the RAW even when it is impractical or even (in this case) harmful.

As always, just because there are people posting on this board it doesn't mean that any one has to listen.  The ultimate rules authority is the group at the table and if they feel one way then those are the officials rules.  All we really do on this board is to present the logic behind our position and try to defend it.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 01, 2012, 10:56:30 PM
I'd say his supernatural good luck is a power, similar to "Guide My Hand"'s trapping of being able to be in the right place at the right time without having to spend a fate point for it.

The difference I see is that a Lucky Pure Mortal would have the +2 refresh bonus, but would have to spend one of those fate points every time he wants an advantage from it. A Luck Scion would have a -0 refresh power, and be able to take advantage of the ability without spending that fate point (once a scene, or whatever). If they use that power more than once between refreshes (and if it's the basis of the character, it's a safe bet they will), then they're already breaking even. More than that, and you're coming out ahead. And if you and the mortal both have no fate points, then you've got the advantage.

Here's the thing. What if I don't want that power? Would you force it on me? Again, it's stifling creativity because you are looking at the RAW instead of the intent behind it.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 01, 2012, 11:16:14 PM
You asked me what I would do about it, and I answered with what I thought was a fair and balanced compromise. If you don't want to have any magic powers, I'd say, well, you can't play a magic character.

What's wrong with the power? If the Lucky Mortal and the Luck God Scion get compelled and use their respective aspect (invoking for the Mortal, tagging for the Scion) at the exact same rate, the Scion's going to come out ahead in fate points in the long run.

Any system has limits, as UmbraLux pointed out. I'd argue real creativity is working with those limits, rather than pushing them aside when it seems inconvenient.

I personally get more satisfaction out of solving the question of "How do I make this work within the system?" than "What parts of the system can I put aside to make this work?"
Title: Re: An idea for modeling completely untrained magical talent
Post by: Haru on April 01, 2012, 11:34:52 PM
You could not mimic cloak of shadows with stunts, as one of it's facets is a supernatural ability with no shift value. If you could though, it would be with two stunts which would cost two refresh, because powers are almost exactly twice as powerful as equivalent stunts. This is why pure mortals get extra refresh. Because it costs them twice as much to achieve a remotely similar effect.
Ok, granted. You can however mimic the +2 part and at least partly emulate the see in the dark part (reduce penalties for seeing in the dark by 2). Which actually fits with the point I'm trying to make. Let's take Molly again, the example is quite good for this. If she invokes a regular aspect to hide, you are implying, that she is good at hiding. If she is invoking a magical aspect, you are implying, that she is using magic to hide, vanishing into thin air, as it where. Which is the same thing here. Cloak of shadows costs 1 point of refresh, 2 stunts to emulate it (even if not perfectly) would still give you 1 net refresh, if you don't take anything else. This is the cost of the supernatural component.

But let's compare 2 other things:
Intimidation (Infuriate) vs. Incite Emotion (Emotion-Touch)
Let's take anger here, since that's what infuriate is about. You can take different stunts for different emotions, so it should apply equally.

On a 1 refresh basis, they grant pretty much the same benefit, +2 on your roll to make someone really angry. The only real difference is the source. Infuriate lets you do this, because you are good at pissing people off, Emotion Touch lets you do it, because you have a supernatural affinity to that particular emotion. And precisely at that point, there is the difference: the guy with the stunt gets +2 refresh due to being a pure mortal, the one with Incite Emotion does not, because he has a supernatural power.

Or lets look at Marked by Power. It could be a presence or rapport stunt as well. Only because you know supernatural people doesn't mean you are supernatural. Yet it explicitly is a power, not a stunt, because the supernatural world is an integral part of the character.

Here's the thing. What if I don't want that power? Would you force it on me? Again, it's stifling creativity because you are looking at the RAW instead of the intent behind it.
I'm sorry, but to me it looks like a "want my cake and eat it too" thing. I am able to do (though minor) supernatural feats and take the +2 refresh for being a pure mortal. Choice is one of the big parts of the game, and to me this is one of those choices.

All of this, of course, is for a "regular" game. If you want to play a game particular around the concept of budding wizards, then the OPs concept might work. If everyone has the same benefit, nobody has a benefit really. I would probably still go the "you are no longer a pure mortal" route, and let them progress their powers as they go along or choose to set them aside to become a pure mortal with the appropriate benefit of gaining some refresh (aka free will).

Any system has limits, as UmbraLux pointed out. I'd argue real creativity is working with those limits, rather than pushing them aside when it seems inconvenient.

I personally get more satisfaction out of solving the question of "How do I make this work within the system?" than "What parts of the system can I put aside to make this work?"
I fully agree.
Come to think of it, you could justify a lot, if you tagged a magical aspect on an attack that takes someone out. If a budding psychomancer is taking someone out in a mental conflict and as a result he enthrals someone, it would be well within the scope of such an aspect, but could not be done by any pure mortal aspect.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 01, 2012, 11:56:20 PM
And I hate it when people say "I think we can safely call this debate pointless" then continue to echo the same point over and over again.

Hmm, weird.

I'd say that it should cost -1 to have minor magics (the sort of things a wizard can do for free).  Yes, if this the only magic power the character has then it effectively costs -3 (1 for the power, 2 for no longer being pure mortal).

Why?

Because the game (and the books) seems to make it black and white - you either have power (which you put for) for you don't.  Some of the minor supernatural things don't seem worth a point, not when compared to the other 1 point ones, but are all grouped together.
"Pure mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—"

Notice how it doesn't say "...who don’t have anything big...".  It's extremely clear - if you have "...anything supernatural going on..." then you're not a Pure Mortal.
It was more or less pointless before I chimed in.  Now we are discussing the mechanics and cost of the power.
But, as you said, the debate is pointless.
Pure Human is not fluff and its Crunch overrides Fluff.  If you are adding fluffy supernatural anything to a character then you have lost the crunchy bits of Pure Human.  Saying "my PC has an ill defined supernatural ability that is defined by this aspect" is saying that "My PC has a supernatural ability" which is that same as saying "My PC isn't Pure Human". 
To quote the Pure Mortal template again:
"Pure mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—"

If you have something supernatural going on, you're not a pure mortal. 

Personally I have never said that this discussion is pointless. I have been enjoying all of the different points of view (even if I disagree with them).
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 02, 2012, 04:11:33 AM
And you are not the person I quoted.

Nor did I reply to any of your posts by reminding you that had said that the debate was pointless.  Rather I replied to the person who wanted to continue a debate after he said "I think we can safely call this debate pointless.".

I find it very ironic that, after calling the debate pointless, he still wanted to debate.  That he would continue to waste his time in a debate that he had deemed pointless, so every time he continued to debate I reminded him that he had already said the debate was pointless.  That and attempt to explain the RAW after he asked a citation from them because, as he has stated several times, citing the books the game is based on "is entirely irrelevant.".

And since we are now debating the debate, haven't we gone past the point where we should agree to disagree?

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 02, 2012, 04:19:33 AM
Rather I replied to the person who wanted to continue a debate after he said "I think we can safely call this debate pointless.".

Nice job tearing my words right out of any meaningful context into the realm of fairy godmother spin-doctors.

The original statement, with emphasis added:
If you think 'That makes it a power' is representative of the original premise of this thread, then I think we can safely call this debate pointless.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 02, 2012, 04:33:46 AM
Nice job tearing my words right out of any meaningful context into the realm of fairy godmother spin-doctors.

I don't believe I did that.

<Looks at first post and see person talking about how to do something within the rules.  Someone who is talking about including lawbreaker in the equation.  Lawbreaker, which adds to magical powers.>

Lawbreaker:
Gain a +1 bonus to any spellcasting roll whenever using magic in a way which would break the specified Law of Magic. Increase this spellcasting bonus to +2 if you’ve broken this Law three or more times;

How do you add lawbreaker to a mundane attack? If the OP wanted to add lawbreaker to an attack then he would need a power.  One side of the debate feels that way and cites the RAW.  The other side of the debate feels otherwise and cites ...

But it is nice to know that you've read my most recent post - if not the previous where I quoted you or the others where I reminded you that you felt the debate was pointless.

And I have come to agree with you.  I can cite the novels, I can paste from the rules, I can talk about where I feel your logic is wrong - and the debate doesn't move forward.  Now it has moved backwards as we debate the debate.

You feel one way.  I disagree.  Let us agree to disagree.

Richard


Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 02, 2012, 05:28:40 AM
And as I read the above message I can see that I'm not helping things.  I'd deleted it, but that would be trying to unsay something and that's impossible.

How about I list the points that we are debating and see if everyone agrees that they are happy with their positions and not likely to change?

OP:
Name: Billy D. Warlock
High Concept: Talented Warlock with ZERO training
Aspect: Naturally manipulative and intimidating
Skills: good rapport and intimidation +3
Powers:  Lawbreaker Third (twice) -2
Refresh: 0 (Hydrophobic)

Positions:
1) This isn't a Pure Mortal / This is a Pure Mortal
2) the OP is talking about a power / The OP isn't talking a power
3) this is a power that fits what the OP was talking about (two versions) / An aspect will do.

which spawned:
4) Pure Mortals have no supernatural or magical anything / Pure Mortals can have magic connect or powered aspects.

I think we can agree to disagree on those points.  After 7 pages I don't see people switching their viewpoints.

The points I think we can agree on:
5) Huge threads of 'debates' where no one position changes are bad for the forum and tend to drive new users away.
6) Debating about debating doesn't really add to the discussion.
7) There's a thin line between ironic and side - which I probably crossed.  Sorry about that.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: GryMor on April 02, 2012, 02:34:26 PM
And as I read the above message I can see that I'm not helping things.  I'd deleted it, but that would be trying to unsay something and that's impossible.

How about I list the points that we are debating and see if everyone agrees that they are happy with their positions and not likely to change?

OP:
Name: Billy D. Warlock
High Concept: Talented Warlock with ZERO training
Aspect: Naturally manipulative and intimidating
Skills: good rapport and intimidation +3
Powers:  Lawbreaker Third (twice) -2
Refresh: 0 (Hydrophobic)

Yah, no, I'm pretty sure people were talking about this (and it's spinoffs):

Name: 12 year old Dresden
Template: Pure Mortal? (the +2 refresh is questionable)
High Concept: Council level magical talent, ZERO training
Skills: Lets just say everything at average +1 for sake of argument
Stunts/Powers: NONE
Refresh: 2 (4???) Hydrophobic

rather than the warlock for the most part, I know I was, with regards to power/not power and super/pure mortal.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 02, 2012, 05:58:11 PM
I should likely apologize as well Richard. It seemed like that was directed at me since I was the only one quoted in that post. So, my apologies.

I would add one more point/clarification of a point.

That pure mortals receive their refresh bonus because they have no powers / They receive their refresh bonus because they have no supernatural connection.

Personally I would no longer argue that this is a pure mortal, however seeing the intent in giving mortals a refresh bonus, I would be on the first side of this point.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 02, 2012, 06:09:32 PM
The latter point is hard to pin down, though, because there's certainly room to argue what constitutes a "connection" to the supernatural. Murphy, for example, is certainly connected in at least a few senses of the word, and up to her ears in the supernatural, but is still considered a Pure Mortal.

So I think a clearer way to delineate whether or not someone gets the bonus is the 'what they are'/'what they can do' factor.

(Granted, that doesn't quite cover, say, Marked By Power, but it could be argued that if a major player is literally putting their mark on you, that's an extremely strong connection.)
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 02, 2012, 06:25:11 PM
Death or Richard, would you care to address, in any meaningful way beyond forcing these characters to take a power, the explicit explanation of the reasoning behind the Pure Mortal bonus being that they have no supernatural Powers?  With particular emphasis on the absence of any mention of other representations of supernatural anything as a contributing factor to that compensation?
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 02, 2012, 06:26:24 PM
Yeah Death, I suppose that wasn't clearly worded, but I can't think of a better way. Perhaps that they have no personal supernaturalness?...

Anyway, that was the point that I was the most concerned over.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 02, 2012, 06:35:43 PM
And now that I'm looking at this I don't think we're so far away from each other.

Positions:
1) This isn't a Pure Mortal / This is a Pure Mortal

I think this is not a pure mortal.

2) the OP is talking about a power / The OP isn't talking a power
3) this is a power that fits what the OP was talking about (two versions) / An aspect will do.

I think both sides of this are valid, however I dislike the idea of forcing one side or the other on a player.

4) Pure Mortals have no supernatural or magical anything / Pure Mortals can have magic connect or powered aspects.

And as with the first one I think I'm on the former side of this one. Pure mortals should be mortal.

5) Huge threads of 'debates' where no one position changes are bad for the forum and tend to drive new users away.

I think that provided that we be careful to clarify, or add (as I have tried to do, and I see in both you and Death) then they can actually help new users see our inner workings, and actually understand the issue, which is great.

Edit: Though I understand when people tend to repeat things is when they feel like their point is not being addressed. I suppose the best way to deal with that would be to address them directly.

6) Debating about debating doesn't really add to the discussion.
7) There's a thin line between ironic and side - which I probably crossed.  Sorry about that.

Yeah, agreed and again, apologies.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 02, 2012, 06:53:23 PM
Death or Richard, would you care to address, in any meaningful way beyond forcing these characters to take a power, the explicit explanation of the reasoning behind the Pure Mortal bonus being that they have no supernatural Powers?  With particular emphasis on the absence of any mention of other representations of supernatural anything as a contributing factor to that compensation?
I'm not sure I understand quite what you're asking, but I'll try to answer as best I can. I'd also ask that you take it down a notch, because you're coming off as confrontational in a lot of these posts, particularly with that "in any meaningful way" line, implying that what I've said up to now isn't meaningful.

Powers and stunts are the mechanical representation of a character's High Concept and aspects, so in the raw math of the game, that's what it refers to as the basis for what determines Pure Mortal/Non-Pure Mortal status. But that doesn't mean you can get around losing the bonus through a supernatural aspect.

The "fluff" and "crunch," as you put it, aren't, and shouldn't be, entirely separate from one another. Your "fluff" helps to determine your "crunch," and--to the extent that the outcome of dice rolls can affect your "fluff" in the form of Extreme Consequences and the mechanics of the Lawbreaker power--the opposite is true too.

I think both sides of this are valid, however I dislike the idea of forcing one side or the other on a player.
Really, there's a lot of things that could be considered "forced" on a player because of their character concept. If you want to play a wizard, you're required to take Thaumaturgy even if you never plan on doing rituals.

Obviously I can't force anyone to use these outside of enforcing it if I'm GMing a game with such a character concept in it. But the game is about choices and their consequences for the player as much as the character--and losing that 2 refresh bonus is a consequence of choosing to play someone with a supernatural nature.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 02, 2012, 07:00:12 PM
And you know, I think there's value in looking at the intent of the player in this situation. I heard the argument earlier that this is the player trying to "Have their cake and eat it too." I think this is a point on which we are incredibly opposed. I see two characters (the Pyromancer and the Pyromaniac, or the Luck Scion and the Lucky Mortal) who have no difference whatsoever mechanically, even where the thematics influences the mechanics (and it does, I'll agree with that). The reason for this is that I see invocations as a player action that regularly alters the narrative outside of the character regardless of whether it's supernatural or not. A mortal could totally create fire "out of thin air" or at a distance, because the invocation is the player altering the narrative world around the character to create the fire. Aspect invocations are essentially the supernatural power that everyone has access to. That's how I see them and why I don't see this as a significant mechanical advantage.

Finally as for the warlock, I would point out that Lawbreaker is technically a power, so regardless of any other view, the warlock is not eligible for a refresh bonus.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 02, 2012, 07:11:18 PM
Death or Richard, would you care to address, in any meaningful way beyond forcing these characters to take a power, the explicit explanation of the reasoning behind the Pure Mortal bonus being that they have no supernatural Powers?  With particular emphasis on the absence of any mention of other representations of supernatural anything as a contributing factor to that compensation?

Here is a fundamental point of disagreement.  You appear to be looking only at the "musts" part of that template while I look at the description as well.  The description has the "no supernatural stuff" line I've quoted several times and that is the bases for my "no supernatural stuff" position.

As for forcing a player to take something - I'm not writing the background or the character sheet.  The player chooses what he wants to play.  If he decides on something that doesn't fit the Pure Human template then he decides on something that doesn't fit the Pure Human template.

The choice is the player's.  If he wants to include something that doesn't with fit:
"Pure mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—save perhaps for the company they keep or the things they’ve seen."
then, by my reading of the rules, it's the player deciding not play that template.

But perhaps you could explain how high concepts such as "Council level magical talent, ZERO training", "Distant Scion of the Luck God", or "Pyromancer" fit with the "don’t have anything supernatural going on" requirement?

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 02, 2012, 07:19:48 PM
As for forcing a player to take something - I'm not writing the background or the character sheet.  The player chooses what he wants to play.  If he decides on something that doesn't fit the Pure Human template then he decides on something that doesn't fit the Pure Human template.

Personally I would ask you a question in response. What if he decides on something that doesn't fit any template at all? What would you do then? (And I'm totally not trying to be snide, or lure you into something here, I would actually like to know your answer to this question, I think it will clarify a few things)
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 02, 2012, 07:28:08 PM
I'm not sure I understand quite what you're asking, but I'll try to answer as best I can. I'd also ask that you take it down a notch, because you're coming off as confrontational in a lot of these posts, particularly with that "in any meaningful way" line, implying that what I've said up to now isn't meaningful.

I apologize for the perceived tone of my posts, that was not my intent.  I included the 'meaningful' clause because I do not see forcing the player to take a power to represent a capability that can be suitably replicated solely through aspects as meaningful.


Powers and stunts are the mechanical representation of a character's High Concept and aspects, so in the raw math of the game, that's what it refers to as the basis for what determines Pure Mortal/Non-Pure Mortal status. But that doesn't mean you can get around losing the bonus through a supernatural aspect.

The "fluff" and "crunch," as you put it, aren't, and shouldn't be, entirely separate from one another. Your "fluff" helps to determine your "crunch," and--to the extent that the outcome of dice rolls can affect your "fluff" in the form of Extreme Consequences and the mechanics of the Lawbreaker power--the opposite is true too.
Really, there's a lot of things that could be considered "forced" on a player because of their character concept. If you want to play a wizard, you're required to take Thaumaturgy even if you never plan on doing rituals.

Here is a fundamental point of disagreement.  You appear to be looking only at the "musts" part of that template while I look at the description as well.  The description has the "no supernatural stuff" line I've quoted several times and that is the bases for my "no supernatural stuff" position.

I think we have, at this point, all conceded that a character with a supernatural high concept such as the one being discussed would not qualify for the Pure Mortal template.

I am suggesting that the same reasoning used to give the Pure Mortal template their iconic bonus could and should apply to this prospective character as well, and that since the same reasoning applies, the same result should, as well, namely that a character that has been voluntarily denied the benefits of supernatural Powers gains two additional refresh unless and until that character permanently gains supernatural Powers by any means.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 02, 2012, 07:51:00 PM
Personally I would ask you a question in response. What if he decides on something that doesn't fit any template at all? What would you do then? (And I'm totally not trying to be snide, or lure you into something here, I would actually like to know your answer to this question, I think it will clarify a few things)

It would be a custom template.  Maybe it would be a branch off of a scion, maybe a minor talent, maybe a branch off of another template, or maybe something from scratch.

But since it isn't the Pure Mortal template, it wouldn't gain the bonus that is given to the Pure Mortal template.  Pure Mortal is Pure Mortal, not "Pure Mortal plus this magic bit".

I am suggesting that the same reasoning used to give the Pure Mortal template their iconic bonus could and should apply to this prospective character as well, and that since the same reasoning applies, the same result should, as well, namely that a character that has been voluntarily denied the benefits of supernatural Powers gains two additional refresh unless and until that character permanently gains supernatural Powers by any means.

I don't see it as the same reasoning.  The bonus for the Pure Mortal template is for having a Pure Mortal, no supernatural stuff, character.  That restriction removes countless options from play.  To me, saying "No real powers but a supernatural aspect / background" is the same as saying "Pure Mortal with something supernatural going" - which isn't a Pure Mortal.

As for balance, if all a minor talent has is Cassandra’s Tears and / or Wizard’s Constitution (both 0 cost powers) that character doesn't have useful powers that will impact play - yet he loses those 2 refresh.  I don't see either of those powers as worth the 2 refresh lost, but those are the RAW.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 02, 2012, 08:10:41 PM
So that's where we differ so strongly. We can all agree that a pure mortal is a pure mortal because they don't have anything supernatural, but when Tedronai and I look at the place in the template where it talks about the refresh bonus we see that it says "Pure mortals may not take any supernatural powers. In exchange for this restriction, pure mortal characters get a +2 bonus to their starting refresh." And we assume then that any other template that may not take powers should gain a +2 bonus to their starting refresh.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 02, 2012, 08:54:04 PM
Can't resist...posting...

So that's where we differ so strongly. We can all agree that a pure mortal is a pure mortal because they don't have anything supernatural, but when Tedronai and I look at the place in the template where it talks about the refresh bonus we see that it says "Pure mortals may not take any supernatural powers. In exchange for this restriction, pure mortal characters get a +2 bonus to their starting refresh." And we assume then that any other template that may not take powers should gain a +2 bonus to their starting refresh.

I think I see where you are coming from (not sure I agree though) ...but... I still require some clarification.

Pure Mortals can't grow into something supernatural without losing that +2 refresh.  Would you also agree that any concept without powers would lose the +2 refresh as soon as it acquires a power?

Personally I would ask you a question in response. What if he decides on something that doesn't fit any template at all? What would you do then? (And I'm totally not trying to be snide, or lure you into something here, I would actually like to know your answer to this question, I think it will clarify a few things)

I'd lay out what  the upper limits of the template were going to be without deviating from the high concept (via story events).  I'd still allow them to perhaps gain items of power, gain sponsored magic, become a vampire (infected) or a wereform, etc.  However, I'd create a template-like layout for the character in question.  I'd work out what I expected the character to have to buy initially.  I'd likely barter back and forth for game balance issues.

It would be a custom creation...not a PC without limits or requirements.


As a side note: Each table must decide the Pure Mortal question for itself.  Some tables might allow IoP and Marked by power or even -0 refresh powers on Pure Mortals.  I quite likely wouldn't, but I can see how someone might. 

Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 02, 2012, 09:06:00 PM
I think I see where you are coming from (not sure I agree though) ...but... I still require some clarification.

Pure Mortals can't grow into something supernatural without losing that +2 refresh.  Would you also agree that any concept without powers would lose the +2 refresh as soon as it acquires a power?

Yeah, I really don't think that anyone here will disagree with this.

I'd lay out what  the upper limits of the template were going to be without deviating from the high concept (via story events).  I'd still allow them to perhaps gain items of power, gain sponsored magic, become a vampire (infected) or a wereform, etc.  However, I'd create a template-like layout for the character in question.  I'd work out what I expected the character to have to buy initially.  I'd likely barter back and forth for game balance issues.

It would be a custom creation...not a PC without limits or requirements.

I don't think anyone is suggesting that a PC not have limits or requirements. Unless of course you are Thor Badass McAwesome (http://www.jimbutcheronline.com/bb/index.php/topic,18030.msg812196.html#msg812196).

Of note I see your mention of those bits specifically and wonder if you would limit growth strictly to outside sources (in both the case of the pure mortal and the custom powerless template). Mostly I ask because I see potential for untapped power in both cases.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 02, 2012, 10:11:04 PM
Personally I would ask you a question in response. What if he decides on something that doesn't fit any template at all? What would you do then? (And I'm totally not trying to be snide, or lure you into something here, I would actually like to know your answer to this question, I think it will clarify a few things)
Eh, like I said before, templates are more like guidelines, and you can certainly have a PC that doesn't fit one found in the book--I play a valkyrie in one game, and there's no template for that, for example, and the Scion template reads a lot like the book shrugging and going, "Do whatever you can sell to your GM." I remember hearing that one of the original tester groups came out with a character that was some kind of sentient whip.

If a player came to me with a character idea that didn't readily fit a template, I'd do my best to get it to work mechanically to their satisfaction--while reminding them that there are some things that just don't work in the system (had a prospective player asking me about turning people into toads with evocation once, for instance).

My feeling on this is that the fluff should match up as well as possible with the nuts and bolts, instead of separating the two, both in spirit and in mechanics.

So by my read of it, a character whose fluff is "I'm supernatural" should have the nuts and bolts "I have some kind of supernatural power" by default, even if you could, technically, replicate the mechanical effect with the normal use of an aspect (or a stunt, even).
Title: Re: An idea for modeling completely untrained magical talent
Post by: Haru on April 02, 2012, 10:25:02 PM
If a player came to me with a character idea that didn't readily fit a template, I'd do my best to get it to work mechanically to their satisfaction--while reminding them that there are some things that just don't work in the system (had a prospective player asking me about turning people into toads with evocation once, for instance).
To be honest, for me there are only 2 templates, really: pure mortal and supernatural. I see the templates in YS more as guidelines along the lines of "this is how your character could look like". Then you can just go and fit your powers to the character you have in mind.
The "turning people into toads" could be a supernatural power, that lets you do that as a taken out result. I feel that the taken out result is greatly overlooked as a way to implement some powers.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 03, 2012, 12:22:30 AM
To be honest, for me there are only 2 templates, really: pure mortal and supernatural.

I dislike this unless you stretch the definition of pure mortal to include anything that doesn't have powers, but that's because of my above view of the intent of the developers in making that template.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Haru on April 03, 2012, 01:03:26 AM
Yes, pretty much. A Pure mortal is someone who invests his refresh in nothing but stunts. If you are an angel cursed to live a human life, that is your backstory, and that is fine. If you retain any supernatural powers from that background, you are no pure mortal. Hell (no pun intended), even taking true faith "powers" cost you the pure mortal bonus, and they are as close to the pure mortal side of the spectrum as you can get.

And like I said above, for a 1 refresh "power" to qualify as a stunt, it is not so much important to me, what the benefits are, but where they come from. If the angel above spends 1 refresh on an improved lore, then he can either have a lore stunt, saying that in his time as an angel he learned a lot about the supernatural world, that he still carries with him. Or he says that he is still connected to the heavens, granting him knowledge beyond human comprehension. Both can give him +2 on a lore roll, but only the stunt would qualify him for the pure mortal template.

Yes, in this case, it is sort of wobbly. I see it as sort of an active passive thing. I know what I've learned over the years vs. I have access to a supernatural den of knowledge.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 03, 2012, 03:07:06 AM
A good way to make that distinction (between a stunt and a power) really is the shift value. A stunt gives two shifts of effect, or one shift of effect added to an attack. A power gives about four shifts of effect, or two shifts of effect added to an attack per point of refresh.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 03, 2012, 03:29:01 PM
Well, the powers definitely have more kick per refresh spent, but I'm not sure that math works out. As someone mentioned before, the base form of Incite Emotion is basically a +2 to the roll, the same value as a stunt would be. The "more kick" here would be that while both Incite Emotion and the Sex Appeal stunt give a +2 to seduction attempts for -1 refresh, Sex Appeal comes with the caveat of "provided they would be receptive to your advances," while Incite Emotion works on anyone equally.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 03, 2012, 06:24:25 PM
Meh, Incite emotion is only one refresh. It grants you justification to perform psychic emotion-based maneuvers and blocks, and then gives you +2 to do so. Since the first ability is a little nebulous it's tough to assign a shift value, but it's still 2 shifts for the bonus, and 1-3 shifts for the ability.

I suppose that I should have clarified that it's usually double the value, or the same value with a supernatural ability of some kind (like cloak of shadow's ability to see in the dark).

Edit: I just realized how best to state what I was trying to above. Incite emotion adds a trapping to Intimidate or Deceit (which is equivalent to a stunt) and then adds a +2 bonus to that trapping (equivalent to a second stunt) for the cost of a single stunt, so the math holds up.

Though it occurs to me that claws doesn't support that math...
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 03, 2012, 09:22:21 PM
Claws provides a +2 bonus with no situational qualification
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 04, 2012, 01:02:48 AM
I think that both sides of this discussion are missing an interesting facet of the "Pure Mortal" refresh mechanic.

One aspect is balance: Pure Mortals get a +2 refresh boost to balance out the fact that they can't wield all sorts of kewl powerz.  One side holds this rule dear and absolute, the other side argues that magical abilities that aren't strictly an advantage shouldn't count, and therefore shouldn't disqualify the character from getting the bonus.

I'd like to propose an argument that is entirely different (at least I think it is, I didn't study every page of this discussion thoroughly):

First, recall that Refresh is basically DFRPGs reflection of Free Will.  That is, the lower your Refresh, the more frequently you must act in accordance with your nature (in the form of being compelled by aspects).  As you acquire powers, your refresh goes down, and you are able to exercise your Free Will to a decreasing degree.  In a sense, magic or supernatural abilities are a corrupting influence on your Free Will.

The ultimate example of this is, of course, the Lawbreaker Powers.  As a direct result of using magic in a "bad" way, you lose Refresh/Free Will.  By using magic in such a way as to break the Laws of Magic, you have corrupted your soul and reduced your future potential for exercising Free Will.  But long before that point, even learning to wield magic restricted your Free Will...

Taken in this light, the Pure Mortal bonus almost acts as a "positive" version of a Lawbreaker stunt.  A Pure Mortal is someone who has not made magic or the supernatural a part of who they are.  This is not to say that they can't come in contact with magic -- they can still have access to the temporary powers rules on YS92, for example.  They might be able to draw a magic circle now and then as Butters did, or drink a potion made by their wizard boyfriend.  The supernatural hasn't become part of who they are, so they are still Pure Mortal.

But once a character takes the red pill, so to speak, that extra layer of Free Will gets stripped away.  And it doesn't matter what form that takes; it could be that they have taken to carrying an Item of Power, for example, or started dreaming prophetic (but ultimately unheeded, and therefore arguably of limited value) dreams.

Bringing this back to the OP, I would say that a character that has 'inherent but minor' magical powers, even if they merely take the form of an abnormally flexible aspect, have made magic part of who they are, and therefore should have less Free Will than others.  This is distinct from characters who occasionally 'borrow' powers, because they haven't made that power part of who they are.  (Note that one important distinction is that a borrowed power depends on the source it is borrowed from, and can't be wielded completely at the character's own discretion.  And if it gets to the point that the borrowed power is available more than occasionally, then the character should probably be spending the refresh on the power.)

Just a thought I had.  As usual, YMMV.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 04, 2012, 02:07:48 AM
That is a good way of looking at it.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 04, 2012, 03:06:33 AM
That would be a good way of looking at it if it did not ignore the explicit statement of the reasoning behind the bonus.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 04, 2012, 04:10:27 AM
It's a good way of looking at it regardless. The bonus, like every other power, stunt, and bit of math, is representative of--and not separate from--the thematic and narrative aspects of the game.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 04, 2012, 04:17:44 AM
It still doesn't address the issue that you could have two characters that are functionally identical, but one gets penalized (loses the refresh bonus) because he has a deeper backstory.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 04, 2012, 04:20:56 AM
The reasoning for the existence of the Pure Mortal bonus is explicitly stated.
This is fact.  It is not up for debate.
Attempting to posit new reasoning for its existence to support a conclusion denied by the existing, official, explicit statement, is fallacy.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 04, 2012, 04:26:25 AM
I agree with you Tedronai, but it doesn't really move a discussion forward to say "I'm right and you're wrong, the end".
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 04, 2012, 04:30:21 AM
Not necessarily a deeper backstory. Just a different one.

If you think the -0 refresh power that I've suggested (a free +2 on pretty much anything once a scene) isn't enough, what would you suggest? What power would make it worth it?

My philosophy is you should do your best to make sure the crunch matches up with the fluff--a supernatural character isn't a Pure Mortal, and thus shouldn't be under that template. If "Pure Mortal" is defined as "not having any supernatural powers," then "Not Pure Mortal" is by extension defined as "having some kind of supernatural power."

So, if the power I suggested before isn't enough incentive, what would balance it out and make this type of character still worthwhile?

The reasoning for the existence of the Pure Mortal bonus is explicitly stated.
This is fact.  It is not up for debate.
Attempting to posit new reasoning for its existence to support a conclusion denied by the existing, official, explicit statement, is fallacy.
Becq isn't wrong, though. Do a quick Ctrl+F search for "free will" in Your Story, and you'll see that nearly every time, it's equated with Refresh, and mentioned in tandem with supernatural abilities and nature reducing both refresh and free will. Free will = refresh = supernatural nature = supernatural powers. You can't just point to the crunch and ignore the fluff. They're meant to go together, like a s'more. Sure, you could just have the graham cracker and chocolate, but you need the marshmallow to make it really work.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 04, 2012, 04:44:55 AM
Not necessarily a deeper backstory. Just a different one.

If you think the -0 refresh power that I've suggested (a free +2 on pretty much anything once a scene) isn't enough, what would you suggest? What power would make it worth it?

I'm simply talking about two characters who desire a "Lucky" aspect. Neither wants a power, because they want their refresh to go to specific stunts that benefit their specific area of expertise (this is better than your power because it provides a constant bonus). One chooses the aspect "Lucky" and the other chooses the aspect "Blessed by the goddess of fate" or "My great, great, great, great, etc, etc, grandmother Clotho." The second aspect is "hotter", creates a better story, and gives more to the GM and the game, and yet he would lose his refresh bonus. That's unequal and discourages better aspect/story.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 04, 2012, 06:42:32 AM
The reasoning for the existence of the Pure Mortal bonus is explicitly stated.
This is fact.  It is not up for debate.
Attempting to posit new reasoning for its existence to support a conclusion denied by the existing, official, explicit statement, is fallacy.

Pure mortals may not take any supernatural powers. In exchange for this restriction, pure mortal characters get a +2 bonus to their starting refresh. If this character ever takes a supernatural power, this refresh bonus goes away immediately (which may be mitigated by dropping one or two mortal stunts).

----

How does that contradict
the Pure Mortal bonus almost acts as a "positive" version of a Lawbreaker stunt.  A Pure Mortal is someone who has not made magic or the supernatural a part of who they are.  This is not to say that they can't come in contact with magic -- they can still have access to the temporary powers rules on YS92, for example.  They might be able to draw a magic circle now and then as Butters did, or drink a potion made by their wizard boyfriend.  The supernatural hasn't become part of who they are, so they are still Pure Mortal.

To me, one could easily be the long version of the other.  As in " ... pure mortal characters get a +2 bonus to their starting refresh to reflect the fact that none of their freewill has been subsumed by embracing elements of the supernatural" - that works just as well and does not seem to contradict any wording or the spirit of the rules.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 04, 2012, 08:03:18 AM
I'm simply talking about two characters who desire a "Lucky" aspect. Neither wants a power, because they want their refresh to go to specific stunts that benefit their specific area of expertise (this is better than your power because it provides a constant bonus). One chooses the aspect "Lucky" and the other chooses the aspect "Blessed by the goddess of fate" or "My great, great, great, great, etc, etc, grandmother Clotho." The second aspect is "hotter", creates a better story, and gives more to the GM and the game, and yet he would lose his refresh bonus. That's unequal and discourages better aspect/story.
I wouldn't think that either character would lose the Pure Mortal on the basis of that aspect.  After all, it represents an outside influence, not an internal supernatural capability.  (Note that the player, not the character, is able to manipulate the aspect.)  If, on the other hand, you chose something like "Luckomancer" -- as in the ability for the character to use magic to manipulate luck, then the situation is different.

Oh, and one discussion of the linkage between Refresh and Free Will is on YS 146 (though there are several other mentions of this concept).
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 04, 2012, 12:39:49 PM
Sorry, Sinker, I thought we were still on the 'untrained magical talent' subject.

Becq's approach is a good one. I guess my philosophy, though, is that if you're going to make that kind of aspect integral to the character, you could make it more prominent than just an aspect by taking a power that gives the usage a little more oomph, making the Luck something that the character has power over, in-story, rather than something the player has to spend a fate point for.

So I guess I'd allow it as an aspect if it was clear that Granny Clotho was the one pulling the strings to make the good luck happen, but if it's the character himself who's radiating good/bad luck vibes, then it would have to be a power.

Edit: Though all this talk about an otherwise-non-magical character who's blessed (and cursed) by Luck is making me want to stat up Rincewind. I'm sure he'd have interesting things to say on the subject (most of it profanity, admittedly).
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 04, 2012, 04:37:38 PM
Sorry, Sinker, I thought we were still on the 'untrained magical talent' subject.

People were getting hung up on the perceived differences between "Innate Pyromancer" and "Pyromaniac", so I figured I'd switch to something that has no perceived difference. Is it still acceptable if the aspect is "Distant Scion of the Fates"? It's a slight change, but has more of a focus on internal, rather than external influence.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 04, 2012, 04:45:10 PM
That aspect could go either way, I think. It depends on if his good luck comes from the Fates changing things for him (like how Lea's assistance to Harry would be an aspect, rather than a power), or if luck changes in response to him directly, or through him (like Guide My Hand's ability to let you stage a fortuitous arrival sans fate point spending).

If the character has no influence over luck and instead has luck influenced for him, then I'd say it could be an aspect. If the character is himself the source of the good luck, I'd insist it be a power, and work with the player to figure out a power that's balanced and worthwhile.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 04, 2012, 04:58:34 PM
Yeah, and that's what I'm talking about. You have two aspects that are functionally identical, ("Lucky" and "Distant Scion of the Fates") and the one that actually improves the game more gets penalized.

I'll leave it alone though. You addressed that point directly, so I feel satisfied in saying that we will have to agree to disagree.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 04, 2012, 07:10:31 PM
It seems I was wrong - at least in Fred's eyes.

I sent Fred an email, saying:
Quote
I know that you don't like being asked for "official rules calls", but this has more to do with the reason behind a small part of the game.  The why behind the Pure Mortal refresh bonus and how much it can be stretched.  With the ultimate rules authority (the table) unable to reach a consensus I thought I'd ask you about the reasoning behind its design.
1) Does the Pure Mortal refresh bonus represent a sort of "negative lawbreaker" bit? I.E. does someone with no supernatural powers have more freewill than a character with any supernatural elements?
1a) If not, is it just a game balance thing without any underlying philosophy?

2) Can a Pure Mortal have a High Concept that mentions supernatural ability?
EG 1: "Untrained Wizard with White Council Potential" - to be tagged when the character's innate powers might save him?
EG 2: "Distant Descendant of the Luck God" - to be tagged when luck is needed.

3) Could a Pure Mortal have a non-High Concept Aspect that references the supernatural?
EG: A Background Aspect: "Distant Descendant of the Luck God"

When he wrote back the individual points weren't addressed, but the gist of the question was.

Quote
We tried to build unity between the mechanical incentive (game balance, if you want to call it that) and the world philosophy, that pure mortals are potent because they have the benefit of so much free will. Mortals who get entangled in the affairs of the supernatural can turn into food, yes, but they can also screw it all up right proper (hello, Murphy).

It's also a representation that they have a lot of open potential in there, which locks down fast once they start heading a particular supernatural direction.

But, from a mechanical standpoint, the pure mortal bonus makes sense up until you start buying supernatural powers. Once you do, it goes away, full stop. Before then, you are, mechanically, a pure mortal without any supernatural powers, so I'd stick with keeping it.

Fred

So from a philosophical point, the "negative lawbreaker" thing fits.  Up until I got to the "But, from a mechanical standpoint,..." I thought the Aspect thing fit in as well.  Maybe it's a conflict between the design philosophy and resulting mechanics.

Then again, as Fred says, the table is the ultimate rules authority...

But hopefully this will bring this discussion to a close.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 04, 2012, 07:46:13 PM
So his response was a resounding "Ehh...All of the above."  ;D

Mind if I add that to our Word of Fred thread?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 04, 2012, 08:07:17 PM
Go for it.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Sanctaphrax on April 06, 2012, 08:41:01 PM
Hopefully I'm not late to the party, but...

sinker and Tedronai are completely correct about this. The arguments presented against them are, by and large, REMOVED.

(For whatever it's worth, I didn't mean that as an insult.)
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 06, 2012, 08:50:57 PM
Hopefully I'm not late to the party, but...

sinker and Tedronai are completely correct about this. The arguments presented against them are, by and large, laughably bad. Reading them caused me to lose some respect for the people making them.
A simple, "I agree with sinker and Tedronai" would have sufficed without being outright insulting. Particularly considering people on both sides have been able to see and understand where the others are coming from and agree respectfully to disagree.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Sanctaphrax on April 06, 2012, 08:56:24 PM
That would have implied that this is a matter of opinion. Which isn't really true.
Title: Re: An idea for modeling completely untrained magical talent
Post by: UmbraLux on April 06, 2012, 09:04:02 PM
That would have implied that this is a matter of opinion. Which isn't really true.
Insofar as "bad" is a value judgement, it is a matter of opinion.

I really don't have much to say on the argument - said what little I thought relevant some time ago.  But insults are completely unneeded.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mickey Finn on April 06, 2012, 09:07:28 PM
Hopefully I'm not late to the party, but...

 laughably bad. Reading them caused me to lose some respect for the people making them.

Reading this caused other things. Please go back and edit your remarks, and do not insult others on this board again. This is an official warning.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 06, 2012, 09:14:13 PM
That would have implied that this is a matter of opinion. Which isn't really true.
That, in itself, is a matter of opinion.

In the end, it was, in fact, down to opinion and personal preference: Whether the 'fledgeling magic user' would be better represented by taking a low-refresh, but potentially potent, power or invoking the aspect.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 06, 2012, 10:09:29 PM
Yes, Mr. Death, as you've pointed out several times in this thread, everything comes down to opinion when you're free to change the fundamental question of a debate to suit the point you're trying to make.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 06, 2012, 10:43:54 PM
The fundamental question of the debate, I thought, was whether someone with supernatural affinity (like the ability to produce minor magic effects or directly influence luck) should have a supernatural power or should keep the Pure Mortal refresh bonus and just use an invoke of an aspect to activate it. I don't see how I have been changing that as you suggest.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 06, 2012, 11:12:34 PM
The fundamental question as I have understood it for the majority of this thread is whether or not a supernatural aspect necessitates the loss of the Pure Mortal bonus, in its own right or by necessitating a power which then triggers the loss of the bonus.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Sanctaphrax on April 06, 2012, 11:59:16 PM
In a certain sense, everything is a matter of opinion. But I'm more certain about this than I am about the sun rising tomorrow.

I think that this comes down to a basic principle of this game's design. I'm gonna quote myself from an earlier thread to explain what I'm talking about:

-Generally speaking, powers in this game are clearly defined in mechanical terms. What they do inside the game world is left to the group's imagination.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 07, 2012, 12:16:03 AM
I could echo the "people who don’t have anything supernatural going on" bit - but why? Other than to say it gives grounds for debate, mentioning that will not change anyone's views.

Now for an exercise of willpower.  I'm going try to turn my back on this thread and not open it again.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 07, 2012, 01:06:12 AM
The fundamental question as I have understood it for the majority of this thread is whether or not a supernatural aspect necessitates the loss of the Pure Mortal bonus, in its own right or by necessitating a power which then triggers the loss of the bonus.
Seems like a reasonable encapsulation of the question. 

Allow me re-pose the question in the following way to the court (that is, anyone who'd like to respond, not just Tedronai), as it were:

Let's say a player is making a character with the "Pure Mortal" template -- which technically has no requirements or restrictions on High Concept.  So he chooses as his High Concept Full White Court Vampire Dance Club Owner.  He takes several stunts but no powers, and claims the +2 refresh Pure Mortal bonus.  Which of the following best describes how your table would deal with this:
1) The character counts as a true WCV, albeit without the usual powers.  He can invoke (and be compelled by) his HC in all of the same situations as a normal WCV.  He doesn't get the Pure Mortal bonus "because he isn't technically a Pure Mortal".
2) The character counts as a true WCV, albeit without the usual powers.  He can invoke (and be compelled by) his HC in all of the same situations as a normal WCV.  He does get the Pure Mortal bonus "because he has no actual powers" (but would lose it if he ever chose to take any WCV powers, which would also shift him into the WC Virgin or WCV template, assuming you track such things).
3) The player would be asked to rephrase his HC, "because as a Pure Mortal, he can't be a supernatural creature".  One option might be to change it to "Full White Court Vampire" Dance Club Owner, in which case the character counts as a delusional crackpot who thinks he is a WCV (and perhaps other people think he is, as well), but ultimately is not (since he is a Pure Human, after all).  His HC can be invoked for things involving Dance Club Owner skills (and possibly some knowledge of WCV) and can be compelled in situations where his delusions cause him trouble.
4) Something totally different (in which case feel free to elaborate)!

So those correspond to the basic camps (at least as I see them), as applied to a somewhat less borderline case than the previous examples.  Feel free to take your pick and discuss!
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 07, 2012, 01:28:32 AM
And, heck, I'll start it off.

I'd favor (3) in this case.  Why?  Because I think that generally speaking, High Concept and Template are linked.  Even if your table doesn't really play using fully-written Templates, your High Concept in effect (more or less) defines the character's Template.  So in this example, the player would need to change either the HC or the Template, because a Pure Mortal must have a HC that is consistant with Pure Mortal-ness.

Fitting this back into earlier discussion, I would say that if a character was written up as, say an "Untrained Pyromancer" (with no actual powers), then the HC is defining the character as something other than a Pure Mortal.  In fact, I'd suggest that he is actually a Minor Talent (or possibly a Minor Talent In Training, who hasn't quite progressed to 'full' Minor Talent status by buying a power).  Such a character would not be able to claim the Pure Mortal bonus, but might be able to produce some measure of minor magical effects via invoking his HC (relating to pyromancy, of course).

Thoughts?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Sanctaphrax on April 07, 2012, 03:43:26 AM
2, because ordinary WCVs don't have any abilities that can't be faked by a mortal with good skills and some stunts. If we were talking about a wizard here, I'd go with 3.

Really, any choice is good as long is it isn't #1. If you don't have Powers, you get +2 Refresh. Period.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 07, 2012, 05:10:18 AM
I'd go with #3. If your high concept is something magical or supernatural in nature, that dictates that the character should have magic or supernatural powers. The High Concept, as I see it, is "sum up the character in a sentence," and it's incongruent if a character's high concept is as explicitly supernatural as "Full White Court Vampire" and not have them actually be a full white court vampire--the powers define the creature.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 07, 2012, 05:27:01 AM
For that particular example, I, too, would suggest option 3, because the base capabilities of a White Court Vampire are clearly defined, and as more than simply 'mortal with a bonus to the rolls'.

For something that more closely resembles what's been discussed in this thread, ie. something barely beyond vanilla human and not far enough to necessitate even a -0 power, I'd go with an analogue of option 2.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 07, 2012, 05:37:19 AM
Really, any choice is good as long is it isn't #1. If you don't have Powers, you get +2 Refresh. Period.

Those two statements don't go together - since the choice (Concept, taking Powers) is up to the player.

Yes, I said I wouldn't look back at this thread, but like Lot's Wife, Orpheus, and Sheldon from the Big Bang Theory (the time he saw Penny naked) I couldn't resist temptation.

Looking back to the start of the thread there's mention of a PC with a High Concept of "Talented Warlock with ZERO training" - which can be tag when the character's innate magical talent could aid him.  He does not take any Powers - only using that High Concept.  By that second sentence he would get the +2 refresh because he did not take Powers (only a magical Aspect).

In the original situation that started this infernal thread, what would you do?

1) Tell him that if he wants to have that HC he will have to buy powers to back it up (see either of the two -0  Powers that are part of the thread),
2) Say "There's no room in the DV for a Pure Mortal with that sort of HC - you must change it",
3) Say "That's fine - no powers means you get the Pure Mortal refresh bonus", or
4) come up with a new answer, something that hasn't been debated to death during this thread.

Because if a player wants that a HC then those are your options.  And you might want to review the thread to see the side that you are supporting.  It has included a vocal "You can't force someone to buy powers - that's wrong" bit (arguing against option 1) and a "So I get punished for adding background to my Luck Aspect" bit (arguing against option 2).  Your answer of "any choice is good as long is it isn't #1" above makes me think that you won't go with option 3.

And after 11 pages of debate, I'd really love to hear what you come up with for option 4.

Richard
PS - that bit about Sheldon looking came up during the current season.
Quote
Penny: All right, honey, look. We've known each other for a long time now, right? I've taken you to Disneyland, I kicked a bully in the nuts for you, I sing you "Soft Kitty" when you're sick, you've even seen me naked once.
Leonard Hofstadter: I'm sorry, what?
Penny: It's a long story. Anyway, Sheldon, I promise I know what I'm doing.
Yes, a bit off topic, but this thread needs more humour in it.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Sanctaphrax on April 07, 2012, 08:28:23 PM
3. Is there some kind of confusion? Because I thought that my position would be obvious.

I'd go with 1 if the HC was something Aspects wouldn't work well for.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 07, 2012, 08:38:22 PM
If you don't have powers, yeah, you don't lose the refresh rating.

My feeling is that if the character is supernatural in nature, he or she should have a power to reflect that nature. To me, it's incongruous to have a high concept that says/implies they've got some kind of power, and a powers/stunts sheet that says they don't.

But I think by this point we all know what everyone's position and we've each made our reasons for it clear.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 08, 2012, 09:45:55 AM
There are several RAW examples of canonical supernatural capabilities being represented solely by the invocation of an appropriate aspect (a WCV's access to the Nevernever, for instance).  How do you justify forcing a character, limited to such minor supernatural feats, to purchase a power that exceeds those capabilities?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Haru on April 08, 2012, 04:45:53 PM
There are several RAW examples of canonical supernatural capabilities being represented solely by the invocation of an appropriate aspect (a WCV's access to the Nevernever, for instance).  How do you justify forcing a character, limited to such minor supernatural feats, to purchase a power that exceeds those capabilities?
That is by all means something that is reserved for supernatural character, who have both a high concept and the powers to back up their minor stuff. A wizard doesn't have to roll for mundane effects, they are free. Does that mean a pure mortal can do them?

In Becq's example, I would have the player choose between option 2 or 3, he either is supernatural, as the high concept states, or he isn't and should change his high concept. The "Other Option" in 4 would be to just make white court powers baseline and revolve a campaign around the workings of the white court.
The same goes for the OPs conundrum that Richard has refined again. I'd make the player chose between 1 or 2, have your cake or eat it, or I would center a campaign entirely around the characters transition from "the guy that strange things happen to" to "the guy that makes strange things happen", and I would allow the invoke method for this campaign alone.

Regarding Scions:
I have said multiple times, that the source rather than the strength of a bonus is the important part of the decision between pure mortal and supernatural.
Scions are part of the changeling family, and though I haven't looked at them before (and usually use templates very loosely), they exactly represent what I wanted to say the whole time. A Changeling character has a minimum refresh cost of -0, which means you can start a changeling character without any powers and he would still be required to drop the +2 pure mortal bonus. And I see that in the case of the wizard as well, only he is a "wizard changeling", if you will. He is going to have to make choices concerning his power, embracing it (which would cost him his bonus anyway) or setting it aside, gaining the pure mortal bonus one day, if he hasn't taken up something else in the meantime.
It entirely depends from which side you approach the line. On the other hand, the distant luck god scion is a tough one, but if that is just a fluffy way of saying "my character always lands on his feet, no matter what he does", then it would be fine by me to call him a pure mortal. If it is the first step in one day inheriting the powers of said god, then I'd point them to the changeling template.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 08, 2012, 04:52:09 PM
See in Becq's case I would suggest that the player either redefine his concept (#3) or take a different template and the appropriate powers (which is actually a fourth option, that I believe Mr Death has been arguing for). In the case of the white court vampire there is an existing template for that, and that template has "musts" which would imply that in order to be a white court vampire you must have those things.

However, what we're talking about are things that have no existing template. The scion, or the mortal who eventually wishes to move into supernatural territory. These things have no "musts" because they have no template.

Regarding Scions:
I have said multiple times, that the source rather than the strength of a bonus is the important part of the decision between pure mortal and supernatural.
Scions are part of the changeling family, and though I haven't looked at them before (and usually use templates very loosely), they exactly represent what I wanted to say the whole time. A Changeling character has a minimum refresh cost of -0, which means you can start a changeling character without any powers and he would still be required to drop the +2 pure mortal bonus. And I see that in the case of the wizard as well, only he is a "wizard changeling", if you will. He is going to have to make choices concerning his power, embracing it (which would cost him his bonus anyway) or setting it aside, gaining the pure mortal bonus one day, if he hasn't taken up something else in the meantime.
It entirely depends from which side you approach the line. On the other hand, the distant luck god scion is a tough one, but if that is just a fluffy way of saying "my character always lands on his feet, no matter what he does", then it would be fine by me to call him a pure mortal. If it is the first step in one day inheriting the powers of said god, then I'd point them to the changeling template.

I both like and hate this approach. I will have to mull it over for a while. My initial (rules lawyer) reaction is that the changeling template has a "must" that does not apply to anything other than the changeling (fey parentage), so it is inappropriate for any other concept.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 08, 2012, 06:10:30 PM
Do we now have consensus that, under the RAW, it is possible to take an Aspect that precludes the Pure Mortal bonus?

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 08, 2012, 07:28:16 PM
Quite certainly not.  An aspect has no refresh value.
Title: Re: An idea for modeling completely untrained magical talent
Post by: lankyogre on April 08, 2012, 07:38:25 PM
To me, it seems like the quote from Fred and the RAW lead towards "Pure Mortal" is the template for anything that doesn't have powers. Having powers changes the template which then changes other musts. The rules also say, "Look at the template that is closes for what you want." My summation. The bonus refresh to pure mortal could also be represented as a power [+2] You don't have any other powers. Apply as needed to any template.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 08, 2012, 07:58:43 PM
I still feel like having aspects you can invoke to come close to mimicking powers is a cheat or a sneaky way to circumvent the Pure mortal rule.  However, it is so minor...I stopped caring.  If it were at my table I can't even say how I'd rule on it.  After long debate hopefully individual tables can come to a consensus.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 08, 2012, 08:48:32 PM
Do we now have consensus that, under the RAW, it is possible to take an Aspect that precludes the Pure Mortal bonus?

I can agree that it's possible to have an aspect that precludes the pure mortal template, however that's never really been the question. The question is two fold. Firstly can one invoke an aspect to create supernatural effects (within the realm of invocation) without having powers of any kind, and secondly does a character with a supernatural aspect (but no powers) receive a bonus to refresh.

The realm of invocation is very personal, so it's not likely something that we would be able to settle on, but at least the second point seems clear (especially considering Fred's words on the topic).
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 08, 2012, 09:20:22 PM
The question is two fold. Firstly can one invoke an aspect to create supernatural effects (within the realm of invocation) without having powers of any kind,

To my knowledge, and after reading and participating in this thread, there is absolutely no rules-based argument against this capability.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Haru on April 08, 2012, 09:46:27 PM
Quite certainly not.  An aspect has no refresh value.
Nobody said that it had a refresh value, the question was, if an aspect (and mostly a high concept aspect at that) could disqualify a character from being granted the +2 pure mortal bonus. The changeling template makes that perfectly clear. You have potential powers, things you might take up in the course of an adventure, but you can start out without any powers and still not qualify as a pure mortal. The only requirement in this case is the high concept, linking you to your fay heritage, which is
Quote
an Aspect that precludes the Pure Mortal bonus.

I still feel like having aspects you can invoke to come close to mimicking powers is a cheat or a sneaky way to circumvent the Pure mortal rule.
That's been my position the whole time. Only that I don't think it is something minor, since the distinction between supernatural nature and mortal free will is a core theme of the game. Which also means, that an aspect like that should be compelled often enough, so you shouldn't need the 2 refresh for fate points. And if you want the bonus refresh to put it into stunts, then I definitely see it as cheating your way out of the penalty for taking powers.

No, strike that. It is not a penalty for taking powers, it is a bonus for not having anything to do with powers.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 08, 2012, 09:58:08 PM
I agree Haru. 

However, there is no convincing some people; I am one of those people sometimes.

11 pages later it is hard to care about convincing those people.  i feel i'm just reasserting my point over aned over to little or no avail.

The reason I claimed that it is something minor is that mechanics wise they'll likely want powers sooner or later and lose the +2 bonus anyhow.  Until then I'd carefully monitor the use of hte supernatural aspect and what I'd allow it to do.  (Generally nothing very supernatural if they want the +2 bonus for being a Pure  Mortal but...I can be persuaded in some situations I'm sure.)  Sure, some characters/players will be able to abuse that.  I'd drop the GM/DM/Storyteller hammer on them so fast they crapped their pants once abuse started.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 08, 2012, 10:34:57 PM
you can start out without any powers and still not qualify as a pure mortal.

See multiple pages of this thread re: the bonus from the Pure Mortal template explicitly stating the reasoning by which it is applied, reasoning that applies to your hypothetical changeling; see also the statement from Fred to essentially the same end ('no powers = +2 refresh').


It is possible, in my opinion, to have an Aspect that precludes the Pure Mortal template.  Only taking a Power, however, can preclude the Pure Mortal bonus.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 08, 2012, 10:42:08 PM
Quite certainly not.  An aspect has no refresh value.

Here's this for an example - legal or no?

Name: William Flowerbane
HC: Evil Son Of Toot-Toot.
Trouble: No one takes me seriously.
Template: Changeling
Background
(To be filled in later)
Power Level: Choose one
Refresh: Consult Power Level, then add +2 (Not taking any powers so claiming the Pure Mortal bonus).

It's just the outline - but would that PC get the bonus? I'd say no - even though he has no Powers one of his aspects (his High Concept) precludes him from claiming the Pure Mortal bonus.

If we can't agree on that example - then we should agree to disagree.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 08, 2012, 10:50:32 PM
I'd say no - even though he has no Powers one of his aspects (his High Concept) precludes him from claiming the Pure Mortal template.

Fixed it for you.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 08, 2012, 10:56:26 PM
When quoting what I have written, please do not change the text inside the quote.

Also - please point me to anywhere OUTSIDE of the Pure Mortal template where it talks about gaining a refresh bonus.

Anywhere that it says that a Changeling can qualify for that bonus.

If not, then one of us is not talking about the RAW and I will concede the point that in your homebrew game you can award that bonus to any character you choose to.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Haru on April 08, 2012, 11:15:48 PM
For me, the pure mortal template and bonus are one and the same, if you are not eligible for the pure mortal template, you are not eligible for the pure mortal bonus, since taking that template is what grants you the bonus and nothing else. If you want to make the pure mortal bonus a +2 power, go for it, but I don't like that solution one bit.

Like I said, to me it is not that you start with (at submerged) 12 refresh and loose 2 of them when you choose a power, you start with 10 and gain 2, if you choose the pure mortal template.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 09, 2012, 01:05:20 AM
Here's this for an example - legal or no?

Name: William Flowerbane
HC: Evil Son Of Toot-Toot.
Trouble: No one takes me seriously.
Template: Changeling
Background
(To be filled in later)
Power Level: Choose one
Refresh: Consult Power Level, then add +2 (Not taking any powers so claiming the Pure Mortal bonus).

It's just the outline - but would that PC get the bonus? I'd say no - even though he has no Powers one of his aspects (his High Concept) precludes him from claiming the Pure Mortal bonus.

If we can't agree on that example - then we should agree to disagree.

Richard

Apperently that isn't going to happen, at least not on this thread.  The stubbornness is getting rediculous in my opinion.  I'm exercinsg Epic or legendary Willpower in not trolling at this point.  Really I am.

For me, the pure mortal template and bonus are one and the same, if you are not eligible for the pure mortal template, you are not eligible for the pure mortal bonus, since taking that template is what grants you the bonus and nothing else. If you want to make the pure mortal bonus a +2 power, go for it, but I don't like that solution one bit.

Like I said, to me it is not that you start with (at submerged) 12 refresh and loose 2 of them when you choose a power, you start with 10 and gain 2, if you choose the pure mortal template.

Exactly, it is a bonus for being PURE MORTAL.  Not : I don't have powers.
It is also not a penalty for taking powers.  it is incentive to not take powers.  "Hey, you can;'t do the cool thigns everyone else can.  Here's some more refresh, we're sorry you will likely die a horrible bloody death :D"

Since there is no I Don't Have Powers template, one can only assume each table will handle such characters that do not exist within a template on a case by case basis...or not allow charadcters that do not fit a template.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 09, 2012, 01:31:19 AM
Not : I don't have powers.

This is explicitly what it is.
YS73:
"Pure mortals may not take any supernatural
powers. In exchange for this restriction,
pure mortal characters get a +2 bonus to their
starting refresh."

If it was a bonus for being a Pure Mortal, there would be no 'In exchange for this restriction' in that passage.
It would read:
'Pure mortals may not take any supernatural powers.  Pure mortal characters get a +2 bonus to their starting refresh.'

Do you see the difference?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 09, 2012, 01:41:56 AM
That wording is missing from Templates that could have a cost of 0 (i.e. have no musts other than aspects).

Do you see the difference?

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 09, 2012, 02:18:23 AM
Hmmm...the arguement seems to be going nowhere.  Urge to troll rising....

At this point it's only a matter of time before we hit the point of no return.  Options being....

"No, you're stupid."

or

"I'm right, you're wrong."

The bottom one is at least not nearly so offensive, so I'll go with that.

I'm right, you're wrong.


Also:





This is explicitly what it is.
YS73:
"Pure mortals may not take any supernatural
powers. In exchange for this restriction,
pure mortal characters get a +2 bonus to their
starting refresh."

If it was a bonus for being a Pure Mortal, there would be no 'In exchange for this restriction' in that passage.
It would read:
'Pure mortals may not take any supernatural powers.  Pure mortal characters get a +2 bonus to their starting refresh.'

Do you see the difference?

No...I really do not see the difference.  I'm almost certain at this point that you won't be convinced otherwise yes?  I know I'm not budging on my stance and sincerely feel you are quite wrong.  I'm certain you feel I am wrong or you wouldn't keep arguing.  Hence my immature response above.

 I think at this point it becomes "glass half full" vs "glass half empty".

Though we're close becoming "Who cares if the glass is half full or half empty as long as I keep filling it with fuel to argue endlessly?"

Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 09, 2012, 02:20:41 AM
EDIT: I am too stupid to post pictures which is likely for the best.


Title: Re: An idea for modeling completely untrained magical talent
Post by: Sanctaphrax on April 09, 2012, 04:40:27 AM
i feel i'm just reasserting my point over aned over to little or no avail.

Please do not do this. Arguments based on blind assertion are one of the only things on the internet that can actually annoy me.

I don't believe that an aspect can, without the presence of Powers, make a character not get a Refresh bonus. But some aspects might not be appropriate on a character without Powers.

My position on this is a logical extension of the separation between mechanics and narrative. Refresh does not exist inside the game world. It only exists within the mechanical framework. So removing it based on something that doesn't exist within the mechanical framework is just silly.

There, that's as clear as I can make it. I think.

PS: The son of Toot-toot is a really bad example for this, because he could well have Chosen mortality.
PPS: I don't really like the whole idea of agreeing to disagree. It only works when the issue is subjective.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 09, 2012, 05:34:51 AM
I don't believe that an aspect can, without the presence of Powers, make a character not get a Refresh bonus. But some aspects might not be appropriate on a character without Powers.

Strange, I have been saying that for sometime.

PS: The son of Toot-toot is a really bad example for this, because he could well have Chosen mortality.

There's a difference between:
Name: William Flowerbane
HC: Evil Son Of Toot-Toot.
Trouble: No one takes me seriously.
Template: Changeling
Background
(To be filled in later)
Power Level: Choose one
Refresh: Consult Power Level, then add +2 (Not taking any powers so claiming the Pure Mortal bonus).
And
Name: William Flowerbane
HC: Toot-Toot's Son Who Chose Mortality.
Trouble: No one takes me seriously.
Template: Pure Human

One that I thought would be obvious enough that I would haven't to post the second version - based on the Template name alone.  On YS pg 74 it talks about "...to make the other Choice to become purely mortal."
Ergo, once a changeling has had his choice he is a Pure Mortal, not a Changeling - or a Fairy.  They even use the wording Pure Mortal.

Tedronai has repeatedly posted statements like:
Death or Richard, would you care to address, in any meaningful way beyond forcing these characters to take a power, the explicit explanation of the reasoning behind the Pure Mortal bonus being that they have no supernatural Powers?  With particular emphasis on the absence of any mention of other representations of supernatural anything as a contributing factor to that compensation?

The reasoning for the existence of the Pure Mortal bonus is explicitly stated.
This is fact.  It is not up for debate.
Attempting to posit new reasoning for its existence to support a conclusion denied by the existing, official, explicit statement, is fallacy.

The fundamental question as I have understood it for the majority of this thread is whether or not a supernatural aspect necessitates the loss of the Pure Mortal bonus, in its own right or by necessitating a power which then triggers the loss of the bonus.

The fundamental question as I have understood it for the majority of this thread is whether or not a supernatural aspect necessitates the loss of the Pure Mortal bonus, in its own right or by necessitating a power which then triggers the loss of the bonus.

As for Toot-Toot's changeling son:
even though he has no Powers one of his aspects (his High Concept) precludes him from claiming the Pure Mortal template - not the Refresh Bonus which he is entitled to unless he takes a power (at least I assume that was the point of his edit).

You have said you agree with him to the point that you don't see how anyone could (in good conscious) argue with his words.   I see things differently, that if you take the "High Concept: Council level magical talent, ZERO training" that it is an "aspect[s that] might not be appropriate on a character without Powers".

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 09, 2012, 06:19:23 AM
Hmm. People are making the argument that the template/aspect requires the powers, but have you ever thought that it might be the other way around sometimes? I'd really encourage the player who made the changeling with no powers to look at a different template. The point of the changeling is to have access to fey power. If you don't want that, then maybe it's not the right template for you.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 09, 2012, 06:37:33 AM
A player might wish a character who will eventually, maybe, manifest fae powers, but who has yet to do so to any meaningful degree (ie. worthy of being represented by a Power).  I see sense neither in denying such a player access to that future power (as any Pure Mortal can potentially gain supernatural power over the course of a game, or even a single session) nor in having them penalized in the present for what they might take up in the future (ie. deny them the Pure Mortal bonus just for taking the HC 'Great Grandson of Faery So-And-So' or deny them the ability to invoke that aspect for minor effects appropriate to such a diluted/undeveloped/etc potential).
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 09, 2012, 03:34:07 PM
Agreed. Something that occurred to me last night as I dozed was that the only difference between those two concepts that Richard proposed ("Evil son of Toot-Toot" and "Toot-Toot's son who chose mortality"), is that one character has the potential to gain Fey powers, and the other does not. They both have natural predispositions for trickery, they would both be small and quick (though not supernaturally so), they both have a relationship with the Fey, and could call on that for help. I would make them both "Pure Mortal"
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 09, 2012, 05:41:39 PM
If the rule was "Any character without powers gain +2 refresh" then we would not be having this debate.  The Changeling Template, with its ability to be made with 0 powers, would be the clear place to establish that - yet the book does not say that.

Let's compare the write ups.  The first bits are identical.
Pure Mortal:
Minimum Refresh Cost: –0.
Changeling:
Minimum Refresh Cost: –0.

But the rest of the description is very different.
Pure Mortal:
Minimum Refresh Cost: –0. Instead, increase your starting refresh by 2 before taking any mortal stunts.
Changeling:
Minimum Refresh Cost: –0. The total cost for changelings depends entirely on how deeply your character has made the Choice at the start of play, and this will change over the course of the game—that’s the point.
----

Notice anywhere in the Changeling write up that says: "And if they haven't picked up any powers yet they get +2 Refresh", because I don't.

Changelings are very conceptually different from "Pure mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—save perhaps for the company they keep or the things they’ve seen."  There is nothing ordinary about them.  They have supernatural blood running through their veins.  They have a supernatural heritage that they embrace at will.  They are a different template and thus do not gain the bonuses from another template - no more than a Pure Mortal can decide to gain Fae power 'just cause'.


They both have natural predispositions for trickery, they would both be small and quick (though not supernaturally so), they both have a relationship with the Fey, and could call on that for help. I would make them both "Pure Mortal"

Why would they both have a "natural predispositions for trickery" - when a character chooses mortality he gives up his Fae nature.
Why would they both be small? If embracing part of your Fae nature made you small (or turned your hair a watery green) then choosing mortality would revert it to its natural colour.
Why would both have relations to the Fey Courts?  From Summer Knight:
"And until then I'm under the rule of the Court of my fae father. "
it is clear that once you choose mortality your ties to the court are broken - unless you (as a mortal) decide to reestablish them.

Please point out any part of the Pure Mortal Template that says "can, at any time, tap into supernatural powers".

Please point out any part of the Changeling Template that implies that they get a +2 for not having realised their supernatural potential.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 09, 2012, 06:02:06 PM
Why would they both have a "natural predispositions for trickery" - when a character chooses mortality he gives up his Fae nature.

But not their parentage. A child gains something from their parent, regardless of whether they are supernaturally connected. Additionally if someone has a certain upbringing, their adult self is shaped by that, and that's not going to change drastically simply because they say so. It's simple genetics and environmental development.

Why would they both be small? If embracing part of your Fae nature made you small (or turned your hair a watery green) then choosing mortality would revert it to its natural colour.

Again, the child is always going to retain a bit of their parent. They would both be a little on the short side, because their parent was a little on the short side. Why would they suddenly grow a foot regardless of age and development stage?

Why would both have relations to the Fey Courts?  From Summer Knight:
"And until then I'm under the rule of the Court of my fae father. "
it is clear that once you choose mortality your ties to the court are broken - unless you (as a mortal) decide to reestablish them.

This is of course going to vary from table to table, but the mortal is still related to the Fey. Nothing is going to change that. Toot-Toot was your dad. He always will be.

Please point out any part of the Pure Mortal Template that says "can, at any time, tap into supernatural powers".

Quote from: Your Story: 73
If this character ever takes a
supernatural power, this refresh bonus goes
away immediately (which may be mitigated by
dropping one or two mortal stunts)

My major point though is to look at those two aspects. They could be invoked or compelled in exactly the same ways to create exactly the same effects (and additionally I would argue that if the mortal still has Toot-Toot in his High Concept, then he still has an ongoing relationship that is important to the core of his character). Neither has powers. Both have a supernatural aspect (which would preclude the "Pure Mortal" template according to you). So why should they be different?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 09, 2012, 06:59:40 PM
I don't believe that an aspect can, without the presence of Powers, make a character not get a Refresh bonus.
The Changeling template seems to imply otherwise, as has been pointed out.

Quote
But some aspects might not be appropriate on a character without Powers.
This I agree with 100%. And I feel that aspects stating existing magical or supernatural ability are such aspects.

Quote
My position on this is a logical extension of the separation between mechanics and narrative. Refresh does not exist inside the game world. It only exists within the mechanical framework. So removing it based on something that doesn't exist within the mechanical framework is just silly.
You're right that nobody in the Dresden narrative is going to talk about their refresh rating. But they do talk quite a bit about Free Will, which is explicitly what the Refresh rate represents.

You could certainly interpret, say, Uriel's job in preserving Free Will as keeping Harry and others under their games' refresh rates, for example.

@Sinker: There's a whole lot of nature vs. nurture in there--I've known meathead guys who've sired scrawny geeks and vice verse.

@Haru: Once again you've pretty much summed up what I've been trying to say better than I could. GET OUT OF MY HEAD, CHARLES! D:

PS: The son of Toot Toot is an awesome idea and someone should stat it out. All of a sudden, this kid shows up at Harry's door and offers his services as Squire to Za Lord.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 09, 2012, 07:15:09 PM
You're right that nobody in the Dresden narrative is going to talk about their refresh rating. But they do talk quite a bit about Free Will, which is explicitly what the Refresh rate represents.

I don't know if I agree with this entirely. Sure Refresh represents free will, but that's not the only thing it represents, and measuring someone's free will is not the only reason for refresh. Saying something like this is discounting the entirety of a complex concept.

@Sinker: There's a whole lot of nature vs. nurture in there--I've known meathead guys who've sired scrawny geeks and vice verse.

Agreed. I actually addressed that (the nurture part of your equation is also known as environmental development). I'm merely saying that a changeling choosing mortality isn't going to change who they are, it only makes them no longer supernaturally so. So a big strong changeling will not suddenly become tiny and weak, they will simply no longer be greater than any other big strong mortal. Still able to bench press an impressive amount, but no longer able to dead lift a car.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 09, 2012, 07:24:44 PM
But not their parentage. A child gains something from their parent, regardless of whether they are supernaturally connected. Additionally if someone has a certain upbringing, their adult self is shaped by that, and that's not going to change drastically simply because they say so. It's simple genetics and environmental development.

Actually, they do give up half their parentage when they choose.  Either the mortal half or the Fairy half.

Which is probably the reason most of them try to put off choosing.  Once they choose they will become a new person, and that's a scary thing to do.

Again, the child is always going to retain a bit of their parent. They would both be a little on the short side, because their parent was a little on the short side. Why would they suddenly grow a foot regardless of age and development stage?

When talking about Humans, sure, but the supernatural is in play here.
Example: As a Changeling Meryl was a "tall, muscular young woman from the funeral home, her muddy green hair hanging lankly over her eyes and one cheek".  Her hair colour was a direct result of her troll heritage - having changed when she needed to be supernaturally strong.  If she had chosen to be human her hair colour would have turned back - and she could have lost her muscles and her height.  Becoming a new woman - one not defined by her Troll heritage.  A person who was a Pure Mortal with no Troll in her.

Why would a 22 year old changeling grow a foot or two when he decided to be mortal? Because the Fae part keeping him small was gone.

In

This is of course going to vary from table to table, but the mortal is still related to the Fey. Nothing is going to change that. Toot-Toot was your dad. He always will be.

That is like saying: "Fix is Winter Court.  Nothing will ever change that."

Fix became mortal so (like all mortals) he could choose his relationship to the Fairies.  He decided to turn his back on Winter and become Summer.

My major point though is to look at those two aspects. They could be invoked or compelled in exactly the same ways to create exactly the same effects (and additionally I would argue that if the mortal still has Toot-Toot in his High Concept, then he still has an ongoing relationship that is important to the core of his character). Neither has powers. Both have a supernatural aspect (which would preclude the "Pure Mortal" template according to you). So why should they be different?

They do not both have "a supernatural aspect".  One does, and one says "I used to be something else, but I choose to give that up to be mortal".  It refers to a relationship that doesn't involve anything supernatural, no more than a HC of "I Play Alfred To Wizard Edward's Batman" would be supernatural.

A pure mortal son of Toot-Toot has a nice backstory.  A Changeling son of Toot-Toot can, at any point in his life, say "I need to be very small" and boom! he has Diminutive Size.  If a pure mortal son of Toot-Toot needed glamour he says "F@@K! I made the wrong choice!".

And if the Changeling son Toot-Toot makes the decision to become the Pure Mortal son of Toot-toot, he grows to his old height, or the height determined solely by his human gene - whichever is higher.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 09, 2012, 07:28:36 PM
And if the Changeling son Toot-Toot makes the decision to become the Pure Mortal son of Toot-toot, he grows to his old height, or the height determined solely by his human gene - whichever is higher.

I don't think Fix (literally the only example we have of a changeling choosing mortality) bears this out. Fix did not change significantly when he chose mortal.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 09, 2012, 07:29:16 PM
PS: The son of Toot Toot is an awesome idea and someone should stat it out. All of a sudden, this kid shows up at Harry's door and offers his services as Squire to Za Lord.

I posted something along those lines...
http://www.jimbutcheronline.com/bb/index.php/topic,25470.msg1081135.html#msg1081135 (http://www.jimbutcheronline.com/bb/index.php/topic,25470.msg1081135.html#msg1081135)

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 09, 2012, 07:36:39 PM
I don't think Fix (literally the only example we have of a changeling choosing mortality) bears this out. Fix did not change significantly when he chose mortal.

The problem is, we don't know much about Changeling Fix - other than he was Winter Court.

What was his parent? More importantly, how close was he to his Fairy side?

Because if he was -0 (hadn't tapped his potential) or -1 (had barely tapped his potential) his looks would not have changed much.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Haru on April 09, 2012, 07:37:15 PM
I see quite a lot of difference between Changeling son of Toot-Toot and Mortal son of Toot-Toot. While you are right, both of them can take up powers as long as they have the refresh for it, I would not allow the mortal son the same easy access as the changeling son would have.
The changeling son could easily take up glamours for example, the mortal son could not, at least I would not allow him unless he had some really compelling arguments.
On the other hand, the mortal son could become a faery night. He could pick up a sword of the cross. Hell, maybe his mother was a wizard and he will develop some talent, too. Or he does none of the above and stays entirely mortal. All those options are not available to the changeling son.
Again, it boils down to power (or easy access to them) vs. choice. Perfectly reflected in the +2 for the pure mortal.

Fix did not change all that much, because I believe he was a -0 changeling. All he had was the aspect that bound him to his faery parent, nothing else. I am with Richard though, choosing mortality would eliminate all but the faintest resemblance to your fay heritage.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 09, 2012, 07:42:41 PM
Hmm, I think we'll have to agree to disagree. I don't much like your changeling. He seems to have no accountability and little realism.

Edit: I realized that the last bit was a little silly all things considered. Allow me to replace it with "I struggle to connect with how the concept functions for you."
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 09, 2012, 07:50:35 PM
Hmm, I think we'll have to agree to disagree. I don't much like your changeling. He seems to have no accountability and little realism.

The changeling son of Toot-Toot would probably have the same pressures on him as an average changeling.  The pressure to stop playing mortal and embrace his True Nature.  The fear that he will lose a large part of himself no matter which way he chooses.  The example didn't need the entire sheet so I only included the relevant parts.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 09, 2012, 07:56:06 PM
But all of that disappears instantly the second he makes a single choice. I dislike that.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 09, 2012, 07:59:05 PM
You're right, it does. Which is kind of fitting in a setting that so emphasizes that choices and their consequences are important. That magnitude of choice is why your average Changeling remains a changeling as long as they do.

Some choices are big. Many are permanent. Many close off options you might have had if you hadn't taken that choice.

That is the nature of the game, and I don't see how that's a bad thing.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 09, 2012, 08:09:14 PM
When a Changeling chooses he is consciously reject half of his parentage.  Either he becomes a new person or he becomes a Fairy.  Either way he's looking at massive changes to his life.

And as he rejects half of his life, he does so in a way that science can't explain.  I'm drawing from the Carpenter family for this - and since I'll be referencing WoJs I'll use the spoiler tag.
(click to show/hide)

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 09, 2012, 08:11:35 PM
You misunderstand. I don't dislike that a changeling looses some options. That creates struggle. That's great.

I dislike the idea that the choice removes consequences of previous actions. It doesn't matter how deep into it he was. It doesn't matter his relationship with his parent. It doesn't matter that he built up muscle (even if it was a bit easier for him to come by). Suddenly all of that goes away and he is someone else and he knows exactly who he is now (something few of us achieve in our whole lifetime). It just doesn't seem "realistic" to me. It breaks my suspension of disbelief.

I also dislike that concept Richard. It removes choice, choice that is interesting and creates drama. I understand that it's straight from Jim's mouth, but I dislike it, and will choose to do otherwise.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 09, 2012, 08:36:10 PM

Disclaimer: This is an example.  I do not wish to discuss my opinions of social combat/consequences at all, let alone on this thread. Please treat my opinion as an example (like it is intended).  I do not wish to derail this conversation. :-X

I hate to say this but....

I don't like social combat.  I despise it.  i accept that it is part of the system.  I stopped trying to convince people to my way of thinking.  Most of the responses I get equate to:

"Get over it, it's part of the system." ::)
"I see your point, I disagree/don't care" ::)
"I see no basis for your opinion" ::)
"You have bad reasons to feel this way." ::)
"I like social combat." ::)

I accept it.  I don't like those responses.  They are however fair responses.  I am in the minority, why harp on it?


Well to be honest.

Most of those responses apply just as well to "I don't like the changeling rule as is." or "I think things other than Pure Mortals should get the +2 refresh"

Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 09, 2012, 08:40:49 PM
We haven't heard the rest of Ace's story yet.  It's possible that when we do, everything we know about Changelings will change.  Jim has done that in the past, putting it down to Harry not understand what was really happening.

It's also possible that Paranet (or another book) will expand on the theory behind the templates (hint to Fred).  But until then the RAW doesn't give Changelings +2 refresh for not taking powers at creation.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: GryMor on April 09, 2012, 09:31:09 PM
And as he rejects half of his life, he does so in a way that science can't explain.  I'm drawing from the Carpenter family for this - and since I'll be referencing WoJs I'll use the spoiler tag.
(click to show/hide)

Richard

(click to show/hide)

Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 09, 2012, 09:58:04 PM
(click to show/hide)

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 09, 2012, 10:01:28 PM
Living with someone as powerful as Ebenezer McCoy might just count as "in a place of power."

That said, I remember hearing secondhand about some WOJ that because Harry's got so much power, any kid he has is likely to have some magical talent.
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 09, 2012, 10:38:36 PM
Coming latelatelate to the party. Fascinated the discussion has gone on this long.

I still feel like having aspects you can invoke to come close to mimicking powers is a cheat or a sneaky way to circumvent the Pure mortal rule. 

This is about my opinion on the subject.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 09, 2012, 10:47:57 PM
devonapple, or silverblaze for that matter, how would you define 'close to mimicking a power'?
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 09, 2012, 11:19:14 PM
devonapple, or silverblaze for that matter, how would you define 'close to mimicking a power'?

What level of granularity do you require to consider anything I suggest to be a meaningful and persuasive definition?

Edit: or, you may provide me with a list of short suggestions and I will rate them.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 09, 2012, 11:31:15 PM
What level of granularity do you require to consider anything I suggest to be a meaningful and persuasive definition?

I'm not sure precisely what you're asking, here, but preferably something for which I cannot, off the top of my head, provide an equivalent result for through the use of a properly worded and invoked mundane aspect.
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 09, 2012, 11:38:49 PM
I'm not sure precisely what you're asking, here, but preferably something for which I cannot, off the top of my head, provide an equivalent result for through the use of a properly worded and invoked mundane aspect.

I'm asking, simply, for the rules. You see, people have shifted the rules, assumptions, and goals of this debate countless times during the discussion, and I would prefer to have a baseline from which to work, rather than have the rhetorical focus shifted mid-discussion.

So, what do you mean by "something"?
Do you want an effect? Or the rationalization for that effect?
The narrative result of an Invoke? Or the narrative logic which makes that Invoke acceptable?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 10, 2012, 12:09:46 AM
I see most of this argument being derived from a stubborn refusal to include "Template" as a character trait.  With that, this becomes easy -- either the character sheet has "Template: Pure Mortal" on it, in which case the character is wholely non-supernatural but does get the +2 refresh bonus that is built into the Template, or the character has "Template: <anything else>" on it, in which case there's no +2 refresh bonus.

Even without having an explict "Template:" entry, though, every character does in fact have a Template defined on his sheet in the form of a High Concept, which is linked to Template.  By this, I mean that all supernatural Templates must have a High Concept that references them, and the Pure Mortal Template should (in my opinion, at least, and I believe this opinion is shared by those who chose #3 in my survey) fail to mention any supernatural Template.

That's basically the point I was indirectly trying to make in my little survey.  If you want to have a supernatural aspect, that's cool.  If your table wants to let such aspects grant aspect to minor supernatural capabilities, that's great, too.  But having a supernatural aspect is exactly the same thing as choosing a supernatural Template, which means that you are something other than a Pure Mortal.  And anything that is not Pure Mortal should not get the Pure Mortal refresh bonus.

(Note, by the way, that none of the above precludes (a) taking multiple Templates (and ensuring a High Concept that references all of them), so long as none of them are Pure Human, or (b) changing your Template in a way that fits the storyline.  In the latter case, for example, a Pure Mortal could be attacked by an RCV and become an RCI -- they'd take on the RCI Template by stripping off the Pure Mortal bonus, changing their High Concept in an appropriate way,  and adding in powers from the RCI template.)
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 10, 2012, 12:37:01 AM
I'm asking, simply, for the rules. You see, people have shifted the rules, assumptions, and goals of this debate countless times during the discussion, and I would prefer to have a baseline from which to work, rather than have the rhetorical focus shifted mid-discussion.
I can't in good conscience provide the 'rules' for defining the boundaries a concept that I did not introduce and have only a single line of text to base my understanding on, when the one who provided that line and the accompanying concept, as well as another who claims to support it, is available to do so themselves.
ie. I do not sufficiently understand what you are proposing based on that single vague statement.  Please expand and clarify.


So, what do you mean by "something"?
By 'something' I mean 'whatever it is you provide to clarify your intent'.
Specifically, my expressed preference was in relation to prior attempts to define exclusion from the Pure Mortal bonus based on the mechanical capabilities provided by a supernatural aspect (discussed capabilities included production of fire at a distance and luck, respectively) which were lated pointed out to be available with virtually no change whatsoever to a Pure Mortal, and thus not meaningful as examples of what can be done supernaturally that cannot be done mundanely.  Thus, if mechanical capabilities were your intention, then what I would prefer as the defining boundary would be the point at which mundane aspects cannot achieve a desired goal under the given circumstances, wherever that happens to fall.


Do you want an effect? Or the rationalization for that effect?
The narrative result of an Invoke? Or the narrative logic which makes that Invoke acceptable?
See, that's the problem.  I don't know whether 'mimicking powers' is a reference to effect, rationalization, narrative result, or narrative logic.  That's part of what I was inquiring about.
Title: Re: An idea for modeling completely untrained magical talent
Post by: computerking on April 10, 2012, 02:03:18 AM
I see most of this argument being derived from a stubborn refusal to include "Template" as a character trait.  With that, this becomes easy -- either the character sheet has "Template: Pure Mortal" on it, in which case the character is wholely non-supernatural but does get the +2 refresh bonus that is built into the Template, or the character has "Template: <anything else>" on it, in which case there's no +2 refresh bonus.

Even without having an explict "Template:" entry, though, every character does in fact have a Template defined on his sheet in the form of a High Concept, which is linked to Template. 
Umm, On the Character Phases Worksheet, there is, explicitly, a "Template" entry, which must be defined. Does that help decide things?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 10, 2012, 02:20:40 AM
The RAW on Templates:
Pg 41 High Concept "...usually reflecting the character template in some way."
Pg 52 "Because picking a template, high concept, and trouble are all linked, they’re grouped together."
Pg 53 the entire "Choose a Template" section.  Especially "The template is crucial to creating your character[; even with Quick Character Creation (page 68), this step is necessary."

I could go on, but why? If the above doesn't show that all characters have templates then nothing else would.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 10, 2012, 04:30:07 AM
IThat's basically the point I was indirectly trying to make in my little survey.  If you want to have a supernatural aspect, that's cool.  If your table wants to let such aspects grant aspect to minor supernatural capabilities, that's great, too.  But having a supernatural aspect is exactly the same thing as choosing a supernatural Template, which means that you are something other than a Pure Mortal.  And anything that is not Pure Mortal should not get the Pure Mortal refresh bonus.
What and how broad is your definition of a supernatural Aspect?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 10, 2012, 04:32:31 AM
devonapple, or silverblaze for that matter, how would you define 'close to mimicking a power'?

I feel that this may be leading me into a trap in my own logic so I included a few disclaimers. 

The following will be more like a list than a sentence.

I'm not saying with this post that there can never be an exception, but such exceptions should be few and far between.   

shapechanging, casting any form of spell like effect that causes actual damage, flight, water breathing, turning invisible (not being extra stealthy, I mean invisible).  Size changing, teleportation (actual teleportation), running at mach speeds (unless already capable and such movement and the asepct is only adding a +2 to athletics).

 Breathing fire (may allow high concept to do something like this (but not a pure mortal)
Super strength/holy touch (high concept again...not pure mortal)
other spell like effects (high concpet maybe - not pure mortal)

aspects are clearly not crated equal since some beasts and monsters and objects can have aspects like hudreds of feet long - players can't or shouldn't imho.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 10, 2012, 06:09:48 AM
The RAW on Templates:
Pg 41 High Concept "...usually reflecting the character template in some way."
Pg 52 "Because picking a template, high concept, and trouble are all linked, they’re grouped together."
Pg 53 the entire "Choose a Template" section.  Especially "The template is crucial to creating your character[; even with Quick Character Creation (page 68), this step is necessary."

I could go on, but why? If the above doesn't show that all characters have templates then nothing else would.

Richard

Interesting then, that not a single thing in Our World has one. Additionally this would completely disallow characters like Kincaid or Macfinn. Unless of course we decide that a custom template functions in that respect.
Title: Re: An idea for modeling completely untrained magical talent
Post by: computerking on April 10, 2012, 12:39:05 PM
Interesting then, that not a single thing in Our World has one. Additionally this would completely disallow characters like Kincaid or Macfinn. Unless of course we decide that a custom template functions in that respect.
I thought that was previously established in several threads regarding Scions.

Also, Under Total Refresh Cost, characters that receive the +2 bonus to refresh are denoted by a Template note: (Pure Mortal). This seems to signify that only Pure Mortals get the bonus, and that the extra Refresh in their Total is due to their Template being Pure Mortal.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 10, 2012, 04:03:08 PM
Interesting then, that not a single thing in Our World has one. Additionally this would completely disallow characters like Kincaid or Macfinn. Unless of course we decide that a custom template functions in that respect.

Um, have you ever heard of space limitations? Of trying to cram everything in the least possible amount of pages?

But the heart of this issue that NPCs are not PCs.  No characters are listed in OW.  NPCs are, and in many cases the NPC has an abbreviated stat description - one that gives only the information that is likely to come into play.

Read the sidebar about whether or not Toot-Toot is a social character OR if he qualifies as a weapon.  A weapon welded with the Contacts skill.

OW has additional "template" like thingsthat are useful when building NPCs.  There are generic entries for various creatures that you build your NPCs around.  Some of them (for example - changeling) share names with Templates while others (for example: Pixies) do not.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 10, 2012, 04:15:11 PM
I believe an Invocation of a Supernatural-themed Aspect counts as skirting a power if it satisfies one or more of the following criteria:

- bends reality (for or against the character) in a way that it wouldn't for another, Pure Mortal character with similar Skills and experience
- results in an effect (for or against the character) in a way that wouldn't or couldn't happen for another, Pure Mortal character with similar Skills and experience
- represents the character asserting a change in the world in a way that wouldn't be appropriate for another, Pure Mortal character with similar Skills and experience
- relies on an inherent quality in the character that couldn't be similarly accomplished by another, Pure Mortal character with similar Skills and experience
- relies on an a supernatural justification of any sort to accomplish something that could or couldn't be similarly accomplished by another, Pure Mortal character with similar Skills and experience
- emulates or replicates Evocation, Channeling, Thaumaturgy, Rituals, or any other Supernatural Power, in a way which couldn't be similarly accomplished by another, Pure Mortal character with similar Skills and experience

I think when it comes down to it, a lot of things which can be accomplished by Skill and experience *could* be replicated supernaturally. Heck, lots of Thaumaturgy spells are simply supercharged Skill rolls taken to implausible levels of effect and scope. But there will always be things which *no* amount of Skill or experience could plausibly replicate, and that is the realm of the Supernatural.

"Luck" is one of those gray areas: in some systems, it is an inherent attribute of a character; in others, it is a power that can be purchased (though in those cases, it can usually be purchased even in low-power or non-superhero settings, because it is considered a gray area even in fiction). As such, I don't feel it to be an adequate gauge for something like this. That said, one may be able to invoke "Lucky" and "Luck Scion" for similar effects, but only "Luck Scion" will be able to justify being able to pass into the Nevernever through a casino or underground gambling den: the "Lucky" guy will just have to find another, more statistically plausible way.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 10, 2012, 04:53:49 PM
I believe an Invocation of a Supernatural-themed Aspect counts as skirting a power if it satisfies one or more of the following criteria:

- bends reality (for or against the character) in a way that it wouldn't for another, Pure Mortal character with similar Skills and experience
- results in an effect (for or against the character) in a way that wouldn't or couldn't happen for another, Pure Mortal character with similar Skills and experience
- represents the character asserting a change in the world in a way that wouldn't be appropriate for another, Pure Mortal character with similar Skills and experience
- relies on an inherent quality in the character that couldn't be similarly accomplished by another, Pure Mortal character with similar Skills and experience
- relies on an a supernatural justification of any sort to accomplish something that could or couldn't be similarly accomplished by another, Pure Mortal character with similar Skills and experience
- emulates or replicates Evocation, Channeling, Thaumaturgy, Rituals, or any other Supernatural Power, in a way which couldn't be similarly accomplished by another, Pure Mortal character with similar Skills and experience

I think when it comes down to it, a lot of things which can be accomplished by Skill and experience *could* be replicated supernaturally. Heck, lots of Thaumaturgy spells are simply supercharged Skill rolls taken to implausible levels of effect and scope. But there will always be things which *no* amount of Skill or experience could plausible replicate, and that is the realm of the Supernatural.

"Luck" is one of those gray areas: in some systems, it is an inherent attribute of a character; in others, it is a power that can be purchased (though in those cases, it can usually be purchased even in low-power or non-superhero settings, because it is considered a gray area even in fiction). As such, I don't feel it to be an adequate gauge for something like this. That said, one may be able to invoke "Lucky" and "Luck Scion" for similar effects, but only "Luck Scion" will be able to justify being able to pass into the Nevernever through a casino or underground gambling den: the "Lucky" guy will just have to find another, more statistically plausible way.

I consider myself quite prolific and articulate, but this was masterfully done.  I can't say it better. I just got specific and have time constraints.  I know it wasn't your intention, but thanks.  This is pretty much my opinion also.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 12, 2012, 12:26:42 AM
What and how broad is your definition of a supernatural Aspect?
To steal from Justice Potter Stewart,
"I shall not today attempt further to define the kinds of material I understand to be embraced within that shorthand description ["supernatural aspect"]; and perhaps I could never succeed in intelligibly doing so. But I know it when I see it, and the aspect involved in this discussion is not that."

Now that I've got that out of my system, I'd say that devonapple did a good job of nailing down a pretty broad definition of "supernatural-themed aspect" which I largely agree with.  Although for the discussion at hand, I would have a slightly more narrow definition for what fits into the Pure Mortal Template, because simply having a "supernaturally-themed" aspect doesn't kick a character out of the Pure Mortal club.

It's perfectly fine for a Pure Mortal's aspects to refer to external magical influences.  For example, Murphy has the High Concept "Special Investigations Lead Detective", which could be argued puts her frequently into the position of having supernatural stuff happen to her (nah, really?!).  And she has an additional aspect "I Don’t Know if I Trust Dresden, But He Gets Results" which gives her indirect access to Wizardry, which she frequently uses to gain information that another equally skilled investigator would never uncover.  Yet she's Pure Mortal because they represent access to or a connection with the supernatural, without having any personal capabilities.  Marcone is a "Freeholding Lord", making him a "supernatural player", and he has access to Gard's magic ... but has no inherent supernatural abilities.

So I'd probably encapsulate it this way: if the aspect indicates that there is something about who the character is that is in any way supernatural, or that there is something about what the character can do without the help of anyone else that is supernatural then it's a supernatural aspect and removes the character from the ranks of Purely Mortal.  (Note that being the bearer of an IoP counts as being able to do supernatural things without the help of anyone else, but having a friend/protector/ancestor/whatever who can do supernatural things on your behalf does not.)  This may or may not be a legally-watertight definition, in which case I refer you to the Stewart quote I mentioned above.

And as a further note, I'd like to stress that it is entirely possible and fair for a Pure Mortal to "borrow" supernatural capabilities without losing their Pure Mortal status.  There have been a number of examples of this occuring in the novels.

And finally, regarding the templates and character sheets topic, I'd note that template is on the worksheet, not the character sheet, and that many people gloss over defining their custom templates.  However, as I said before I believe that a character's High Concept must indicate that character's template (even if the template in question is a custom one).  For example, Sigrun Gard is an "Honest-to-Odin Valkyrie" -- her template is "Valkyrie" which is a custom "Scion" template.  When I say that every character needs a template, I don't mean that it must only be one listed in YS.  (Kincaid's High Concept is not a good HC -- but was perhaps the best that OW's authors could come up with given the information Jim's given us.)
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 12, 2012, 04:41:47 AM
If a Pure Mortal were to have a supernatural aspect, for example, "Very minor magical talent" that is not his High Concept, would he lose his Pure Mortal status?

Edit: In other words, if a Pure Mortal has a you-know-it-when-you-saw-it supernatural aspect (but without gaining any Powers), would he lose the Pure Mortal status?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 12, 2012, 05:30:34 AM
Not in any game I ran.
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 12, 2012, 04:03:46 PM
If a Pure Mortal were to have a supernatural aspect, for example, "Very minor magical talent" that is not his High Concept, would he lose his Pure Mortal status?

Edit: In other words, if a Pure Mortal has a you-know-it-when-you-saw-it supernatural aspect (but without gaining any Powers), would he lose the Pure Mortal status?

Yes, I would, because that Aspect is a vector for narrative outcomes based on things which another Pure Mortal would not be able to accomplish, even with the same Skills and life experiences. I would encourage the player to help come up with SOME sort of supernatural power in addition to that Aspect, and if the player opted not to, then they would still lose access to the Pure Mortal template. Heck, by canon, if they have (or will eventually display) Wizard-level talent, they will also be found to have always had [-0] Wizard's Constitution.

To steal from Justice Potter Stewart,
"I shall not today attempt further to define the kinds of material I understand to be embraced within that shorthand description ["supernatural aspect"]; and perhaps I could never succeed in intelligibly doing so. But I know it when I see it, and the aspect involved in this discussion is not that."

I totally wanted to use that quote as well! Thank you for including it.

It's perfectly fine for a Pure Mortal's aspects to refer to external magical influences.  For example, Murphy has the High Concept "Special Investigations Lead Detective", which could be argued puts her frequently into the position of having supernatural stuff happen to her (nah, really?!).  And she has an additional aspect "I Don’t Know if I Trust Dresden, But He Gets Results" which gives her indirect access to Wizardry, which she frequently uses to gain information that another equally skilled investigator would never uncover.  Yet she's Pure Mortal because they represent access to or a connection with the supernatural, without having any personal capabilities.  Marcone is a "Freeholding Lord", making him a "supernatural player", and he has access to Gard's magic ... but has no inherent supernatural abilities.

I agree with all of this.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 12, 2012, 04:29:15 PM
What happens if a vanilla mortal (Pure Mortal) loses all of their powers or IoP?  Would they get back, even if only temporarily, their +2 Refresh?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 12, 2012, 04:31:43 PM
Depends on what "losing" them means. If they just misplace the IoP but can take it up again in short order, no. If they lose it in the sense that it doesn't belong to them anymore, I'd say yes.

Basically, Michael didn't get the refresh back when Harry lost the sword for him in Grave Peril; but he did when he put it in Harry's care following Small favor.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 12, 2012, 05:52:37 PM
by canon, if they [...] will eventually display) Wizard-level talent, they will also be found to have always had [-0] Wizard's Constitution.

Can you please provide a definitive reference for this?
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 12, 2012, 06:15:37 PM
Can you please provide a definitive reference for this?

Wizard's Constitution is part of the Template for Wizard. If someone evolves their character into a wizard, that power is required.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 12, 2012, 06:22:42 PM
This does not require that the individual involved will 'have always had' Wizard's Constitution.
It requires that they take Wizard's Constitution upon 'upgrading' to the Wizard template.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 12, 2012, 06:25:11 PM
There's also some Word Of Jim somewhere that a wizard's longevity has a lot to do with them actually using magic--so someone who hasn't used magic yet wouldn't necessarily have it. So Kid Harry wouldn't have always had it, and Charity probably would have lost it when she let her magic atrophy.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 12, 2012, 06:33:18 PM
Charity probably would have lost it when she let her magic atrophy.

If she ever had it in the first place.  Charity is not described as having White-Council-level power.
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 12, 2012, 06:40:13 PM
There's also some Word Of Jim somewhere that a wizard's longevity has a lot to do with them actually using magic--so someone who hasn't used magic yet wouldn't necessarily have it. So Kid Harry wouldn't have always had it, and Charity probably would have lost it when she let her magic atrophy.

Cool - I'm afraid I was mistaken about how they were handling the causality on that. That is me corrected!
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 12, 2012, 09:16:51 PM
If a Pure Mortal were to have a supernatural aspect, for example, "Very minor magical talent" that is not his High Concept, would he lose his Pure Mortal status?

Edit: In other words, if a Pure Mortal has a you-know-it-when-you-saw-it supernatural aspect (but without gaining any Powers), would he lose the Pure Mortal status?
My answer would be that a Pure Mortal is someone without anything supernatural going on -- at least internally.  If the character is a Minor Talent (or Very Minor Talent, or Really Extremely Minor But Still Talented Talent) then he is that, rather than Pure Mortal.  Think of the description "a little bit supernatural" as working a lot like the description "a little bit pregnant".

What happens if a vanilla mortal (Pure Mortal) loses all of their powers or IoP?  Would they get back, even if only temporarily, their +2 Refresh?
Well, first off a Pure Mortal doesn't have any powers or IoP to begin with.  But if, say, a Bearer of the Almighty Doodad (a custom template featuring an IoP and nothing else) were to lose that item for good, then they would have a good argument for changing their Template from Bearer of the Almighty Doodad to Pure Mortal, which would involve changing their HC (and also the IoP-linked aspect, if different from the HC), removing the IoP from the sheet, and gaining the +2 refresh for being a Pure Mortal.  This assumes a permanent loss; if the loss is temporary, then the character is going to be raking in Fate from the compels against the IoP-linked aspect, instead.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 12, 2012, 11:31:07 PM
Depends on what "losing" them means. If they just misplace the IoP but can take it up again in short order, no. If they lose it in the sense that it doesn't belong to them anymore, I'd say yes.

Basically, Michael didn't get the refresh back when Harry lost the sword for him in Grave Peril; but he did when he put it in Harry's care following Small favor.

His holy powers would have precluded the +2 anyhow.  I see your point though.  Yeah, I meant a permanent loss.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 12, 2012, 11:41:33 PM
I'm curious now, if people are ok with custom templates, and we can all agree that the refresh bonus is a function of the pure mortal template, would people be ok with other custom templates that included the refresh bonus?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 13, 2012, 12:01:54 AM
I'm curious now, if people are ok with custom templates, and we can all agree that the refresh bonus is a function of the pure mortal template, would people be ok with other custom templates that included the refresh bonus?

Yes;with a large caveat.

Caveat: I don't see a point in other templates that don't have powers.  I'd just call it Pure Mortal.  If the Pure Mortal wanted a plot where it turned out they had a secret parentage and were willing to change High Concept and template to acquire powers I'd be ok with that.

I'm fairly easy going about stuff if a good reason is presented.  I'm also all about keeping stuff simple...so most custom templates would just be Pure  Mortals...most likely.
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 13, 2012, 12:18:46 AM
Devon/Becq: So would you apply this definition and limitation of no supernatural Aspects for Pure Mortals to any and all Aspects that a Pure Mortal PC has?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Haru on April 13, 2012, 12:27:24 AM
Like I said earlier, the basic (and binding) templates for me are "Pure Mortal" and "Supernatural character". Every template in the book except pure mortal of course falls under supernatural character, but from that point on I only see them as a suggestion. If you want to do a were form that also has channelling, go for it. It is the "jack of all trades, master of none" effect at work, if you can do too many things, you will probably not be perfect at any of them. The only real must I see is a high concept that sums up the character in a few words, along the lines of the requirements of the actual templates.

I would not create a new template that adds a bonus similar to the pure mortal bonus. In the course of this discussion I thought of a template that would cut the bonus in half, but I decided against it. Becq said it best with his "a bit pregnant" analogy.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 13, 2012, 12:37:21 AM
Yes;with a large caveat.

Caveat: I don't see a point in other templates that don't have powers.  I'd just call it Pure Mortal.  If the Pure Mortal wanted a plot where it turned out they had a secret parentage and were willing to change High Concept and template to acquire powers I'd be ok with that.

I'm fairly easy going about stuff if a good reason is presented.  I'm also all about keeping stuff simple...so most custom templates would just be Pure  Mortals...most likely.
This.

While I haven't gone out of my way to consider the subject, I can't think of a template concept that (a) is sufficiently mundane that it deserves the Pure Mortal bonus AND (b) is sufficiently different from Pure Mortal that it deserves a distinguishing name.

I suppose if you were playing a more Space Dresden version of the game you might have an Alien template, or if you were playing it more Fantasy Dresden-style, you might have Elves and Dwarves and such.  Assuming the template was 100% mundane (and didn't have infra-vision or such), then it would qualify for the Pure Mortal bonus.  But then, how would it not simply be Pure Mortal with a racial-themed HC?

Do you have something specific in mind?  I'd be happy to run it through the Duck Test for you...

Devon/Becq: So would you apply this definition and limitation of no supernatural Aspects for Pure Mortals to any and all Aspects that a Pure Mortal PC has?

Probably.  Though as I said, I differentiate between "supernatural you have control over" and "supernatural you are merely associated with".  So it's perfectly fine for a Pure Mortal to have "I know a Wizard" aspects and to use the aspect as (for example) an excuse to access Temporary Powers per the rules.

But, again, I'll stress that this is my perspective; if you disagree I'm not going to raid your game and "make you play it right".  I might try to evangelize a bit and convert you to my way of thinking, though...  Oh, wait, I've already been doing that!  :p

Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 13, 2012, 01:33:27 AM
I didn't have anything specifically in mind. I just saw a lot of people having an issue labeling anything supernatural as "Pure Mortal" so I thought that taking that label away might help.

Then we move on to how people believe that we determine whether a template deserves a bonus or not. Personally I believe that a template should award a bonus if you can't buy powers without changing templates.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 13, 2012, 01:43:54 AM
Then we move on to how people believe that we determine whether a template deserves a bonus or not. Personally I believe that a template should award a bonus if you can't buy powers without changing templates.
Which, really, only applies to the Pure Mortal template. I really fail to see how you would make a different template that gets the bonus (via not having any powers) but is not the Pure Mortal template.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 13, 2012, 02:18:09 AM
Which, really, only applies to the Pure Mortal template. I really fail to see how you would make a different template that gets the bonus (via not having any powers) but is not the Pure Mortal template.

I believe that several options have already been presented.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 13, 2012, 02:49:25 AM
Which, really, only applies to the Pure Mortal template. I really fail to see how you would make a different template that gets the bonus (via not having any powers) but is not the Pure Mortal template.
Not strictly true.  Every template should have powers that are appropriate and (many) powers that aren't.  For example, you can't buy Inhuman Strength as a Wizard without either changing your template or adding a second template.  The difference is that the Pure Mortal template has no powers on the 'allowed' list and has no personal access to supernatural power of any sort -- and because of this gets the refresh bonus to compensate for the lack of flexibility.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 13, 2012, 03:10:45 AM
I believe that several options have already been presented.

Well then in my games I guess they'd be Pure Mortal or Something Else Without  +2 Refresh
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 13, 2012, 03:12:07 AM
has no personal access to supernatural power of any sort -- and because of this gets the refresh bonus to compensate for the lack of flexibility.

This part, here, is deceptive, and not supported by the text.

The reasons for the bonus are explicitly presented.  They do not include the ban on supernatural power beyond the ban on supernatural Powers.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 13, 2012, 03:26:00 AM

This part, here, is deceptive, and not supported by the text.

The reasons for the bonus are explicitly presented.  They do not include the ban on supernatural power beyond the ban on supernatural Powers.

Well, then I think your table will be very different from many people on this forum.  Not a bad thing.  Just a thing.

I think with enough munchkin work a Pure Mortal can be created with enough aspects that make them have more powers than some base templates.

invoke for effect! GO!

Seven Aspects - all can technically go on one character (they shouldn't mind you)...but even one of these makes the chracter not purely human, not a Pure Mortal)

Budding Pyromancer - spontaneous combustion
Wolf Blood In My Veins - use to track by scent or something?
I See Dead People - see dead people
A Cat Always Lands On It's Feet - no damage from falls
Blood Of Christ Runs In My Family - holy touch or...just about any other holy power eh?
I Lived Through A Gamma Bomb - temporarily immune to radiation (works for anything really...make a fire aspect etc.
Dad Was A Shapeshifter - small changes in face to look different so they can't be ID'd in line-ups

the list goes on....

Those effects are not things Pure Mortals do; not in my games.  Maybe they do in your's. 
I won't let things like this fly on a character that gets +2 refresh.  No ifs, ands, or buts.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 13, 2012, 03:51:10 AM
The post I quoted was not truly discussing Pure Mortal characters, though, but characters of custom templates and whether the Pure Mortal bonus might ever be appropriate outside its original template.

As for your hypothetical list...
effects indistinguishable to the character from 'spontaneous combustion' is available for Pure Mortals thanks to the metagame nature of invokes.  this has been previously established in this thread.  this is not even a matter of flavour vs mechanics.  there is no need for the character to even understand the source or nature of the effects of an invoke, let alone be the cause of them.
'tracking by scent' would generally be best represented by a bonus to the roll, or an off-setting of penalties to the roll (which amounts to the same thing, ultimately), and as such is generally an effect available to pure mortals given a different flavour
Just because you land on your feat doesn't mean you suffer no injury from your fall.  This is a case of an over-reaching invoke, not of an over-powerful, or even Powered, aspect.
'just about any other holy power'?  really?  again, an issue of the GM not policing the power of invokes, not of a problematic aspect.  I'd run that aspect about as leniently as I'd run 'Devoted Man of God', and not a whit looser
then we have yet more overreaching invokes followed by...
a bonus to the relevant roll no different from 'I guess I just have one of those faces', or 'Easily Forgettable', or 'A Cosmetics Department in My Handbag'


These effects, save only, possibly, 'I see dead people', are ALL effects available, with, at most, minor flavour substitutions, to RAW Pure Mortals
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 13, 2012, 03:57:44 AM
The post I quoted was not truly discussing Pure Mortal characters, though, but characters of custom templates and whether the Pure Mortal bonus might ever be appropriate outside its original template.

As for your hypothetical list...
effects indistinguishable to the character from 'spontaneous combustion' is available for Pure Mortals thanks to the metagame nature of invokes.  this has been previously established in this thread.  this is not even a matter of flavour vs mechanics.  there is no need for the character to even understand the source or nature of the effects of an invoke, let alone be the cause of them.
'tracking by scent' would generally be best represented by a bonus to the roll, or an off-setting of penalties to the roll (which amounts to the same thing, ultimately), and as such is generally an effect available to pure mortals given a different flavour
Just because you land on your feat doesn't mean you suffer no injury from your fall.  This is a case of an over-reaching invoke, not of an over-powerful, or even Powered, aspect.
'just about any other holy power'?  really?  again, an issue of the GM not policing the power of invokes, not of a problematic aspect.  I'd run that aspect about as leniently as I'd run 'Devoted Man of God', and not a whit looser
then we have yet more overreaching invokes followed by...
a bonus to the relevant roll no different from 'I guess I just have one of those faces', or 'Easily Forgettable', or 'A Cosmetics Department in My Handbag'


These effects, save only, possibly, 'I see dead people', are ALL effects available, with, at most, minor flavour substitutions, to RAW Pure Mortals

Yes agreed on all fronts...but you did not name the aspects I did.  Aspects names matter a lot.  When you change the name, the aspect changes somewhat.

You also had no real rebuttal for "I see dead people". 
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 13, 2012, 04:05:03 AM
One of the things that bugs me when I look at a list like that is you are looking at the means and not the end.

So when invoking "Budding Pyromancer" what are you trying to achieve? A distraction? Easily done with mundane aspects. A fire? Easily done with mundane aspects. Etc.

Also I call shenanigans on "I lived through a gamma bomb". It has no justification, no reason why you lived through a gamma bomb, so it can't be invoked or compelled. It could just as easily be "I lived through a gamma bomb (by being very far away from it)" which would never be invoked for immunity, but for knowing where to be and where not to be.

I was going to say that there's only one thing I can think of that can only be achieved with supernatural aspects (that would be transferring to the NeverNever) but while I was sitting here I thought of a way to achieve that through mortal aspects.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 13, 2012, 04:07:34 AM
Also "I see dead people" could be a really interesting aspect, but it still isn't half the Ghost speaker power.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 13, 2012, 04:11:54 AM
You'd say that isn't supernatural?  Also, traversing the nevernever as a pure mortal?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 13, 2012, 04:15:09 AM
One of the things that bugs me when I look at a list like that is you are looking at the means and not the end.

So when invoking "Budding Pyromancer" what are you trying to achieve? A distraction? Easily done with mundane aspects. A fire? Easily done with mundane aspects. Etc.

Also I call shenanigans on "I lived through a gamma bomb". It has no justification, no reason why you lived through a gamma bomb, so it can't be invoked or compelled. It could just as easily be "I lived through a gamma bomb (by being very far away from it)" which would never be invoked for immunity, but for knowing where to be and where not to be.

I was going to say that there's only one thing I can think of that can only be achieved with supernatural aspects (that would be transferring to the NeverNever) but while I was sitting here I thought of a way to achieve that through mortal aspects.

No sense of humor at all.  None.  I'd compell it for mindless rages, extra strength, great luck, bad luck, having the army after you....  you know what nevermind...
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 13, 2012, 04:24:56 AM
you did not name the aspects I did.
I named the effects you called out as problematically available by way of the aspects you named.
That same 'I See Dead People' aspect name could be present on handfuls of the (Pure Mortal) residents of the state mental institution, down the road a ways from the town the game takes place in, and it wouldn't make them supernatural, just crazy (and might still let them see real ghosts on occasion; children, animals, and the insane are often called out as relatively common exceptions to ghostly invisibility).


You also had no real rebuttal for "I see dead people".

And then I called that fact out.  See the last line of my rebuttal post.


I was going to say that there's only one thing I can think of that can only be achieved with supernatural aspects (that would be transferring to the NeverNever) but while I was sitting here I thought of a way to achieve that through mortal aspects.

That one's exceptionally easily achieved by way of 'externalized' supernatural aspects: just have someone else open the door for you.
...
Which, it occurs to me, would be a fine way to represent seeing ghosts and the like, too: just have an indebted spirit, sprite, or other minor supernatural entity, or small army thereof, that won't draw unwanted attention, follow you around, warn you of impending danger, and illuminate the invisible, etc
Call it: 'All this for Pizza...Who'd'a thunk?'
Oh, hey, look, that single externalized supernatural aspect (and remember, we agreed that it being externalized means it's perfectly kosher for even a RAW Pure Mortal) lets the character have access to: effects, like fire, at a distance and without immediately obvious cause, tracking the normally untraceable, interacting with the normally undetectable, providing minor timely benefits (ie. +2 bonus) to numerous skill checks, and far more

in fact, it provides everything on your list that isn't beyond the capacity of a simple invoke or invoke-for-effect
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 13, 2012, 04:26:49 AM
You'd say that isn't supernatural?

I figure this isn't really the important part anymore. We've acknowledged that custom templates could receive the refresh bonus. As long as the template has no available powers, and all of what they do can be achieved by similar mortals, then that template should get the refresh bonus regardless of what their story is.

Also, traversing the nevernever as a pure mortal?

Murphy has an aspect that could easily get this done. :)
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 13, 2012, 02:41:59 PM
I'm still not seeing what could differentiate this hypothetical other template enough from Pure Mortal to actually make it a different template instead of just Pure Mortal.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 13, 2012, 02:52:54 PM
Obviously, this hypothetical template is differentiated by its tolerance for internalized supernaturally themed aspects and has the potential for more ready justification to 'upgrade' to yet another template, possibly hypothetical, possibly canonical, that would give it Powers in line with the overarching themes of those aspects
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 13, 2012, 03:03:34 PM
So we have a refresh bonus for Pure Mortals (and, everywhere said bonus is mentioned in the books, it's directly and explicitly associated with the Pure Mortal template), that signifies that the character getting the bonus has nothing supernatural going on, and you're suggesting that the same bonus apply to someone who clearly has something supernatural going on.

There's really nothing stopping someone with the Pure Mortal template picking up any of the powers as long as the GM and player find something workable. Molly was likely on the Pure Mortal template until the first time she manifested powers. Murphy is the Pure Mortal template until she picks up the sword. It wouldn't take much in the way of BSing for someone using the Pure Mortal template initially to "discover" that, hey, they're really Tiny the Gruff's third cousin twice removed and develop some powers based on that.

But if the character has a known, acknowledged supernatural nature that is actively manifesting in some way, they're not a Pure Mortal, and I don't think it right to take the Pure Mortal template's one advantage--the refresh bonus--and give it to another template because then, hey, why would anyone play Pure Mortal at all?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 13, 2012, 03:25:49 PM
No, we have a refresh bonus for Pure Mortals where the description of the Pure Mortal template says that they have nothing supernatural going on and where the bonus says that they have no supernatural POWERS.
What I and others have repeatedly suggested is that that bonus apply to any character that qualifies for IT, using the restrictions defined IN the bonus, regardless of whether they qualify for its single RAW template.

Kind of like I would allow even a non-RC(x) to take Flesh Mask, even though that power is only ever mentioned in reference to the Red Court, if they were appropriate for that character's concept.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 13, 2012, 03:33:39 PM
And what I and others have repeatedly suggested is that you shouldn't separate the mechanics from the reasons for those mechanics. You shouldn't just follow the letter of the template without considering the spirit of it, that a Pure Mortal is someone without anything supernatural to them. The lack of powers represents that in the mechanical sense. It is the crunch representation of a fluff concept, just as the refresh bonus is the crunch representation of the increased free will a Pure Mortal has over a supernatural character.

This is a setting where having supernatural ability of any kind affects who and what you are, and that's reflected in the refresh bonus or lack thereof. I simply find it incongruous to give someone the Pure Mortal bonus who is explicitly, via his aspects, not a Pure Mortal.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 13, 2012, 03:57:15 PM
And what I and others have repeatedly suggested is that you shouldn't separate the mechanics from the reasons for those mechanics.
I'm not.  The reasons for the mechanics are explicitly stated in the text of the bonus itself.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 13, 2012, 04:18:23 PM
Time to flip the question.  Other than character concept... if talking purely about efficiency or usefulness, why play a Pure Mortal?  Other things can get the +2 bonus at you table, so why have the Pure Mortal Template? 

EDIT: the above question is playing devil's advocate in a way.  i think concept nad roleplay is more important than just waht the numbers say on my sheet, but not every player does.  These questions are for them.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 13, 2012, 04:22:55 PM
I'm not.  The reasons for the mechanics are explicitly stated in the text of the bonus itself.
You're separating the 'no supernatural powers' from 'nothing supernatural going on.' Supernatural powers are the mechanical representation of a supernatural nature. If you don't have a supernatural nature, you don't have supernatural powers, and vice verse. The two, fluff and mechanics, are linked directly to one another, and this hypothetical template has one without the other.

You wouldn't allow someone to take a supernatural power (mechanics) without having their high concept and aspects (fluff) reflect supernatural nature or ability, right?

So why would you let someone have a high concept that explicitly references supernatural nature or ability, without the associated mechanics?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 13, 2012, 04:37:42 PM
Time to flip the question.  Other than character concept... if talking purely about efficiency or usefulness, why play a Pure Mortal?  Other things can get the +2 bonus at you table, so why have the Pure Mortal Template? 

For the same (absence of) reasons one might play a Focused Practitioner instead of a Scion of something that just happens to be innately gifted in the Art as well as numerous other things.
Heck, for the same (absence of) reasons why a player interested solely in numerical efficiency would take the Pure Mortal template in any game where a supernatural alternative were not presented.


You're separating the 'no supernatural powers' from 'nothing supernatural going on.'
And you're equating them when the text does not do so.


Supernatural powers are the mechanical representation of a supernatural nature.
'the', singular, implying 'only', a demonstrable error


If you don't have a supernatural nature, you don't have supernatural powers, and vice verse.
And now we're no longer implying.
Even the RAW Changeling template disagrees with you on this one.  It is possible to have a supernatural nature in the absence of supernatural Powers.

All the rest following from these errors, it does not need responding.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 13, 2012, 04:50:32 PM
Fair enough on the Changeling thing.

So, would it be more accurate to say that the lack of the Pure Mortal bonus is the mechanical representation of a supernatural nature, based on the fact that the Changeling template allows a character with no supernatural powers, but without the Pure Mortal bonus?

And you're equating them when the text does not do so.
Putting both in the same section--the write-up of the Pure Mortal template--doesn't link them? The section has the description, then the mechanics that represent the description, just as any other template does. It basically says, "This is what the template means," followed by, "And here are the mechanics for everything we just said."

The "Musts" section of any of the templates is meant to be taken with the description. They are both factors in what a character is and how it's played.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 13, 2012, 05:00:33 PM
would it be more accurate to say that the lack of the Pure Mortal bonus is the mechanical representation of a supernatural nature, based on the fact that the Changeling template allows a character with no supernatural powers, but without the Pure Mortal bonus?
It would be less inaccurate (so as to say that it's accuracy would still be found notably wanting to the point where conclusions drawn as a result would be unacceptably likely be faulty).

If one wants accuracy, the Pure Mortal bonus is the mechanical compensation for a template barred from supernatural Powers.

The Pure Mortal bonus being associated solely with the Pure Mortal template within the RAW is thus easily explained by the Pure Mortal template being the only template existing in the RAW that is barred from supernatural Powers.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 13, 2012, 05:38:59 PM
Ok, I'm going to back up a bit and tell you why I see this as a problem (and it's not a mechanical problem).

We've established that, through externalized narrative control and externalized supernatural aspects, a pure mortal can achieve supernatural ends (lighting a fire at range or from nothing, traveling to the Nevernever, etc). However what you're saying is if we internalize any of that there is a penalty.

Can you imagine if you came up with a really interesting character concept, that was essentially a mortal with a neat aspect tweak (my "Clotho's blood runs through my veins (barely)" is a great example), and this other player has the same concept but without the story behind the aspect (He's just got "Weird luck"). Would it not suck if your GM decided that his character (functionally the same but much less story) deserved the refresh bonus and you didn't? That's what I see here, it's an inequity.

I also see what people are describing as abuse of the concept, but there are two issues I have with that. One is that literally anything that you can do with a supernatural aspect, you can also do with a mundane or externalized supernatural aspect. Second is that it's the GM's job to be the voice of reason. You ask "What's to stop me from taking a bunch of unassociated supernatural aspects instead of powers?" And my response is: The GM! The GM should look at what you are doing and say "Hey, you are clearly trying to game the system, cut it out."

Again, I see an inequity and it bothers me.
Title: Re: An idea for modeling completely untrained magical talent
Post by: GryMor on April 13, 2012, 06:36:48 PM
Time to flip the question.  Other than character concept... if talking purely about efficiency or usefulness, why play a Pure Mortal?  Other things can get the +2 bonus at you table, so why have the Pure Mortal Template? 

Why not? Supernatural aspects don't have a mechanical advantage over non supernatural aspects, for the most part you can achieve the same ends through different means, you are just open to a different set of compels.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 13, 2012, 06:53:50 PM
It would be less inaccurate (so as to say that it's accuracy would still be found notably wanting to the point where conclusions drawn as a result would be unacceptably likely be faulty).

If one wants accuracy, the Pure Mortal bonus is the mechanical compensation for a template barred from supernatural Powers.
EDIT: Removed unnecessarily confrontational line.

Not taking powers is part of the mechanical representation of the fluff that a Pure Mortal has "nothing supernatural going on," it's not the reason for it.

@Sinker: Some character concepts just don't work as a Pure Mortal. A character who's a scion of a deity or fate or what have you should be notably different from a Pure Mortal who happens to have a similar aspect.

I would say that if you wanted good luck to be that much a part of the character that it's a significant part of the backstory and something they can intrinsically do, it should be represented by more than just an aspect anyway. Maybe make a whole bunch of small powers to represent it.

It's not a "punishment" of taking away the bonus; it's an opportunity to flesh it out into other powers and expand the concept.

If you want to have a character with a high concept referencing some supernatural nature and power, why wouldn't you give him powers that reflect and compliment that nature and power? Why limit him to being the equivalent of a Pure Mortal when the High Concept easily lends itself to powers that would allow so much more?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 13, 2012, 08:38:07 PM
The Pure Mortal template (and the derived bonus) as presented in the book is flawed in that it contradicts itself on how it is to be used.  So each group gets to clarify how they want to deal with the situation.

So by one interpretation of the rules, you can end up with Pure Mortals with the HC "Favored Grand300-daughter of Zeus" who then invoke-for-effect to declare that their foes' zone just got hit by a lightning bolt (because Pappy Z is sooo protective sometimes).  A dozen times, or more if there's a few compels in between fights.

This doesn't appeal to me on at least two counts (the other being that I don't think that's a legit invoke-for-effect, even for a template that allows for such things).  But hey, its a game, and as always the Golden Rule is that the game is there to be fun for the participants.  If your table likes a game with that feel, go for it.

Bottom line: to each his own.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 13, 2012, 09:19:25 PM
@Death: You assuming I'm talking about High Concept. What if this isn't the central part of the character? My high concept (and what I want my character to focus on) is "Savy Financier" or "Battle-Scarred Merc". I just want a bit of luck, and figured it would be better to give that luck a justification. You're assuming that the character concept revolves around weirdness, and heck I'm with you if that's the case. If their High Concept is all about them being a luck scion then I would love to suggest to them a number of neat powers that could go with that. But if it's not central to their character, or if they intentionally want to show a lack of power, then I would hate to force something on them like that. It's just not in everyone's best interest.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 13, 2012, 11:15:49 PM
To me, making something an aspect makes it a fairly important part of the character--the aspects are the core of who and what the character is, after all. And I'd argue that being related to a deity of some kind is a pretty important part of a given character.

But in any case, I go back to what I said before: If it's something internal--if the luck is radiating off this merc because he, himself, is some kind of luck avatar--it should be a power of his. If it's external--if the luck is the result of an association and not something that's part of who and what he is--then he's still a mortal for whom some supernatural connection would be fine.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 14, 2012, 05:58:23 PM
One of the things that bugs me when I look at a list like that is you are looking at the means and not the end.

Exactly.

A wizard can kill with a lightening bolt.  A Pure Mortal can kill with a sniper's rifle.  Same ends, different means.

If someone is good at poker because he's a natural or because he's studied the game or because he's played fifty thousand games, then that's one thing.  If someone if good at poker because his grandfather is a luck spirit, then that's another thing.  The end results is someone who is good at poker, but the means are different.

Another example:
Dresden is fast on his feet - a good runner - because he works at it.  He jogs, runs, and works out.
Thomas is fast on his feet - a good runner - because he is a White Court Vampire.
Same ends - difference means.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 14, 2012, 06:00:50 PM
The Pure Mortal bonus being associated solely with the Pure Mortal template within the RAW is thus easily explained by the Pure Mortal template being the only template existing in the RAW that is barred from supernatural Powers.

But it is not the only existing template that can enter play without taking powers.  A changeling has a Musts of +0 - the same as a Pure Mortal.  If your logic is correct then there would be a note or sidebar explaining that Changelings receive the +2 until they take their first power.

There isn't.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 14, 2012, 06:41:05 PM
The Changeling template is not barred from supernatural Powers.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 14, 2012, 06:47:16 PM
No - but they can start at +0.

It appears that what you is a series of custom templates based off of the Pure Mortal one.  All of them with the template description of "Pure mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—save perhaps for the company they keep or the things they’ve seen." removed.

If that is the case, then that's wonderful for your homebrew game.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 14, 2012, 06:59:17 PM
If that is the case, then that's wonderful for your homebrew game.

I'm still confused as to how you could hold this view, when you yourself posted the quote from Fred saying that until you have powers, you are mechanically a pure mortal and retain the refresh bonus.

Seems clear what the developer's intent was, and doesn't that have an impact on how we should interpret the RAW?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 14, 2012, 08:24:39 PM
I don't see that the RAW need a huge deal of interpretation on this point.

The Template isn't a complicated one.  Some people have fixated on one sentence in one part without looking at the whole.

I put it to you that a character who doesn't fit the "don’t have anything supernatural going on" don't qualify for the Pure Mortal template and must choose another template OR come up with a homebrew template that somehow gives that bonus.  Since none of the other templates (including those whose musts allow 0 Powers) grant the +2 refresh bonus that bonus doesn't apply to them.  Mechanically, those who do get the +2 bonus (i.e. Pure Mortals or homebrew templates) retain that +2 until they add a power.

This position covers the RAW and Fred's answer.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 14, 2012, 10:58:23 PM
Except that the last thing Fred said was "Before you buy powers, you are mechanically a pure mortal." Not you retain the mortal bonus, but you are pure mortal.

How does that fit with what you're saying?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 14, 2012, 11:41:20 PM
How does the write of the Changeling template mesh with your view?

Seriously, please explain to how a Changeling with no powers is a Pure Mortal - because I can't see it.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 15, 2012, 10:18:07 PM
It easily meshes. A changeling with no powers is a pure mortal with a Fey parent. Just because you fit the musts for a template (in the case of changelings having a Fey parent) does not mean you must take that template.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 15, 2012, 10:44:17 PM
It easily meshes. A changeling with no powers is a pure mortal with a Fey parent. Just because you fit the musts for a template (in the case of changelings having a Fey parent) does not mean you must take that template.

No, a Changeling with no powers is a half mortal who has the powers of fairy running through their veins.  Their powers can increase in a heartbeat.  As the template says, that's the point.

Just as the write up for Pure Mortal template says that Pure Mortals have nothing supernatural going on.

That's the RAW.  That's Jim's setting as written.  You are welcome to change it for your game, but that involves homebrew rules.

If you want a custom Template, I'd say
Template: Unaware Changeling.
Synopses: You're Meryl before she had to pull that tractor off of her half-brother.  You have the blood of the Fae running through your veins, allowing instant access to certain powers (work out with the GM what these powers are; in all cases they should be based on the powers that your non-human parent possesses).  Since you are ignorant of your heritage, you cannot choose mortality (i.e. you cannot renounce your heritage in ignorance).
Musts: No powers (allowing you +2 refresh bonus as a variant of Pure Mortal.  Note that this bonus will vanish when you activate your first power and switch to the Changeling Template.  If this causes your current Refresh level to drop below 1, you become an NPC.

---

There.  A short, homebrew template that fits what you are looking for.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 15, 2012, 11:35:44 PM
Richard, in games you run, do you have players who want characters other than their own to be compelled invoke an aspect for effect to trigger a compel from you (as the GM), which is then funded and negotiated by you?
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 16, 2012, 01:10:28 AM
No, a Changeling with no powers is a half mortal who has the powers of fairy running through their veins.  Their powers can increase in a heartbeat.  As the template says, that's the point.

You asked how the changeling fits with my view. I told you and you responded with "No that's wrong." If you ask for my opinion don't get uppity when I tell you.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 16, 2012, 01:32:42 AM
You asked how the changeling fits with my view. I told you and you responded with "No that's wrong." If you ask for my opinion don't get uppity when I tell you.

Sorry if I sounded gotcha there.

The reason I mentioned it is in the thread above.  I pointed out that something would be homebrew and you asked how I could hold the view that doing that would be homebrewed.  I explained my view and asked for yours.

Perhaps I should have responded to your view with:
Do you feel that the way the changeling fits with you view fits the RAW?

I ask, because in the RAW Changelings do not receive the Pure Mortal refresh bonus.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 16, 2012, 01:42:36 AM
Richard, in games you run, do you have players who want characters other than their own to be compelled invoke an aspect for effect to trigger a compel from you (as the GM), which is then funded and negotiated by you?

I'm sorry, I can't see how this relates to the discussion at hand.

Or maybe I'm just having problems parsing the above sentence.  My guess is that it means:
Have a player who want another player's PC to be compelled invoke an aspect to start something rolling - and have the GM handle all the wording and pay all of the FATE chips involve.

But I'm not sure if you are talking about Player A invoking one of his PC's own aspects or a Player A wanting to have Player B's PC's aspect invoked.

Regardless, I do not see how it relates to the topic at hand.  Perhaps you could start a new thread with a better worded question?

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 16, 2012, 01:55:48 AM
It relates to the question at hand by way of the response you yourself posted from Fred.

The handling of compels induced by player action on any character, player- or otherwise, that is not controlled by that player, is adjudicated based on a clarification of the RAI posted on these forums by Fred some time ago.  The RAW itself, interpreted strictly, does not make that ruling clear.

This case is much the same.

The RAW contains seemingly contradictory statements, or at least statements that lead various individuals respectively to mutually exclusive conclusions.
We have RAI clarification from Fred that, if implemented, resolves the seeming contradictions.
And yet, after having yourself been the cause of this clarification, you have ignored it in your further discussions of this issue, even, at times, when confronted with it directly by others on this thread.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 16, 2012, 02:09:12 AM
The handling of compels induced by player action on any character, player- or otherwise, that is not controlled by that player, is adjudicated based on a clarification of the RAI posted on these forums by Fred some time ago.  The RAW itself, interpreted strictly, does not make that ruling clear.

The intent of that rule did not need clarification.  Only those who dwelt on the minutia of the phrasing needed that clarification.  I refer you to the long discussion that happened in the lead in for the...

I'm sorry - I have no idea what you mean by RAI.  I've searched the net and I can't come up with a meaning.

But that was another long, one-side debate where someone was dwelling on the parsing of particular sentences while ignoring others.

And yet, after having yourself been the cause of this clarification, you have ignored it in your further discussions of this issue, even, at times, when confronted with it directly by others on this thread.

Go ahead and point out anywhere in the RAW that say that Changelings should get the Pure Mortal bonus.  Rather than say that, the Template explicitly says that playing a character whose powers change over time is the point of playing a changeling.

Rather than point to past debates, how about addressing why you feel the need to ignore the line:
"Pure mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—save perhaps for the company they keep or the things they’ve seen."
in the Pure Mortals Template.

Richard

Edited to add:
Just to be clear, you are talking about the thread at http://www.jimbutcheronline.com/bb/index.php/topic,24061.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,24061.0.html) - right?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 16, 2012, 04:12:45 AM
RAI is an acronym meaning 'Rules As Intended' as opposed to RAW's 'Rules As Written'.

There were, truly, three interconnected issues being debated in the thread you linked, collectively adressed by Fred in a single clarification, but the one I mentioned was among them, yes (the others being whether a Free Tag can accomplish tasks beyond a +2 bonus or a reroll, and whether a Compel triggered by way of a Free Tag awards a FP if accepted).

My point in bringing it up is in highlighting the precedent for RAI being stated on these forums by Fred, and in determining whether you accept such rulings in cases other than this one (where you clearly dismiss it).
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 16, 2012, 04:37:21 AM
Again, that thread wasn't about something unclear.

I never had a problem understanding that rule.  The RAW was the same as the RAI.

Merge the understanding of what a tag is (a free invoke) with the language about compelling other aspects on I believe YS107 and I believe the findings are clear.

I agree with the statement above.  Why do you disagree?

As for Changelings with +0 powers, the logic behind them NOT having +2 refresh is in the RAW.
"The total cost for changelings depends entirely on how deeply your character has made the Choice at the start of play, and this will change over the course of the game—that’s the point."

Saying that "oh, Changelings should get the +2 because..." is... Hmmm, let me find a quote:
Attempting to posit new reasoning for its existence to support a conclusion denied by the existing, official, explicit statement, is fallacy.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 16, 2012, 04:51:50 AM
And STILL you gloss over the very quote that you yourself posted from Fred.

Address it, or admit that you are ignoring it on the basis that it would undermine your position.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 16, 2012, 05:07:36 AM
Fred said that, mechanically you are a Pure Mortal until you take powers.  He never said that all concepts mesh with the Pure Mortal template or that certain Aspects didn't imply a level of supernatural connection that precludes the "Pure mortals are ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—save perhaps for the company they keep or the things they’ve seen." requirement of the Pure Mortal Template.

As for dancing around - you haven't said categorically that a character that has the Changeling Template should get the refresh bonus until they buy that first power.  You've heavily implied it, but you haven't come out and said it.

Probably because your position of "Attempting to posit new reasoning for its existence to support a conclusion denied by the existing, official, explicit statement, is fallacy."

So, are you embracing the fallacy that Changelings get a +2 refresh until they buy their first power?

Yes or no?

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 16, 2012, 05:49:23 AM
Really Richard, there are a couple of reasons why I choose to overlook the statement you mention (or at least prioritize other statements above that).

Firstly (and the least compelling reason) it's fluff. I know that in this game (and many others) that can be important, but I guess I've built a bias when it comes to things like this. If something isn't part of the crunchy sections I tend to assume that it's simply description and that it has little impact on crunch.

Secondly what Fred said there seems to have a clear meaning to me. He said that you're pure mortal till you buy powers. I would choose to apply that to changelings too.

Finally I look at this from my perspective as an experienced gamer, GM and game designer (we all design to some extent). If we have two characters who are mechanically identical I prefer to treat them identically. If someone chooses to add to the story and make it richer I choose to reward them (or at the very least not penalize them). I think otherwise you stifle creativity, lose potential investment and drama, and anger the players. The players trust me to treat them fairly, and I really take that trust seriously.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 16, 2012, 06:06:10 AM
"Champions of God are among the rarest of mortal humans, actively called to service by the Almighty (in one of many possible guises) to stand against the darkness and beat it back with the strength and light of their faith. They are very few in number, usually limited to the three Knights of the Cross."
Is this fluff or the core of the template?

"Changelings are half-human, half-faerie people who—at least for the moment—are still living life as mortals. But before each changeling, every day, stands the Choice, a razor’s edge dividing their mortal nature from their faerie nature. When they call upon the abilities of their faerie blood, they—bit by bit—push themselves closer to becoming full faerie.
Is this fluff or the core of the template?

"Emissaries are mortals who’ve been saddled with a burden of great power—and great responsibility— by one of the big dogs in the supernatural community: vast powers from Faerie or the outer reaches of the Nevernever, one of the true dragons, or something stranger."
Is this fluff or the core of the template?

Focused practitioners are the minor-league of the spell-slinging set. They have one rather narrowly defined aptitude at spellcraft which they practice to the exclusion of all else—usually because they just don’t “get” things outside of their focus.
Is this fluff or the core of the template?

As far as we know, both Courts of Faerie—Winter and Summer—each have only one Knight, a mortal granted some measure of the power of his or her patron Court and charged with making certain the Court’s interests are well-represented in the world of mortals and beyond.
Is this fluff or the core of the template?

Let’s get this clear up front: lycanthropes are not werewolves—though they share some traits in common. But where werewolves change their bodies, lycanthropes change only their minds, aligning their thoughts and senses with those of a beast.
Is this fluff or the core of the Template?

The Dresdenverse is filled with mortals who have small, limited powers, whether due to long-forgotten traces of inhuman bloodlines, exposure to the supernatural, or simply the right combination of willpower and belief. These mortals can be referred to as minor talents: people with “one-trick” powers that might not have a lot of mojo—but which can be very effective in the hands of a creative and driven individual.
Is this fluff or the core of the Template?

Red Court vampires—nasty bat-things that live inside an apparently human (and typically gorgeous) flesh-mask, drool addictive narcotic venom, and feed on blood—are able to infect humans, putting them on a potentially inevitable path towards becoming a full-on Red Court vampire. These infected individuals possess some of the same capabilities as the monsters that bit them—at least at a “junior varsity” level. But these victims haven’t turned—they haven’t given up their humanity—yet. Not until they kill, though that often comes fast, as an almost uncontrollable hunger for blood grips them. Still, it’s only almost uncontrollable—with the right amount of discipline and careful choices about what sorts of  situations they get into, these victims can hold out, at least for a time.
Is this fluff or the core of the template?

“Sorcerer” is a near-pejorative term that many on the White Council use to describe “full spectrum” spell practitioners who don’t have the bloodline, access, resources, and training that a Wizard of the White Council has. The sneer has perhaps a little merit, as these versatile spellslingers are often self-taught or—let’s face it—at least dabbling in some grey, if not outright black, areas of magic in order to get a leg up. This fairly common moral flexibility turns into a slippery slope in short order.
Is this fluff or the core of the template - and if fluff then what is the difference between minor talent, sorcerer, and wizard?

Faith has power in the Dresdenverse, where the strength of your belief can—when focused properly—turn back the tide of darkness. There are special mortals among us whose beliefs are so strong that they cross into the territory of true supernatural power. These mortals are called true believers, for lack of a better term.
Is this fluff or the core of the template?

The Dresdenverse is rife with shapeshifters of all stripes (many nonhuman). Some humans have learned (or were simply born with the capability) to take on the form of a beast; when that beast is a wolf, we call them werewolves, but there are many other were-forms out there. The animal in question isn’t supercharged or innately magical (other than the fact that it has a human intellect kicking around in its noggin), but with some practice, the shapeshifter can use it as easily as his human form, within the limits of what that animal can do. Unlike lycanthropes, loupgaroux, and some other types of shapechangers, most were-form shifters are entirely in control of their change. There’s no full moon business going on with us.
Is this fluff or the core of the Template?

Of all the known vampire courts, the White Court vampires appear to be the weakest—but they are no less deadly. They are also the closest to mortals in behaviors and predilections. They might best be seen as a separate race, able to interbreed with humans (White Court vampires are born, not made—it’s hereditary). They feed on the strong emotions of their victims—sometimes, though not always, to the point of death—and they can excite these emotions in their victims as well.
Is this fluff or the core of the template?

White Court vampirism is a hereditary condition, passed along when interbreeding with humans, always breeding true. But the condition doesn’t truly take hold until the “virgin” White Court vampire has killed for the first time with his emotion-feeding abilities. Unblooded White Court virgins do not have the weaknesses of full White Court vampires, making them difficult to detect.
Is this fluff or the core of the template?

The full wizard in action is a terror to behold. His is an ancient bloodline, heir to the magics of old and able to command their full array; given enough time and preparation, there is very little to limit what a wizard can accomplish beyond the fetters of his own belief in what he can do.
Is this fluff or the core of the template?

If the answer to any of those questions is "not fluff", then why are you ignoring the core of the Pure Mortal template?

If the answer to all of those questions is "yes", then why are you bothering to play with the DV as a setting for your game?

Or, to put it another way, no part of the Template is fluff.  The Template is the Template as a whole and focusing on a single line in one template is as wrong as saying "there are four grains of sand on the beach".

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 16, 2012, 11:47:31 PM
So, who all likes pie?  I do...
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 16, 2012, 11:58:08 PM
Hey, me too! :)
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 17, 2012, 12:44:28 AM
I think we have finally arrived at a consensus:
Pie is good.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: UmbraLux on April 17, 2012, 01:13:50 AM
Cobbler is better!


<Ducks for cover.>

 ;)
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 17, 2012, 03:24:59 AM
If a Pure Mortal PC were to acquire a "supernatural" Aspect (in the sense that counts for whatever definition of such an Aspect you have), would he lose his Refresh and if such a loss result in a Refresh of 0 or negative Refresh, make him an NPC?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 17, 2012, 03:32:52 AM
If a Pure Mortal PC were to acquire a "supernatural" Aspect (in the sense that counts for whatever definition of such an Aspect you have), would he lose his Refresh

Not according to Fred.
RAW is, obviously from the 20-page debate, of two minds about this.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 17, 2012, 03:58:30 AM
If a Pure Mortal PC were to acquire a "supernatural" Aspect (in the sense that counts for whatever definition of such an Aspect you have), would he lose his Refresh and if such a loss result in a Refresh of 0 or negative Refresh, make him an NPC?

How would he "acquire" an Aspect?

The only way that springs to mind is for the player to decide to change an Aspect during a milestone.  I would strongly suggest that a player not do so, at least not without making a conscious choice to adopt a new Template.

If a Pure Human character becomes a RCI, permanently acquires an IoP, becomes an Emissary of Power, or otherwise acquires one of the Templates that can be acquired - that's a player's choice.

Converting from a Pure Human to another Template is covered in the RAW.  The suggestion is to drop one or two mortal stunts to mitigate the lost of the +2 refresh.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 17, 2012, 07:52:09 AM
How would he "acquire" an Aspect?

Richard
Are you asking mechanically how did he acquire the Aspect or are you asking more along the lines of story/fluff?

Mechanically I can recall several ways of doing so.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 17, 2012, 09:16:35 PM
I hope you guys aren't planning to apply the Pie bonus to pizza, because the RAW clearly states that "Pie" is a baked desert item with a fluffy crust.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 17, 2012, 09:22:50 PM
Are you asking mechanically how did he acquire the Aspect or are you asking more along the lines of story/fluff?


OOPS!

Sorry about that.

Somehow I saw a name that began with T and...

Aspect is a word that has several uses in the game.  During the current discussion it is being used (at least I think it is being used) as short hand for a character's Aspects.  As in the seven Aspects that are part of a character sheet.

For example: "Grandson of the Luck God" (supernaturally based) as opposed to "Lucky SOB".

Temporarily Aspects, scene aspects, etc aren't a basic part of the character - which is why Murphy's Template didn't change when she temporarily took up a role of a Knight of the Cross.

Other than choosing to change at a milestone, the only other way I can think of one of those Aspects changes is through an extreme consequence - and I don't see how one of those could force a supernatural aspect.

Again, sorry for not paying attention to who I was talking to.  Hopefully this edit will go in before you see the other response.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 17, 2012, 09:34:42 PM
Hey Richard? You've been arguing with Tedronai and I. Toturi seems to be a newcomer to the debate with actual questions.
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 17, 2012, 09:34:49 PM
During our discussions I have always responded to your direct questions - while you have not done the same with mine.  Please respond to the yes / no question in http://www.jimbutcheronline.com/bb/index.php/topic,31641.msg1381429.html#msg1381429 (http://www.jimbutcheronline.com/bb/index.php/topic,31641.msg1381429.html#msg1381429).

Are you perhaps conflating toturi with Tedronai?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 17, 2012, 10:55:20 PM
Entirely aside from the referenced question being a trap.  Any acceptable answer (being limited to 'yes' or 'no') concedes a point of contention in favour of Richard's position.
The question itself is the heart of a fallacy.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 17, 2012, 11:05:01 PM
Entirely aside from the referenced question being a trap.  Any acceptable answer (being limited to 'yes' or 'no') concedes a point of contention in favour of Richard's position.
The question itself is the heart of a fallacy.

I am merely quoting two of your statements.

To me they seem to be mutually exclusive statements - but maybe I'm wrong about that.  If you want to you can let me know why you don't feel that they are mutually exclusive.

Feel free to use more than one word - to say "Yes, because blah blah..." or "No, because blah blah" - but please respond to it sometime.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 17, 2012, 11:28:27 PM
Quite simply, I am not positing new reasoning, rather citing existing reasoning, thus not engaging in the fallacy I pointed out in another member's contribution to this thread.

Nor is it fair to say that my position favours giving Changelings a +2 bonus to their refresh until such a time as they take their first power.  I have not been so careless as to phrase my position in that way in some time.
It is my position that they do not BECOME Changelings until such a time as they take their first power (which does not contradict their minimum refresh cost due to the existence of -0 powers).  This is in accordance both with the reasoning presented in the Pure Mortal bonus itself, which you ignore, as well as the RAI clarification YOU sought out from Fred, which you also ignore.

In support of your claim, you have...a bit of fluff.


If the answer to all of those questions is "yes", then why are you bothering to play with the DV as a setting for your game?
And this is what your argument has devolved into. 'If you don't like my interpretation of the rules, go play a different game.'
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 17, 2012, 11:41:35 PM
The character become a changeling when he/she is born.

The same as other characters have the potential to become a White Court Vampires or White Court Virgins when they are born - or are you saying that a Pure Mortal could wake up one day and become a White Court Vampire?

Changeling may only take powers that their inhuman parent has.  Maybe I'm missing something but I can't find a single listed Fairy that has a 0 point power.

Beyond that, you seem to be ignoring the text:
"The total cost for changelings depends entirely on how deeply your character has made the Choice at the start of play, and this will change over the course of the game—that’s the point."

Not "in between adventures" or "when he meets his unnatural parent" - at the start of play.

If you want to come up with a homebrew template that lacks that sentence, fine, but in the RAW you either start as a Changeling or you can't get the Template.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 17, 2012, 11:42:54 PM
Other than choosing to change at a milestone, the only other way I can think of one of those Aspects changes is through an extreme consequence - and I don't see how one of those could force a supernatural aspect.

Richard
Even if you do not write down any supernatural Aspects for your PC as one of the 7 character sheet Aspects, you can still have a supernatural Aspect given to you by your guest stars.

I can see how an Extreme mental consequence can force a supernatural Aspect, even if you cannot.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 17, 2012, 11:56:04 PM
The guest star aspects are two of the seven.  You don't get a total of 9 aspects - just those 7.

Looking at the creation rules, the other player says how you interact in their story - it doesn't say that they assign your aspect.  I can't see the table accepting "then your wizard killed a pair of Wardens with Black Magic - while letting another Warden escape to tell the tale" or other ways of consciously trying to break another player's PC.

If you feel that there is a way that an extreme consequence can force a player to take a supernatural aspect, I'd love to hear it.  And I'd also love to hear how it bypasses the part of the rules that say:

"Normally, the player taking the consequence gets to describe what it is, so long as it’s compatible with the nature of the attack that inflicted the harm. The GM arbitrates the appropriateness of a consequence and there may be some back and forth conversation before settling on one. The GM is the final authority on whether a player’s suggested consequence is reasonable for the circumstances and severity."

The only possible way I can see something like that happening is if we are talking about a spell effect...

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: atavistic on April 18, 2012, 12:02:30 AM
I'm going to throw out my own thoughts on how to find a split between a pure mortal and a changeling with no points in powers, and an interesting way to decide if a 'not so' pure mortal should get the +2 bonus or not.

"Pure mortals may not take any supernatural powers. In exchange for this restriction, pure mortal characters get a +2 bonus to their starting refresh."

If you read this pair of statements not as "if pure mortal then +2 bonus" but rather "if pure mortal then  may not supernatural powers.  If may not supernatural powers then +2".  If you separate out these clauses when reading the phrase "In exchange for this restriction"  then you get a nice division of why things play out the way they do.
Changelings MAY take supernatural powers, thus they don't qualify for this restriction so they don't get a +2 even if they MAY take them but CHOOSE not to.
A 'not so' pure mortal with a 'supernatural' aspect, would then qualify one way or another simply by the player saying "he'll never spend refresh on any powers," or saying "Well eventually he'll get some actual powers as he grows". 

Not saying that's they way it must be interpreted but it is a way it can be interpreted.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 18, 2012, 12:10:10 AM
Up until the part where even a Pure Mortal CAN acquire supernatural Powers (and by doing so take up another template in Pure Mortal's place), that works elegantly.
Unfortuntely, the fact that Pure Mortals can acquire Powers would then, by that logic, deny even them the bonus named for them.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 18, 2012, 12:15:05 AM
But Pure Mortals can't acquire every template.

You can go from Pure Mortal to Red Court Infected.  You can't go from Pure Mortal to White Court Virgin.  If the character wasn't born with the White Court Demon inside them then it can't become a White Court Virgin.

Similar, if one of your parents wasn't from Fairy you can't suddenly wake up and become a changeling.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: UmbraLux on April 18, 2012, 12:43:08 AM
The character become a changeling when he/she is born.
Yes...and maybe no.  (I have commitment issues. ;) ) 

Aren't aspects "what is important to the narrative"?  If so, I might start with Oblivious Scion of the Luck God and no powers while ending as Favored Son of the Luck God with all kinds of power. 

Personally, I tend to favor the "high concept plus template determine refresh and potential powers" approach but I think the line is a bit grayer than either side's proponents seem to be admitting.  It doesn't hurt anything to start out with a refresh bonus and then lose it once you begin using power.  At least I don't think it does.   :-\

But Pure Mortals can't acquire every template.
Why not?  Couldn't your past have been hidden, even from yourself?  If I go through life thinking I'm a pure mortal and never using power does it matter whether or not both parents were pure mortal?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 18, 2012, 12:48:58 AM
Why not?  Couldn't your past have been hidden, even from yourself?  If I go through life thinking I'm a pure mortal and never using power does it matter whether or not both parents were pure mortal?

I'm sorry, but what part of the setting would allow an adult PC to discover that he was a White Court Vampire?

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: UmbraLux on April 18, 2012, 01:03:54 AM
I'm sorry, but what part of the setting would allow an adult PC to discover that he was a White Court Vampire?
Doesn't it do exactly that?  It's been a while but I seem to remember one or more of the Raiths being manipulated until they killed accidentally.

Mechanically, if they never use powers hunger doesn't apply.  So not an issue.

But it's really what your group wants in the game.  The above is just one possible interpretation, certainly not the only one.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 18, 2012, 01:34:33 AM
While I still side with the "Pure Mortals lack supernatural aspects" camp in general, I disagree that a character can only take on the Changeling template at character creation.  I think it's entirely reasonable and within the spirit and rules of the game for a character to enter play as a Pure Mortal, then 'discover' his heritage in play (probably involving the character tapping into Fae potential in a moment of stress).  Before this point, the character was technically a Changeling, but with his Fae potential completely untouched could legitimately be counted as a Pure Mortal.

What's the difference, then, between a Pure Mortal who might someday uncover latent Changeling blood and a Changeling with -0 refresh worth of powers?  The High Concept is the difference.  The Changeling, even with no powers whatsoever can call upon his Changeling High Concept to do perform amazing feats.  A character who's (admittedly dull) high concept was "Janitor" might have trouble lifting the heavy beam trapping his friend, but if he was a "Janitor with Troll blood", the situation changes.  At the very least, the character could count on an extra +2 by invoking his high concept, but further he has a solid justification to borrow Inhuman Strength as a temporary power or even simply add it permanently to his sheet.

Or, to put it another way, "The pie isn't an apple pie as soon as the crust is formed; it becomes an apple pie only after the crust is filled and it's baked".  :p

As for WCVs, my take is that if all WCVs started life with the WC Virgin template, then 100% of them would become fully blooded WCV within minutes, hours, or at most days after birth as they killed their human parent out of desperate hunger.  I would play it that they are Pure Mortal at least until puberty, then swap out to the WC Virgin template and gain the WCV version of the Choice.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 18, 2012, 01:49:05 AM
Doesn't it do exactly that?  It's been a while but I seem to remember one or more of the Raiths being manipulated until they killed accidentally.

Yes, White Court Virgins are sometimes treated that way.
Mechanically, if they never use powers hunger doesn't apply.  So not an issue.

That doesn't fit with the setting - how the demon drives the young members of the White Court.   Inari was being driven by her demon even when her relatives weren't messing with her mind.

To quote:
"White Court vampirism is a hereditary condition, passed along when interbreeding with humans, always breeding true. But the condition doesn’t truly take hold until the “virgin” White Court vampire has killed for the first time with his emotion-feeding abilities."

That doesn't sound like Pure Mortal to me.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: UmbraLux on April 18, 2012, 02:22:17 AM
Shrug.  It's an area I think can be fairly gray.  The section you quoted even states "...the condition doesn’t truly take hold until the “virgin” White Court vampire has killed for the first time with his emotion-feeding abilities."  What doe the phrase "truly take hold" signify? 

Honestly it doesn't seem that important to me.  It falls into the area of "err in favor of the player" in my book.  YMMV.
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 18, 2012, 02:29:10 AM
Re: Richard - The initial impression that I got from reading this thread was that there was little differentiation between Aspects, whether they may be temporary or permanent, there was mainly discussion on the Aspect's "supernatural"-ness. There was some discussion on the High Concept in relation to the character template, but not any of the other permanent Aspects. Hence my earlier questions.

I was under the impression that your Guest star Aspects were assigned to you by the other players. It is how we did it locally. So even if you didn't have a "supernatural" Aspect as part of your self-assigned Aspects, you could still get one from your "Guests".
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 18, 2012, 02:41:58 AM
Shrug.  It's an area I think can be fairly gray.  The section you quoted even states "...the condition doesn’t truly take hold until the “virgin” White Court vampire has killed for the first time with his emotion-feeding abilities."  What doe the phrase "truly take hold" signify? 

It signifies the character is no longer a White Court Virgin, but a White Court Vampire.

I.E. they switch their templates.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 18, 2012, 02:57:30 AM
I was under the impression that your Guest star Aspects were assigned to you by the other players. It is how we did it locally. So even if you didn't have a "supernatural" Aspect as part of your self-assigned Aspects, you could still get one from your "Guests".

The DFRPG is one that requires a cooperative narrative built between the players and the GM.  Assuming that the other players assign the Guest Star Aspects (and I can't seem to find a place that says they can't) - would the people at your table really want to screw another player's character that  way?

Would a player at your table write a Guest Story that read: "After the White Court Vampire hit Jack with blast of lust he did unspeakable things with a bunch of preteens - giving him the aspect 'Preteen Cherry Picker'"? Write a story that gets the Wardens looking for him with a death warrant? Or... well, there are countless ways to screw another player - why list more than the ones with teh biggest ick factor and the most lethal one?

If they wouldn't do that, then why would they want to make him eligible for his chosen template?

If they would do that, I don't think I'd enjoy meeting those players.

Richard
Edited to fix a typo - I left a suffix off a word
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 18, 2012, 03:26:40 AM
While most of the Scion and Changeling templates might make sense for that, I'd argue that White Court Virgin in particular isn't something you'd discover out of the blue.

Being in a White Court family means that your family is, well, White Court. They don't seem the type to let a kid just 'get away' and lose track like that. So the kid's brothers and sisters would likely be White Court, and they'd have aspects out of the box to reflect that even if their powers haven't manifested yet.

White Court Virgin seems very much like the sort of character type that a player should decide on right out of the box instead of something "discovered," because of what we've seen of the court in the fiction. Inari might not have known about it in-character, but her aspects would have reflected her heritage--meaning her "player" knew where she was going from the start--from the word go.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 18, 2012, 03:36:01 AM
If they wouldn't do that, then why would they want to make him eligible for his chosen template?

The 'dick move', there, is on the part of the GM interpreting the Pure Mortal template in such a (-n unjustifiably) strict manner while simultaneously adopting a (possibly unintentional) house rule that opens up characters to such jackassery.

(RAW has players pick aspects for their own characters even in the case of consequences, and certainly in the case of character creation)
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 18, 2012, 03:50:52 AM
The 'dick move', there, is on the part of the GM interpreting the Pure Mortal template in such a (-n unjustifiably) strict manner while simultaneously adopting a (possibly unintentional) house rule that opens up characters to such jackassery.

You feel that way - but I'm not playing FATE 2.0.  I'm playing DFRPG.

What you continually call "fluff" is the difference between FATE 2.0 and the DFRPG.  It's how the setting interacts with the basic rules.  If you want to ignore everything but the mechanics that's fine for you, but the RAW say that Pure Mortals have nothing supernatural going on.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 18, 2012, 04:16:20 AM
Re: Richard - But following your reasoning and logic, any supernatural Aspect would automatically disqualify the character from the Pure Mortal template. It shouldn't matter if such an Aspect is temporary or permanent, it doesn't matter how the character gets the Aspect then, it should only matter if the Aspect fits into the definition of "supernatural".

Thus if a Pure Mortal PC has only 1-2 Refresh, all the GM needs to do is make a Declaration to force an Aspect that fits the table definition of supernatural, and the PC's player is making a new character.

Luke - "The Force is strong in my family. I have it. My father has it. My sister has it."
Leia's player - "NOOOOOO! You made Leia an NPC!"
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 18, 2012, 04:35:59 AM
There's a difference between temporary and core aspects.

For example - if someone goes to a Pure Mortal and says "Murphy, I need you to use this - just for tonight" while handing her a Sword of the Cross, then the Pure Mortal temporarily has access to an IoP and parts of the Knight of the Cross Template (someone would probably have to spend a chip or two for her to use the sword - but that's another issue).  At the end of that night the sticky aspect "welder of a Sword of the Cross" goes away (unless she decides to keep the sword, switch templates, and maybe drop a couple of stunts to balance things out).

If someone feeds a potion to a Pure Mortal, turning her to wind so that they could get away from a demon, that's a temporary thing that doesn't change the character.

If someone uses magic to give two characters the aspect "You love each other in a sexual way", then the aspect itself is not tied to the supernatural.  Hmmm, now that I think it about, I'm tempted to call that one a moderate or severe consequence...  No, that doesn't really fit the story.

But back to the core argument - we are talking about Character Creation.  Making characters that fit a Template.  Just as you wouldn't make White Court Virgin with the Aspect "Always Get Laid" you wouldn't make a Pure Mortal who wasn't a "ordinary (or mundanely extraordinary!) people who don’t have anything supernatural going on—save perhaps for the company they keep or the things they’ve seen."

About switching Templates - reread the bit about Pure Mortals being able to discard stunts.

About the GM who crows "I got you! You're an NPC now! I win!" - find a new GM.  The GM as an antagonist works wells in some games, but not a collaborative one like DFRPG.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 18, 2012, 04:57:46 AM
Re: Richard - Looking from the GM's point of view when sockpuppeting the villain, I do not see why the GM should pull any punches if it suits the villain to do so. "If you will not turn, perhaps she will!"

Following the logic of Pure Mortal not having supernatural Aspects, then not even temporary sticky Aspects should be exempt. If Murphy had less than 3 Refresh going into that situation, then by the RAW, she must be an NPC. It shouldn't matter that the aspect was temporary as long as it qualified as a supernatural Aspect.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 18, 2012, 05:03:33 AM
No. The RAW only says she'd be an NPC if she keeps those powers--and even then, the player retains control until the task they took the powers for is done.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 18, 2012, 05:13:50 AM
Re: Richard - Looking from the GM's point of view when sockpuppeting the villain, I do not see why the GM should pull any punches if it suits the villain to do so. "If you will not turn, perhaps she will!"

How does the villain know anything about game mechanics?

That said, if the game leads to someone becoming a RCI then that's how the games goes.  But RCI isn't the same template as Pure More - it's its own template.

Following the logic of Pure Mortal not having supernatural Aspects, then not even temporary sticky Aspects should be exempt. If Murphy had less than 3 Refresh going into that situation, then by the RAW, she must be an NPC. It shouldn't matter that the aspect was temporary as long as it qualified as a supernatural Aspect.

This is a discussion about character creation and how much a template can be stretch at character creation.  The seven aspects that define a character define a character.  If one of them is supernatural then the player is defining the character as supernatural.  Which is fine, except one template's definition says that you cannot be supernatural and a Pure Mortal.

Temporary powers are covered in the RAW.  Transitory aspects do not permanently change a character.

Please tell me why you feel that a template defined as having nothing supernatural going on should be based on a supernatural aspect? I don't see the logic in that.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 18, 2012, 05:47:18 AM
No. The RAW only says she'd be an NPC if she keeps those powers

That's because the RAW doesn't remove her template for having 'supernatural' aspects.
It also doesn't differentiate mechanically between temporary and permanent aspects beyond that temporary aspects have a shelf life.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 18, 2012, 06:04:12 AM
That's because the RAW doesn't remove her template for having 'supernatural' aspects.

No, it's because the RAW include rules for temporary powers

It also doesn't differentiate mechanically between temporary and permanent aspects beyond that temporary aspects have a shelf life.

One is permanent, the other temporary.  That's because mechanically they are different.

But if you continue to want to redefine the reasoning behind the Changeling Template (in spite of the reasoning being explicitly stated) then that's fine for your home game.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 18, 2012, 07:11:00 AM
Please tell me why you feel that a template defined as having nothing supernatural going on should be based on a supernatural aspect? I don't see the logic in that.

Richard
I feel the definition of "nothing supernatural going on" is that the character has no supernatural Powers. Supernatural Aspect or not, if the character has no supernatural Powers, then as far as the the Pure Mortal template is concerned, the character does not have anything supernatural going on.

However, going by your definition of "nothing supernatural going on", I think then that the definition should it be implemented evenhandedly. No it is a "supernatural"-Aspect but it is not a permanent Aspect, so it is granted a pass. No exceptions. If Pure Mortal is to have "nothing supernatural going on", then at no time can a Pure Mortal have anything supernatural going on without losing Refresh. If you want to redefine and differentiate between temporary and permanent Aspects in other ways than their time duration, then that's fine for your home game.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Praxidicae on April 18, 2012, 10:44:10 AM
I've been following this thread for a while now and honestly can see both sides of the argument. At the start I was firmly on the "No supernatural aspects if you want to be a Pure Mortal" side, but following the discussion here have gradually altered my perspective somewhat.

Personally at the minute (and likely subject to change) my position would be that I'd allow a 'Pure Mortal' PC to take an aspect like "Uncontrolled Pyromancer" or "My great great great grandpappy was a demi-hemi-god", give them the +2 Refresh bonus (so long as they had no supernatural powers), but explicitly state to them that taking this type of aspect without applicable powers could severely restrict the usage of that aspect.

My supposition is that being 'Pure Mortals' this aspect represents some latent and/or uncontrolled 'part' of their nature, something that is primarily not under the characters control and likely not easy to utilize for their benefit (note by this I mean the characters benefit, not the player's - in fact the Uncontrolled Pyromancer aspect could make a pretty good internalised trouble).

As an example, for the Uncontrolled Pyromancer, heating up a sword to do extra damage would be fine, as would producing a light, heck with an external combustion source and some preparation, I'd even allow Pyro-like (from X-men) flame manipulation, but pulling the heat from the air to generate and throw a ball of fire at an enemy would be something I'd place beyond their ability.

As to the whole moving from Pure Mortal to another template issue. Personally I can't see any mechanical problem with this assuming that the change follows some form of natural progression (Ie. I would have a problem with a character moving straight from Pure Mortal to White Court Vampire without the intermediary of being a White Court Virgin; and might have some issues with a Character jumping to Wizard or Sorcerer, without stopping off at Focussed Practitioner).

Where the issues might arise is in the 'fluff', as mentioned by Mr Death, being a White Court Vamp or White Court Virgin means that you are a member of one of the White Court Houses, with the requisite familial ties that this implies. For a character to move into one of these templates I'd want some kind of in character background justification (e.g. "I was adopted" or "Mom had a wild fling with member of House Raith back in the day").

One thing that hasn't been mentioned so far in this thread (at least I don't think it has) is the fact that a characters remaining Refresh after character creation is the in game representation of their 'Humanity' and 'Free Will', and the corresponding implication that the +2 Refresh bonus from the Pure Mortal template represents the fact that 'Pure Mortals' are more human than those who have sacrificed a part of their free will for more power.
Personally I'd allow a character one (or possibly two) supernatural aspects before saying anything, but a character who has all 7, or even the majority of their aspects flavoured in such a way as to imply that they are slowly moving away from Humanity should probably have the +2 bonus removed, regardless as to whether they have any actual powers.
Thoughts?
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 18, 2012, 05:01:09 PM
I find that my views are moderating on this issue, too.

I certainly discount temporary Aspects/Maneuvers/Consequences/temporary Powers as sufficient to invalidate the Pure Mortal bonus. Points to that side for using that tactic to try to bring the opposition closer to center, though - it reminded me of the scene in the "I, Robot" story, when the robot's legal team put out a campaign to have it made law that any prosthetics or artificial organs would render their bearers robots, and therefore no longer human, which of course tilted the argument back towards "where is the line?" rather than "dirty robots shouldn't have rights!"

I also feel that several of the Templates just aren't appropriate territory after someone starts as a Pure Mortal. I just don't.

White Court Virgins *are* the proto-form of the White Court Vampire - not Pure Mortal. Even if the Virgin was raised outside of the White Court (adopted, abandoned, secretly fostered for later political reasons), that just means there is a Virgin out there with White Court Virgin powers, but less chance of knowing his heritage (or maybe more, especially if he was stolen away by a Vampire Hunter to train as an ally). But the player still knows what he opted to play, and choosing White Court Virgin means one is either planning to go full White Court later, or explore the possibility of breaking the cycle and joining the ranks of Pure Mortals later, in-game.

I think Changelings (and by extension, Scions) *are* the gray area in this discussion, and no other template. It's not very gray, mind you - it is almost guaranteed that they are going to not qualify as Pure Mortal - but hypothetically, I can see someone opting to take no powers, and leave The Choice as a purely philosophical one, with no experience using Fairy powers.

But governing all of this is intent. If an Aspect with an intrinsic supernatural theme is going to (by intent and design) skirt a Supernatural Power (in the way I laid out however many pages ago), I think that the player needs an appropriate Power to go with it, and if not, they need to sacrifice that Pure Mortal bonus voluntarily.

If that Aspect with an intrinsic supernatural theme is a placeholder for later supernatural stuff, but the player is fine with keeping it to mundane Invokes for the time being (though Compels can still be of any type, mundane or supernatural), I would consider retaining Pure Mortal until such time as the player puts into action whatever Supernatural plan is in mind.

And if an Aspect is clearly supernatural in nature, but the implication is that the weirdness is happening TO the character (extrinsic) rather than under the character's control (Favored Singer of the Summer Court; Family Debt to Odin), and/or that weirdness is facilitated by a PC or NPC proxy (My Wizard Buddy; Pet Troll; Followed by the Butterfly of Chaos), then I think Pure Mortal is preserved.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 18, 2012, 08:07:30 PM
I feel the definition of "nothing supernatural going on" is that the character has no supernatural Powers. Supernatural Aspect or not, if the character has no supernatural Powers, then as far as the the Pure Mortal template is concerned, the character does not have anything supernatural going on.

Which is where we differ.  I feel that an Aspect is something.

However, going by your definition of "nothing supernatural going on", I think then that the definition should it be implemented evenhandedly. No it is a "supernatural"-Aspect but it is not a permanent Aspect, so it is granted a pass. No exceptions. If Pure Mortal is to have "nothing supernatural going on", then at no time can a Pure Mortal have anything supernatural going on without losing Refresh. If you want to redefine and differentiate between temporary and permanent Aspects in other ways than their time duration, then that's fine for your home game.

The RAW cover temporary powers.

If you don't see a difference between the seven aspects that make up the core of a character and a transitory one, then I'm not sure if I can explain that difference - but I'll try.

In the first few books, one of the elements that made up who Dresden was is that he was "Dead Broke".  Summer Knight has a wonderful example of that aspect being compelled, but even when it wasn't compelled was a core of how Harry operated.  He didn't take cabs (at least not lightly) and going to Burger King was splurging.  Then something happened that changed Harry in a fundamental way - he became a Warden.  When he did he also gained the Warden's stipend - meaning he was no longer living hand to mouth.

In short, a core part of the character changed at that milestone - which shifted one his permanent aspects.

Harry has been Tipsy, Wanted For Questioning, and had scores and scores of other Temporary aspects assigned to him, but none of that changed who Harry is.

I think that, in this matter, you are focusing so much on pure semantics that you've lost the contextual meaning of words.


I think Changelings (and by extension, Scions) *are* the gray area in this discussion, and no other template. It's not very gray, mind you - it is almost guaranteed that they are going to not qualify as Pure Mortal - but hypothetically, I can see someone opting to take no powers, and leave The Choice as a purely philosophical one, with no experience using Fairy powers.

Here is where we differ.  I don't see the character making the conscious choice to use Fae power - at least not the first time.  I also see that realisation of "I'm not entirely human?" happening in the "What Shaped You / Rising Conflict" phrase of character creation.

For example, I don't see Meryl deciding to tap into her troll powers.  Rather I see Meryl's player saying:
"I want her to be strong... Hey, I've got an idea.  When she was 12 her brother's tractor flip and she needed to pull it off him - and the next day her hair changed colour!"

That is I see the Character not knowing about his background while the Player does.

And if an Aspect is clearly supernatural in nature, but the implication is that the weirdness is happening TO the character (extrinsic) rather than under the character's control (Favored Singer of the Summer Court; Family Debt to Odin), and/or that weirdness is facilitated by a PC or NPC proxy (My Wizard Buddy; Pet Troll; Followed by the Butterfly of Chaos), then I think Pure Mortal is preserved.

Agreed.  Extrinsic things are even mentioned in the rules under the "save perhaps for the company they keep or the things they’ve seen" line.  But I still don't see someone being intrinsically supernatural meshing with the "nothing supernatural going on" bit.

As for "placeholders" - I see milestones working better for that.  A player redefining one of the PC's Aspects to get access to a different (non-hereditary) Template - that sort of thing.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 18, 2012, 09:44:02 PM
The RAW cover temporary powers.

If you don't see a difference between the seven aspects that make up the core of a character and a transitory one, then I'm not sure if I can explain that difference - but I'll try.

In the first few books, one of the elements that made up who Dresden was is that he was "Dead Broke".  Summer Knight has a wonderful example of that aspect being compelled, but even when it wasn't compelled was a core of how Harry operated.  He didn't take cabs (at least not lightly) and going to Burger King was splurging.  Then something happened that changed Harry in a fundamental way - he became a Warden.  When he did he also gained the Warden's stipend - meaning he was no longer living hand to mouth.

In short, a core part of the character changed at that milestone - which shifted one his permanent aspects.

Harry has been Tipsy, Wanted For Questioning, and had scores and scores of other Temporary aspects assigned to him, but none of that changed who Harry is.

I think that, in this matter, you are focusing so much on pure semantics that you've lost the contextual meaning of words.

For the duration that a temporary aspect remains on a character, it is of no more or less import to that character than any other aspect, permanent or otherwise, except as indicated by the frequency that the aspect invoked and/or compelled.
There is no mechanically-backed 'heirarchy' of aspects.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 18, 2012, 10:08:46 PM
Seems to me High Concept (template related) and Trouble should get some priority.

Also maneuvers put aspects on people.  Seems sticky vs non sticky aspects have a hierarchy also.



I've been meaning to press this point home also.

Some aspects simply cannot go on some characters nad have them fir their template or chracter or "race" as in fae, vampire, mortal etc.

This leads me to believe all aspects are not created equal.

Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 18, 2012, 10:14:58 PM
Even if you do not write down any supernatural Aspects for your PC as one of the 7 character sheet Aspects, you can still have a supernatural Aspect given to you by your guest stars.

I was under the impression that your Guest star Aspects were assigned to you by the other players. It is how we did it locally. So even if you didn't have a "supernatural" Aspect as part of your self-assigned Aspects, you could still get one from your "Guests".

BTW, I overlooked this earlier: this sounds like a clear misunderstanding of the rules. A gaming table could *opt* to do this, but the rules and examples in no way indicate that other players WRITE the Guest Star Aspects for a character. They collaboratively determine the story and outcome, but at the end of the day, it is the player (in the example below, "Jim") who determines the Aspect which comes out of a guest starring role (in this case, he gives "Harry Dresden" the Aspect "Epic Wiseass" for participating in the Karrin Murphy story "Restoration of Faith"):

YS 58: "Each phase is a section of your character’s background—the key events in his past that form who he is. There are five in total, and each gives you an opportunity to define a new aspect for your character." Not another player.

YS 61: "Whose Path Have You Crossed? (Guest Starring): In this phase, you tie the group together by having each character contribute a minor, supporting role in another character’s first adventure." Emphasis on "role" not "Aspect".

YS 62: "Example: Jim ends up with the card for Shannon’s character, Karrin Murphy. They talk about what he might contribute to the story, and Jim advocates for the direct route—Harry comes in with a display of power and helps save the day. Shannon agrees. The card for Murphy’s “Restoration of Faith” story says: “When a child is missing, beat-cop Karrin Murphy goes looking for her. But will she succeed when a troll comes into the picture?” Jim adds, “Harry Dresden gets right up in the troll’s face, trades some quips with it, and unloads on it—using its own weapon to smash it!” Jim decides to take Epic Wiseass for Harry, as befits both the quips and the nature of his achievements."

So, yeah: a lot of gray area in this discussion, but having another player determine your Guest Star Aspect is not gray area: it is contrary to the rules.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 18, 2012, 10:31:53 PM
For the duration that a temporary aspect remains on a character, it is of no more or less import to that character than any other aspect, permanent or otherwise, except as indicated by the frequency that the aspect invoked and/or compelled.
There is no mechanically-backed 'heirarchy' of aspects.
You truly believe that a character's high concept "is of no more or less important to that character" than the fact that he has a Stubbed Toe or was Knocked Ass Over Teakettle?

I disagree.  Aspects can refer to all sorts of things, starting with who/what you are, continuing on through things you've done and people you know or knew, and ending with stuff that's happened to you, however recently.  If an aspect defines you as something that's incompatible with your template (which also defines who you are), this is Bad.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 18, 2012, 10:44:32 PM
Hey Richard, I understand the importance of fluff to a game, I really do, but what do you do when the fluff causes mechanical imbalances?
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 18, 2012, 11:02:02 PM
One problem we are having is that "fluff" and "crunch" are loaded terms with presupposed value judgements. It is much easier to discount something labelled "fluff" and cleave unto "crunch" as the ultimate arbiter of what to choose when there is a conflict.

Check out this article by Robin laws:
http://robin-d-laws.blogspot.ca/2012/04/crunch-v-fluff-unstackening.html

He concludes that maybe we should refer to it as "sizzle" and "crunch" (and DFRPG does favor fire-related imagery: "FUEGO!!!"). Another option discussed was calling it "story" and "crunch" (though maybe "story" and "system" would be more appropriate).

So, depending on what kind of game is being run, it may be that "system" will trump "story" at a given gaming table. But if the goal is to tell a good story, well, that changes things.
Title: Re: An idea for modeling completely untrained magical talent
Post by: UmbraLux on April 18, 2012, 11:25:34 PM
I agree, the terms are loaded.  Sadly, many terms are loaded these days.  GNS redefinitions killed several for me.  :(

Re: Aspects - Other than High Concept, I don't worry too much about initial aspect creation.  They can and should change regularly as the character changes and grows.  Even minor milestones let you change an aspect.  The High Concept is usually a bit more static - and it's what your powers (or lack thereof) stem from.  (High Concept is what I initially thought Richard was referring to when discussing aspects - and, in many ways, I agreed.  I simply don't draw as hard a line.) 

Re:  Fluff / Sizzle / Story / Narrative or whatever term is used - FATE has mechanics allowing direct modification of the narrative.  In every case I can think of, it calls for a judgement by the group.  Set difficulties for declarations, negotiate a compel, choose consequences, etc.  The group is the arbiter - they decide limits and balance. 

I think those different choices in balance are behind many of the more heated discussions here. 
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 19, 2012, 12:22:32 AM
I think those different choices in balance are behind many of the more heated discussions here.

Indeed. I feel that the economy of an Invoke for Effect (and the narrative exchange rate for a Fate Point) is probably the aspect (ha HA!) which causes me the most uncertainty.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 19, 2012, 01:26:06 AM
You truly believe that a character's high concept "is of no more or less important to that character" than the fact that he has a Stubbed Toe or was Knocked Ass Over Teakettle?

I disagree.  Aspects can refer to all sorts of things, starting with who/what you are, continuing on through things you've done and people you know or knew, and ending with stuff that's happened to you, however recently.  If an aspect defines you as something that's incompatible with your template (which also defines who you are), this is Bad.

The degree of effect that an aspect can have on the narrative of a given game (for the duration that aspect remains a factor) is EXACTLY the same in all but a few specifically called-out cases.

If you have evidence against this being fact, please present it.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 19, 2012, 01:43:46 AM
One problem we are having is that "fluff" and "crunch" are loaded terms with presupposed value judgements. It is much easier to discount something labelled "fluff" and cleave unto "crunch" as the ultimate arbiter of what to choose when there is a conflict.

Indeed, I had a hard time with the term when I wrote that, but it was the term we were using. I suppose I like story best.

So yeah, what do we do when the story creates mechanical imbalance?
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 19, 2012, 03:39:17 AM
I agree, the terms are loaded.
No more loaded than the terms oft used to describe people who favor crunch over fluff and vice versa.

For some reason, munchkin or even rules lawyer often have negative connotations. Whereas roleplayer is held up as a paragon to aspire to.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 19, 2012, 05:22:24 AM
Hey Richard, I understand the importance of fluff to a game, I really do, but what do you do when the fluff causes mechanical imbalances?

In many ways that comes down to the design of the game.  Some are system hard while others are setting hard.  I see White Wolf's Vampire the Masquerade as one of the "it's the setting" type games while in my mind Rolemaster tops the list of "it's the system" type games.

I see the DFRPG as leaning towards the setting side of the scale because it's a generic system (FATE) that has been adapted to a specific setting.  While it is possible to adapt the DRRPG rules to non-DV settings, doing so usually involves a complete redesign of Templates and creatures.

With that in mind, I don't see a fluff section in the Templates.  I see a "what is this template" section - which describes a part of the DV - followed by rules to show how the template works within the system.  If the rules don't mesh with the definition then it is the rules that need to be tweaked to fit the setting.

If you feel that the crunch on the Pure Mortal template contradicts what you see as "fluff", why do you feel that it is the descriptive element that must change? Which character in a story do you see as Pure Mortal with intrinsic supernatural aspects - which would make it part of the world that the DFRPG tries to emulate?

Look at Abby (OW, page 97).  Doesn't her ability fit the minor magical thing we are talking about? Doesn't her low level ability seem like what some people are trying to cover with Aspects like "I Can See the (Very Near) Future"?  It has almost zero effect in game - but it is a minor supernatural ability, making her a hedge wizard rather than a Pure Mortal.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Serack on April 19, 2012, 10:03:47 AM
Hi guys,

I know this is some stuff that you feel pretty strongly about, but take a moment to reread your posts out of context and consider if the post is conducive to a fun, community environment like you want your games to be.  :)

Things seem to have gotten a little overly heated
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 19, 2012, 04:01:53 PM
I think you misunderstand the question Richard (mostly because I shifted context a bit without telling you). What I see here isn't the 'fluff' and the 'crunch' contradicting, and as I said, I too dislike the term 'fluff'.

What I see here is the potential to create two characters that are functionally identical but are treated differently because of 'fluff', story, description, etc. What is the best thing to do in this circumstance? Is it better to honor the intent of the player and bend the rules or stick to your guns and stifle the player? Or is there another option that I'm not seeing?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 19, 2012, 04:08:52 PM
I think you misunderstand the question Richard (mostly because you're viewing it through the context of the thread). What I see here isn't the 'fluff' and the 'crunch' contradicting, and as I said, I too dislike the term 'fluff'.

What I see here is the potential to create two characters that are functionally identical but are treated differently. What is the best thing to do in this circumstance? Is it better to honor the intent of the player and bend the rules or stick to your guns and stifle the player? Or is there another option that I'm not seeing?

I know this was posed to Richard, but if I may ...

If I got to make the call, I'd rule in favor of the player, bend the rules etc.

 However.

I would only do this if I knew the player and trusted him/her to not abuse the opportunity to have the rules bent for them.  If I need to clarify I can/will.  For now, I'll simply add that some players I would not bend the rules for in that fashion and advise people to be careful about bending the rules in this fashion.

I also realize it sounds like I'd be playing favorites... not so.  I know plenty of players i have run games for that I do not like much.  They however can handle sticking to their guns and not being cheesy in game, when rules are bent for them.  I have best friends I very well may not bend rules for, for the opposite reason.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 19, 2012, 05:41:38 PM
What I see here is the potential to create two characters that are functionally identical but are treated differently because of 'fluff', story, description, etc. What is the best thing to do in this circumstance? Is it better to honor the intent of the player and bend the rules or stick to your guns and stifle the player? Or is there another option that I'm not seeing?

Okay.  So, to be clear, we're back to the difference between "Lucky SOB" and "Great-Grandson of the Luck God".  Both Aspects have identical mechanic benefits while one is intrinsically linked to a supernatural heritage - right?

If Aspects are meant to be interchangeable, then why not just have one big list? Say a couple of pages in the RPG or a PDF you can download (or both - a base list plus the expanded one in a PDF).  It could have a format like:
Name      Invoke                         Compel
Lucky     When Luck is involved     When luck would distract the PC (eg - chase the bad guy or pick up a $50 dollar bill from the ground).

But instead of genetic Aspects, they went with a system where you define your own aspects - and in doing so define your character the way you want it defined.

DFRPG characters aren't defined by having Str 18, Wis 10, etc - they are defined by their Aspects.  Each PC is uniquely defined by its player.  Those in many ways those 7 phrases are the core of the character.

Which is why I don't see wording as fluff.  Aspects with slightly different wording might have the same mechanical effect but they conjure up different mental pictures.  Since I also see Aspects as "something" as opposed to "nothing" (as in "nothing supernatural going on").

But let me give you an example.  Let's say you want a PC who can make great trick shots.  I see a difference between a PC who takes the Aspect "I'm The King Of The Rodeo Cowboys" and one takes the Aspect "Other Snipers Call Me Sgt Death".  I wouldn't expect the two of them to be played the same way or to have similar outlooks, would you? Both of those Aspects could be tagged for almost any shot but they both refer to completely different characters.

Looking at another part of the issue, Pure Mortal says that you can't have anything that is intrinsically supernatural and a half human heritage is an intrinsic part of the character - at least until a White Court Virgin slays his demon or a Changeling makes his choice to become mortal.  Or a Scion makes his "choice" (as worked out between the player and GM).  Which is why I don't see Pure Mortals transitioning to those Templates.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 19, 2012, 06:00:37 PM
You didn't answer the question. Which sucks, because I'm not trying to trap you or anything, I just see a problem and am interested in a solution.

I agree that the word fluff is poor for this circumstance (I like story or description better) and that fluff has weight in this case. That's not at all the issue.

Heck, I don't even like the terms mechanics or crunch either, which is why I said functionally up there (as in works exactly the same in play).
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 19, 2012, 06:07:10 PM
I thought I had.  If the question is:
Since "Lucky SOB" and "Great-Grandson of the Luck God" give the same mechanical benefit, why can't my Pure Mortal take the latter?
Then the answer is:
An supernatural heritage is an intrinsically supernatural thing.  It introduces a different flavour to the character, defining him as something other than a Pure Mortal.  Moreover, the wording of the Aspect isn't fluff but the player's definition of his PC.

And if that's not the question, then could you please rephrase it?

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 19, 2012, 06:09:21 PM
The question is what do we do when we have an imbalance like this. When two characters are functionally identical but the system singles one out.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 19, 2012, 06:22:48 PM
I'm not sure they're identical. Yes, they can, for the most part, invoke them for the same things, but compels are going to be different, and just being generically lucky is different from having a familial relationship to a deity. The latter is going to come with plot hooks and all the other goodies that come from being part of a god's family. Look at Greek Myth, even if you were only a distant relative of a god, you were gonna be compelled up and down Mt. Olympus.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 19, 2012, 06:25:31 PM
Talk to the player involved.  Point out that he isn't playing a Scion of a Luck God.  Point out that "The Luck God Winks At Me" has the same mechanical effect but is extrinsic to the PC (i.e. falls under the 'you've met supernaturals' part of that sentence - paraphrasing because I don't have the book open).

Looking at it from another angle - two characters go out to a bar and make subduction rolls.  Both get Epic results and walk away with supermodels (or at least the best looking girls in the bar).  Glossing over the next scene, both leave it at "I had intercourse, using protection".  If one of the characters is a White Court Virgin and the other isn't, then you have two characters who have mechanically done the same thing (gone to the same location, made the same rolls, chosen the same results) and yet the system has singled one of them out for a radically different outcome.  The character who wasn't a White Court Virgin had a good time while the White Court Virgin has killed his date and is now a White Court Vampire.  Maybe one without the refresh to pay the difference in powers - going into negative refresh.

And all he did was what the other character did.

But that's the game we are playing.  It is tied to a setting where Pure Mortals are Pure Mortals and if a White Court Virgin has sex for the first time without love then he becomes a White Court Vampire.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Haru on April 19, 2012, 06:29:33 PM
The question is what do we do when we have an imbalance like this. When two characters are functionally identical but the system singles one out.
I guess that's where intention comes in. It is the part about choice that I have said earlier.

Sticking with the luck character, I can see 3 possible ways for this to work:
1. The character is just lucky, the player intents for the character to not take up any powers for now
2. The character is a distant son of a luck god, the player intents to not take up any powers from that
3. The character is a distant son of a luck god, the player wants to play out that part along the road, taking powers as they fit, but takes no powers at creation

1 is a pure mortal, no question about it.

3, at least to me, would be a changeling, no questions asked, but I got the feeling that there might be debate about that already. For me, the easy access to powers would be the reason for that. A pure mortal might be able to pick up powers along the way, but he would need a good reason why he can do it. A changeling can take up any power that has been agreed upon at creation, so it is a totally different animal.

2 is definitely up for debate, and here is where intent comes in. If the player just wants it to be the reason for his strange luck, but he wants to be a pure mortal otherwise, then yes, I can live with that, as long as the player can live with the consequence as well. If he suddenly points at his aspects and wants to take up a power, because his greatgranddaddy was a god, then I will point back to his template and tell him, that he agreed to wave that possibility at character creation. Of course he can change his template at a milestone, if he has enough justification to do so, but he would not be able to power up out of thin air.


I left out "is a pure mortal with the intent of taking up powers" deliberately. A character like that would be able to gather up powers of course, but only via milestones and solid justification from the story. And if he is a "pure mortal who gathered powers" at creation, he is no longer a pure mortal anyway.
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 19, 2012, 06:43:16 PM
I don't feel that they are actually identical. One isn't being singled out and punished for having a different justification. It's not about punishment. It's about intent.

Someone who chose "Lucky SOB" intends (in general) to have things work out in their favor, in strange, possibly improbable, but nevertheless mundane statistical ways.

Someone who chose "Great-Grandson of the Luck God" has bought a whole set of supernatural plot baggage. They invented a Luck God. That Luck God sired a line of mortals. That Luck God presumably is watching over his heirs and making things happen to/for them, with both mundane and, if necessary, supernatural ways. And that character may opt to exercise that heritage in direct, intrinsic ways. "There is a finite, non-zero chance I can walk through this door" said a wild mage once in a game, and it is this level of improbability that is possible when you have a Luck God in your family tree. We're talking auras, supernatural people recognizing you for what you are, direct control of a gambling roll, that sort of thing: this sort of Aspect gives a lot of latitude for Invokes (and also, for Compels).

Now if a player takes "Great-Grandson of the Luck God" intending for it to only work as a flavored version of "Lucky SOB" - in that they have a supernatural background, but the only Invokes they will ever do will be for things that are strange, possibly improbable, but nevertheless statistically mundane - then (like Silverblaze said), I might be inclined to give it a pass, depending on the intent.

Edit: so, basically, what Haru said.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 19, 2012, 07:35:10 PM
Talk to the player involved.  Point out that he isn't playing a Scion of a Luck God.  Point out that "The Luck God Winks At Me" has the same mechanical effect but is extrinsic to the PC (i.e. falls under the 'you've met supernaturals' part of that sentence - paraphrasing because I don't have the book open).

Looking at it from another angle - two characters go out to a bar and make subduction rolls.  Both get Epic results and walk away with supermodels (or at least the best looking girls in the bar).  Glossing over the next scene, both leave it at "I had intercourse, using protection".  If one of the characters is a White Court Virgin and the other isn't, then you have two characters who have mechanically done the same thing (gone to the same location, made the same rolls, chosen the same results) and yet the system has singled one of them out for a radically different outcome.  The character who wasn't a White Court Virgin had a good time while the White Court Virgin has killed his date and is now a White Court Vampire.  Maybe one without the refresh to pay the difference in powers - going into negative refresh.

And all he did was what the other character did.

But that's the game we are playing.  It is tied to a setting where Pure Mortals are Pure Mortals and if a White Court Virgin has sex for the first time without love then he becomes a White Court Vampire.

Richard

Is is a HORRENDOUS example.
The characters you describe have NOT done the same things.  One of them KILLED.  The other DIDN'T.
Or, alternatively, they DID do the same things, and thus the WCv did NOT kill, and thus did not complete their transformation.

The transformation from WCv to WCV is not triggered upon 'having sex for the first time', but upon 'killing by means of feeding for the first time', and the two are leagues apart.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 19, 2012, 08:28:04 PM
Ok, I guess that's just a place where we differ.

I'd rather encourage the player to be creative and invested in the world (setting be damned), and I don't see the potential for abuse because in the end an invoke is an invoke, regardless of the aspect.
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 19, 2012, 08:40:45 PM
I don't see the potential for abuse because in the end an invoke is an invoke, regardless of the aspect.

"I spend a Fate Point to Invoke my "Lucky SOB" Aspect: something shakes loose from the ceiling and hits the demon on the head, giving me a round to run for the door."

"I spend a Fate Point to Invoke my "Grandson of a Luck God" Aspect: This demon lost a bet with my Grandfather, and still owes him a debt. I'm calling it in. Can I get him to tell me who summoned him?"

Edit: if that's a completely ludicrous example, my apologies. But this is what I'm thinking of when I draw a difference between mundane and intrinsic supernatural Aspects.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 19, 2012, 09:00:49 PM
Is is a HORRENDOUS example.
The characters you describe have NOT done the same things.  One of them KILLED.  The other DIDN'T.
Or, alternatively, they DID do the same things, and thus the WCv did NOT kill, and thus did not complete their transformation.

The transformation from WCv to WCV is not triggered upon 'having sex for the first time', but upon 'killing by means of feeding for the first time', and the two are leagues apart.

Okay, we'll disagree about it being a good example of two characters doing the same actions (going to a bar, making a roll, having sex) with two different outcomes.  As for when a White Court Virgin stops being a virgin and becomes a vampire - please re-read the explanation of the process given in Blood Rites.  That's the process that the rules are attempting to simulate.

Ok, I guess that's just a place where we differ.

I'd rather encourage the player to be creative and invested in the world (setting be damned), and I don't see the potential for abuse because in the end an invoke is an invoke, regardless of the aspect.

And that's fine - do what you and your table wants to do.   If your table want changelings to choose mortality and retain traces of their old powers - that's fine too.  It's not the RAW but if you enjoy it then where's the harm?

The RAW and setting as written give us a baseline.  If you want to discuss how a homebrew works for you we can do that - but the OP was looking for something that meshed with the RAW.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 19, 2012, 10:30:43 PM
Okay, we'll disagree about it being a good example of two characters doing the same actions (going to a bar, making a roll, having sex) with two different outcomes.  As for when a White Court Virgin stops being a virgin and becomes a vampire - please re-read the explanation of the process given in Blood Rites.  That's the process that the rules are attempting to simulate.

X is strongly correlated with Y.  Y causes Z.  X does not cause Z.
In detailed descriptions, it is the feeding and killing that triggers the change.  The vast majority of WCvs do not have the self control to engage in intercourse without feeding, thus, for general descriptions and cautionary tales, intercourse itself is a suitable stand-in, since it's more obviously apparent.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tallyrand on April 20, 2012, 02:04:22 AM
Ok, I guess that's just a place where we differ.

I'd rather encourage the player to be creative and invested in the world (setting be damned), and I don't see the potential for abuse because in the end an invoke is an invoke, regardless of the aspect.

I've been following the conversation for a while and this is a point I'd like to address briefly.  If you want to say 'setting be damned' then by all means go for it.  It's your table,  your game, your world.  But if you want to play a Dresden Files game, one set in the universe of the stories and the rules, then part of being invested in the world is accepting that there is a cost to being a supernatural thing.  If one of my players (I actually don't have a game at the moment but hypothetically) said "I'm willing to give up the +2 refresh because I want to be directly descended from Zeus but I'm not going to take any powers" I would be thrilled because that guy is buying into the setting and saying 'My personal power be damned".   And you know what, I would let him get away with murder (metaphorically) with that aspect because of it.

The choice of whether to allow the +2 Pure Mortal/No Powers bonus IS NOT the choice of limiting creativity or investment.  It's simply the choice of do I want this game to reinforce the values of the Dresden setting or do I want to take it my own direction.  I choose the former because I believe that limitations enhance creativity and investment, not limit it.
Title: Re: An idea for modeling completely untrained magical talent
Post by: ways and means on April 20, 2012, 02:33:05 AM
From what I have read the pure mortal refresh bonus was designed for balance reasons rather than setting ones. As powers are all nearly twice as good as mortal stunt it made sense to give pure mortals a bonus so they could keep up. So allowing characters who don't have powers to get the pure mortal bonus regardless of origins makes sense that is what the bonus is there for.   
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 20, 2012, 04:45:09 AM
I've been following the conversation for a while and this is a point I'd like to address briefly.  If you want to say 'setting be damned' then by all means go for it.  It's your table,  your game, your world.  But if you want to play a Dresden Files game, one set in the universe of the stories and the rules, then part of being invested in the world is accepting that there is a cost to being a supernatural thing.  If one of my players (I actually don't have a game at the moment but hypothetically) said "I'm willing to give up the +2 refresh because I want to be directly descended from Zeus but I'm not going to take any powers" I would be thrilled because that guy is buying into the setting and saying 'My personal power be damned".   And you know what, I would let him get away with murder (metaphorically) with that aspect because of it.

And if you instead had a player come to you and say, 'I would like to play this really interesting character that I've worked out, but I don't want to be overly punished for it mechanically, do you think we can come up with a way to work around the rules to keep the game satisfying?  I only ask because I get kind of bummed out when the story says I'm this awesomely skilled exemplar of mostly-mortal kind, and yet end up failing at everything I do because of some technicality that says I have to suck, especially in comparison to the other player's characters...'
What would you say then?
'Screw game balance and player satisfaction'?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 20, 2012, 05:10:26 AM
And if you instead had a player come to you and say, 'I would like to play this really interesting character that I've worked out, but I don't want to be overly punished for it mechanically, do you think we can come up with a way to work around the rules to keep the game satisfying?  I only ask because I get kind of bummed out when the story says I'm this awesomely skilled exemplar of mostly-mortal kind, and yet end up failing at everything I do because of some technicality that says I have to suck, especially in comparison to the other player's characters...'
What would you say then?
'Screw game balance and player satisfaction'?

That wasn't meant to sound as antagonistic as it came across was it?

losing the +2 isn't a punishment.  It really isn't.  Is there anything anyone can say or any sort of proof that could ever change your mind on that?

Also, 2 refresh shouldn't hold someone back as much as that fictional player made it sound.  I'll be honest, if a little blunt.  I'd tell them there are likely ways to make the character just as good...or just wait for two significant events to go by.

Also, a more personal question. Please note; this isn't a "trap" this isn't an attempt to make you look foolish, I just want a few answers. I'm not trying to be rude or antagonistic.    I'm genuinely curious if this conversation can yield anything more for me.  After this many pages -  Do you feel the arguement will ever resolve?  Can I or Richard or those of like mind; ever change your mind?  It is frustrating arguing/debating with someone who can't see my point of view at all.  Is it frustrating for you?  I would think it would be. 

Though, really, I can even see your point of view and think it is fine for your group - I just don't agree with it in 99% of cases.

To be honest, you seem unreasonable in this regard.  You seem to think we can't possibly be serious or have our groups we game with use our approach to the issue.

I value your opinion and ideas in most everything else.  I don't want this to seem like an attack.  At this point I feel the horse has been beaten, killed, beaten to much, zombified, then beaten more.  Obviously many disagree.  (Hell, I like beating dead horses, but I prefer to see someone gaining ground in the debate.  I really don't here.)
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 20, 2012, 05:42:30 AM
That wasn't meant to sound as antagonistic as it came across was it?
That last bit was meant to be a sarcastic reference to the earlier 'setting be damned' polar alternative.
The rest was a sincere inquiry.
How would you answer that player, who wants a supernaturally-flavoured character without any powers so overt as to be reasonably represented by Powers, or more impactful than would be available to a mortal, but averse to what they perceive as punishment from the game mechanics for their choices?

losing the +2 isn't a punishment.  It really isn't.  Is there anything anyone can say or any sort of proof that could ever change your mind on that?
What terminology would you use to condense 'Being denied mechanical advantage meant to provide game balance solely on the basis of narrative flavour'?

Also, 2 refresh shouldn't hold someone back as much as that fictional player made it sound.  I'll be honest, if a little blunt.  I'd tell them there are likely ways to make the character just as good...or just wait for two significant events to go by.
The ways to make the character 'just as good' are exactly what that hypothetical player was inquiring about.  So long as they don't infringe on the core of the character, because changing the character is not a solution to the perceived mechanical punishment of that character concept. 

If you have another means of addressing this problem, please bring it forward.

After 'two significant events go by', they'll be expected to be able to overcome substantially more challenging problems.  That's not a solution, either.

Also, a more personal question. Please note; this isn't a "trap" this isn't an attempt to make you look foolish, I just want a few answers. I'm not trying to be rude or antagonistic.    I'm genuinely curious if this conversation can yield anything more for me.  After this many pages -  Do you feel the arguement will ever resolve?  Can I or Richard or those of like mind; ever change your mind?  It is frustrating arguing/debating with someone who can't see my point of view at all.  Is it frustrating for you?  I would think it would be. 
So long as we have no clear resolution within the RAW, but what seems to be a direct statement from the game designer, the only resolution I can see would be either an acceptance of that statement, a pointed rejection of the same, or endless frustration that, hopefully, trails off into silence on the issue.

Though, really, I can even see your point of view and think it is fine for your group - I just don't agree with it in 99% of cases.

To be honest, you seem unreasonable in this regard.  You seem to think we can't possibly be serious or have our groups we game with use our approach to the issue.

I value your opinion and ideas in most everything else.  I don't want this to seem like an attack.  At this point I feel the horse has been beaten, killed, beaten to much, zombified, then beaten more.  Obviously many disagree.  (Hell, I like beating dead horses, but I prefer to see someone gaining ground in the debate.  I really don't here.)

I don't particularly feel offended by being called 'unreasonable' for my opposition to disregarding direct, explicit statements, both in the RAW and from the game designer.
I understand and can sympathize with the goal that you seem to be attempting to reach with your interpretations.  I just think that your methods are unnecessary and open up the possibility of significant 'collateral damage'.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 20, 2012, 06:29:18 AM
I don't particularly feel offended by being called 'unreasonable' for my opposition to disregarding direct, explicit statements, both in the RAW and from the game designer.
I understand and can sympathize with the goal that you seem to be attempting to reach with your interpretations.  I just think that your methods are unnecessary and open up the possibility of significant 'collateral damage'.

But here's the thing.  The game designer never said that all Aspects were appropriate for all templates.

Actually, here are a few more things:
You ignore the part of the RAW that says no supernatural stuff at all.
You disregard the bulk of the changeling template with your "a changeling can enter play with the +2 refresh bonus" position.
Ditto with the Scion template.

Looking at the RAW and the setting it models, changelings and WCVs have their initial "I'm not human?" bit at adolescence - which means that unless you are playing adolescent or preadolescence characters the PC cannot go through that phrase.  You do not feel that a supernatural heritage or any other intrinsic supernatural Aspect is "something".

And those are the problems I have with your side of this discussion.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 20, 2012, 06:30:13 AM
What terminology would you use to condense 'Being denied mechanical advantage meant to provide game balance solely on the basis of narrative flavour'?

See my earlier response to sinker's assertion that "in the end an invoke is an invoke, regardless of the aspect":

"I spend a Fate Point to Invoke my "Lucky SOB" Aspect: something shakes loose from the ceiling and hits the demon on the head, giving me a round to run for the door."

"I spend a Fate Point to Invoke my "Grandson of a Luck God" Aspect: This demon lost a bet with my Grandfather, and still owes him a debt. I'm calling it in. Can I get him to tell me who summoned him?"

How do you reconcile *this* Invoke situation? Because if "Grandson of a Luck God" is only going to make Invokes on par with "Lucky SOB" then it's functionally the same.

As Haru explains:
I guess that's where intention comes in. It is the part about choice that I have said earlier.

Sticking with the luck character, I can see 3 possible ways for this to work:
1. The character is just lucky, the player intents for the character to not take up any powers for now
2. The character is a distant son of a luck god, the player intents to not take up any powers from that
3. The character is a distant son of a luck god, the player wants to play out that part along the road, taking powers as they fit, but takes no powers at creation

If the player intends that "Grandson of a Luck God" is only going to fulfill items 1 or 2, then that's grounds to retain the Pure Mortal bonus. But so long as the idea persists that all Aspects are equal and all Invokes are equal, then this will remain a point of contention.
Title: Re: An idea for modeling completely untrained magical talent
Post by: ways and means on April 20, 2012, 07:15:30 AM

"I spend a Fate Point to Invoke my "Grandson of a Luck God" Aspect: This demon lost a bet with my Grandfather, and still owes him a debt. I'm calling it in. Can I get him to tell me who summoned him?"

Edit: if that's a completely ludicrous example, my apologies. But this is what I'm thinking of when I draw a difference between mundane and intrinsic supernatural Aspects.

That invoke is no-more effective than a pure mortal pc invoking his "President of the United States" aspect to call in an air strike, the strength of invokes are entirely dependent on what the GM will allow.

That wasn't meant to sound as antagonistic as it came across was it?

losing the +2 isn't a punishment.  It really isn't.  Is there anything anyone can say or any sort of proof that could ever change your mind on that.


Refresh is one of the most valuable things in the game it not only alongside skill points determine how potent a character is it also through fate points determines how much narrative agency a character/player has. More Stunts make for a more potent character and more fate points can be used to have more control over the world.

Take for example two characters

Mouse the Phantom Thief and Brian the Scion, if you assume they both have the same refresh and skill points (invested in thieving, stealth and intelligence gathering) and Brian the Scion doesn't use his supernatural heritage to his advantage (so no groovy powers) then Mouse will be fundamentally better because he will either be better trained than Brian (stunts) or more lucky (fate points). So you make supernatural characters who don't go all out supernatural inferior to both their more power savy kins and pure mortals. I suppose if players don't want to be mechanically powerful (stunts, powers) or narrative powerful (fate points) then losing the +2 isn't a punishment but for all who do it is.


Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 20, 2012, 07:50:11 AM
See my earlier response to sinker's assertion that "in the end an invoke is an invoke, regardless of the aspect":

How do you reconcile *this* Invoke situation? Because if "Grandson of a Luck God" is only going to make Invokes on par with "Lucky SOB" then it's functionally the same.

And here I was thinking that one of the few points of consensus reached in this thread was that aspects referencing supernatural power were acceptable on Pure Mortals where that power originates external to the character.
A familial relationship with an entity of power, even one that allows the character to 'call in debt' does not necessitate the character themself having power.
The Luck Scion's Aspect above could just as easily be compared to 'I'm a Lucky SOB, like my dad before me, and his before him'.

If the player intends that "Grandson of a Luck God" is only going to fulfill items 1 or 2, then that's grounds to retain the Pure Mortal bonus. But so long as the idea persists that all Aspects are equal and all Invokes are equal, then this will remain a point of contention.
So long as you do not contest that intent at start of play does not irrevocably bind the future options of even a Pure Mortal, then I'd suggest our positions would be better described as violent agreement.


But here's the thing.  The game designer never said that all Aspects were appropriate for all templates.
No, he did not.  Would you like to list all of the other unnecessary statements that he didn't make?


You disregard the bulk of the changeling template with your "a changeling can enter play with the +2 refresh bonus" position.
Ditto with the Scion template.
When blatant mis-characterizations are the best you can do, it's time to stop trying.

You ignore the part of the RAW that says no supernatural stuff at all.
[...]
You do not feel that a supernatural heritage or any other intrinsic supernatural Aspect is "something".
(condensed here because the two are ultimately restatements of the same objection)
You'll find the solution to this nagging obsession of yours in my ACTUAL position.  Don't call them Pure Mortals.  Heck, it's even a softer stance than that you received from the game designer.  But I can see quite clearly that arguing against anything other than a straw man makes you uncomfortable.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tallyrand on April 20, 2012, 10:51:35 AM
And if you instead had a player come to you and say, 'I would like to play this really interesting character that I've worked out, but I don't want to be overly punished for it mechanically, do you think we can come up with a way to work around the rules to keep the game satisfying?  I only ask because I get kind of bummed out when the story says I'm this awesomely skilled exemplar of mostly-mortal kind, and yet end up failing at everything I do because of some technicality that says I have to suck, especially in comparison to the other player's characters...'
What would you say then?
'Screw game balance and player satisfaction'?

Well, I think first I'd say that you really should take a look at the rule book, having two less stunts or two less free refresh really isn't going to make that big a difference on your characters effectiveness.  Also, I think you're characters background is awesome, and I promise I'm going to make sure it pays off in the story.  But yeah, +2 Refresh comes from being Pure Mortal, not from not having powers, so if that's not what you're looking for then you may want to re-jigger your character.

Of course by your logic, if I come into your game and say, "Hey, I've got this great character concept that I love.  His name is Steve and he's an 80 Foot Fire-breathing dinosaur, I'll buy all the large size stuff and all the powers appropriate.  But here's the awesome thing, he also runs the local coffee shop. ... Oh, no, he's always an 80 food monster, the locals call him tiny because they think it's a funny nick name for such a big monster."  That would be cool with you right?  Because I mean you don't want to limit at all the types of characters you allow so long as they're in RAW.
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 20, 2012, 03:23:31 PM
And here I was thinking that one of the few points of consensus reached in this thread was that aspects referencing supernatural power were acceptable on Pure Mortals where that power originates external to the character.
A familial relationship with an entity of power, even one that allows the character to 'call in debt' does not necessitate the character themself having power.

Oh, hamburgers - you're right. That was a bad example in exactly the way you explain. It's hard: I can see the potential for abuse, but I'm failing to invent compelling ways to abuse it. The only one I can come up with has to do with leveraging the High Concept to be able to shift into the Nevernever.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 20, 2012, 03:45:33 PM
One of the ways I look at it is (and this may not make sense), Aspects and Fate Points are outside of the character's actions and intentions, while powers are the character's actions and intentions. Fate points and Refresh, as has been stated before, do not directly correspond to anything 'in universe', instead being mechanics in the realm of the players.

So one place I would draw the line on the Luck-based aspect requiring the supernatural is if Luck just happens to favor the character, or if the character is actively influencing Luck himself.

So, going by that example, if the player invokes his Luck aspect for things like, "My character is the scion of a Luck god, so the rafters just happen to fall right now, on the demon's head, because I'm that lucky and/or Dad is looking out for me," that wouldn't be something supernatural on the part of the character, and could be done without losing the bonus.

But if the action is, "My character is a scion of a Luck god, so he fiddles with luck and makes the rafter fail at just the right moment to crack the demon on the skull," that would be a supernatural nature and action on the part of the character, and would be reason to lose the bonus (in favor of taking a power to represent the conscious/willing/just plain increased manipulation of luck).

Mind you, I'm still of the opinion that a character with supernatural heritage should have supernatural powers to reflect that, but I can be flexible.
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 20, 2012, 04:17:47 PM
So one place I would draw the line on the Luck-based aspect requiring the supernatural is if Luck just happens to favor the character, or if the character is actively influencing Luck himself.

So, going by that example, if the player invokes his Luck aspect for things like, "My character is the scion of a Luck god, so the rafters just happen to fall right now, on the demon's head, because I'm that lucky and/or Dad is looking out for me," that wouldn't be something supernatural on the part of the character, and could be done without losing the bonus.

But if the action is, "My character is a scion of a Luck god, so he fiddles with luck and makes the rafter fail at just the right moment to crack the demon on the skull," that would be a supernatural nature and action on the part of the character, and would be reason to lose the bonus (in favor of taking a power to represent the conscious/willing/just plain increased manipulation of luck).

It's a good illustration of extrinsic versus intrinsic supernatural power, but this example is still one of those "same outcome, different reason" situations that was mentioned before as a matter of flavor but not, ultimately, game balance.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 20, 2012, 04:57:11 PM
When blatant mis-characterizations are the best you can do, it's time to stop trying.

How is it a mis-characterization?

You've said:
Quite simply, I am not positing new reasoning, rather citing existing reasoning, thus not engaging in the
It is my position that they do not BECOME Changelings until such a time as they take their first power (which does not contradict their minimum refresh cost due to the existence of -0 powers).

Which ignores the "born changeling" material from the RAW and the setting.
To quote:
Changelings are half-human, half-faerie people who—at least for the moment—are still living life as mortals.

Which is why I said "You disregard the bulk of the changeling template".  A person can't wake up one day and decide to be half human, can they? Nay, you are born that way.

(condensed here because the two are ultimately restatements of the same objection)
You'll find the solution to this nagging obsession of yours in my ACTUAL position.  Don't call them Pure Mortals.  Heck, it's even a softer stance than that you received from the game designer.  But I can see quite clearly that arguing against anything other than a straw man makes you uncomfortable.

Thing is, if I don't call them Pure Mortals then they don't get the Pure Mortal bonus UNLESS you make a custom template - which is fine, but not part of the RAW.  The fact that there are a couple of templates that have +0 under their Musts and do not reference that bonus makes it clear that they do not get it.

When debating this point with you I do not need a straw man.  Your continued fixation on one line of a Template (while ignoring the rest of it, along with the entire changeling template) is as extreme enough.


And if we are talking debating styles:
It is very frustrating when you say "you don't understand my position" without then stating your position.  It gives the appearance that you do not wish to be pinned down to a position that you must defend but rather prefer to dance around with "that's not exactly what I said".

For example, you stated: "even though he has no Powers one of his aspects (his High Concept) precludes him from claiming the Pure Mortal template." then said that the character would not be a Changeling until he took powers - which strongly implies a custom non-Pure Mortal, non-Changeling Template - but you will not actually say that is what you mean.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 20, 2012, 05:56:55 PM
Having read and re-read Fred's thoughts on the subject, his reply does diminish the importance of the phrase "nothing supernatural going on" by clearly specifying "no supernatural powers."

At this point, my only concern is with the scope of potential Invocations, and using an Aspect as a dodge to get access to supernatural effects (specifically, effects which could not be mundanely replicated with a similar investment of mundane time and effort, or more overtly mimic existing Powers) by Invoking the supernatural Aspect in question.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 20, 2012, 06:26:24 PM
At this point, my only concern is with the scope of potential Invocations, and using an Aspect as a dodge to get access to supernatural effects (specifically, effects which could not be mundanely replicated with a similar investment of mundane time and effort, or more overtly mimic existing Powers) by Invoking the supernatural Aspect in question.

Personally I don't fear that much, because I don't have any problem calling my players out on that one when they are clearly abusing my good will.


Ok, Here's what I perceive as our problem (I.E. the thing we must all overcome to reach consensus):

We have one party who says that by RAW pure mortals are the only template that provides a refresh bonus and a pure mortal should have absolutely nothing supernatural going on.

We have a second party that believes that to remove a mechanical bonus when there is no mechanical difference makes for a weaker game.

The first party keeps insisting it's not RAW, which is technically correct, but seems like a slight at the second party's concerns ("not RAW" translating to not acceptable or ideal). The second party keeps insisting that when we have problems like this it is best to look at the intent of the RAW to try to find a solution that works.

These two views aren't irreconcilable. I am willing to admit that if you go by strict RAW that you can't create the characters who have come up in the course of this discussion (of course you also can't make a scion at all). Others should be willing to admit that RAW is not always ideal. That is how we could come to a peaceful resolution.

Finally I would like to say that everybody who keeps saying that to create something other than the templates in the book is to create something outside of the setting, and that doing that is "Not playing the Dresden Files game" should really stop. You do not know the setting so intimately as to exclude anything. Period. We are presented with a very narrow view of the Dresdenverse, and things that we "know" have been proven wrong before. For all you know, all of this is included in the setting. So stop.

Another thing I would mention is that "That works for your home game" or "Sounds like a houserule" is being seen (and I think used) as a slight here.
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 20, 2012, 06:32:04 PM
Finally I would like to say that everybody who keeps saying that to create something other than the templates in the book is to create something outside of the setting, and that doing that is "Not playing the Dresden Files game" should really stop. You do not know the setting so intimately as to exclude anything. Period. We are presented with a very narrow view of the Dresdenverse, and things that we "know" have been proven wrong before. For all you know, all of this is included in the setting. So stop.

Of course. Scions are basically a free-for-all as far as custom templates go.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 20, 2012, 07:25:34 PM
The first party keeps insisting it's not RAW, which is technically correct, but seems like a slight at the second party's concerns ("not RAW" translating to not acceptable or ideal). The second party keeps insisting that when we have problems like this it is best to look at the intent of the RAW to try to find a solution that works.

Speaking as a member (possibly the standard bearer) of the first party, I have nothing against homebrew fixes.  I've even proposed a possible custom Template.  I'll acknowledge that the rules aren't perfect - but I feel if we are going to change things based on intent then the intent of the setting should take precedence over that of the mechanics.

Because the mechanics from are a generic system (FATE) that has been adapted to the DV setting.

These two views aren't irreconcilable. I am willing to admit that if you go by strict RAW that you can't create the characters who have come up in the course of this discussion (of course you also can't make a scion at all). Others should be willing to admit that RAW is not always ideal. That is how we could come to a peaceful resolution.

There are guidelines to making scions in the RAW...

And I will admit that the rules are not perfect.  Alas, unless Fred contracts us to write his errata, any 'solution' we come up with will be known only to those of us currently following this discussion.  When someone joins the forum six months from now, he won't know about this discussion or anything except the RAW.  They are the only common ground we have for discussions.

That's why we keep posting links to the alternate conjuring/summoning rules - people join and ask "How does blah work" and we give the RAW answer then tag on "but you might like the alternative rules found in this link".

Maybe Paranet will have rules that clarify things, but I think not.

Another thing I would mention is that "That works for your home game" or "Sounds like a houserule" is being seen (and I think used) as a slight here.

I'm sorry if that seems like a slight - I don't mean it to be.  When I use those phrases I mean to clarify the issue.  I do it because in a previous discussion, when I referred to the RAW, I was told that it should be obvious that the discussion was on a house rule.  It didn't seem obvious to me, so now I am careful to differentiate when I talking about RAW or about homebrew.

There is one factor that prevents me from hoping that this discussion will lead to a meeting of the minds. You agree that the other position is "technically correct" but I do not believe that Tedronai feels that the position is technically correct (Tedronai - please feel free to correct this assumption).

If people want to turn this thread into a discussion a homebrew system - that's fine. Because the RAW are a baseline that every table takes in its own direction.  Looking at the custom power thread, there are some that I see and think should have been included in the rules and other I disagree with - and I'm sure that most people feel the same way.  That said, we probably don't all agree on which powers are great and which aren't.

Even without adding custom things, the RAW are elastic enough that when Billy says that Toot-Toot was a weapon that Harry used (rolling Contacts to hit) I can nod and saw "I can see that".  It's not something covered under the RAW, but I can see a table going with that.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 20, 2012, 07:33:11 PM
Because the mechanics from are a generic system (FATE) that has been adapted to the DV setting.

To be completely fair though this particular mechanic (the pure mortal refresh bonus) is not adapted, but actually part of the adaptation. And there seems to be two sides to the reason for the adaptation (which is probably why we have two sides to this debate).
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 20, 2012, 07:52:49 PM
When looking at the mechanics justification, I always think about a minor talent who only has a -0 power.  Zero cost powers are so worthless that they are free, yet they prevent the person with Cassandra’s Tears from having that refresh bonus.

Is that fair? I don't think so - but the RAW say that anyone with Cassandra’s Tears or Wizard’s Constitution don't get that bonus.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: ways and means on April 20, 2012, 09:37:22 PM
Fred has pretty much stated that the pure mortal bonus was designed for game balance as powers> stunts. So If someone decides not to take powers they should get the bonus from a game balance perspective. 
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tallyrand on April 20, 2012, 10:58:09 PM
Fred has pretty much stated that the pure mortal bonus was designed for game balance as powers> stunts. So If someone decides not to take powers they should get the bonus from a game balance perspective.

And that is a perfectly valid opinion, the only argument here is that is isn't RAW and it isn't an appropriate choice for all tables.  I personally think that if I had two players, one playing Murphy and one playing an Untrained White Counsel Level Talent and I allowed them both to gain the +2 Pure Mortal bonus I would be doing Murphy's player a disservice.  Not only is she staying true to RAW while the other player is not, the other player's Fate Chips are more versatile than Murphy's.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 20, 2012, 11:46:15 PM
A lot of this discussion has touched on game balance or lack thereof, but its also not strictly a matter of game balance.  A parallel example of this is found in the Lawbreaker powers.  To 'normal' DFRPG characters (by 'normal' I mean those who, like Dresden, try to be heroic and at least pay lip-service to the Laws), the Lawbreaker powers are completely imbalanced.  They cost refresh, but offer no benefit whatsoever (because the character has reason to actively avoid using the 'benefits' of the power).  And yet they they might be 'required' based on character background or decisions (or mistakes) made in the course of game play -- if the character has power and has chosen to use it the wrong way, then he loses refresh with 'nothing' to show for it.  Balanced?  Perhaps if you're playing a dark-side character.  But for Harry Dresden, for example, its a pure liability with no upside.  It's flavor given mechanics, not mechanics built with balance in mind.

So I see at least part of the reason for the existence of the Pure Mortal bonus to be based in this same concept.  In DFRPG, those who grasp the supernatural and make it part of themselves (or who are grasped by the supernatural and taken over by it) are changed, and that change moves them away from humanity.  Such characters are not Pure Mortals any longer, even if all they got out of it was a -0 power.  Very nearly but not quite Pure Mortal is not Pure Mortal in much the same way that a very nearly but not quite non-pregnant woman is in fact not non-pregnant. 

And in Dresden Files, being supernatural meants being separated from humanity/mortality/free will.  Which is a large part of the reason there is a 2 refresh difference between Pure Mortals and slightly ImPure Mortals.  (And yes, there is a balance attempt being made, too, but its not only balance.)

So I guess my argument against characters who are "a little bit supernatural" counting a Pure Mortals is largely one of principle, rather than game balance (though again, my argument is a bit about balance, too, because supernatural aspects tend to have more potential).  And it's true that 2 refresh is a big deal from a balance perspective, far more than the advantage than gained by having supernatural aspects -- I think its the big transition from +2 refresh to no bonus (and resulting balance questions)that fuels the counterargument.  So perhaps it would make sense to house rule it along these lines:

(1) Modify the pure mortal template as follows:

Musts: Pure mortals must have a high concept that is in line with their nature as a non-supernatural being.  Although it is possible for such a character to be derived from a supernatural bloodline, a pure mortal is unable to tap the power of that bloodline while remaining pure mortal.  It is possible for pure mortals to carry latent potential; should this potential ever express itself, the character's template (and high concept) should be altered to reflect this as appropriate.  Pure mortals may not take any supernatural powers. In exchange for this restriction, pure mortal characters (and only pure mortal characters) get a +2 bonus to their starting refresh. If this character ever takes a supernatural power or switches templates for any reason, this refresh bonus goes away immediately (which may be mitigated by dropping one or two mortal stunts).

(2) Add the following verbage to any template (including custom templates, but not the pure mortal template) that has a sufficiently low minimum refresh:

If a character with this template has no more than a single power costing at most -1 refresh, then the character is considered a {choose one: Minor Talent, Freshly Emerged, Rookie, etc} and gets a +1 bonus to their starting refresh.  If such a character ever gains a second power or any single power costing more than -1 refresh, then this refresh bonus goes away immediately (which may be mitigated by dropping one or two mortal stunts).

I think that this house rule adequately retains the concept that supernatural power/nature/etc is the antithesis of free will (as expressed by refresh) and further smoothes out the differences between 'true' pure mortals, minor talents, and more deeply supernatural characters.  It allows for characters to play weak supernatural templates and benefit from being supernatural whiel still retaining part of the pure human bonus.

Thoughts?  Suggestions?  Flames?  Hate?  Pie?
Title: Re: An idea for modeling completely untrained magical talent
Post by: devonapple on April 20, 2012, 11:56:30 PM
Pie, I think.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 21, 2012, 12:12:49 AM
Pie, I think.
Yay!  \o/
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 21, 2012, 12:21:15 AM
I'd give the +1 bonus for -0 cost powers, personally, rather than -1 cost ones.

Also, pie is good, yes.
Title: Re: An idea for modeling completely untrained magical talent
Post by: sinker on April 21, 2012, 12:41:59 AM
(2) Add the following verbage to any template (including custom templates, but not the pure mortal template) that has a sufficiently low minimum refresh:

If a character with this template has no more than a single power costing at most -1 refresh, then the character is considered a {choose one: Minor Talent, Freshly Emerged, Rookie, etc} and gets a +1 bonus to their starting refresh.  If such a character ever gains a second power or any single power costing more than -1 refresh, then this refresh bonus goes away immediately (which may be mitigated by dropping one or two mortal stunts).

I actually love this idea, because it makes the minor talent a much more tractable template. I had a great idea a long time ago for a minor talent journalist with the soulgaze power, but I realized that even as a journalist that one power just wasn't worth three refresh.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 21, 2012, 12:47:29 AM
I'd give the +1 bonus for -0 cost powers, personally, rather than -1 cost ones.
That would work, too.
I actually love this idea, because it makes the minor talent a much more tractable template. I had a great idea a long time ago for a minor talent journalist with the soulgaze power, but I realized that even as a journalist that one power just wasn't worth three refresh.
Hooray!  I have support from two opposing camps!  And I agree, it seems as though minor talents have a lot of potential for being fun characters, but the existence of the Pure Mortal bonus one one side and powered characters on the other just squashes them.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 21, 2012, 02:22:14 PM
I have no issue with house rules.  I create plenty.

Hell, house rules completely removed social combat at our table...we all hate it.

I'm as guilty of violating RAW as anyone can be.

I agree as long as the GM is content with spanking a player who abuses supernatural aspects on his Pure Mortal, go ahead and let it slide.

The +2 Bonus for playing a Pure mortal is a game balance issue.  I agree. Losing it is not a penalty for having supernatural stuff going on.  It balances the game.   However, at high refresh to exteremly high refresh. 
(click to show/hide)

I'll maintain at my table - I'll keep to my rules and position, but I can't stress enough that any other house rules are fine.

I see a light at the end of the tunnel for this debate - so I will simply avoid discussin my opinions of the -0 powers etc. ;D
Title: Re: An idea for modeling completely untrained magical talent
Post by: Richard_Chilton on April 21, 2012, 04:16:15 PM
spoiler]+2 refresh on a character who can have no powers...does not make them equal to supernatural creatures in the long run.  We're seeing that in our current game.  That however, is off topic and I apologize.[/spoiler]

We agree on that point.

Richard
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 23, 2012, 07:23:20 PM
Regarding the question of Pure Mortal +2 bonus remaining balanced as base refresh changes:

I agree, and I think it's a more general problem with the concept of having power modifiers in the form of adders.  I don't like how the Catch adder works with that Toughness powers, either.

One answer to this (for Pure Mortal, at least) is to just accept that mortals, regardless of skill, cannot and should not compete on even ground with powerful supernatural creatures.  Of course, this basically means that the players of such characters need to (a) build new characters, or (b) switch to supernatural templates, both of which would mean they don't get to play the character they chose.

Another possible way to deal with this (through house rules) might be to scale the pure mortal bonus.  Instead of treating it as a straight +2, treat it as (for example) a +1 bonus per 4 base refresh.  So once the game's base refresh hits 12, the pure mortals would increase their bonus to +3, and so on.  On the other end of the spectrum, a pure mortal in a "Feet in the Water" game might only get +1 refresh, increasing to +2 once the game reaches 8 refresh. 
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 23, 2012, 07:29:04 PM
One answer to this (for Pure Mortal, at least) is to just accept that mortals, regardless of skill, cannot and should not compete on even ground with powerful supernatural creatures.  Of course, this basically means that the players of such characters need to (a) build new characters, or (b) switch to supernatural templates, both of which would mean they don't get to play the character they chose.
I agree with this, mostly, except I'd add that while a Pure Mortal might not be able to compete on even ground with powerful supernatural creatures, a group of Pure Mortals could manage it (one BCV vs. one Pure Mortal = Lunch; one BCV vs. a half-dozen Pure Mortals will play out quite differently), and there are lots of ways a Pure Mortal in a group of Supernaturals could hold his own and make valuable contributions without having to take up a power.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Tedronai on April 23, 2012, 07:31:25 PM
Another possible way to deal with this (through house rules) might be to scale the pure mortal bonus.  Instead of treating it as a straight +2, treat it as (for example) a +1 bonus per 4 base refresh.  So once the game's base refresh hits 12, the pure mortals would increase their bonus to +3, and so on.  On the other end of the spectrum, a pure mortal in a "Feet in the Water" game might only get +1 refresh, increasing to +2 once the game reaches 8 refresh.

I'd love to hear how that plays out in testing, if anyone adopts it in a longer-running campaign.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 23, 2012, 07:57:32 PM
I agree with this, mostly, except I'd add that while a Pure Mortal might not be able to compete on even ground with powerful supernatural creatures, a group of Pure Mortals could manage it (one BCV vs. one Pure Mortal = Lunch; one BCV vs. a half-dozen Pure Mortals will play out quite differently), and there are lots of ways a Pure Mortal in a group of Supernaturals could hold his own and make valuable contributions without having to take up a power.
I agree entirely with the first part of your statement, and it gives the GM room to maneuver in terms of balancing encounters.  I'm talking more about the effect you mention in the second half of your comment; that is the balance between two player's contibution to the group.  And while it's technically true that a particularly specialized pure mortal might be able to shine within his particular specialty (a social mortal is likely to outshine a combat-monster troll at a dinner party, regardless of refresh), I feel this is highly situational, and that the player of such a character will feel largely irrelevant the rest of the time.  This is probably not too big of an issue at low refresh, but it grows bigger as refresh scales (at 10 refresh, mortals have 20% more refresh/stunts than supernaturals do, but at 20 refresh that bonus drops to 10% -- meanwhile, each stunt the mortal acquires remains weaker than an equivalent refresh worth of powers the other characters pick up).

I haven't played as or with a mortal in a high-refresh game, so I'm only guessing here, but it just doesn't seem fair (and by extension, fun) for the mortal.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Mr. Death on April 23, 2012, 08:05:59 PM
Honestly, though, that fits with the setting--Pure Mortals, individually, are really vulnerable and weak compared to strong supernatural entities. Murphy might be as badass as they come, but she has finite limits that her supernatural opponents don't. It's very consistent with the setting that a Pure Mortal is going to have a tougher time as the power level scales up, and that they are much more effective in groups than individually.

That said, I would also be interested to see how the bonus scaling works out.

I, likewise, haven't had a Pure Mortal in a high refresh game (the highest refresh any game I've been in has reached is 12), so I can't speak to how much fun it'd be, but personally I'd take it as a challenge. If you can't get stronger, get creative.

It sure as hell worked wonders for Tavi, after all.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 23, 2012, 08:41:30 PM

Scaling the refresh bonus might help but I doubt it will help enough...

Actually I can tell you how it plays out on average.  I sat down and did some serious math and ran some sample combats.

Without defensive spells or potions cast in the benefit of the mortal - they are left with mundane armor and no toughness powers.  This is bad.

They can be offensive badasses as long as they have some stored fate points and a few custom stunts, but they just can't take the damage the high end bad guys deal.

 They can still contribute, they can still maneuver and block and full defend.  They just have to prey they don't get hit.  (They never get more stress boxes they can't get more than 1 additional mild per endurance of 5,7,9 etc and a stunt - and yes i know even mild consequences can be detrimental if tagged [ this can be mitigated by tough as nails - the stunt that locks a die or only grants +1 per tag instead of +2])  They can't get better than 2 maybe 3 armor in most games.

Give a pure mortal 3 more refresh or 50 (ok 50 would matter - lets say 10) - it doesn't make them more durable.  I'll admit the huge number of fate points will help a lot, but once the hit lands....

I assert pure mortals stop being relevant beyond the 15 refresh range certainly after 20.
Tough I will admite fate points help - after a few fights before a minor event...they may be out of their stockpile and then...then they're in trouble.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 23, 2012, 08:42:49 PM
Honestly, though, that fits with the setting--Pure Mortals, individually, are really vulnerable and weak compared to strong supernatural entities. Murphy might be as badass as they come, but she has finite limits that her supernatural opponents don't. It's very consistent with the setting that a Pure Mortal is going to have a tougher time as the power level scales up, and that they are much more effective in groups than individually.

That said, I would also be interested to see how the bonus scaling works out.

I, likewise, haven't had a Pure Mortal in a high refresh game (the highest refresh any game I've been in has reached is 12), so I can't speak to how much fun it'd be, but personally I'd take it as a challenge. If you can't get stronger, get creative.

It sure as hell worked wonders for Tavi, after all.

From experience I can say this  Knights suffer from this also.  Offensive beasts, but like my above post...they start to get torn up when they get hit.
Title: Re: An idea for modeling completely untrained magical talent
Post by: toturi on April 23, 2012, 11:53:06 PM
If you can't get stronger, get creative.

It sure as hell worked wonders for Tavi, after all.
Creativity works, but creativity works better if you are stronger. Tavi sure as hell was much better when he combined more power with creativity. Think about how much more powerful a high Refresh supernatural could be if he was creative as well.
Title: Re: An idea for modeling completely untrained magical talent
Post by: Becq on April 24, 2012, 12:31:51 AM
Creativity works, but creativity works better if you are stronger. Tavi sure as hell was much better when he combined more power with creativity. Think about how much more powerful a high Refresh supernatural could be if he was creative as well.
Tavi's "player" had also planned all along to swap out the pure mortal template with something more ... "interesting" at a later point in the campaign.  With the GM's approval, of course.  :)

Who knows?  Perhaps Murphy might do likewise?
Title: Re: An idea for modeling completely untrained magical talent
Post by: Silverblaze on April 24, 2012, 12:50:58 AM
Tavi's "player" had also planned all along to swap out the pure mortal template with something more ... "interesting" at a later point in the campaign.  With the GM's approval, of course.  :)

Who knows?  Perhaps Murphy might do likewise?

Knight Murphy!
Title: Re: An idea for modeling completely untrained magical talent
Post by: Praxidicae on April 24, 2012, 09:43:10 AM
Knight Murphy!

Denarian Ghoul Ninja Murphy!