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The Dresden Files => DFRPG => Topic started by: InFerrumVeritas on June 08, 2012, 01:42:43 PM

Title: My Thaumaturgy House Rule
Post by: InFerrumVeritas on June 08, 2012, 01:42:43 PM
I'd really like to know what you guys think.

So, I, like many other posters on this board, have a problem with not being able to tell my players the "limit" of their Thaumaturgical might.  Or, rather, that if they have enough time, there is no limit at all.

So, instead, I've instituted limit on the number of exchanges that one has to control the power of a spell:

When performing a thaumaturgic ritual, you have a number of exchanges equal to twice your Lore skill in order to control the energies in your spell.  Other practitioners may aid you in gathering and controlling these energies, contributing up to their Lore skill in power, provided they can control it in two exchanges.

I know this means that Sells couldn't possibly pull off his spell, but I think it balances things nicely.

If anyone has any suggestions, please let me know (I'd really like a way to examples from the book, like Sells exploding heart spells and summoning the Erlking, to work but be extraordinary exceptions).
Title: Re: My Thaumaturgy House Rule
Post by: Orladdin on June 08, 2012, 04:59:39 PM
I'd really like to know what you guys think.

So, I, like many other posters on this board, have a problem with not being able to tell my players the "limit" of their Thaumaturgical might.  Or, rather, that if they have enough time, there is no limit at all.

So, instead, I've instituted limit on the number of exchanges that one has to control the power of a spell:

When performing a thaumaturgic ritual, you have a number of exchanges equal to twice your Lore skill in order to control the energies in your spell.  Other practitioners may aid you in gathering and controlling these energies, contributing up to their Lore skill in power, provided they can control it in two exchanges.

I know this means that Sells couldn't possibly pull off his spell, but I think it balances things nicely.

If anyone has any suggestions, please let me know (I'd really like a way to examples from the book, like Sells exploding heart spells and summoning the Erlking, to work but be extraordinary exceptions).

I've always been a bigger fan of soft caps than hard caps.  Simply saying "This thing works great right up until you hit this numerical wall here where it immediately becomes impossible" just seems sloppy.  Additionally, the fact that it invalidates examples from both the rules and from the source material should entirely invalidate this method or these limits.

I think the other thread has some pretty good ideas on soft-caps started already.  Soft caps being, of course, things that either gradually or gently suggest to, or incentivise, a player to back off rather than simply slapping them on the wrist and saying "no" after a certain threshold.
Title: Re: My Thaumaturgy House Rule
Post by: Mr. Death on June 08, 2012, 07:12:53 PM
Agreed. Any solution should fit the flavor and the rules that already exist as close as possible. Like Orladdin said, there's been several good suggestions in the other thread on this front.
Title: Re: My Thaumaturgy House Rule
Post by: Becq on June 08, 2012, 07:57:32 PM
I, too, am a fan of providing limits to Thaumaturgy, but prefer soft limits to hard limits for the reason the others have mentioned.  My current favorite (still theoretical, I haven't playtested it) involves adding a steadily increasing difficulty tax to control rolls.  I've cut-n-pasted it from an earlier thread:

Quote from: Me
The base time for thaumaturgy control rolls is "a few moments" (one combat exchange).  However, for a given spell, each additional control roll after the first incurs a cumulative penalty of either +1 to the difficulty of the roll or +1 step on the time chart (the caster chooses the split of penalty points between difficulty and time for each roll).  For example, a wizard might choose +1 difficulty for the second roll, then +2 difficulty for the third roll, then switch to +3 steps on the time chart for the fourth roll -- perhaps because he just spend his last fate point to succeed at the previous roll.

End result: simple spells (like Harry's tracking spell) can be cast very quickly (no prep time, and as little as one combat exchange for control).  Complex spells take exponentially longer and/or carry high risk of failure.  Example: even if a caster controlled 3 shifts per roll, a 20-shift spell would take around an hour and a half (with the last roll controlling 2 shifts at a +1 difficulty).

With a system like this, characters can attempt as difficult a spell as they want, but it will either take forever to cast, or will ultimately cause a control failure.  Control is more important than it was before, in particular thaumaturgy control focii become useful.  Lore is still useful, and Conviction is probably still only important when fast-casting.

Now that I think of it, there should probably be an additional Endurance-based factor to ensure that character can simple cast for a solid month to ensure success on a big spell.  Perhaps an additional +1 or +2 difficulty (that can't be avoided) for each number of hours equal to the character's Endurance?
Title: Re: My Thaumaturgy House Rule
Post by: Tedronai on June 09, 2012, 12:18:12 AM
If you wanted to base it on Lore, and to have it limit the duration that can reasonably be spent channeling power into the spell, while keeping the cap 'soft', why not institute a system whereby a caster hast Lore exchanges in which they can channel a single shift of power (or more if they choose), then Lore exchanges in which they must channel at least 2 shifts, then Lore exchanges when they must channel at least 3 shifts, etc
If that scales the difficulty too quickly, you could have each increment be 2*Lore, instead.
Title: Re: My Thaumaturgy House Rule
Post by: UmbraLux on June 09, 2012, 12:30:56 AM
Your time limits are already built in for the most part - they're just left up to the table to specify.  But temporary aspects have a finite duration, measured in exchanges by default and I'd apply the same to sacrifice...the sacrifice has to supply power / last through controlling the power.  Else it dissipates. 
Title: Re: My Thaumaturgy House Rule
Post by: Haru on June 09, 2012, 01:03:23 AM
I'm not a big fan of putting a cap on thaumaturgy. I admit, that might be, because I have not yet had one come up. So my first question to those in favor of a cap on thaumaturgy: what exactly is it, that you want to prevent? Did anything happen in your games that proved it to be broken? Are you generally worried, that it might get abused? Something else?

For me, the story of the ritual would come before anything else. If a player wants his wizard to perform a 100 shift ritual, and he has a very good reason for it, I'd let him. Even if the ritual is going to render the actual story unimportant, the ritual itself will replace it. So if he wants to crush the vampire lair from far away, he would still need to get symbolic links and a lot lot lot of aspects to tag, all of which will be part of the story.
And maybe the vampires are not here to stay, so he only has limited time to find and kill them, before they are gone (with their hostages/food!). Or someone he cares about is in that lair, so burning it to the ground is not possible. Or the vamps are holed inside a place that is crawling with people, so burning down the lair would mean killing a couple of innocent people.

There are a million ways to render a big ritual useless, without putting any numbers on it. And I see numbers more standing in the way of real cool stuff like little chicago than actually providing any help.
Title: Re: My Thaumaturgy House Rule
Post by: Sanctaphrax on June 09, 2012, 02:09:52 AM
I like pretty much all of the ideas on this thread, including the first one.

Though I do wish they took into account complexity bonuses.

I'm fairly certain that monkeying with the exchange system is the best way to limit thaumaturgy.

As I see it, Thaumaturgy has five real problems:

1. Sacrifices are too good.
2. Control is useless once you have 5 points of it.
3. Complexity is not that important for the really big rituals.
4. No rules for the amount of time taken to cast a ritual.
5. Big rituals are probably too easy.

The first problem is really easy to solve.

The other four are slightly harder, but solving one is likely to solve the other three at the same time.

A system which sets the time taken by a ritual according to the exchanges taken to cast it and the amount of extra complexity that must be gathered could solve all four.

Maybe a ritual takes a minute to prepare and a minute to cast normally.

But if the ritual's complexity is greater than your base complexity, prep takes 3 time chart steps more. If it's greater than twice your base complexity, it takes 6 time chart steps more. And so on.

And for each exchange after the first that you spend casting, casting takes 1 time chart step more.

Make sacrifices count no more than they should, institute sensibly increasing difficulties for Declarations, and you're done.

Actually...on second thought, this is probably too harsh on the high end. Taking an afternoon to prep up to three times base complexity is probably fine, but taking a generation to prep seven times base complexity is just brutal.

But I like the general idea.

Thoughts?
Title: Re: My Thaumaturgy House Rule
Post by: crusher_bob on June 10, 2012, 02:29:33 PM
The reason I 'sneakily' limited thaumaturgy power by refresh was that I saw that higher refresh characters didn't tend to have majorly better skills, but were supposed to (potentially) be much better at thaumaturgy.

As an example, the ~25 refresh version Dresden still have something like lore 4, conviction 5, discipline 4.  You can't rely on having high base skills as a limiter of thaumaturgy.  And I don't much like the 'well he's obviously spent about 5 points of refresh in being better at thaumaturgy' excuse.

-------------
Here's the sample numbers (though I didn't look at this when I made the rules up):

-10 refresh version
Superb: Conviction,
Great: Endurance, Intimidation
Good: Alertness, Discipline, Lore
Fair: Athletics, Contacts, Investigation, Rapport
Average: Fists, Presence, Scholarship, Stealth, Weapons

5 minute prep complexity: Max of 9 (takes 3 declarations, average ~8)
hours of prep complexity: max of 23 (takes, 10 declarations, average ~ 19)
days (to weeks) of prep complexity: max of 73 (takes 35~ declarations, average ~45)

So, any wizard of the white council has a pretty good chance of being able to remotely kill someone with a few hours of preparation, and can do something on the scale of, say, a large bomb blast with a few days of prep. 

-17 refresh version (Deadmanwalkings version, around turn coat)

Superb: Conviction, Endurance
Great: Discipline, Intimidation, Lore
Good: Alertness, Athletics, Contacts
Fair: Deceit, Guns, Investigation, Rapport, Weapons,
Average: Burglary, Fists, Performance, Presence, Scholarship, Stealth

5 minute prep complexity: Max of 14 (takes 5 declarations, average ~13)
hours of prep complexity: max of 34 (takes 15 declarations, average ~ 29)
days (to weeks) of prep complexity: max of 98 (takes 47?! declarations, average ~63)

So a 'mid' power wizard can kill someone through most thresholds with a few hours of prep, and can probably level several city blocks with days of prep.

Listens-To-Wind (once again, Deadmanwalking version, 1st senior council member I came to)

Fantastic: Discipline, Lore,
Superb: Conviction, Endurance,
Great: Empathy, Presence, Rapport
Good: Alertness, Athletics, Contacts, Investigation, Scholarship,
Fair: Deceit, Fists, Intimidation, Survival, Weapons,
Average: Burglary, Craftsmanship, Performance, Resources, Stealth

5 minute prep complexity: Max of 30 (takes 12 declarations, average ~25)
hours of prep complexity: max of 56 (takes 25 declarations, average ~ 49)
days (to weeks) of prep complexity: max of 134 (takes 64?!! declarations, average ~96)

So, for a senior council wizard, killing someone is 5 minutes of prep and maybe 30 minutes of ritual.  Blowing up a building is a few hours of prep and a few hours of ritual.
Leveling cities is days or weeks of prep and several hours of ritual.

The Tunguska event (and Krakatoa) are both attributed to Ebenezar  in the books, and are a useful demonstration of ~100 shift thaumaturgy.
Title: Re: My Thaumaturgy House Rule
Post by: Tedronai on June 10, 2012, 11:18:09 PM
The reason I 'sneakily' limited thaumaturgy power by refresh was that I saw that higher refresh characters didn't tend to have majorly better skills, but were supposed to (potentially) be much better at thaumaturgy.

What is your revision, again?
Title: Re: My Thaumaturgy House Rule
Post by: Haru on June 11, 2012, 03:40:55 AM
As I see it, Thaumaturgy has five real problems:

1. Sacrifices are too good.
2. Control is useless once you have 5 points of it.
3. Complexity is not that important for the really big rituals.
4. No rules for the amount of time taken to cast a ritual.
5. Big rituals are probably too easy.

1. Why? If you choose to power up a ritual with consequences on yourself, that is (in my eyes) pretty much identical with taking a consequence in a conflict to avoid being taken out. I have seen "just take a moderate consequence and sleep it of for a week in a row" before, and I agree, that is way too powerful.
And then there is the part about consequences being a measure of how important something is to your character. If a wizard regularly spends all of his consequences on rituals, including his extreme consequence, that is going to change and twist him pretty good. If the ritual is really important to the character, and not only a "because I can" action, he should be able to spend some or all of his consequences on the ritual, much like he could over the course of a campaign. Of course recovery powers may not apply.
If you inflict consequences on others to fuel the ritual, those others need to have consequences to inflict. I would not grant a wizard a blanket +20 to his complexity for every human he kills. If the human in question is just some random Joe from the street, I would grant no more than an aspect with a tag (yes, about as much as you would get from sacrificing an animal). They would grant as many shifts as they would have consequences in a fight.
And if your friends want to join the ritual and inflict consequences on themselves, see above. Especially if you want to kill someone that way, it is not much different from a well planned ambush.

Though I could totally live with eliminating consequences to boost complexity. You could still take them as backlash though.

2. Only if you don't have a time constraint, which I would put up as soon as someone wanted to cast some crazy big ritual. But we had that discussion before, and I still don't see the need above the exchanges.

3. Isn't complexity especially important on the big rituals? I admit, putting in 20 shifts of consequences can render that somewhat obsolete, but for that see 1 above. And once you remove grossly overused consequences, you arrive at the interesting part of thaumaturgy: gathering the ingredients (aka aspects) to work the magic. Basically, this is the "story of the spell", the book talks about. I especially like the summon of the earlking as an example for this. The ingredients themselves are not that hard to get, but each tells a story. Harry talks about "personalizing the spell not only to the summoned, but the summoner as well", which will make for a great story (the players have to tie who they think their character is into the spell) and depending on your taste can make for some interesting sideplots in acquiring the different materials. In the books, doing the ritual never takes more time than a few moments, the difficult and time consuming part is getting the right ingredients.

4. The issue is not so much casting the ritual. The ritual to summon and imprison the Earlking (which should be pretty high complexity spell) took only a few moments of chanting, while gathering the material took up most of Harry's afternoon. If the ritual is important to you, it sure is going to be important to someone else who is going to try to stop you (see 5 and beyond), and as soon as that happens, you are in a conflict, and a conflict has exchanges to count your time for you. And if no one else cares about the result of the ritual, then... why bother stopping it anyway?

5. I'm sorry, I always hear you say "Big rituals", but I have yet to hear an actual example of this being a problem. For now, it seems to me like a big case of theorycrafting. Which is not a bad thing, that's not what I'm trying to say, but I feel it is kind of working on a problem that isn't even there.

Do your players really create characters that would level cities? If so, do they have an actual reason to do it? Wouldn't "killing thousands of innocent people" stop most of them or at least make someone at the table speak up? A single compel at the right time can defuse even the most powerful ritual. If the PC are warlocks out to dominate the world, throw everything at them you got. Make them earn their world domination. They are about to level Chicago? Let a Platoon of Wardens rain on their parade (or at least one with a zombie t-rex). If they still get their spell cast in time, chapeau!
Harry would probably be able to scrounge up enough juice to do so, especially if he uses LC to channel the energy. But he would never in a million years do that. He could probably do away with a lot of his enemies faster and easier, but there is always a limiting factor.

And then there is the factor of the symbolic link, which in itself can render a lot of rituals useless. Yes, you might be able to summon up a 100 shift spell to level the city. But how do you aim it? Or if you want to kill a person with a ritual, because you can't get close enough, you will not be able to get the symbolic link as well. Or you might, and it is going to become an awesome story of getting close enough to scrap a piece of hair. The ritual would then just be the epilogue, the real action is going on well before that.

There are a lot of ways to make casting a ritual harder, without actually making the ritual itself harder. Yes, sometimes that means throwing the entire story over board, but if that is the case, then so be it.
Title: Re: My Thaumaturgy House Rule
Post by: Tedronai on June 11, 2012, 06:08:47 AM
I believe point 3 was in reference to base complexity (Lore+Specialization+Focus).  At least, that's a problem that I see with high end rituals.  Once you're already dropping 20 or 30 or 40 shifts worth of declarations/maneuvers/consequences/etc, those 6 or 7 shifts that you likely started with just don't seem all that meaningful anymore, comparatively.

As for the rest, there would be more nuance involved in a response than I have the energy to formulate, so I'll leave those to Sancta to defend or concede at his leisure.
Title: Re: My Thaumaturgy House Rule
Post by: crusher_bob on June 11, 2012, 08:07:46 AM
What is your revision, again?

here (http://dresden-sanfran.wikidot.com/sample-thaumaturgy)

As for other issues:

If you have a problem that can be solved by big thaumaturgy, then that isn't a problem for the characters of enough power level to pull off big thaumaturgy, it's a chore.

Here's my take on rought ritual complexity power levels:

power 20-30 remotely kill a single person, burn down a house, or something else that your typical murderhobo PC could do in a few minutes with what they have int their pockets.

~40-50, 'large' explosions, something like 1 ton of TNT.  radically transform people into moderate power monstrosities, controlled by your murder thoughts, do a variety of instant constructive effects, like build houses, dig house sized caves, etc.

~60
blowing up city blocks, and large structures like dams and skyscrapers.  Mass transformations of people into subservient murderhobos,

90+
making godzilla, blowing up cities, making self reproducing murderhobos, similar stuff.

-----------------

comments about the balance of terror.
remember that other (major) accorded nations have their own equivalents, or can just sling nukes at you if you start doing this sort of stuff too often.

Everyone will look the other way if you have to whip out the tzar bomba to stop Cthulhu, but you'd better have an excuse as good as that for most 'really high power' thaumaturgy.

--------------------

Slight Changes spoilers below:

(click to show/hide)
Title: Re: My Thaumaturgy House Rule
Post by: Sanctaphrax on June 11, 2012, 08:59:30 PM
I believe point 3 was in reference to base complexity (Lore+Specialization+Focus).  At least, that's a problem that I see with high end rituals.  Once you're already dropping 20 or 30 or 40 shifts worth of declarations/maneuvers/consequences/etc, those 6 or 7 shifts that you likely started with just don't seem all that meaningful anymore, comparatively.

Exactly what I meant.

Ideally, really big rituals would mostly be for people who've invested heavily in Thaumaturgical power. But by the RAW, that is not so.

The rest of Haru's post demonstrates the problems I was talking about very nicely.

First of all, he recommends instituting a couple of house rules that makes sacrifices less powerful. They happen to be more or less the same house rules that I'd recommend.

Then he explains that time constraints should be important, backing up my point that there should actually be time constraints.

Then he gets sidetracked by my poor wording. Sorry about that, Haru.

Then he explains that, by the RAW, you can't really have a story where Wizards cast rituals unopposed. Which is a real shame, since unopposed rituals make good stories and are a staple of the novels. Because magic is, in theory, difficult enough that the process of casting it is a good story in itself.

The whole point of a balanced game is to prevent the GM from needing to whack things into shape with his limitless power, after all.

PS:
Do your players really create characters that would level cities?

Yes.

If so, do they have an actual reason to do it?

No.

So they do other stuff instead. More useful stuff.

Blowing up a city with a big ritual is like beating someone to death with the Mona Lisa; impractical and a horrible waste of potential.

Thaumaturgy can do essentially anything. Killing people is a pretty lame way to use it.

This is not a theoretical problem, here. It's something I've encountered repeatedly.

PPS: I agree with crusher_bob's assessment of murderous rituals. But as I said, non-murderous rituals are better. They're safer and they don't cause the same retaliation/interference.
Title: Re: My Thaumaturgy House Rule
Post by: Haru on June 12, 2012, 02:02:10 AM
I believe point 3 was in reference to base complexity (Lore+Specialization+Focus).  At least, that's a problem that I see with high end rituals.  Once you're already dropping 20 or 30 or 40 shifts worth of declarations/maneuvers/consequences/etc, those 6 or 7 shifts that you likely started with just don't seem all that meaningful anymore, comparatively.
Exactly what I meant.

Ideally, really big rituals would mostly be for people who've invested heavily in Thaumaturgical power. But by the RAW, that is not so.
Ah, I understand. And I concur, that is a bit strange. If you want to have thaumaturgy experts like that, this is absolutely going to need some reworking. On the other hand, there is quite a bit to say for 8+ shift skill replacement rituals without prep.
Harry himself states, that a big part of rituals are the props, because they act as a reminder of a mental construct, so you don't have to keep it in your head. They free your mind to be able to focus on something else, making it easier to gather up the energy needed to power your spell.

Quote
The rest of Haru's post demonstrates the problems I was talking about very nicely.

First of all, he recommends instituting a couple of house rules that makes sacrifices less powerful. They happen to be more or less the same house rules that I'd recommend.
I don't really see them as houserules as such. For example, nowhere in the RAW does it say you can double(triple, quadruple, etc.)-dip on your consequences taken to power up a spell. Yes, it explicitly states the "20 shifts per dead body" thing, which is incredibly broken for powering a spell, but on the other hand it will push the wizard over the edge for good, no matter what he is using the spell for. That should definitely have an impact on the game, either it makes the character incompatible with the rest of the group (a warlock with a KotC), or it shifts the focus of the game, making it darker, maybe entering a "what's right vs. what's necessary" debate. If that isn't something the table wants to, then that should be discussed in a situation like this.

I think this problem occurs, when the table is on the "GM vs players" mindset. In my experience, that usually leads to the players playing it safe and nuke things from as far away and as hard as they possibly can. That is not the kind of game I like to run, because it tends to get dull real fast.

Quote
Then he explains that time constraints should be important, backing up my point that there should actually be time constraints.
I think we mean a different thing, when we say time constraints. You are saying, that the ritual itself, the gathering of power, actually casting the spell should take up a fixed amount of time. I am saying, that the preparation is a much bigger part of that, both supported by the RAW and the novels. You can let your characters do a few declarations to have a handful of aspects for their ritual, or you can make them work their asses off for them. Instead of letting them buy a bunch of aspects at walmart, you can say "You know, you get a few candles and chalk and whatnot, but for a ritual that big, they won't be that useful. That's one 'cheap ritual equipment' aspect, nothing more."

Quote
Then he gets sidetracked by my poor wording. Sorry about that, Haru.
The thing is, I don't see the problem you guys seem to be having, because I haven't run into it yet. At the moment I'm trying to understand it, which is bound to carry with it quite a few misconceptions and misunderstandings, so no harm done.

Quote
Then he explains that, by the RAW, you can't really have a story where Wizards cast rituals unopposed. Which is a real shame, since unopposed rituals make good stories and are a staple of the novels. Because magic is, in theory, difficult enough that the process of casting it is a good story in itself.
Not really what I'm saying. On the contrary, I talked about the Earlking summoning twice, and it is a very good example of an unopposed ritual. But that happens at the "speed of plot", I don't see the need of putting up a time constraint there. Depending on the rules proposed in this thread, it would have taken Harry weeks to perform this ritual, if he would have been able to do so at all. I just don't see the ritual itself all that interesting. It is everything around it, that makes it interesting. Look at it. Harry talks a whole lot about preparing the spell, putting down the barbed wire ring, the items he has chosen to represent himself and the earlking, the energies of the day fading away and the night coming in all wild and untamed, those are all great declarations and maneuvers that help to reach the high complexity he needs. All of that takes up way more pages than when he is actually gathering up the energy for the spell.

What I meant with what I said is, that if you are not opposed, nothing is going to stop you from casting the spell. You can take your time and play it safe. There is no need to know how much time casting the spell is going to take. 5 minutes, 20 minutes, 2 hours, is it really going to make a difference, if you are not working against a clock? On the other hand, if you are working against the clock, you can easily do that with one of the

Quote
The whole point of a balanced game is to prevent the GM from needing to whack things into shape with his limitless power, after all.
Yes, but the more open a system is, the more the balance relies upon the open discussion between the involved parties. A system like D&D, where every possible spell is listed in the books, and there is nothing besides that is a way to balance a magic system without involving the GM. A spell can do what is listed in its writeup, and that is that, there is nothing to argue. For both sides, actually, if a GM doesn't like a spell, there is little he can do beside the ban hammer.

Maybe this is the core of the issue I have with a limit on thaumaturgy, whatever way that would be.

Quote
PS:
Yes.

No.

So they do other stuff instead. More useful stuff.
As long as they want to do a city-leveling-ritual but don't go through with it, I again don't see the problem. I've joked about a lot of nonsense actions in my time as a player. If they really want to push something like this, then it is going to be come a problem, absolutely.

I know I'm nagging on this, but would you mind providing an actual example of this happening? At the moment I imagine something like this:
GM: So you hear about this vampire nest in New Orleans
P1: Nah, I'd like to go and destroy Baltimore with a giant ritual, who's game?
P2: I'm in.
P3: Yeah, let's do that!

Which is very odd, and I can't imagine it happening quite like this, that's why I'm asking.

Quote
Blowing up a city with a big ritual is like beating someone to death with the Mona Lisa; impractical and a horrible waste of potential.

Thaumaturgy can do essentially anything. Killing people is a pretty lame way to use it.
That is a great picture. And a statement I agree with. Which is another part of my argument. I would say we are playing this game (or any game) to have fun. If a part of the game is lame, then why would you even use it? This goes back to my argument above. If you are playing with a "GM vs. Players" mindset, the players are going to feel the need to take the safest, not the coolest or most interesting route. Now I'm not saying that that is what you want to do, but talking about something like this is a rare case on the tables I've played, and I myself have been burned pretty good when trying to put the rule of cool to use as a player.

TL;DR:
A free magic system like this needs discussion between GM and Player as part of the balance. Big rituals can be a way to play it safe, if the players feel the need to do so ("GM vs. Players" mentality). Discussion, not arbitrary caps should determine the limit of rituals.

If something up there is incoherent or incomplete, I have overlooked it. I've been jumping back and forth a bit while writing.
Title: Re: My Thaumaturgy House Rule
Post by: Sanctaphrax on June 12, 2012, 02:57:40 AM
On the other hand, there is quite a bit to say for 8+ shift skill replacement rituals without prep.

I don't really see them as houserules as such.

The 20 shifts/body thing is explicit, and changing it is totally a houserule.

Recovery is slightly more arguable, but there's nothing in the RAW (as far as I know) that even implies that Recovery wouldn't apply fully to consequences taken to fuel spells.

Yes, it explicitly states the "20 shifts per dead body" thing, which is incredibly broken for powering a spell, but on the other hand it will push the wizard over the edge for good, no matter what he is using the spell for.

Not necessarily. A wizard could sacrifice a faerie for 20 shifts. That would not involve Lawbreaking at all.

I think we mean a different thing, when we say time constraints. You are saying, that the ritual itself, the gathering of power, actually casting the spell should take up a fixed amount of time. I am saying, that the preparation is a much bigger part of that, both supported by the RAW and the novels.

By the RAW, preparation can take a few seconds. This is a problem, I think. We all agree that Thaumaturgy should take a while, but the rules don't support that.

On the contrary, I talked about the Earlking summoning twice, and it is a very good example of an unopposed ritual. But that happens at the "speed of plot", I don't see the need of putting up a time constraint there. Depending on the rules proposed in this thread, it would have taken Harry weeks to perform this ritual, if he would have been able to do so at all. I just don't see the ritual itself all that interesting. It is everything around it, that makes it interesting. Look at it. Harry talks a whole lot about preparing the spell, putting down the barbed wire ring, the items he has chosen to represent himself and the earlking, the energies of the day fading away and the night coming in all wild and untamed, those are all great declarations and maneuvers that help to reach the high complexity he needs. All of that takes up way more pages than when he is actually gathering up the energy for the spell.

What does this have to do with anything?

What I meant with what I said is, that if you are not opposed, nothing is going to stop you from casting the spell. You can take your time and play it safe. There is no need to know how much time casting the spell is going to take. 5 minutes, 20 minutes, 2 hours, is it really going to make a difference, if you are not working against a clock?

Yes.

Time is valuable. And I'm not talking about the difference between 5 minutes and 20 minutes here. I'm talking about the difference between 5 minutes and 5 years.

Ideally, the response to something like "I want to blow up the moon with a ritual" would be "that'll take a lot of work". Not "your character is easily capable of that, but I'll use my GM powers to make it hard for you".

Think of the time when

Quote
Eb drops a satellite

in the novels. Nothing was opposing him, as far as we can tell. But a normal wizard couldn't have done it. At least not fast enough for it to matter without making massive sacrifices.

The rules should support that.

Yes, but the more open a system is, the more the balance relies upon the open discussion between the involved parties. A system like D&D, where every possible spell is listed in the books, and there is nothing besides that is a way to balance a magic system without involving the GM. A spell can do what is listed in its writeup, and that is that, there is nothing to argue. For both sides, actually, if a GM doesn't like a spell, there is little he can do beside the ban hammer.

D&D does not work that way at all.

That aside, discussion still needs guidelines.

I know I'm nagging on this, but would you mind providing an actual example of this happening? At the moment I imagine something like this:
GM: So you hear about this vampire nest in New Orleans
P1: Nah, I'd like to go and destroy Baltimore with a giant ritual, who's game?
P2: I'm in.
P3: Yeah, let's do that!

Which is very odd, and I can't imagine it happening quite like this, that's why I'm asking.

It was more like "Huh, a field of dead giants. I think I'll resurrect them all. The other PCs aren't here, so I'll just take a couple hours to do it myself. (http://www.jimbutcheronline.com/bb/index.php/topic,22978.msg1281248.html#msg1281248)"

(The mechanics of said spell were PMed to me, if I recall correctly. But I seem to have deleted that message.)

Then I, as a GM, think: "I don't think that this should be so easy, but the rules are what they are and changing them on the fly to stop my player's plan would be unpleasant for everyone involved."

The character in question here crushes most of her problems with overwhelming magical power. It's a big part of her personality. This is fun and cool, but it puts a lot of stress on the Thaumaturgy rules.

If a part of the game is lame, then why would you even use it?

Because it's a big part of the setting, and a big part of many characters too.

But I'd rather not use something lame, so I'd like to make it less lame. (Honestly, though, I feel bad calling Thaumaturgy lame. It has big problems, but much of its design is pretty awesome.)
Title: Re: My Thaumaturgy House Rule
Post by: crusher_bob on June 12, 2012, 04:50:07 AM
The problem with 'the GM and players will figure something out' is manyfold:

1
The vast majority of GMs and players are not good at system design, so any system they are likely to come with on the fly is going to be broken in one way or the other.

2
The GM and players have very few 'things' to hang any self designed system on.  Can my 10 refresh wizard blow up a city?  What about my 20 refresh wizard? or by 30 refresh wizard?  What about, say, building a house out of grass clippings?  How hard is it, compared to doing it in a more conventional way?  After all, things moving at the sped of plot is a fine way to write a book, but not really a fine way to write rules for a game.

3
Any time spent making up your own rules is time not spent playing the game.  Many people will just look at the mess the rules are in and decide to solver their problems some other way.  After all, shooting the bad guy in the face is already well covered by the rules, why don't you go out and do that instead?

Quote
in the novels. Nothing was opposing him, as far as we can tell. But a normal wizard couldn't have done it. At least not fast enough for it to matter without making massive sacrifices.

The rules should support that.

Why couldn't a normal wizard have done that?  For example, I could have borrowed a horse, filling a cart up with explosives and roofing nails, taken my cart bomb through the never-never, dropped off my veiled cart bomb next to the house, and rode my rented horse into the sunset.  And that doesn't take much thaumaturgy at all.  As destructive power goes, blowing up a house is not really a big thing.

Compared to the other stuff attributed to Ebenezar:

Karakatoa:
Wikipedia:

Quote
The explosion is considered to be the loudest sound ever heard in modern history, with reports of it being heard nearly 3,000 miles (4,800 km) from its point of origin.
... the eruption was equivalent to 200 megatons of TNT ...

Tunguska
Quote
Estimates of the energy of the blast range from 5 to as high as 30 megatons of TNT (21–130 PJ),[7][8] with 10–15 megatons of TNT (42–63 PJ) the most likely

Pulling a satellite down out of orbit and blowing up a 'house' is a very measured and limited response.  Certainly stronger than a stiff diplomatic note, but much smaller than a full out attack would have been. 

Title: Re: My Thaumaturgy House Rule
Post by: Sanctaphrax on June 12, 2012, 05:14:09 AM
I agree with most of what you said, but I was under the impression that

(click to show/hide)

If you think otherwise, replace it with some other spell. The point is the same regardless.
Title: Re: My Thaumaturgy House Rule
Post by: Haru on June 12, 2012, 07:05:43 AM
Ok, see that is one of the things that I am talking about (well, trying to poorly, rather). Yes, the satellite did a lot of damage, but it was an offscreen thing. I would probably have let the player do this by spending a fate point on the "Blackstaff" aspect and be done with it. He is the blackstaff, he can do things like that simply by being the blackstaff. Especially, since Ortega had already been defeated, it was nothing more than a finishing move, which helped the story along.

I would look at a lot of thaumaturgy rituals this way, meaning having a look at the end rather than the means. For example Harry calling ab the wikipedia demon, you could go and make it a full fledged "summoning a demon and trapping him inside a circle" spell (means), or you can treat it as a contacts replacement ritual to gather some information (ends). They will be the same on the narrative end, but the mechanics would be entirely different.

And I see nothing wrong with the field of giants resurrection. It was a well written ritual from prep to finish, I see nothing to object. Plus she left her blood on every last one of them, and I would love to have that turn around on her. Yes, you could set it up to be a hundred shifts or more, but how much is the actual accomplishment worth? Would it bring her into debt with her sponsor? In trouble even, if the giants do something wrong?
Did it hurt the story? That would be my only objection. I haven't read the whole story, only a short section before and after the ritual, and it seemed to fit into it rather nicely.

If you look at it from a "how many shifts do you need to raise a thousand dead giants", then I agree, the preparation alone should have probably taken weeks. But if you look at it from another perspective and treat it as a presence replacement to convince them to join the fight, it is going to go down in numbers rather drastically. The need for a ritual would still be the fact that they are dead, so you wouldn't be able to talk to them, and they wouldn't be able to help otherwise. But raising them is not the interesting part here, at least in my eyes, so it should be alright to just gloss it over with a good description.

I stressed the earlking ritual as an example of a high complexity ritual cast in a few moments. But this, too, could have easily been done without any numbers involved by Harry accepting a compel. The GM and Jim agree to let him do the ritual successful, but the Earlking will still get loose and roam through town, due to Cowl and Kumori interfering.

With all that in mind, it should be possible to limit any actual thaumaturgy to sane numbers and treat the big rituals as plot devices. That's kind of what I had in mind the whole time, it just took a while to shake it loose.

It can ease a whole number of things, actually. For example I think it would be highly annoying to roll and roll and roll on the zombies throwing themselves against Harry's wards to get in. First of all, you'd need to determine a strength value for Harry's wards, which would probably be rather high, but how high exactly? Doesn't really matter, they are going to get through eventually, so you can just say something like "At the rate the zombies are throwing themselves at your wards, you have 5 exchanges to come up with a plan, that is equal to your complexity for wards. The clock is ticking."

And this is sort of what I meant by "unopposed", too. If a ritual is unopposed, the only reason you are doing it is its importance to the story for one reason or another. And if the ritual isn't even important to the story, then it can most often than not fall under the "mundane effects" category. I don't roll on background rituals as well. The big bad summoning a demon, killing someone remotely, etc., all of that happens, because the story demands it to. So if the story demands something of the PC, why not let them do it similarly? Now I'm not proposing to throw the rules overboard completely, they are still plenty valuable. I'm just proposing to solve this problem with an integral part of the fate rules, narrative power.
Title: Re: My Thaumaturgy House Rule
Post by: crusher_bob on June 12, 2012, 09:20:52 AM
agree with most of what you said, but I was under the impression that

(click to show/hide)

Personally, I'd prefer that the limits on big thaumaturgy be more social and diplomatic than rules related.  In general, any attempt to use big thaumaturgy, even if it's not directly destructive has some chance of upsetting the status quo, and there are plenty of great powers who could probably sniff out your intentions during the preparation phase and come do something about it.

So, for example, if you were planning to use power ~60 thaumaturgy to create yourself a sumptuous mansion out of random crap from the junkyard, there'd be a place nearby where the gatekeeper absolutely did not drop by to have a look at what you were doing, and some helicopters that were in no way associated with the white court might have flown by, and those little fairies who came by were just the free wee folk, and absolutely not stringers for the Summer and Winter courts.

And if you have been planning to do something other than make yourself a sumptuous mansion, then maybe that team of Red court investigators that you didn't see might have come and tried to tear you to itty bitty pieces one night. 

Of course, if you are the sort of person who can do 60 power thaumaturgy, this is probably not really a problem.  But it does express the 'grave concerns' that the other accorded nations have with what you are doing.  And it's not even that the hand of god will descend and squash you, but more like Iran trying to develop nuclear weapons, a lot of people are going to take an interest.

------------

Now, what about the times we've seen in the books where 'really big' thaumaturgy showed up? 
Changes (Yes, other powers involved)
Small Favor (Yes, other power involved)
Dead Beat (hmm, I'll use the excuse that a lot goes on that Harry doesn't know about)
Death Masts (well, at least two powers involved, anyway)

One certainly had the interest of other powers (Changes), the other (Dead Beat), well I'd use the excuse that there's a lot goes on that Harry doesn't know about.

Title: Re: My Thaumaturgy House Rule
Post by: Becq on June 13, 2012, 12:07:31 AM
Discussions regarding what Eb could or could not have done (or should or shouldn't have been able to do) seem fairly irrelevent to me next to what I at least consider to be the key point: under RAW, any character with discipline>=5 (including the use of specializations/focii) is capable of casting any spell -- regardless of complexity -- just by stringing together enough miniscenes.  This could include a feet-in-the-water minor practitioner capable of reproducing, for example, Eb's satellite trick.  Without the help of Demons, Outsiders, Evil Tomes, etc.

This is enough to make me think that revision of the Thaum mechanics are a Good Thing.
Title: Re: My Thaumaturgy House Rule
Post by: Tedronai on June 13, 2012, 02:23:48 AM
This is enough to make me think that revision of the Thaum mechanics are a Good Thing.

Well, they have plenty of potential to be Good Things (TM), but that doesn't guarantee that they will be.
Title: Re: My Thaumaturgy House Rule
Post by: Sanctaphrax on June 13, 2012, 06:10:23 AM
And I see nothing wrong with the field of giants resurrection. It was a well written ritual from prep to finish, I see nothing to object. Plus she left her blood on every last one of them, and I would love to have that turn around on her. Yes, you could set it up to be a hundred shifts or more, but how much is the actual accomplishment worth? Would it bring her into debt with her sponsor? In trouble even, if the giants do something wrong?

Did it hurt the story? That would be my only objection. I haven't read the whole story, only a short section before and after the ritual, and it seemed to fit into it rather nicely.

It didn't hurt the story at all, but the game's inability to model the event properly hurt my fun.

Elena spent a few hours and without any particular effort created an army powerful enough to wipe out most countries. (Every single giant is a Submerged character with 17 Refresh worth of Powers including Mythic Strength. Except for the ones that are exceptionally strong.) That's clearly overpowered.

If Elena is this powerful then it makes a mockery of the game's challenges.

The only thing holding her back is GM fiat. Which basically turns the game into Mother-May-I. She can do absolutely anything, as long as I don't feel like arguing about it.

Plus it's bad for my suspension of disbelief. Which is important.

But worse than either of those problems is the fact that there isn't much of a game involved in her rituals. They are, in themselves, dull as dry toast. Their narration is cool and their consequences interesting, but that's beside the point. We could have the same narration and the same consequences if Elena just spent a Fate Point to make a Declaration.

So a ritual is essentially a Declaration, except with pointless number crunching. Woo.

Fortunately, Belial is nice enough to powergame in fun ways. So the problem is not too drastic. But it is in fact a problem.

And this is sort of what I meant by "unopposed", too. If a ritual is unopposed, the only reason you are doing it is its importance to the story for one reason or another.

According to Your Story, rituals are stories in themselves. This is a good approach, because it accommodates wizards who try to solve every problem by retreating to a hideout to magic their problems away.

It should be fun to play a Wizard like that. Pulling off a ritual should be interesting and challenging.

The RAW don't make that so, so the RAW should step aside and let houserules improve things.
Title: Re: My Thaumaturgy House Rule
Post by: Silverblaze on June 13, 2012, 01:17:34 PM
I've always felt thaumaturgy is great for story. 

I've always felt thaumaturgy was bad for the game mechanics.

I think to some extent powerful narrative trumps mechanics.  However, Sanctaphrax has a very good point.  When a Wizard (spellcaster) can make a mockery of many combat scenarios through rituals...something with the base rules is wrong.  I'm not saying I have the fix, but I think a fix may be in order.  Frankly, ( I know I say this a lot but...) I'm  not sure there is a fix that will satisfy everyone, especially the ones advocating wizardly badassitude.  Wizards are at the core of this game and hard to balance.  They are ( apperently very arguably) unbalanced and super powered in many circumstances.  Since these two issues exist, at least in my opinion, each table will likely need to house rule Thaum for themselves.  Not saying we shouldn't work to create a "fix" for this problem, but even our "fixes" may wind up being houseruled. 

This leads me to the fact taht the section on thaumaturgy needed a chapter defining reasonable/fair limits to rituals in games included in the RAW.  Hopefully revision is incomming in future supplements.
Title: Re: My Thaumaturgy House Rule
Post by: crusher_bob on June 14, 2012, 04:28:00 AM
I think part of the problem is context.  It's like saying that a good carpet bombing can make trivial many small scale combats, and it can.  But carpet bombing is hardly the solution to everything.

So, if you are playing magic-noir cops and robbers, then you agree to keep all the big things off that table, because that's not really part of magic-noir cops and robbers.  If you instead want to play magic-noir diplomacy (http://en.wikipedia.org/wiki/Diplomacy_%28game%29), or magic-noir global thermonuclear war, then the constraints you operate under are considerably different.

From stuff implied in the books, there are people in the setting who play magic-noir global thermonuclear war, or more accurately, don't play, but could.

-----------------

So, a lot of 'but I can do X with thaumaturgy, and that's totally overpowered' is a bit like players in a game about competing organized crime interests in Chicago in the 1920s saying 'I could have my mechanics make up some armored cars, and I could load up some crop dusters with jelled petrol bombs and take over all the organized crime in the city! (mwa-ha-ha-ha!), because the cops don't have any airplanes at all, and what are they going to do to something that is bullet proof?

----------------

So, as long as the thaumaturgy rules generally prevent chumps from brewing up nukes in their bathtubs and don't let BMX Bandit and Angel Summoner cost the same amount of refresh, I'll be happy.
Title: Re: My Thaumaturgy House Rule
Post by: UmbraLux on June 14, 2012, 04:39:32 AM
I think part of the problem is context.
This.

Play with friends who buy in to your game's intended theme. 
Title: Re: My Thaumaturgy House Rule
Post by: Haru on June 14, 2012, 06:22:56 AM
It didn't hurt the story at all, but the game's inability to model the event properly hurt my fun.

Plus it's bad for my suspension of disbelief. Which is important.
Now this I can understand, even if I don't feel like this myself.

Quote
The RAW don't make that so, so the RAW should step aside and let houserules improve things.
Absolutely. Like I said before, my main goal was to understand where exactly your problems are with this, and I think we finally arrived at that point. Thank you for the discussion.

I've been trying to work out something, but all I got are some half baked ideas that I don't really think would work. Sorry I can't contribute anything more useful.
Title: Re: My Thaumaturgy House Rule
Post by: Becq on June 14, 2012, 06:55:35 PM
Even balancing thaumaturgy against the novels would be an improvement over RAW.  As it is, the rules make it eminently feasable for even a feet-in-the-water minor practitioner (let alone a snorkling wizard/sorcerer) to duplicate Blackstaff-level feats of thaumaturgy (or much, much, worse).  All it takes is a net control (discipline + spec + focus) of at least 5 and a sufficiently long string of mini-scenes strung together...
Title: Re: My Thaumaturgy House Rule
Post by: Sanctaphrax on June 15, 2012, 04:30:57 AM
I think part of the problem is context.  It's like saying that a good carpet bombing can make trivial many small scale combats, and it can.  But carpet bombing is hardly the solution to everything.

So, if you are playing magic-noir cops and robbers, then you agree to keep all the big things off that table, because that's not really part of magic-noir cops and robbers.  If you instead want to play magic-noir diplomacy (http://en.wikipedia.org/wiki/Diplomacy_%28game%29), or magic-noir global thermonuclear war, then the constraints you operate under are considerably different.

Context is only a small part of the issue, so far as I'm concerned.

Even if you're playing at cops and robbers level, many characters will be forced to purchase the ability to do the big things for certain concepts. Barring Compels, everybody with Ritual can do the 100-shift thing.

And the threat of nuclear war is unconvincing to me, because the best rituals are not all that offensive. If I want to Conjure a private island with an 80-shift Ward that lasts 200 years and checks everyone to see if they should be allowed in with a 40-shift Divination, that's not going to make people want to kill me.

Regardless, the balance concerns are secondary. I care more about the other issues.

So, as long as the thaumaturgy rules generally prevent chumps from brewing up nukes in their bathtubs and don't let BMX Bandit and Angel Summoner cost the same amount of refresh, I'll be happy.

As written they fail both those tests, but as I understand it your revision passes them. So congrats.

PS: IIRC, wyvern actually lost a player to the Thaumaturgy rules. The player in question was problematic to begin with, but the rules brought the problems out. You may want to talk to him, Haru.
Title: Re: My Thaumaturgy House Rule
Post by: crusher_bob on June 15, 2012, 07:09:15 AM
And the threat of nuclear war is unconvincing to me, because the best rituals are not all that offensive. If I want to Conjure a private island with an 80-shift Ward that lasts 200 years and checks everyone to see if they should be allowed in with a 40-shift Divination, that's not going to make people want to kill me.

I'm not saying that any use of 'high power' thaumaturgy is the equivalent to setting nukes off, but more that there are a lot of great powers with a very vested interest in the status quo.  If your use of big thaumaturgy doesn't upset the status quo, they'll just investigate and quietly leave.  But, then again, you've declared yourself a nuclear power, and they'll probably try to control you in some way or the other, even if it's just by engaging you in diplomacy.

----------------

Now, problems with my thaumaturgy revision:
1
I didn't solve the bodycount problem.

I don't have an idea for a quick fix for this one.  The first person you kill for bonus complexity should be a big deal, otherwise, why do it?  But the 347th person you kill for a ritual should probably matter a lot less.

2
I made no real provisions for other people to help you with ritual preparation, only during actually casting the ritual

I was mostly trying to come up with a rules set that the wizard;s player could go off by themself and do, and not something to really drag the other players into.  Of course, there's hardly any cooperative thaumaturgy in the books that's not done by very low power people.

3
When I wrote it, I was more interested in limiting the complexity you could do in minutes/hours because I saw those time periods as the two most likely blocks of time you'd have available during a story.  So, for example, I didn't change how added complexity from refinement works because it increased the complexity of the stuff you could do quickly, and I thought that that was the thing people would be most interested in.

---------------

So what was I trying to solve when I wrote them?

As best as I can remember:

To reduce the amount of GM face time needed every time thaumaturgy gets brought out. 

To provide clear limits on how much complexity you could get in the generally limited time period I though you'd have available (minutes or hours).

To limit the available complexity of lower refresh characters who had access to thaumaturgy, without requiring higher refresh characters to spend all their points into thaumaturgy power ups just to do some of the stuff we see Harry do.

To let nominally low powered bad guys still be able to produce powerful effects by inflicting consequences or sacrifices.
Title: Re: My Thaumaturgy House Rule
Post by: Sanctaphrax on June 17, 2012, 05:05:53 AM
I don't have an idea for a quick fix for this one.  The first person you kill for bonus complexity should be a big deal, otherwise, why do it?  But the 347th person you kill for a ritual should probably matter a lot less.

I think this one's easy. Either say that a sacrifice is only worth the sum of their consequences or make a chart of complexity gained vs number killed.

I made no real provisions for other people to help you with ritual preparation, only during actually casting the ritual

I actually think canon is fine there.

When I wrote it, I was more interested in limiting the complexity you could do in minutes/hours because I saw those time periods as the two most likely blocks of time you'd have available during a story.  So, for example, I didn't change how added complexity from refinement works because it increased the complexity of the stuff you could do quickly, and I thought that that was the thing people would be most interested in.

That does make complexity bonuses more important, which is good.
Title: Re: My Thaumaturgy House Rule
Post by: InFerrumVeritas on June 18, 2012, 02:04:19 PM
I still think limiting the number of rolls one can use to control it is a great fix for "big thaumaturgy".  My goal is to make "middle" thaumaturgy easier/less time consuming in play (not in game), but "big" thaumaturgy a major story event beyond the normal reach of players.  A possible idea:

You can, with minimal preparation (chanting maybe a circle, but keeping most of the construct in your head) do a ritual equal to your Lore plus any complexity specializations, complexity focus items, or applicable lawbreaker powers that you have.

If you have enough time to create an external construct (elaborate circle with representations of the elements and senses, etc), your ritual can be twice as complex (lore+complexity spec+complexity foci+lawbreaker all times 2).  Thus usually takes at least an hour.

You can increase the complexity with declarations (I usually allow one roll per skill with a Good or Great difficulty, and a cumulative +2 difficulty for subsequent rolls with the same skill), or by any of the other ways described in the chapter except skipping a scene (we don't use this because it doesn't suit our tastes). 

When gathering power and controlling the spell, you have a number of rolls equal to twice your base complexity. (So Lore+Spec+Foci+Lawbreaker x2 in head or Lore+Spec+Foci+Lawbreaker x4 with construct).  During combat, each roll is an exchange, but outside of combat one roll takes a moment, but more than one takes a few minutes each. 

I'm working on how I want to use external power during the second part of Thaumaturgy.  This makes a spell that kills someone difficult but possible for mid-level characters like Sells (yes, he has lots of refresh, but I'm basing "mid-level" off of effective skill levels), but not city destroying rituals (without lots of outside help).

Title: Re: My Thaumaturgy House Rule
Post by: crusher_bob on June 20, 2012, 07:46:09 AM
I'd like to seem some sample numbers, but my first impression is that your idea doesn't scale that well.  Of course, we might also be disagreeing about what qualifies as 'big thaumaturgy'.

Here's my take:
power level 3-8.  (characters of around 5-6 refresh)
This is what amateurs can manage.  So, for example, when the Paranet wards your house, this is probably what you end up with.  For more powerful people, they do this level of thaumaturgy because it's easier and more familiar (to them) than the mundane equivalent.

Power level 12-18 (characters of around 7-8 refresh)
This is probably the maximum power level manageable by 'powerful' non council members.  So it's what we'd expect from (young) warlocks, people who are powerful, but don't have the depth of power to be considered for the council, etc.

Power level 25-30 (characters of around 10-12 refresh)
This power level is what even the most junior members of the white council can manage.  Someone who is 'unaffiliated' being able to do it would be highly surprising, and if they manage it, it's usually because they are killing someone to do it, or similar bad stuff.

Power ~40-60  (characters of around 20-25 refresh)
This is the rough limit of the vast majority of white council members.
While feats on this scale are 'impressive' they generally do not threaten the status quo of the world outright.  Leveling buildings/city blocks, making Frankensteins monsters, creating large mansions out of grass clippings, stuff like that.

Power ~80-~120 (characters of around 30-40 refresh)
This the the realm of senior council members: destroying cities, making new types of vampires, calling up godzilla, etc.

--------------------

Next, I don't like the implication that big thaumaturgy needs 'some external source'.  This seems to turn it into a game of 'mother may I'.  This means that any time the GM provides a problem that big thaumaturgy can solve, it's not solvable unless he also provides the 'extra resources' that big thaumaturgy would require.

Hmm, starting a new thread, with a different but related discussion.
Title: Re: My Thaumaturgy House Rule
Post by: Sanctaphrax on June 20, 2012, 09:30:51 PM
I like those numbers.
Title: Re: My Thaumaturgy House Rule
Post by: InFerrumVeritas on June 21, 2012, 01:56:26 AM
I think it scales better than you think.  Some important points:

Each +1 complexity improves what you can pull off prep-free by 1, but what you can do in a work day by 2 (giving greater value to thaumaturgy foci and specs).  It also increases the number of control rolls by 1 under stress, 2 otherwise.  Each extra control roll increases your theoretical maximum.

Each +1 control above Superb effectively doubles the number of shifts you can safely pull off.  This gives you incentive to increase control past Superb (which you'll likely have from Discipline).

These two things give incentive to invest in Thaumaturgy.  Complexity actually meaningfully increases the ability you have and control doesn't normally seem pointless past 5.

A good example.  A Minor Talent (Ritual Ectomancy) with Conviction 3, Lore 4, Discipline 4. 
No Prep: 4
Workday Prep: 8
Safely: 16 (some risk from not having Superb control)
Theoretical Max: 64 (with perfect rolls)

Jr Wizard (Thaumaturgy) with Discipline 5, Lore 4, Conviction 4.  +1 Divination Complexity Spec, +1 Divination Control Focus.
No Prep: 5
Workday Prep: 10
Safely: 40
Theoretical Max: 120 (with perfect rolls)

Average Wizard (Thaumaturgy, 1 Refinement) with Discipline 5, Lore 5, Conviction 4.  +2 Conjuration Complexity Spec, +1 Conjuration Control Spec
No Prep: 7
Workday Prep: 14
Safely: 56
Theoretical Max: 336 (with perfect rolls)

Merlin (OW166) with Discipline 7, Lore 5, Conviction 4.  +4 Wards Complexity, +4 Wards Control
No Prep: 13
Workday Prep: 26
Safely: 312
Theoretical Max: Absurd.

Granted, these the Safely and Theoretical Max numbers still require that you make up the complexity eventually somehow.  Hence the skills limitation.  These numbers aren't any higher than the current system where once a character has 5 control, they can essentially control as many shifts as they like.
Title: Re: My Thaumaturgy House Rule
Post by: Sanctaphrax on June 25, 2012, 03:42:37 AM
We seem to be spoiled for choice here. Lots of ways to make the system better, not all of them compatible.
Title: Re: My Thaumaturgy House Rule
Post by: InFerrumVeritas on June 25, 2012, 02:09:55 PM
Sanct: I'm okay with that.  Options, ways to fix problems, etc. are good.