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The Dresden Files => DFRPG => Topic started by: nick012000 on December 14, 2012, 11:57:56 AM

Title: Sponsor Debt for Temporary Powers?
Post by: nick012000 on December 14, 2012, 11:57:56 AM
Can you take Sponsor Debt to temporarily gain supernatural powers? For instance, if you've got Unseelie Magic, could you use its predatory/possessive aspects to turn yourself into a weredragon or werewolf until the next noon, and then take Sponsor Debt equal to the Refresh Cost of the powers you gain, instead of paying Fate Points like normal?
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Tedronai on December 14, 2012, 01:05:20 PM
You don't even need the pre-established sponsor to be able to do this.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: nick012000 on December 14, 2012, 02:06:32 PM
You don't even need the pre-established sponsor to be able to do this.
*checks*
Huh, you're right. I suppose my next question is, if you perform a thaumaturgy ritual to grant yourself extra powers, do the Fate points/points of sponsor Debt you spend on Aspects to power the thaumaturgy count towards the cost of acquiring those powers? After all, it's entirely possible for non-spellcasters to spontaneously acquire powers just by spending Fate Points, with a decent justification (like changelings sliding more towards their faerie side).
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Tedronai on December 14, 2012, 02:24:32 PM
The thaumaturgical ritual is what you're using to supply the narrative justification.  Expenditures made to do that cannot also be used to do anything else.  If you want to get those temporary powers more cheaply, you'll have to find some other way to acquire that narrative justification (and thus expend your efforts in that uncertain direction, instead).
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 14, 2012, 02:50:19 PM
The Thaumaturgy ritual only needs to be Complexity 4 or 5 (plus some Duration, potentially...though that gets expensive quick, since the Temporary Powers rules are per scene). After that, any Aspects you get for it can be applied to paying for any powers granted. As can normal FP or Sponsor Debt.

None of this is allowed without the ritual, though. so, as a rule, no doing it in the midst of combat (though Seelie Magic might allow that, what with doing Biomancy at evocation speeds).
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 15, 2012, 01:48:07 AM
After that, any Aspects you get for it can be applied to paying for any powers granted.

I was going to say this in the other thread, but...I'm not so sure about that. The temporary Powers rules say that you have to spend Fate Points, not tags. Page 283 strongly implies that you can use tags, but...I hesitate to take that implication as a statement because a tag is nowhere near equal in value to a Fate Point.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Haru on December 15, 2012, 01:54:11 AM
I was going to say this in the other thread, but...I'm not so sure about that. The temporary Powers rules say that you have to spend Fate Points, not tags. Page 283 strongly implies that you can use tags, but...I hesitate to take that implication as a statement because a tag is nowhere near equal in value to a Fate Point.
I concur, you can use tags to do your ritual, but for taking powers, you'll have to use fate points. And they always last one scene, regardless of how much shifts you put into duration in the ritual. Of course you can have your spell last longer and use it as justification on multiple accounts, but you'll have to spend the whole amount of fate points for the temporary powers you want for each scene you want to use them.

You could even have the effect linger in the narrative. For example a spell that gives you wings, you spend one fate point in the first scene to use them, in the next scene you say "well, I think I pulled a wing muscle, I better keep off them for the time being", but still have the wings on your back, and in the next scene you spend another fate point and use them again.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 15, 2012, 02:13:57 AM
Huh. Guess this has been lost to time. I remember because I'm the one who got the official ruling, but as proof, well, link:

http://www.jimbutcheronline.com/bb/index.php/topic,17367.msg784726.html#msg784726 (http://www.jimbutcheronline.com/bb/index.php/topic,17367.msg784726.html#msg784726)

There. It would've been clearer, but space was an issue. You can use Tags acquired via Thaumaturgy to pay for such things. Period.

Other Tags...probably not. I'm not sure how you'd even justify it.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 15, 2012, 02:19:32 AM
I don't do the whole Word Of God thing. I take Fred's opinion seriously, but so far as I'm concerned the rules are what the books say.

Mostly because I dislike the ideas of having the rules change on me and having to search the net to work out what the rules are.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 15, 2012, 02:22:55 AM
I don't do the whole Word Of God thing. I take Fred's opinion seriously, but so far as I'm concerned the rules are what the books say.

Mostly because I dislike the ideas of having the rules change on me and having to search the net to work out what the rules are.

As noted previously, it's in the book. That just clarifies what the slightly unclear wording there means.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Haru on December 15, 2012, 02:30:02 AM
If you follow that line of reasoning, you could get a "laser sight" and tag it for a guns stunt that grants you +1 on every gun attack done with the laser sight in that scene. Which you could do with a whole lot of stuff, and suddenly a high resources skill can replace almost any stunt in the book.

I think it is a cool thing to look at some things differently, in order to reduce their costs (like treating turning into an eagle for surveillance purposes is just the narrative of a divination spell, not actually a transformation, and therefore doesn't need fate points for the powers. But if you allow tags to grant temporary powers, you kind of cheapen them, I think. Fate points are good for that. Debt as well (sometimes even better).
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 15, 2012, 02:38:07 AM
If you follow that line of reasoning, you could get a "laser sight" and tag it for a guns stunt that grants you +1 on every gun attack done with the laser sight in that scene. Which you could do with a whole lot of stuff, and suddenly a high resources skill can replace almost any stunt in the book.

If you consider those viable sources for Powers. I guess. I wouldn't allow them with a FP, would you? No? Then why would you with Tags? There's a logical disconnect between "Tags can pay for Temporary Powers if you have some way of getting said powers" (which is what I'm saying) and "Any Tag can give you temporary powers" (which is the issue in this example). I mean, you wouldn't allow someone to spend 2 FP and suddenly have Inhuman Strength without a magical justification would you? I sure wouldn't. So why would you with two Endurance or Might based tags, even if Tags are allowed?

Also, as written, it's explicit only to Thaumaturgy.

I think it is a cool thing to look at some things differently, in order to reduce their costs (like treating turning into an eagle for surveillance purposes is just the narrative of a divination spell, not actually a transformation, and therefore doesn't need fate points for the powers. But if you allow tags to grant temporary powers, you kind of cheapen them, I think. Fate points are good for that. Debt as well (sometimes even better).

Again, it's in the book that you can do this with appropriate Thaumaturgy. You don't like it, that's completely cool, but also a House Rule. Which is fine, but something you need to be aware of when giving advice to others.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Haru on December 15, 2012, 03:25:48 AM
I do allow buying stunts as temporary powers, yes. Within reason, of course, but I allow it.

I have always read it so that thaumaturgy is only your admission ticket, but you'll still have to buy the powers for fate points.

Generally, I like people committing to their powers, and this seems to propose the opposite. On the other hand, if someone wants to buy a temporary power/stunt more than once, I tend to make them take it for full anyway, since their character is obviously tending towards that direction.

Hmm... Either of the two, I guess, would be ok with me. Otherwise you are basically giving the wizard an unlimited set of modular abilities for free. Which is the power I would give him instead of thaumaturgy, if his whole concept revolves around transforming himself over and over, anyway.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 15, 2012, 03:41:53 AM
Well, the issue with shapechanging using Tags with Thaumaturgy is that that's an immensely time consuming thing to do. Like, hours or days, not minutes (for anything beyond a couple or three tags anyway). And really only lasts a scene or so free of charge since the FP costs are only paid by said Tags for one scene. It's something you do with a very specific purpose in mind, and only if you have a lot of spare time. How often is that the case, really? Harry certainly lacks said time for the most part. And you can't give any of this to anyone else without violating the 2nd Law.

And yeah, if you're doing it all the time, or want combat shapeshifting ala Listens-to-Wind, yeah, you should grab Modular Abilities...but part of the point of Thaumaturgy is that it can do just about anything if you give it enough time. Turning into an animal or being invincible for a scene are definitely things a big ritual can pull off...and not necessarily ones that should cost an FP if you've put in enough prep.

And again, if you don't like that, that's fine, but it's right there in the rules, so removing it's a house rule. A valid one, but one you should be aware of for purposes of giving advice to others.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: nick012000 on December 15, 2012, 05:42:39 AM
So, let me give you an example of what I meant, using a character I've written up but not played. He wants to turn himself into a were-dragon, enchanting a necklace to give him the power to transform. Mechanically, this is Item of Power [+2], Beast Form [-1], Echoes of the Beast [-1], and Human Form [+1] affecting Wings [-1] and Claws [-1], for a total Refresh cost of [-1]. He's already got Unseelie Magic to use for the breath weapon, and Inhuman Strength/Toughness, so he doesn't include either of those in the ritual.

So, setting up the ritual, he Invokes his High Concept (Nerdy Winter Knight) for the raw power to power the ritual, and his Trouble (Mantle of a Monster) to give him the predatory instincts to use his new form properly. He then uses his Scholarship to make three Declarations: I Have A Degree In Aviation Technology, to work out how to get the thing flying properly; The Mind Of An Engineer, to reflect his past training with mechanical engineering to work out back-of-the-envelope calculations on how the basic mechanics of how its limbs and whatnot would work; and I've Read A Lot Of Wikipedia, for the biological knowledge to make sure it wouldn't just keel over and die on him.

This is a total of five Aspects invoked/tagged, for a total of five Fate Point-equivalents; so the enchantment on the necklace would last for five scenes or the next noon, whichever came first, right?
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Tedronai on December 15, 2012, 05:49:35 AM
I would look seriously askance at any player who wanted to create an Item of Power 'on-screen' through the use of a relatively simple ritual.  To me, that's a rather more complicated and involved process than can be pulled off in an afternoon's effort.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: nick012000 on December 15, 2012, 06:07:08 AM
I would look seriously askance at any player who wanted to create an Item of Power 'on-screen' through the use of a relatively simple ritual.  To me, that's a rather more complicated and involved process than can be pulled off in an afternoon's effort.
Well, for something like the Swords of the Cross, sure. For something relatively minor like a Hexenwulf Belt, though, I wouldn't think it'd be too difficult. Harry summoned up Sue without too much difficulty, and Hexenwulf belts are the same basic principle; you're just binding a spirit into a belt rather than the skeleton of a Tyrannosaurus Rex.

Granted, the spell I just detailed is probably closer to the werewolf transformation used by the Alphas than that used by a Hexenwulf; it's just bound into an amulet for easy activation rather than practiced over and over until it can be used reflexively.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 15, 2012, 06:27:29 AM
Hmmmm. Well, first off, a necklace is only a +1 Item of Power, you'd need a dragonskin cloak or something to be +2, speaking of which...none of the Tags you list actually explain how he casts the spell. The story of the spell, y'know, what the whole process of making spell declarations is supposed to be about?

So no, I wouldn't allow that. Or any spell that was designed that way. On the other hand, getting your hands on the scale of a Dragon (Contacts), finding the proper ritual in an ancient book to assume a tiny fragment of it's glory (Lore), and a single Scholarship Declaration (any one of your three) to understand how to structure it properly, and I might allow it, yeah. Spells must be thematically appropriate in order to work. Indeed, with Thaumaturgy, that and time are their only real limitations, so you damn well better enforce them.

I'd also just generally be very skeptical of applying Item of Power or Human Form to any temporary power set. Their disadvantages are mostly long-term, and I'm very skeptical of allowing them on such a temporary thing. But that's a personal thing not the rules. I'd also be very skeptical of any PC grabbing Beast Change on a temporary basis without some sort of possession going on (ala Hexenwulfen, and likely including Demonic Copilot), simply because it's really hard to justify any other way.

So, in short, yes, you can do what you're talking about (at the costs in question), but the item needs to be more obvious and you need better thematics for your Thaumaturgy to actually work. And you need an explanation for Beast Change, which you are seriously lacking.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: UmbraLux on December 15, 2012, 06:39:30 AM
This is a total of five Aspects invoked/tagged, for a total of five Fate Point-equivalents; so the enchantment on the necklace would last for five scenes or the next noon, whichever came first, right?
No.  Assuming you've managed to research, acquire ingredients, prepare, and cast the spell* prior to invoking aspects, it might...though duration needs corrected / clarified.  I'm not sure where your duration of 'noon' came from - dusk and dawn are the thresholds.  It's also explicitly stated that you can only buy temporary powers for one scene.  (YS92)

*The spell itself isn't going to be easy.  You'll need the appropriate symbolic links to start with...good luck getting away from a dragon with anything useable as a symbolic link back to him.  Harry went through some fairly extreme measures to get a link back, what do you think the dragon might be willing to do?

Edit:  To make it worse, you'd need a new link every time you cast the spell.  Good luck keeping a dragon captive...  ;)
Title: Re: Sponsor Debt for Temporary Powers?
Post by: nick012000 on December 15, 2012, 06:55:46 AM
No.  Assuming you've managed to research, acquire ingredients, prepare, and cast the spell* prior to invoking aspects, it might...though duration needs corrected / clarified.  I'm not sure where your duration of 'noon' came from - dusk and dawn are the thresholds.
Changes, when Lea makes a some magical outfits for Susan and Harry, and when Harry makes a snark about hoping they won't disappear at midnight, she responds with something to the effect of "Of course not; what do you take me for, a Summer faerie? They'll last until noon." This implies that Seelie/Unseelie magic lasts until midnight and noon, respectively, rather than until dusk/dawn like most thaumaturgy does.

Quote
It's also explicitly stated that you can only buy temporary powers for one scene.  (YS92)
Yeah, but I figured you could keep buying the same Temporary powers over and over again each scene. It adds up quick, if you're trying for anything more than a power worth more than one or two Refresh.

Quote
*The spell itself isn't going to be easy.  You'll need the appropriate symbolic links to start with...good luck getting away from a dragon with anything useable as a symbolic link back to him.  Harry went through some fairly extreme measures to get a link back, what do you think the dragon might be willing to do?
The symbolic link is himself; the dragon he turns into is a manifestation/personification of the predatory and possessive instincts that come with the Mantle of the Winter Knight.

EDIT:
Hmmmm. Well, first off, a necklace is only a +1 Item of Power, you'd need a dragonskin cloak or something to be +2,
*checks Item of Power* Hmm, I think you might be right. It's based on whether or not it's concealable, though, not size, so a ring should work. You can't conceal them when you're wearing them openly on your finger, after all. A pin for his suit-collar or tie might also work. Or belts, if he wants to just rip off the Hexenwulf spells.

Quote
speaking of which...none of the Tags you list actually explain how he casts the spell. The story of the spell, y'know, what the whole process of making spell declarations is supposed to be about?
Hmm? He sits down, and does a bunch of calculations working out the physical principles of the thing. Then he builds the image in his mind, whips up a circle of ice with Evocation, and pulls on the power of Winter through his Mantle to power the ritual, and the instincts of his mantle to understand how to use his new form, and focuses them through the mental images he has and ties them all off in the item he's using to store the spell.

Quote
So no, I wouldn't allow that. Or any spell that was designed that way. On the other hand, getting your hands on the scale of a Dragon (Contacts), finding the proper ritual in an ancient book to assume a tiny fragment of it's glory (Lore), and a single Scholarship Declaration (any one of your three) to understand how to structure it properly, and I might allow it, yeah. Spells must be thematically appropriate in order to work. Indeed, with Thaumaturgy, that and time are their only real limitations, so you damn well better enforce them.
It's not an actual Dragon, so much as the image of a lower-case dragon as a representation of the possessive and predatory aspects of Winter.

Quote
I'd also just generally be very skeptical of applying Item of Power or Human Form to any temporary power set. Their disadvantages are mostly long-term, and I'm very skeptical of allowing them on such a temporary thing. But that's a personal thing not the rules. I'd also be very skeptical of any PC grabbing Beast Change on a temporary basis without some sort of possession going on (ala Hexenwulfen, and likely including Demonic Copilot), simply because it's really hard to justify any other way.
Becoming a personification of the worst of the Winter Knight's instincts wouldn't be enough for you? ;)

Quote
So, in short, yes, you can do what you're talking about (at the costs in question), but the item needs to be more obvious and you need better thematics for your Thaumaturgy to actually work. And you need an explanation for Beast Change, which you are seriously lacking.
He gets big and strong (increasing Might), and overwhelmed by the instincts of his Mantle (decreasing Scholarship and increasing Fists, Survival, and Stealth), dulling his thought processes. Also, he doesn't have hands anymore, dropping Craftsmanship, Driving, and Weapons to 0.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 15, 2012, 07:06:19 AM
Changes, when Lea makes a some magical outfits for Susan and Harry, and when Harry makes a snark about hoping they won't disappear at midnight, she responds with something to the effect of "Of course not; what do you take me for, a Summer faerie? They'll last until noon." This implies that Seelie/Unseelie magic lasts until midnight and noon, respectively, rather than until dusk/dawn like most thaumaturgy does.

Cold Days seems to dispute this (it has a spell cast by Mab end at dawn). I suspect it's a specific limitation of Greater Glamours rather than Thaumaturgy, which is what makes the most sense for her to be using to make armor anyway.

Yeah, but I figured you could keep buying the same Temporary powers over and over again each scene. It adds up quick, if you're trying for anything more than a power worth more than one or two Refresh.

I'd allow it. That part anyway. See my previous post.

The symbolic link is himself; the dragon he turns into is a manifestation/personification of the predatory and possessive instincts that come with the Mantle of the Winter Knight.

That's potentially doable. He still needs a better spell prep than "I know how the mechanics would work."
Title: Re: Sponsor Debt for Temporary Powers?
Post by: UmbraLux on December 15, 2012, 07:07:08 AM
Yeah, but I figured you could keep buying the same Temporary powers over and over again each scene. It adds up quick, if you're trying for anything more than a power worth more than one or two Refresh.
I think that's against the spirit of the text and probably the letter.  Besides, you'd need the justification each time as well...casting a spell in this case.  So you'd end up with it every other scene at best and each scene in between would be about casting the spell.  It'd get old fast I think.

Quote
The symbolic link is himself; the dragon he turns into is a manifestation/personification of the predatory and possessive instincts that come with the Mantle of the Winter Knight.
Weak, I don't buy it.  Whether or not your group does is up to them.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: nick012000 on December 15, 2012, 07:18:03 AM
Cold Days seems to dispute this (it has a spell cast by Mab end at dawn).
Are you referring to how
(click to show/hide)
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 15, 2012, 07:30:59 AM
EDIT:*checks Item of Power* Hmm, I think you might be right. It's based on whether or not it's concealable, though, not size, so a ring should work. You can't conceal them when you're wearing them openly on your finger, after all. A pin for his suit-collar or tie might also work. Or belts, if he wants to just rip off the Hexenwulf spells.

Gloves can go over a ring. Pins are easily concealed in a pocket. A belt is invisible under a jacket. It needs to be big enough that you physically can't just put it into your pocket or under your jacket to hide it to be a +2. A suit works, a walking stick or cane works, a ring does not.

And a Hexenwulf belt is explicitly only +1, check out OW if you don't believe me.

Hmm? He sits down, and does a bunch of calculations working out the physical principles of the thing. Then he builds the image in his mind, whips up a circle of ice with Evocation, and pulls on the power of Winter through his Mantle to power the ritual, and the instincts of his mantle to understand how to use his new form, and focuses them through the mental images he has and ties them all off in the item he's using to store the spell.

That's really shaky. Getting all your Declarations from one skill is a little weak (even if its Lore, and especially if its anything else). Building a good circle should get you a Lore Declaration if you do it right, though.

It's not an actual Dragon, so much as the image of a lower-case dragon as a representation of the possessive and predatory aspects of Winter.

I'm...really not sure those would manifest as a dragon, or at least not without some kind of link to an actual one. I'd be more inclined to say that a spell designed to tap into the Mantle would grant claws and possibly a strength boost, but shapeshifting isn't really within its normal purview.

Becoming a personification of the worst of the Winter Knight's instincts wouldn't be enough for you? ;)

Eh. That might do it...but I'm still a little skeptical. A big deal is made about how hard it is to learn to move and fight in a new body.

He gets big and strong (increasing Might), and overwhelmed by the instincts of his Mantle (decreasing Scholarship and increasing Fists, Survival, and Stealth), dulling his thought processes. Also, he doesn't have hands anymore, dropping Craftsmanship, Driving, and Weapons to 0.

Again, they make a pretty big deal about how learning how to operate as a quadruped or with an extra set of limbs is a long demanding process barring certain very specific kinds of intervention. One I doubt the Winter Knight's mantle is actually familiar with, especially since it's definitionally always held by a mortal.

Are you referring to how
(click to show/hide)

Yes. I'm actually re-reading it right now, and Harry explicitly mentions it as a spell. And about how Dawn breaks it. So I think the Greater Glamours theory must be what was going on there.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: InFerrumVeritas on December 15, 2012, 07:57:13 AM
No way in any hell would I allow things like Human Form and IoP to be used temporarily.  Temporary powers should be paid for at full cost.  No discounts.  You're already getting away with not paying for all sorts of things (Refresh, potentially Fate Points).

Don't you have to take yourself out for transformations?  So even a -1 refresh power (like Beast Change) costs, at minimum, complexity 9 spell (possibly 7 if you're willing to spend a FP).  If you have Endurance at Good (as is more common than Mediocre), then you're looking at 15 shifts.  More than most enchanted items, good for a scene and leaves you with a consequence (and that consequence used up during what is probably combat). 

Add 3 complexity per additional refresh if you're creating aspects to tag, or spend quite some time (a scene each) for gathering spell components and declarations.  Or spend a fate point per refresh.  This adds up quickly.  And still 13 shifts if you're paying for everything.  Not a small spell by any means (Lore 5 doesn't even get you halfway there).

Math: Endurance 0, 5 shifts to overcome best possible roll, 2 shifts for stress (two boxes), 2 shifts for mild consequence (and free tag?), and one more to take out. 
Endurance 3, 8 shifts to overcome best possible roll, 4 shifts for stress (four boxes), 2 shifts for mild consequence (and free tag?), and one more to take out.

EDIT: You'd also still have the stress you dealt yourself.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 15, 2012, 08:16:24 AM
You can always choose what skill you target, and what Stress track (at least of Physical and Mental). When doing it on yourself, you can do so aiming at a skill at 0, assuming you can justify it (not that hard for most characters), and you never have to take consequences, or Stress, if you just concede...so taking yourself out is usually a bit less than that, and leaves no Stress or Consequences.

The minimum I'm coming up with is 5+Stress Boxers+1 (so 9 or 10 for most people)...assuming your GM won't let you fail resistance rolls by, y'know, not resisting. If they allow that (and I would, you don't need to roll Athletics to dodge when you shoot yourself in the head, same thing), it's just Stress Boxes +1.

Either way, though, that's only complexity 5-10. So not a huge difference. The hard part comes from all the damn Tags you need to accumulate to turn into anything cool.
.
.
.
I'm with you on the IoP and Human Form thing, though.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Tedronai on December 15, 2012, 05:17:00 PM
Gloves can go over a ring. Pins are easily concealed in a pocket. A belt is invisible under a jacket. It needs to be big enough that you physically can't just put it into your pocket or under your jacket to hide it to be a +2. A suit works, a walking stick or cane works, a ring does not.

For my own games, I tend not to hold strictly to this.  I keep it as the 'general rule', describing most IoPs, but some are special, even as compared to such a special group as IoPs.  Some, while small enough to conceal physically, simply refuse to escape notice.  This might be as a product of their Purpose, or it might simply be a product of the immense power they hold.  In such instances, I judge them on their effective concealment potential, rather than their physical limitations.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 15, 2012, 11:01:31 PM
As noted previously, it's in the book. That just clarifies what the slightly unclear wording there means.

He says he would "suggest". That doesn't sound like a clarification of the RAW to me, it sounds like a possible way to adjudicate things.

And even if it was a grand statement of rules, it doesn't matter. The rules are what the books say. Expecting people to trawl the net for the Real Rules is just silly.

In short, the Fred quote is pretty meaningless.

Well, the issue with shapechanging using Tags with Thaumaturgy is that that's an immensely time consuming thing to do. Like, hours or days, not minutes (for anything beyond a couple or three tags anyway).

This isn't actually true.

Five-minute rituals are appropriate mechanically and narratively.

One would assume that bigger rituals would take longer, but as it happens the rules don't actually say that...it's a known issue with the Thaumaturgy system. The book provides no real guidance when it comes to Thaumaturgy's time-scale, so people are left to make things up based on what makes sense, and not everybody agrees on what makes sense.

And doing calculations in your head is a reasonable Declaration, it just becomes broken when added to the possibility of paying Refresh costs with tags. Which indicates that paying Refresh costs with tags is unfair, to my mind.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 15, 2012, 11:30:55 PM
He says he would "suggest". That doesn't sound like a clarification of the RAW to me, it sounds like a possible way to adjudicate things.

The game is 'unfinished', making the marginalia as much RAW as the rest of the book. The marginalia say you can do it, and he clarifies what he means by that (in case it was unclear).

And even if it was a grand statement of rules, it doesn't matter. The rules are what the books say. Expecting people to trawl the net for the Real Rules is just silly.

In short, the Fred quote is pretty meaningless.

I actually agree with you for the most part...but this isn't an after-the-fact rules change or something, it's an explanation for what a slightly unclear bit of rules text means. If there are multiple textual interpretations and the author tells you which he meant...that's clearly the way the rules work.

This isn't actually true.

Five-minute rituals are appropriate mechanically and narratively.

One would assume that bigger rituals would take longer, but as it happens the rules don't actually say that...it's a known issue with the Thaumaturgy system. The book provides no real guidance when it comes to Thaumaturgy's time-scale, so people are left to make things up based on what makes sense, and not everybody agrees on what makes sense.

True to some extent...but Fate in general is supposed to be more narrative than anything. Things take as long as they should take dramatically speaking. For anything big, that's quite a while. You can handle it another way, sure, but all kinds of things start getting broken if you do. Tags to get temporary powers are the least of it. I mean, if you allow five minutes of figuring to result in three or four Declarations just from the thought process, any player who's actually creative with Thaumaturgy will completely wreck your game casually even without these rules. Certainly I could.

And doing calculations in your head is a reasonable Declaration, it just becomes broken when added to the possibility of paying Refresh costs with tags. Which indicates that paying Refresh costs with tags is unfair, to my mind.

Multiple declarations for figuring out stuff in your head, all with the same skill, with no other Declarations at all are unreasonable as the sum total of any spell. You need a better story and more justification than that. Now, as part of a larger ritual, sure, they're fine. The problem here is in the methodology, not the goals.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 16, 2012, 03:33:35 AM
The game is 'unfinished', making the marginalia as much RAW as the rest of the book. The marginalia say you can do it, and he clarifies what he means by that (in case it was unclear).

The marginalia imply it without directly stating it, in contradiction of the rules given earlier in the book. That's hardly ironclad.

I actually agree with you for the most part...but this isn't an after-the-fact rules change or something, it's an explanation for what a slightly unclear bit of rules text means. If there are multiple textual interpretations and the author tells you which he meant...that's clearly the way the rules work.

Nope.

In order for the author's word to have any effect on the meaning of the rules, it would have to hold some special weight. Which it does not.

Look, we aren't mind readers and we can't be expected to track down the author's intentions when the rules are vague. So intention is best ignored. If the rules are unclear, acknowledge that and play with the interpretation that makes for the best game.

True to some extent...but Fate in general is supposed to be more narrative than anything. Things take as long as they should take dramatically speaking. For anything big, that's quite a while. You can handle it another way, sure, but all kinds of things start getting broken if you do. Tags to get temporary powers are the least of it. I mean, if you allow five minutes of figuring to result in three or four Declarations just from the thought process, any player who's actually creative with Thaumaturgy will completely wreck your game casually even without these rules. Certainly I could.

The problems are that a) there's no real agreement on how long things should take dramatically speaking and b) the vagueness basically forces you to play freeform when doing big rituals. And freeform play makes all of those (mostly very good) Thaumaturgy rules totally pointless because you're barely using them, while ruining the whole powergaming experience.

And three or four Declarations in five minutes doesn't actually break much. At least, my experience indicates that it does't actually break much. It's powerful, but not ridiculously so.

And yes, my players are creative with Thaumaturgy.

(Recovery abuse is pretty broken, though.)

Multiple declarations for figuring out stuff in your head, all with the same skill, with no other Declarations at all are unreasonable as the sum total of any spell. You need a better story and more justification than that. Now, as part of a larger ritual, sure, they're fine. The problem here is in the methodology, not the goals.

I wouldn't let people do them all with the same skill, but a five minute ritual with +6 complexity from Declarations is generally okay with me. Allowing that just means that people will use Thaumaturgy frequently and in a variety of ways.

Now, people do indeed take rituals a bit for granted when you let them do them fast. That's okay, they spent Refresh on them. It doesn't damage the game if they divine the murderer's name or summon up a flying chariot to cross a chasm.

But if they give themselves Inhuman Recovery all the bloody time then it does damage the game. So you can't let people take power-granting for granted.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 16, 2012, 04:18:16 AM
The marginalia imply it without directly stating it, in contradiction of the rules given earlier in the book. That's hardly ironclad.

They literally didn't have space to make it clearer.

Nope.

In order for the author's word to have any effect on the meaning of the rules, it would have to hold some special weight. Which it does not.

Look, we aren't mind readers and we can't be expected to track down the author's intentions when the rules are vague. So intention is best ignored. If the rules are unclear, acknowledge that and play with the interpretation that makes for the best game.

Well, yes. Obviously. You always go with whatever makes the best game regardless of any rules...but if you're doing so in knowing contradiction of the author's stated intent (especially state right when the words were written) you're making a house rule and claims that you aren't are shaky at best. Now, doing house rules is hardly a problem...but it's very much what's going on when you make interpretations you know for a fact aren't what the authors intended.

I mean, if an author says "I might've done it this way..." years later or something that's pretty meaningless, rules-wise, though it might be good advice. If you're talking to them as they're writing something into the book and they explicitly say what they mean...that's pretty damn compelling. Or should be anyway. and precisely the situation we're talking about here.

The problems are that a) there's no real agreement on how long things should take dramatically speaking and b) the vagueness basically forces you to play freeform when doing big rituals. And freeform play makes all of those (mostly very good) Thaumaturgy rules totally pointless because you're barely using them, while ruining the whole powergaming experience.

I honestly think if you're looking for a powergaming experience, the DFRPG (and especially the Thaumaturgy rules) are not made with your sensibilities or goals in mind. And you're definitely using them, indeed, you're using them for their intended purpose: If your GM isn't regarding any spell as a story that he can either interject things to interrupt or interject coolthings into the game with, he's not using the system as intended.

And three or four Declarations in five minutes doesn't actually break much. At least, my experience indicates that it does't actually break much. It's powerful, but not ridiculously so.

And yes, my players are creative with Thaumaturgy.

(Recovery abuse is pretty broken, though.)

It's the 'while doing nothing but thinking' that makes me really dubious, you at least need to make a circle and have an ingredient or two. But yeah, I don't actually have a problem with quick Thaumaturgy...but 3 refresh of powers aren't generally too awful anyway. It's if you keep allowing the player to do so over successive five minute periods it gets really problematic.

I wouldn't let people do them all with the same skill, but a five minute ritual with +6 complexity from Declarations is generally okay with me. Allowing that just means that people will use Thaumaturgy frequently and in a variety of ways.

Again, I don't actually have a problem with this, though I usually minimize time at more like 15 minutes than 5. It's when they get much bigger that they start taking more and more time, progressing in a geometric fashion, not a linear one.

Now, people do indeed take rituals a bit for granted when you let them do them fast. That's okay, they spent Refresh on them. It doesn't damage the game if they divine the murderer's name or summon up a flying chariot to cross a chasm.

But if they give themselves Inhuman Recovery all the bloody time then it does damage the game. So you can't let people take power-granting for granted.

Eh. They could have it all the time for a point of Refresh anyway (indeed, I think 5/6 of my last group did). I'm really not seeing a problem with getting it cheaply without FP. Hell, Reiki Healing already does that sans FP at only Complexity 8-10, except for the in-combat use, which they're almost never gonna get unless prepping for a fight. And even then, if they have prep-time, Inhuman Recovery is hardly their best choice, is it?
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 19, 2012, 06:41:56 AM
They literally didn't have space to make it clearer.

Wrong.

So wrong, in fact, that I suspect I'm misunderstanding you somehow.

Look at the Temporary Powers box. Do you really think they couldn't fit the words "or tags" in there? Because they could have. There's more than enough space for six letters and two spaces.

Did you really mean that they couldn't fit those words in the box on page 92?

Well, yes. Obviously. You always go with whatever makes the best game regardless of any rules...but if you're doing so in knowing contradiction of the author's stated intent (especially state right when the words were written) you're making a house rule and claims that you aren't are shaky at best. Now, doing house rules is hardly a problem...but it's very much what's going on when you make interpretations you know for a fact aren't what the authors intended.

I feel like you're not actually reading my posts...

Intent doesn't matter to me. What's written does. A house rule is a rule that contradicts the rules as written, not a rule that contradicts the rules as intended.

I honestly think if you're looking for a powergaming experience, the DFRPG (and especially the Thaumaturgy rules) are not made with your sensibilities or goals in mind.

Of all the systems I'm familiar with, it accommodates powergaming the best.

D&D 3.5, Exalted, Scion, and Shadowrun all implode (more than they do normally) if you try to powergame. Unknown Armies, Don't Rest Your Head, and Nobilis provide little reward for optimization. Alpha Omega is just kind of meh mechanically. Mongoose Legend's randomness makes powergaming kinda futile, and Rule Of Cool Legend is not finished yet.

I don't know what Evil Hat intended, but I doubt they were unaware of the way that Compels bring optimal play into line with interesting play. And they probably didn't provide a wide selection of mostly-but-not-completely balanced abilities by accident.

It's the 'while doing nothing but thinking' that makes me really dubious, you at least need to make a circle and have an ingredient or two. But yeah, I don't actually have a problem with quick Thaumaturgy...but 3 refresh of powers aren't generally too awful anyway. It's if you keep allowing the player to do so over successive five minute periods it gets really problematic.

Why would I not let them do it repeatedly?

It's when they get much bigger that they start taking more and more time, progressing in a geometric fashion, not a linear one.

It'd be nice if this was true.

Because the way it is now, the group has to make it true. And if they have differing ideas about how Thaumaturgy works, that's a massive pain.

In my experience, people disagree about what's possible with rituals all the time. This is rather problematic when somebody actually wants to cast one and people waste time talking about the rules instead of using them.

The above bit about "repeated-ness" is a good example. If we were actually playing I might try to conjure a dozen things one by one. This seems to me to be within the rules as written and the rules as intended. But if you were at the table, the game might need to be derailed by a tedious discussion about whether I can actually do that.

Eh. They could have it all the time for a point of Refresh anyway (indeed, I think 5/6 of my last group did). I'm really not seeing a problem with getting it cheaply without FP. Hell, Reiki Healing already does that sans FP at only Complexity 8-10, except for the in-combat use, which they're almost never gonna get unless prepping for a fight. And even then, if they have prep-time, Inhuman Recovery is hardly their best choice, is it?

Inhuman Recovery is much better than Reiki Healing. And if you don't think it's the best available, pick something else...it's just an example.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 19, 2012, 07:13:42 AM
Wrong.

So wrong, in fact, that I suspect I'm misunderstanding you somehow.

Look at the Temporary Powers box. Do you really think they couldn't fit the words "or tags" in there? Because they could have. There's more than enough space for six letters and two spaces.

Did you really mean that they couldn't fit those words in the box on page 92?

No, I meant they didn't have space on p. 283. By default, RAW and RAI, without Thaumaturgy, you cannot pay the cost with Tags...and thus p. 92 is not the place for this. P. 283, where they discuss how Thaumaturgy rules interact with those rules is, in fact, the perfect place...but they only had room for a few more words...so they put them in, but not with as much clarity as would be ideal.

I feel like you're not actually reading my posts...

Intent doesn't matter to me. What's written does. A house rule is a rule that contradicts the rules as written, not a rule that contradicts the rules as intended.

I actually agree with you for the most part. Except when the rules-as-written are open to multiple valid interpretations (as here)...in which case, the author saying what they meant makes all the difference in the world and leads to an obviously correct interpretation.

Of all the systems I'm familiar with, it accommodates powergaming the best.

D&D 3.5, Exalted, Scion, and Shadowrun all implode (more than they do normally) if you try to powergame. Unknown Armies, Don't Rest Your Head, and Nobilis provide little reward for optimization. Alpha Omega is just kind of meh mechanically. Mongoose Legend's randomness makes powergaming kinda futile, and Rule Of Cool Legend is not finished yet.

I don't know what Evil Hat intended, but I doubt they were unaware of the way that Compels bring optimal play into line with interesting play. And they probably didn't provide a wide selection of mostly-but-not-completely balanced abilities by accident.

Oh, bringing optimal play in-line with interesting play was a design goal...powergaming per se was not. The fact that powergaming doesn't break the system just shows that it's a well-designed system...not that its intent is to enable such things. And the 'unequal' powers are a necessary artifact of the world it's intended to represent. A DFRPG game where humans could do as much damage in unarmed combat as Ogres would seriously fly in the face of the world it's intended to simulate...so some dgree of inequality is inevitable.

Why would I not let them do it repeatedly?

It's boring and fails to tell a story? I mean, there's an entire sidebar talking about the story of the spell, and the game as a whole is more based on thematics than strict adherence to the mechanics per se. But if your group likes doing things that way...then do so. That's the point of leaving those rules unstated, really. So each group can choose the manner of spell preparation that appeals most to them, and proceed to only spend as much time on said rules as they like, both in-story and out.

It'd be nice if this was true.

Because the way it is now, the group has to make it true. And if they have differing ideas about how Thaumaturgy works, that's a massive pain.

In my experience, people disagree about what's possible with rituals all the time. This is rather problematic when somebody actually wants to cast one and people waste time talking about the rules instead of using them.

The above bit about "repeated-ness" is a good example. If we were actually playing I might try to conjure a dozen things one by one. This seems to me to be within the rules as written and the rules as intended. But if you were at the table, the game might need to be derailed by a tedious discussion about whether I can actually do that.

Not if the GM's on the ball. Their ruling's the one that counts and everyone should abide by that after one argument at the most. So one discussion per game (not session, but game)...not too bad a price to pay for flexibility in how much time the group wants to spend on Thaumaturgy and in what manner.

If things get argued more than that, well, I'm inclined to think there would've been arguments about something anyway. There's always some point of disagreement to be had in any game. Always.

Inhuman Recovery is much better than Reiki Healing. And if you don't think it's the best available, pick something else...it's just an example.

How's having it for one non-combat scene better than a Reiki Healing spell or two? It speeds up Consequence healing the same amount and is about an equivalent ritual.

And what else should I use? I'm having a hard time coming up with much that'll really break things.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 20, 2012, 06:54:41 AM
No, I meant they didn't have space on p. 283. By default, RAW and RAI, without Thaumaturgy, you cannot pay the cost with Tags...and thus p. 92 is not the place for this. P. 283, where they discuss how Thaumaturgy rules interact with those rules is, in fact, the perfect place...but they only had room for a few more words...so they put them in, but not with as much clarity as would be ideal.

Wait, you're saying that the Thaumaturgy temporary Power rules are different from the normal ones? Sounds weird...I don't see much reason to assume that that's the case.

And given how over-written YS is, I'm pretty certain they could have found room.

I actually agree with you for the most part. Except when the rules-as-written are open to multiple valid interpretations (as here)...in which case, the author saying what they meant makes all the difference in the world and leads to an obviously correct interpretation.

If the rules are vague then they are vague. The correct interpretation is "they're vague", not "search the net for a developer comment".

Oh, bringing optimal play in-line with interesting play was a design goal...powergaming per se was not. The fact that powergaming doesn't break the system just shows that it's a well-designed system...not that its intent is to enable such things. And the 'unequal' powers are a necessary artifact of the world it's intended to represent. A DFRPG game where humans could do as much damage in unarmed combat as Ogres would seriously fly in the face of the world it's intended to simulate...so some dgree of inequality is inevitable.

Just out of curiosity, what do you use the word "powergaming" to mean?

Also, humans can do as much damage as ogres in unarmed combat.

It's boring and fails to tell a story?

Doesn't have to be boring.

And any sequence of events is a story.

Not if the GM's on the ball. Their ruling's the one that counts and everyone should abide by that after one argument at the most. So one discussion per game (not session, but game)...not too bad a price to pay for flexibility in how much time the group wants to spend on Thaumaturgy and in what manner.

If things get argued more than that, well, I'm inclined to think there would've been arguments about something anyway. There's always some point of disagreement to be had in any game. Always.

There's a lot more than one point of vagueness in the rules. Believe me, it's not just one argument.

The rules for Thaumaturgy promote confusion and disagreement. Because they clearly assume that people have some kind of unspoken awareness of what everyone else thinks is acceptable. And that's not always so.

If you're supposed to decide on the limits of Thaumaturgy as a group, the rules should say something about doing that during city/character creation. But they don't.

And having the GM impose dictatorial control is not a good thing at all. I can say as a GM, it's not fun.

How's having it for one non-combat scene better than a Reiki Healing spell or two? It speeds up Consequence healing the same amount and is about an equivalent ritual.

And what else should I use? I'm having a hard time coming up with much that'll really break things.

It affects all consequences, not just a single moderate, and is handy if a fight starts.

Plus you don't have it for one scene, you have it for all of them. Just cast the ritual again.

Wizards are, in-story, munchkins. They can be expected to acquire whatever unfair magical advantages they can.

Wings is probably the most broken thing to make easily available with magic. Beast Change is pretty unfair too. But honestly a few extra points of Refresh for free will pretty much always break things. You don't even have to spend it intelligently.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 20, 2012, 08:53:03 AM
Wait, you're saying that the Thaumaturgy temporary Power rules are different from the normal ones? Sounds weird...I don't see much reason to assume that that's the case.

And given how over-written YS is, I'm pretty certain they could have found room.

Uh...at the stage they were at, they only had the marginalia to work with. I mean, I'm directly quoting Fred here on the 'no room' thing...I mean, read the thread I linked. He mentioned the paying with Tags thing, I suggested putting it in the book, he responded with "Sadly, there's almost no room." and then found room, but only for a few words...which are thus less clear than would be ideal.

Are you saying that one of the authors of the game was lying or mistaken there...or what? Because I'm legitimately unclear. I mean, he directly said there wasn't room, what more do you want?

If the rules are vague then they are vague. The correct interpretation is "they're vague", not "search the net for a developer comment".

Well, yeah. And then that interpretation changes to "Oh, that's what he meant." if you do happen to run into such a statement. Because, y'know, the actual author's intent has some relevance if you happen to know what it was at the time.

Just out of curiosity, what do you use the word "powergaming" to mean?

In context? Attempting to make the most mechanically optimal character possible, preferably one with no weaknesses whatsoever and being as unstoppable as possible in whatever area you focus on. Not usually a good primary goal in any game (though fine as a secondary goal) and just generally not what this specific system was designed for.

Also, humans can do as much damage as ogres in unarmed combat.

Not at equal levels of skill, no. Well, not without vast amounts of luck/FP anyway.

Doesn't have to be boring.

No, but it sure sounds it in most cases compared to more active casting.

And any sequence of events is a story.

Yes, but not necessarily a very good one or one that makes narrative sense.

There's a lot more than one point of vagueness in the rules. Believe me, it's not just one argument.

Well, sure. I meant one argument on that specific subject.

The rules for Thaumaturgy promote confusion and disagreement. Because they clearly assume that people have some kind of unspoken awareness of what everyone else thinks is acceptable. And that's not always so.

If you're supposed to decide on the limits of Thaumaturgy as a group, the rules should say something about doing that during city/character creation. But they don't.

Um...game writers aren't perfect and don't think of everything? I mean, sure, that'd be nice and clearly a good idea, but it's not hard to work around.

And if you're really playing with a group who can't work this sort of thing out in some sort of amicable fashion...that sounds like there's a problem there that has nothing to do with the game.

And having the GM impose dictatorial control is not a good thing at all. I can say as a GM, it's not fun.

Saying "That's my ruling and it's final." to stop an argument after you've heard out both sides isn't dictatorial control, it's a GM's job. And it's only unfun if there are things like emotional issues involved...which there really shouldn't be if you're being fair.

It affects all consequences, not just a single moderate, and is handy if a fight starts.

Eh. It doesn't help with Severe Consequences (since it's only one scene) and Mild Consequences only take a scene to heal anyway. So the difference is primarily academic if it's used in a non-combat scene.

Plus you don't have it for one scene, you have it for all of them. Just cast the ritual again.

Effectively 9-14 Shift Rituals are hard to do every scene.

Wizards are, in-story, munchkins. They can be expected to acquire whatever unfair magical advantages they can.

Of course. Any they have, y'know, time to do. Wizards tend to win given unlimited time, you need to rush them for them to have real problems. Luckily, this neatly matches how the novels go. Yay genre emulation.  :)

Wings is probably the most broken thing to make easily available with magic. Beast Change is pretty unfair too. But honestly a few extra points of Refresh for free will pretty much always break things. You don't even have to spend it intelligently.

Flying is cool, but hardly unstoppable. And Beast Change is only a problem if you let them grab it and get whatever skills they like...and even then, they'd almost certainly be better just sticking with Evocation

And it's hardly at-will, which is sorta my point. It's if given prep-time. Prep-time is always good. Indeed, with navel gazing Aspects it's one Aspect per exchange good...which might well be better than that time expended on a ritual.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 21, 2012, 06:45:39 AM
Are you saying that one of the authors of the game was lying or mistaken there...or what? Because I'm legitimately unclear. I mean, he directly said there wasn't room, what more do you want?

I'm no mind reader, but I've read that note and it contains unnecessary words. Room could have been made.

My guess is that Fred didn't much care about that detail and so put little effort into making room for it.

Because, y'know, the actual author's intent has some relevance if you happen to know what it was at the time.

Given that I've spent the entire thread saying the exact opposite of this, I'm actually pretty surprised that you'd just drop this comment in there like that.

So my response is:

no.

In context? Attempting to make the most mechanically optimal character possible, preferably one with no weaknesses whatsoever and being as unstoppable as possible in whatever area you focus on. Not usually a good primary goal in any game (though fine as a secondary goal) and just generally not what this specific system was designed for.

I use a slightly wider definition, which includes attempting to play your character in the most optimal manner possible. That is, in the manner most likely to accomplish your character's goals.

One of the best points of this game is that it doesn't often make you choose between the smart play and the narratively appropriate one.

That's what I mean when I say it's powergaming-friendly. It remains fun if people try to "win" when they play. I'd even say it gets more fun, but that's my personal taste.

This is kind of special because a lot of games just stop being fun if people make a serious attempt at "winning". D&D 3.5, for instance, devolves into uber-complex builds and 15-minute adventuring days.

Not at equal levels of skill, no. Well, not without vast amounts of luck/FP anyway.

Who said anything about equal skill?

No, but it sure sounds it in most cases compared to more active casting.

...

Yes, but not necessarily a very good one or one that makes narrative sense.

My experience is that if you just gloss over low-complexity rituals the game works nicely and produces good stories. "I take five minutes and conjure a sword" is best answered with "okay, you have a sword".

Unfortunately that style of play won't hold up under the rules you propose.

Well, sure. I meant one argument on that specific subject.

Each ritual can be its own subject, though.

Um...game writers aren't perfect and don't think of everything? I mean, sure, that'd be nice and clearly a good idea, but it's not hard to work around.

It actually kind of is hard to work around.

Look, this is a problem that people have. You can't argue away the fact that it's happened to me and to others.

And if you're really playing with a group who can't work this sort of thing out in some sort of amicable fashion...that sounds like there's a problem there that has nothing to do with the game.

...

Saying "That's my ruling and it's final." to stop an argument after you've heard out both sides isn't dictatorial control, it's a GM's job. And it's only unfun if there are things like emotional issues involved...which there really shouldn't be if you're being fair.

It's your job and it's dictatorial.

Look, arguing with your friends isn't fun. Neither is passing judgement. This (probably) isn't going to ruin a friendship, but it makes the game less pleasant to play.

Eh. It doesn't help with Severe Consequences (since it's only one scene) and Mild Consequences only take a scene to heal anyway. So the difference is primarily academic if it's used in a non-combat scene.

The interaction with Severe consequences is unclear, especially if you give yourself Recovery repeatedly.

Effectively 9-14 Shift Rituals are hard to do every scene.

Are they?

I tend to assume so, but I've heard it seriously said that 30 shifts is pretty easy. And not by someone stupid.

Of course. Any they have, y'know, time to do. Wizards tend to win given unlimited time, you need to rush them for them to have real problems. Luckily, this neatly matches how the novels go. Yay genre emulation.  :)

So I guess Harry's an idiot for not having access to Wings at all times. I mean, he had time in most of his casefiles for a quick ritual here and there.

Oh, and if I don't play at a breakneck pace I'm doing it wrong. So it's just my problem if things break.

Flying is cool, but hardly unstoppable. And Beast Change is only a problem if you let them grab it and get whatever skills they like...and even then, they'd almost certainly be better just sticking with Evocation

Doesn't have to be unstoppable to be unfair.

And why wouldn't people be able to pick whatever skills they want?

Oh, and Beast Change is mostly great for perception and mobility.

And it's hardly at-will, which is sorta my point. It's if given prep-time. Prep-time is always good. Indeed, with navel gazing Aspects it's one Aspect per exchange good...which might well be better than that time expended on a ritual.

Prep time is good, but if giving a Wizard a few minutes of it immediately gives everybody a bunch of Powers the game gets pretty wonky.

Tags don't last long enough to break anything normally. You have to use them "almost immediately".
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 21, 2012, 09:23:33 AM
I'm no mind reader, but I've read that note and it contains unnecessary words. Room could have been made.

My guess is that Fred didn't much care about that detail and so put little effort into making room for it.

Where on p. 283? Because I'm not seeing it, to be honest.

Given that I've spent the entire thread saying the exact opposite of this, I'm actually pretty surprised that you'd just drop this comment in there like that.

So my response is:

no.

And this is a large part of our disagreement here. I wasn't attempting to convince you there, just stating the reason for my own point of view.

I use a slightly wider definition, which includes attempting to play your character in the most optimal manner possible. That is, in the manner most likely to accomplish your character's goals.

One of the best points of this game is that it doesn't often make you choose between the smart play and the narratively appropriate one.

That's what I mean when I say it's powergaming-friendly. It remains fun if people try to "win" when they play. I'd even say it gets more fun, but that's my personal taste.

This is kind of special because a lot of games just stop being fun if people make a serious attempt at "winning". D&D 3.5, for instance, devolves into uber-complex builds and 15-minute adventuring days.

That is indeed a strength of the game for the most part. Doesn't mean it was designed with people who do this at the expense of other things explicitly in mind, it means it was designed so that they wouldn't damage the fun of or be vastly more powerful than people who put the story first.

Who said anything about equal skill?

Well, obviously a skilled enough human can beat an Ogre, that wasn't the point of my original statement. It was that you take a human and an ogre with identical stats aside from creature type, the Ogre's gonna be stronger and deal more damage...and that that's necessary in order to properly represent the world in question.

My experience is that if you just gloss over low-complexity rituals the game works nicely and produces good stories. "I take five minutes and conjure a sword" is best answered with "okay, you have a sword".

Unfortunately that style of play won't hold up under the rules you propose.

I'm actually cool with that. It's only bigger rituals (and I'd term anything with big effects such as temporary powers as big) that I'd require a story for (though I'd make it 15 minutes on that sword, not 5).

Each ritual can be its own subject, though.

Not if you work out a definitive ruling the first time. Something I'd strongly advise for this kind of thing.

It actually kind of is hard to work around.

Look, this is a problem that people have. You can't argue away the fact that it's happened to me and to others.

That's true and fair. And a potential issue with the system, but I'm not really arguing it's not, I'm trying to explain why it was done that way and explain how to work around the problem. I've always found problems much easier to work around when you minimize them. In the grand scheme of things, this is a very little problem, and one solvable with a few basic agreements among a gaming group.

It's your job and it's dictatorial.

Look, arguing with your friends isn't fun. Neither is passing judgement. This (probably) isn't going to ruin a friendship, but it makes the game less pleasant to play.

I've never in my life had issues with any of this. Indeed, most friend-groups I've had usually enjoy a good argument. And every good GM I've ever had hasn't had any issues with laying down the law when necessary. I'm willing to believe that's not a universal experience, but still it seems to be something worth striving for. And a problem that has nothing at all to do with whatever system you're using. No system's perfect, so they'll all have these issues, and coping strategies are a necessary thing for all of them.

Or in other words: These are legit problems...but they're problems with gaming (or doing so in some groups) not with the DFRPG per se.

The interaction with Severe consequences is unclear, especially if you give yourself Recovery repeatedly.

True enough. Of course, Reiki can heal that as well with a tad bit more effort. And can be used on others without violating the 2nd Law.

Are they?

In most games? Yeah. I'd say so. They certainly should be given what you can do with them anyway.

I tend to assume so, but I've heard it seriously said that 30 shifts is pretty easy. And not by someone stupid.

Easy and short are a bit different. And I still maintain that any game where medium-large rituals are done casually is gonna have huge problems. I mean, a 30 shift ritual is powerful enough that, if you do it easily the whole game's balance shifts profoundly.

So I guess Harry's an idiot for not having access to Wings at all times. I mean, he had time in most of his casefiles for a quick ritual here and there.

Flying isn't the most useful thing ever, I'm actually having a hard time thinking of times he had time the previous scene and it'd be useful.

Oh, and if I don't play at a breakneck pace I'm doing it wrong. So it's just my problem if things break.

Not really what I meant. Wizards are really powerful by design if given room and time to work. The more time you give them, the more powerful. That's just the way the rules work and as long as you're cool with that, give them as much prep as you like.

Doesn't have to be unstoppable to be unfair.

No. But I'm not at all convinced it's even unfair. Wings is cool, but only a game-changer under certain very specific circumstances.

And why wouldn't people be able to pick whatever skills they want?

You need to justify skill distributions somehow, some are harder to justify than others.

Oh, and Beast Change is mostly great for perception and mobility.

True...and it's not bad at all for those things. Not that big a deal when used for those purposes, though.

Prep time is good, but if giving a Wizard a few minutes of it immediately gives everybody a bunch of Powers the game gets pretty wonky.

What's a few minutes? What's a bunch of powers? Even at 5 minutes per ritual (which strikes me as low for Complexity 9+) that's at least half an hour of doing nothing but prep, giving the GM an equal amount of time to prep the villains (or have them set other things in motion). And if you're going with more like 15 minutes or half an hour a piece it becomes more like several hours of prep.

And it'll only last one scene, so you better hope you're close enough to your target that it's not a full scene (no matter how short) getting there. And ignores the whole 'This violates the 2nd Law' issue (I guess if the whole group sans Wizard isn't human at all...).

Tags don't last long enough to break anything normally. You have to use them "almost immediately".

The only actual restriction is that they occur in the same scene...which is more or less the same restriction as when you have access to temporary powers.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 22, 2012, 05:04:18 AM
Where on p. 283? Because I'm not seeing it, to be honest.

Harry's bit could be rewritten as "Hey, Billy. What does it take to transform someone into a form with new Powers?"

That would open up space to replace the brackets at the end with "(Or temporarily-see page 92, but let people use tags instead of Fate Points to pay for the temporary Powers if they want.)

That is indeed a strength of the game for the most part. Doesn't mean it was designed with people who do this at the expense of other things explicitly in mind, it means it was designed so that they wouldn't damage the fun of or be vastly more powerful than people who put the story first.

Like I said, I don't know the intentions.

Not if you work out a definitive ruling the first time. Something I'd strongly advise for this kind of thing.

The thing is that the issues are slightly different each time.

That's true and fair. And a potential issue with the system, but I'm not really arguing it's not, I'm trying to explain why it was done that way and explain how to work around the problem. I've always found problems much easier to work around when you minimize them. In the grand scheme of things, this is a very little problem, and one solvable with a few basic agreements among a gaming group.

It's a pretty big problem by the standards of rules issues in pretend elfgames, actually. A few basic agreements may have worked for you, but it's not always that easy.

I've never in my life had issues with any of this. Indeed, most friend-groups I've had usually enjoy a good argument. And every good GM I've ever had hasn't had any issues with laying down the law when necessary. I'm willing to believe that's not a universal experience, but still it seems to be something worth striving for. And a problem that has nothing at all to do with whatever system you're using. No system's perfect, so they'll all have these issues, and coping strategies are a necessary thing for all of them.

Or in other words: These are legit problems...but they're problems with gaming (or doing so in some groups) not with the DFRPG per se.

This particular segment of DFRPG encourages those problems with gaming, though.

Normally it's okay-ish if not everybody goes in with the same expectations, but where Thaumaturgy is concerned it is not.

True enough. Of course, Reiki can heal that as well with a tad bit more effort. And can be used on others without violating the 2nd Law.

Giving other people Recovery need not violate the Law. If granting Powers is a fair application of transformation magic, granting Recovery ought to be a fair application of healing magic.

Oh, and Reiki explicitly might not be usable on Severe consequences. Says so in the writeup.

No. But I'm not at all convinced it's even unfair. Wings is cool, but only a game-changer under certain very specific circumstances.

...

You need to justify skill distributions somehow, some are harder to justify than others.

Wings is actually a big deal in any fight against a melee character and any scene with obstacles on the ground.

The strongest skill distributions make perfect sense and require no special justification.

True...and it's not bad at all for those things. Not that big a deal when used for those purposes, though.

It's a big deal. It makes you Superb.

What's a few minutes? What's a bunch of powers? Even at 5 minutes per ritual (which strikes me as low for Complexity 9+) that's at least half an hour of doing nothing but prep, giving the GM an equal amount of time to prep the villains (or have them set other things in motion). And if you're going with more like 15 minutes or half an hour a piece it becomes more like several hours of prep.

And it'll only last one scene, so you better hope you're close enough to your target that it's not a full scene (no matter how short) getting there. And ignores the whole 'This violates the 2nd Law' issue (I guess if the whole group sans Wizard isn't human at all...).

The Laws should not be used to balance the game.

Anyway, the rest of what you said runs headlong into the issues of vagueness that Thaumaturgy has. The prep will only take hours if the GM says it does.

The only actual restriction is that they occur in the same scene...which is more or less the same restriction as when you have access to temporary powers.

Quote from: Your Story page 106
A tag is subject to one key limitation: it must occur almost immediately after the aspect has been brought into play.

They say it should be used in the same scene "at worst" and that delay should be avoided.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 22, 2012, 12:21:04 PM
Harry's bit could be rewritten as "Hey, Billy. What does it take to transform someone into a form with new Powers?"

That would open up space to replace the brackets at the end with "(Or temporarily-see page 92, but let people use tags instead of Fate Points to pay for the temporary Powers if they want.)

That (or anything similar) would really screw with the dialogue style. Possibly worth it for clarity, but I can definitely see why they were leery of doing it. The marginalia dialogue being fun is one of the neater parts of the book.

Like I said, I don't know the intentions.

Just noting for the record.

The thing is that the issues are slightly different each time.

True...but a few basic guidelines and reasonable people are all you really need.

It's a pretty big problem by the standards of rules issues in pretend elfgames, actually. A few basic agreements may have worked for you, but it's not always that easy.

Not compared to a dozen problems I can think of in a host of other games I've actually played (never mind those I've refused to play based on mechanics). I mean...it's certainly an issue, but even by RPG standards, it's the kind that can be fixed by one guy with no House Rules needed. If you want me to get into problems get me talking about Exalted, Scion, or some areas of NWoD and I'll go on and on. This particular issue is just not that bad comparatively.

This particular segment of DFRPG encourages those problems with gaming, though.

True to some degree. But every game I've ever played has at least one area requiring this kind of adjudication in order to function. this one's far less of a problem than many.

Normally it's okay-ish if not everybody goes in with the same expectations, but where Thaumaturgy is concerned it is not.

Eh...in my experience, clarifying expectations regarding how the game's gonna go and function is always a good call (albeit one often done implicitly to some degree in groups of long standing).

Giving other people Recovery need not violate the Law. If granting Powers is a fair application of transformation magic, granting Recovery ought to be a fair application of healing magic.

I'm not sure I agree. The fact that one area of magic can do something does not necessarily mean that another can as well. Reiki healing or something similar represents external healing magic, Recovery powers actually represent transmogrifying the body so it heals itself better. That's cool. Also risky. Also potentially Lawbreaking if done to others.

Oh, and Reiki explicitly might not be usable on Severe consequences. Says so in the writeup.

True. But then it's very debatable whether temporary Recovery powers help with those, too, so they're both iffy on that one.

Wings is actually a big deal in any fight against a melee character and any scene with obstacles on the ground.

It's pretty easy to work around with just a bit of ingenuity, though. One maneuver plus a tag for effect and I can probably cancel it out for the most part.

The strongest skill distributions make perfect sense and require no special justification.

Possibly, depending on what one considers 'the strongest' a category I'm definitely inclined to think will vary by game.

It's a big deal. It makes you Superb.

You can already use spells to sub in for skills...this may last a bit longer, but it's hardly much better otherwise.

The Laws should not be used to balance the game.

Why not? I was under the impression that was a large part of their purpose (well, after genre emulation, obviously). They're certainly something you can do without, but the game's balance is sorta predicated on their being there.

Anyway, the rest of what you said runs headlong into the issues of vagueness that Thaumaturgy has. The prep will only take hours if the GM says it does.

True to some degree...but even that minimum is pretty long to spend prepping up.

They say it should be used in the same scene "at worst" and that delay should be avoided.

Yes...but it's hardly that restrictive. Reading the whole thing, the basic premise seems to be that you should use them as soon as possible...which isn't at all inconsistent with using them to prep for a fight. You use them in the first few exchanges and you're good.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 23, 2012, 01:08:49 AM
True...but a few basic guidelines and reasonable people are all you really need.

Not so. As proof, I present my own experience.

Not compared to a dozen problems I can think of in a host of other games I've actually played (never mind those I've refused to play based on mechanics). I mean...it's certainly an issue, but even by RPG standards, it's the kind that can be fixed by one guy with no House Rules needed. If you want me to get into problems get me talking about Exalted, Scion, or some areas of NWoD and I'll go on and on. This particular issue is just not that bad comparatively.

There are worse issues, it's true. A large fraction of the RPG market isn't actually playable as-written.

The fact that Dresden mechanics actually work most of the time magnifies this issue, though. In Exalted you expect to ignore the rules and make stuff up all the time. In DFRPG the rules usually help you make stuff up.

You can already use spells to sub in for skills...this may last a bit longer, but it's hardly much better otherwise.

Yes it is. It covers a bunch of skills and can be used repeatedly. Plus it's an awesome disguise.

Why not? I was under the impression that was a large part of their purpose (well, after genre emulation, obviously). They're certainly something you can do without, but the game's balance is sorta predicated on their being there.

Nope.

See, the Laws only apply to humans. And human-ness is a thing with no mechanical cost. People can just say "I'm human" or "I'm not" and they will say both as events warrant.

So if something is overpowered, prohibiting its use against humans just means that anybody with the foolishness to not say "I'm human" is screwed. Or if it's a buff, the opposite is so.

Plus, the Laws apply to methods rather than to effects. And this system offers the right to reflavour methods as long as the mechanical effect remains the same. If some method of doing something is against a Law, it can just be replaced with another method. Make a golem instead of a zombie.

Fortunately, the Laws aren't actually needed for game balance. Seriously, you could ditch 'em totally and the game would remain balanced.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 23, 2012, 08:55:54 AM
Not so. As proof, I present my own experience.

Um...if you give me details I'd be happy to help? Aside from that, I dunno what to say. It's certainly a fairly solvable problem most of the time. I present as evidence basically all the games of DFRPG I've ever played.

There are worse issues, it's true. A large fraction of the RPG market isn't actually playable as-written.

The fact that Dresden mechanics actually work most of the time magnifies this issue, though. In Exalted you expect to ignore the rules and make stuff up all the time. In DFRPG the rules usually help you make stuff up.

I have not found this to be true. Though I do see where you're coming from, there.

Yes it is. It covers a bunch of skills and can be used repeatedly. Plus it's an awesome disguise.

True on the disguise thing. As for the skills, it's nice, but hardly broken compared to a lot of other options easily available.

Nope.

See, the Laws only apply to humans. And human-ness is a thing with no mechanical cost. People can just say "I'm human" or "I'm not" and they will say both as events warrant.

So if something is overpowered, prohibiting its use against humans just means that anybody with the foolishness to not say "I'm human" is screwed. Or if it's a buff, the opposite is so.

Not being able to use certain powers half the time is a real limitation and part of the balance, IMO. The fact that the PCs get to decide which side of the line they're on is hardly relevant. The fact that the GM gets to decide such a thing arbitrarily actually makes the down side worse.

Plus, the Laws apply to methods rather than to effects. And this system offers the right to reflavour methods as long as the mechanical effect remains the same. If some method of doing something is against a Law, it can just be replaced with another method. Make a golem instead of a zombie.

That's not true of all effects. You can't mind control or mind read someone. Period. I think this, as transformation, falls into the same category.

Fortunately, the Laws aren't actually needed for game balance. Seriously, you could ditch 'em totally and the game would remain balanced.

It'd still be pretty reasonable, sure. But that's not the balance the rules are predicated on.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 23, 2012, 09:08:24 AM
Um...if you give me details I'd be happy to help? Aside from that, I dunno what to say. It's certainly a fairly solvable problem most of the time. I present as evidence basically all the games of DFRPG I've ever played.

Eh, most of the problems were a while ago. The issue I'm having with Thaumaturgy right now may or may not be related, but I think I'm handling it well.

(If you're curious, a PbP game just sort of stalled once the players started using Thaumaturgy. The culprit may have been vagueness, coincidence, or simple lack of creativity. I had somebody knock on the door, though, so things are happening again.)

The thing about problems is, if one person has them it doesn't much matter whether another person does. They're there. "No issue" only trumps "issue" if "issue" is a tiny tiny minority. And judging by this place it's pretty common.

Not being able to use certain powers half the time is a real limitation and part of the balance, IMO. The fact that the PCs get to decide which side of the line they're on is hardly relevant. The fact that the GM gets to decide such a thing arbitrarily actually makes the down side worse.

...

That's not true of all effects. You can't mind control or mind read someone. Period. I think this, as transformation, falls into the same category.

Eh, you can do super-empathy or whatever and get whatever mind-reading effects you want. Molly does magic-empathy all the time. Mind control is trickier to replicate, but depending on your GM you may be able to wrangle something.

The first point, incidentally, would be sound if the Laws were used as a balancing point for magic in general and if they could not be narrated around. But they can be narrated around, and the Laws are almost invariably used to handwave away specific issues. Like this one.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Tedronai on December 23, 2012, 09:29:25 AM
That's not true of all effects. You can't mind control or mind read someone. Period. I think this, as transformation, falls into the same category.

In Storm Front, when confronted by Morgan over his treatment of Toot, Harry offers 2 defenses.  His first defense is that the magic he performed only implanted a suggestion in the pixie's mind, which was apparently enough to place the case solidly in 'grey magic' territory.  His second defense is that Toot is a Faerie, and thus not protected by the Laws on this matter.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 23, 2012, 12:00:24 PM
Eh, most of the problems were a while ago. The issue I'm having with Thaumaturgy right now may or may not be related, but I think I'm handling it well.

(If you're curious, a PbP game just sort of stalled once the players started using Thaumaturgy. The culprit may have been vagueness, coincidence, or simple lack of creativity. I had somebody knock on the door, though, so things are happening again.)

The thing about problems is, if one person has them it doesn't much matter whether another person does. They're there. "No issue" only trumps "issue" if "issue" is a tiny tiny minority. And judging by this place it's pretty common.

I suppose. It just seems to me like a problem that should be solvable with relatively few hassles. That's likely biasing me in this particular area...

Eh, you can do super-empathy or whatever and get whatever mind-reading effects you want. Molly does magic-empathy all the time. Mind control is trickier to replicate, but depending on your GM you may be able to wrangle something.

Neither of those are direct duplicates or work the same way mechanically. They have similar effects, but I'd argue that the Reiki healing spell is the equivalent of that for acquiring Recovery powers: an alternative with similar but not identical effects that works around the Law.

The first point, incidentally, would be sound if the Laws were used as a balancing point for magic in general and if they could not be narrated around. But they can be narrated around, and the Laws are almost invariably used to handwave away specific issues. Like this one.

I'm...not quite sure what you're arguing here. My original argument was actually that things weren't imbalanced even if the 2nd Law didn't kick in (which I thought it would). That's...not really a hand-wave.

In Storm Front, when confronted by Morgan over his treatment of Toot, Harry offers 2 defenses.  His first defense is that the magic he performed only implanted a suggestion in the pixie's mind, which was apparently enough to place the case solidly in 'grey magic' territory.  His second defense is that Toot is a Faerie, and thus not protected by the Laws on this matter.

Not quite: His first defense was that he neither compelled nor 'suggested' anything magically. All he did was call (the mystical equivalent of "Hey! Over here!") and then trap him, after which he made a bargain. No magical compulsion of any sort.

The second defense was indeed "He's not human." though.

I'm...not sure how this was relevant. I was strictly talking about as applied to humans in the post quoted. I thought that was clear from context, but if not, I apologize for the confusion.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 23, 2012, 11:08:08 PM
I suppose. It just seems to me like a problem that should be solvable with relatively few hassles. That's likely biasing me in this particular area...

It might seem that way but I promise it isn't. I'm reminded of a recent thread (http://forum.rpg.net/showthread.php?668054-Pros-cons-of-Dresden-Files-FATE) on RPGnet, which I think shows the trouble that Thaumaturgy's vagueness gives people.

I'm...not quite sure what you're arguing here. My original argument was actually that things weren't imbalanced even if the 2nd Law didn't kick in (which I thought it would). That's...not really a hand-wave.

I'm thinking more about the people who think Evocation attacks are broken and try to balance them with the First Law.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 23, 2012, 11:13:54 PM
It might seem that way but I promise it isn't. I'm reminded of a recent thread (http://forum.rpg.net/showthread.php?668054-Pros-cons-of-Dresden-Files-FATE) on RPGnet, which I think shows the trouble that Thaumaturgy's vagueness gives people.

Interesting. I'll give that a more in-depth look when I have some time.

I'm thinking more about the people who think Evocation attacks are broken and try to balance them with the First Law.

Ah, okay, gotcha.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 24, 2012, 07:36:20 AM
Interesting. I'll give that a more in-depth look when I have some time.

And having done this: Huh? I see a lot of people who like FATE, a few who don't , and one person commenting that the way Thaumaturgy works put Wizards at center-stage (potentially true), and one guy right at the end who thought the magic system was too complicated and slowed down play (kind of the opposite of the problem we're discussing). And you, of course.

None of those are at all the problem we've been discussing. And it was three people (including you) out of dozens.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 24, 2012, 07:44:21 AM
In retrospect, just linking you to the thread was a mistake. There were a few specific posts I had in mind.

I was thinking about the people who said that Wizards own centre stage and about the people talking about how it's because GMs make magic too easy.

Plus the guy who talked about how confusing the spell system is.

If Thaumaturgy wasn't so bloody vague, you wouldn't get this sort of thing.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 24, 2012, 07:55:35 AM
I guess. That's still really only two or three people, though.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: JDK002 on December 28, 2012, 08:42:04 PM
I have to side with sanct on this.  The first time my group did a major thaum ritual I let them get by way too easy.  Mostly because their aren't really any clear guidelines on how to model them.  I felt this despite the fact that I read that section of YS 2 or 3 times. 

It was such a mess that since then my group has actually avoided doing large rituals ever since.  No one in the group can seem to come to a difinitive conclusion on them.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: UmbraLux on December 28, 2012, 09:08:50 PM
Declarations, which power thaumaturgy from a mechanical point of view, are intended to be regulated by the group.  So are symbolic links.  As long as those are looked at skeptically, thaumaturgy works reasonably well*.  On the other hand, overly permissive aspects and links make it too easy and easily abused.

But the real issue isn't thaumaturgy.  Thaumaturgy is just a way of stacking aspects to accomplish an end...and you can stack aspects for any skill.  You can even throw half a dozen declarations at a skill if allowed...which would make skills just as problematic.

*As long as you don't make it a caster only scene which detracts from everyone else.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Deadmanwalking on December 28, 2012, 11:34:43 PM
Basically, what UmbraLux said. Stealth, for example, can easily stack up enough Aspects to kill anyone. Lore ditto to do almost anything to anything supernatural. Thaumaturgy can do the same on almost any category of action, sure, but it's not the Thaumaturgy rules per se that allow this behavior.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 28, 2012, 11:43:20 PM
The problem of conflicting expectations can show up outside of Thaumaturgy, but it's generally less severe. Thaumaturgy sets the expectation of stacking Aspects, which means you have to determine how much of that is okay.

In other situations it's easier to keep it under control because there's no pre-established expectation.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: JDK002 on December 29, 2012, 04:12:08 PM
There is also only so many ways you can recolor stealth declairations for "I silently sneak up behind him, and put a knife in his heart".  Thaum doesnt really have that soft cap to where you just run out of ways to color declairations.

Though using the notion that all thaum is is stacking declairations for one big effect or attack probably goes a long way to prevent confusion between players.  When they know is no different than making a normal declairation for effect, just on a much larger scale.  Though that still doesn't help with the vauge modeling of said spell, just how the resolution works.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: UmbraLux on December 29, 2012, 04:44:42 PM
There is also only so many ways you can recolor stealth declairations for "I silently sneak up behind him, and put a knife in his heart".  Thaum doesnt really have that soft cap to where you just run out of ways to color declairations.
This is where that difference in expectations trips people up...your declarations don't need to be from the skill you're using!  Using your stealth example, we could use a Resource declaration of 'I bought a ninja suit'; one from Athletics saying 'I've climbed through the trees to drop from above'; Discipline of 'held very still' with Endurance of 'for an extended period of time'...etc.  I probably wouldn't ever use a Stealth declaration for a Stealth roll...doesn't make sense to gain synergy from itself.  Rolled declarations are all about that synergy...how you claim to have set yourself up for the current action. 

With aspect creation fitting the situation is what matters...the skill is just setting your situation's expectations.  Thaumaturgy simply broadens the expectations because "it's FM". 
Title: Re: Sponsor Debt for Temporary Powers?
Post by: JDK002 on December 29, 2012, 06:06:25 PM
This is where that difference in expectations trips people up...your declarations don't need to be from the skill you're using!  Using your stealth example, we could use a Resource declaration of 'I bought a ninja suit'; one from Athletics saying 'I've climbed through the trees to drop from above'; Discipline of 'held very still' with Endurance of 'for an extended period of time'...etc.  I probably wouldn't ever use a Stealth declaration for a Stealth roll...doesn't make sense to gain synergy from itself.  Rolled declarations are all about that synergy...how you claim to have set yourself up for the current action. 

With aspect creation fitting the situation is what matters...the skill is just setting your situation's expectations.  Thaumaturgy simply broadens the expectations because "it's FM".
Which is an excellent use of the game mechanics.  The problem is this: imagine that to succeed in that stealth action you needed 30 shifts.  Even with a 5 stealth and a roll of +4 you would still need to make 11 successful declairations (barring spending fate points) to succeed.  Sounds kind of rediculous IMO.  The books seem to suggest that not only is that perfectly acceptable, but that it should be the norm for thaumaturgy.

I almost feel that treating major rituals as a side quest, making the players role play obtaining the important components solves much of the problem.  It circumvents convoluted declairation stacking.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: UmbraLux on December 29, 2012, 06:45:12 PM
Thinking back to my Shadowrun days, I can think of a few situations where 30+ shifts in a Stealth scene would be appropriate.  It also works for other skills like Firearms.
(click to show/hide)


I'd suggest anything of those magnitudes should have its own scene, not just thaumaturgy.  This is also one issue I think has been fixed with FATE Core. 
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Haru on December 29, 2012, 07:02:52 PM
Which is an excellent use of the game mechanics.  The problem is this: imagine that to succeed in that stealth action you needed 30 shifts.  Even with a 5 stealth and a roll of +4 you would still need to make 11 successful declairations (barring spending fate points) to succeed.  Sounds kind of rediculous IMO.  The books seem to suggest that not only is that perfectly acceptable, but that it should be the norm for thaumaturgy.
I don't think so. It all depends on how you look at a specific ritual.
For example, look at the chauncy summoning. You could do that as a full blown summoning ritual with a barrier and everything that comes with that. The numbers will be pretty high there, as with most summonings, I think. But if you treat this as a skill replacement for contacts or scholarship (asking someone for information or gathering the information yourself), the numbers will drop to a reasonable level.
And I think you can do so with a lot of things. Look at a ritual from the result end, not the means end. Zombie rising for example could be done as a simple resources or contacts replacement to hire some supernatural thugs. The restrictions will then become a matter of compels on the wizards way to use magic. A necromancer would be able to do so with ease, while your average wizard would neither know how to do it, nor would he have the guts to try.

Of course, some higher numbers will still be there, but it will reduce the really big ones to very rare occasions.
I've had a ritual once, where the player wanted to catch a group of vampire thugs in a thick of vines. He wanted to put up a block of 11 shifts stretched over 1 zone and he wanted to be able to control it better (mainly to let his friends pass), and I made that 2 extra shifts. That meant he needed 15 shifts, 5 of which were provided by his lore. He had brought in special seeds, earth and water already, to mark the places where the vines should spawn in the staircase. We then agreed, that it would be fitting, if he completed the 4 missing shifts by bringing in fire and air as well, to complete the classic circle of 5 elements. Air was easy, a balloon filled with air from his own lungs. Fire took him a while, but then he came up with a brilliant representation: the fire needed for plants to grow is the sun. He couldn't get actual sunlight, so he got a sunflower. Those were all very quick and easy declarations, it took him about an hour to get the ingredients needed. The player first thought, that he could make the spell more powerful, if those ingredients were that easy to get, but we agreed, that the spell is pretty much complete as it is, there would not be much more room to reasonably fit anything else in there. And the spell worked and caught all those naughty vampires rather nicely.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on December 30, 2012, 06:41:47 AM
I almost feel that treating major rituals as a side quest, making the players role play obtaining the important components solves much of the problem.  It circumvents convoluted declairation stacking.

Y'know, I wish there was a "side quest" option for building Thaumaturgy complexity. The Declaration guidelines suggest that the Declarations should be described as mini-scenes, but that's just not the same.

Ah well. Easy to houserule.

And I think you can do so with a lot of things. Look at a ritual from the result end, not the means end. Zombie rising for example could be done as a simple resources or contacts replacement to hire some supernatural thugs.

I don't think that's a good idea. I'm no fan of the canonical summoning rules (I rewrote them for a reason) but what you suggest wouldn't work too well.

The first problem is that neither Contacts nor Resources allows you to hire people. Contacts lets you find people and Resources lets you pay them, but there's no trapping that lets you just hire people with one roll. Hiring isn't that easy, unless you have a homebrew stunt or something.

The second problem is that Resources scaling is often too good for Thaumaturgy. Look at what you can do with a Resources roll. Difficulty 8 gets you an island. And if a Lore 5 Wizard invests three focus slots, they can do 8 shifts casually.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Haru on January 01, 2013, 01:34:12 AM
Well then, make it both, a contacts and a resources roll, if you like. Resources let's you buy things, mercenaries sell their services. I think that makes it a straight resources roll. If you don't know someone, you'll need contacts first, to find someone you'd want to hire. Other skills (presence for example) could also work for the summoning.
But resources is a fairly abstract thing in this game, and is therefore subject to skewed scaling. You'll still need a body to reanimate in the first place, and it is always possible that your "money" was not well spent, if the body and matching spirit is not all that powerful. Also remember, that you need a drum to keep them under control, and while a book drumming against your leg might be enough for two or three zombies, I think you'll need a larger one to control more of them (or be that much better at necromancy). That can all be done by compels very easily.

Not to dismiss your efforts, on the contrary, I admire them, but I don't really like those detailed summoning rules. To me the bargaining and uncertainty of a summoning belong very much to the setting, and an easy summoning rule like that can do that pretty good. The detailed summoning rules are great for building a golem or something like it, a magical robot, if you will. But even there, I would probably just make it a craftsmanship replacement or something similar. If you want to find just the right demon, you'd have to randomly summon a few of them until you found someone that matched what you are looking for. Much like if you where to go through a few applicants for a job. But on a zombie, you take the first one that is there in the flesh. Literally.
Title: Re: Sponsor Debt for Temporary Powers?
Post by: Sanctaphrax on January 01, 2013, 09:29:53 AM
Resources let's you buy things, mercenaries sell their services.

If you want to hire mercenaries, you need connections. You can't just hop down to the local store.

And besides, hiring people is a pretty involved process. Buying is comparatively easy. That's why it makes sense for Buying to be a Resources trapping (and therefore doable with one roll) while Hiring isn't.

Besides, it's good for game balance to have acquiring minions be difficult.

The detailed summoning rules are great for building a golem or something like it, a magical robot, if you will.

Funny you should say that...IIRC they were originally intended for golem creation. But they were extended to cover all minion-making because, as you said, it's best to "look at a ritual from the result end, not the means end".

But even there, I would probably just make it a craftsmanship replacement or something similar.

No amount of Craftsmanship will let you create anything as functional as your average golem. It's just not technologically possible.

PS: The system in question here is actually designed to accommodate a zombie's need for drums and the likelihood that a demon will turn on you. You can build complexity by having your summon have some kind of defect that'll eventually lead to a free Compel.