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The Dresden Files => DFRPG => Topic started by: Taran on May 24, 2013, 01:14:34 PM

Title: Mental Evocations solutions?
Post by: Taran on May 24, 2013, 01:14:34 PM
My group over on PbP are having a discussion around mental combat.  I've read all the different PoV where it's OP and stuff, but I want to find a solution to make it balanced.  Maybe people have their own solutions they can share. Here's some of things I've thought of and any comments criticism is welcome:

1.  You must have an aspect that revolves around using spirit as an attack form.
Like Molly, she all about subtle, mental stuff.  You'd have to invoke that aspect to initiate mental combat with someone.

2. Sponsored magic which gives you access to this form of evocations

3. Discover an opponents aspect to tag to initiate mental combat.  Kind of like what you do do initiate a grapple.

4. Have a separate conflict that runs paralell to a physical one.  The attacking caster would dodge all physical attacks at mediocre because (s)he's unaware of his physical surroundings

5.  You must open your Sight.
Evocation requires line of sight and you can't target someone mind without seeing it.  Opening the sight allows you to "see" the mind and initiate mental evocations.  The attacking caster would have to defend against the sight every exchange (which might be fairly easy against mortal - but makes mental conflicts with things like Outsiders and creatures of the Nevernever much more dangerous).  This also makes doing physical attacks harder because the power of the Sight acts as a block.

You can defend against mental combat (assuming you have the ability to do so) without opening the Sight, but if you want to fight back, you'd have to open the Sight.



I like #5 the best.  It seems a very elegant way of doing it and offers some risk to "evil" casters doing mental magic as well as risk for PC's who want to One-shot non-human creatures.

Your thoughts on any or all these?
Title: Re: Mental Evocations solutions?
Post by: Haru on May 24, 2013, 01:26:09 PM
I like 4 the best, though I would have that conflict resolve quicker than a physical one. At the speed of thought, if you will. Though I would couple that with 1, with 2 being a subset of that. And I would require you to initiate it like a grapple, that could be using a character aspect or a spell aspect you created for that effect.

The danger for the caster is there well and good, because if he finds himself fighting someone who is stronger, he will find himself drooling on the floor.
Title: Re: Mental Evocations solutions?
Post by: Taran on May 24, 2013, 01:33:39 PM
My only problem with 4 is that a mental combat lasting multiple exchanges, while in a physical combat, can slow down the overall conflict.  Everyone has to wait until the mental conflict resolves.  Probably, it is less of an issue in PbP.

My experience with casters using Mental combat, is to one-shot things like trolls who aren't going to be much of a challenge.  So the risk of being taken out mentally are very slim.  It's also another reason that I'd have the mental combat go simultaneously as the physical one.  Yes, you can obliterate that troll in a round or two, but he'll have at least at least a couple of shots of ripping you in half while you dodge at mediocre.
Title: Re: Mental Evocations solutions?
Post by: Haru on May 24, 2013, 02:03:57 PM
Well, you can always declare something like a troll immune to a mortal caster. Remember what Bob says about soulgazing a shide somewhere as a sidenote in Your Story. The same has to apply here, I imagine. While the troll might not be a genius, he will have a pretty good advantage, just because his brain is so alien to humans.

But I know what you mean with the extra conflict. But it's kind of the same, as if a thief sneaks in to open the doors for the rest, you'll have an extra scene here and there, so I'm not too worried about that.

I don't think you are going to do much physical fighting, once someone is inside your noggin. At least if Harry against Corpsetaker is any indication. A straight up grapple perhaps? With discipline instead of might, once you set up the initiating aspect? Or even presence? That I could see working in a physical conflict, though it is still pretty powerful. On the other hand, it increases the value of social characters in a fight. Someone with good mental capacities, a good self image and such will be less likely to be incapacitated and can therefore help the rest of the group out.
Title: Re: Mental Evocations solutions?
Post by: Quantus on May 24, 2013, 02:08:21 PM
Im not sure about the game balance of it, but with the exception of the Soulgaze battle at the end of GS, the Sight never seemed to be necessary for any of the mental combat we've seen. 
Title: Re: Mental Evocations solutions?
Post by: Taran on May 24, 2013, 02:27:03 PM
Well, you can always declare something like a troll immune to a mortal caster. Remember what Bob says about soulgazing a shide somewhere as a sidenote in Your Story. The same has to apply here, I imagine. While the troll might not be a genius, he will have a pretty good advantage, just because his brain is so alien to humans.

How do you model an alien brain?  How is it going to benefit the Troll, mechanically?  Is it simply an aspect he can tag, or is there something more...like a threshold to bypass?

This is why I like using the Sight.  It kind of goes along the lines of what Bob said.  Looking at a creature like that with the Sight is gonna hurt, psychically.  It also makes physical combat more difficult.


I don't think you are going to do much physical fighting, once someone is inside your noggin. At least if Harry against Corpsetaker is any indication.

I think the fight with Harry and Corpstaker was it's own conflict.  There wasn't really any physical fighting going on at the same time.  I think Corpstaker attacked harry and harry put up a spirit block (his "mental wall").  Harry never tried attacking back...he just defended himself.  I don't think he's really capable of mental evocations - he lacks the training.  Corpstaker even says so.  There's some kind of "trick" or knowledge about Mental combat that he lacks.  Anyways, it doesn't really indicate either way that mental combat happens in a different time-frame.  There was lots of chatter...you could argue that it took longer than a physical fight.

A straight up grapple perhaps? With discipline instead of might, once you set up the initiating aspect? Or even presence? That I could see working in a physical conflict, though it is still pretty powerful. On the other hand, it increases the value of social characters in a fight. Someone with good mental capacities, a good self image and such will be less likely to be incapacitated and can therefore help the rest of the group out.

Yeah...that gets into a huge list of extra house-rules.  While I like the premise, it's more complicated than I'd like.  But while we're talking about it, you'd use evocation to set up the maneuver.  From then on it'd be a pure skill vs skill.  The grapple would act as a block against all actions, but only a successful counter (discipline or presense - whatever appropriate skill) would break the grapple.  The wizards options for damage would be the supplemental.  It doesn't really allow for big evocation attacks...just lots of maneuvers.  Which he could eventually tag for a final spirit attack, I suppose.  It also doesn't allow for the defender to become the attacker, since a grapple is always one-way.

It's good - but I don't know if I'd use it.

@Quantus:  not a soul-gaze.  I'm talking using the Sight.
All mental combat has been from Harry's perspective and he doesn't really have the training to do mental attacks...so it'd be hard to say that you don't need the Sight.
Title: Re: Mental Evocations solutions?
Post by: Quantus on May 24, 2013, 04:08:46 PM
@Quantus:  not a soul-gaze.  I'm talking using the Sight.
All mental combat has been from Harry's perspective and he doesn't really have the training to do mental attacks...so it'd be hard to say that you don't need the Sight.
Then I am a little confused by how this would work. How do you define the difference between "defending yourself" and "fighting back."  Molly used a Sougaze (which to my mind is just another expression of the Sight) to pull CT into that prolonged mental combat on her home turf, but Harry did not need to use Sight when she was probing his mind back in DB.   And as near as I can tell Molly never used her sight in all her various mental invasions, in fact she probably hadnt developed it until a ways into her apprenticeship.     

If I had a strong Link and wanted to initiate Mental Combat via Thaumaturgy, would I need to open my Sight since Line of Sight to the Mind would no longer be an issue?

There is also the question of how it would work from the POV of a character capable of mental attacks that is not a wizard.
Title: Re: Mental Evocations solutions?
Post by: Taran on May 24, 2013, 04:46:12 PM
We're not talking Thaumaturgy.  You need a link for that already.

We're talking evocation. 

Defending yourself is not actively trying to cause stress.  It's putting up blocks and using discipline to "dodge" damage.  Attacking is trying to cause stress etc...  Seems pretty straight forward, although, it may not be.

Harry didn't need to use the sight because he wasn't the one probing.  Molly would be the one on the "offensive" so to speak.

Your're right that The Sight doesn't work for sorcerers and such who don't get that power.  Mechanically, I feel it's the smoothest.  It offers enough draw-backs but allows full-on evocations.

As far as creature and such like WCV's etc.. they can just target a person.  People are food.  I'm talking mortals with magic.  Strictly evocation.
Title: Re: Mental Evocations solutions?
Post by: Dr.FunLove on May 24, 2013, 04:51:29 PM
Evocations work on line-of-sight whether it's a fireball or a mental drill boring into someone's psyche. Line-of-sight requirement should be enough there, right?
Title: Re: Mental Evocations solutions?
Post by: Taran on May 24, 2013, 05:06:23 PM
well, that's what the rules say, but it leads to wizards going,

"oh look at the Mighty beast with Physical immunity!  I psychic blast it and kill it dead."

There's No challenge.  You can pretty much bypass any physical challenge this way.  I'm looking for an alternative to make it more balanced.  Getting into a mental conflict with an Outsider should be a very scary thing to do.  Likewise with a BCV or other nasty, alien creature.  As it stands you can just blast them.
Title: Re: Mental Evocations solutions?
Post by: Dr.FunLove on May 24, 2013, 05:08:30 PM
Up the challenge or come at the wizard from a different angle? Wizards are tough and flexible but they're not unstoppable.
Title: Re: Mental Evocations solutions?
Post by: Taran on May 24, 2013, 05:28:31 PM
Up the challenge or come at the wizard from a different angle? Wizards are tough and flexible but they're not unstoppable.

I understand what you're saying, but it's not the question I'm asking.  There are people on this board - Sanctaphrax being one of them...and myself, actually - who are adamantly against evocation-style mental attacks.  Starting a discussion about whether or not it's balanced is going to, very quickly, derail this whole thread.

I'm looking for alternate ways of doing mental evocation that tone down the power a wizard can dish out or put the wizard at some disadvantage that makes them have to consider carefully before they try this kind of attack.  Or at least make it less automatic.  The invoking of aspects would do that, for instance.
Title: Re: Mental Evocations solutions?
Post by: Haru on May 24, 2013, 05:45:58 PM
Hmm, one thing that hasn't been mentioned is the... I think it's the 4th law of magic.

Since the laws of magic are about keeping a wizards power over his fellow human beings in check, breaking the rules would logically be somewhat more powerful. I know that doesn't matter with non-humans, but it might be a good way to look at it as a whole.
If you go that route, you are kind of instantly one level above everything, so they don't really concern you as opponents anymore. Now you should be concerned with people and things trying to take you down for what you did and/or are doing.
[This is not meant to start a law debate, I just wanted to point out that in a case like this, the laws should be considered, however you play them out in your game]

How do you model an alien brain?  How is it going to benefit the Troll, mechanically?  Is it simply an aspect he can tag, or is there something more...like a threshold to bypass?
I think a threshold would be a good way to model it. Like an automatic armor:X or something like it. Or giving him very high skills, if the mental battle takes place in his mind. It should feel a bit like doing brain surgery on a nuclear rocket, on a boat, in a storm, with your eyes tied behind your back, while trying to smell the color 9. Most times, I would not even let you do it, you don't even have an idea of where to apply your mental force. Even on a tiny and insignificant fae like Toot.
Characters like Molly might be an exception, since she is not only very good at that, but she had training from a shide as well.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 25, 2013, 02:26:05 AM
My personal rule would be that you can only do mental attacks with thaumaturgy. People who do them fast are using evothaum.

If you don't like that, I suggest reducing the weapon rating of all mental evocations to 0. Drag mental evocation down to the level of mental evothaum.

People will still one-shot Sue, but that's unavoidable given Sue's stats as they stand.

If you want to use something from your list, I think #5 sounds the most interesting.

Hmm, one thing that hasn't been mentioned is the... I think it's the 4th law of magic.

Using the Laws to fix balance issues is and has always been a terrible idea.

I think a threshold would be a good way to model it. Like an automatic armor:X or something like it.

You can't do that. You can't get mechanical bonuses from your concept.

If you want the effects of Powers, you have to buy Powers.

Up the challenge or come at the wizard from a different angle? Wizards are tough and flexible but they're not unstoppable.

This is a profoundly unhelpful post.

It doesn't address the topic of the thread at all, it denies the existence of a real issue, and it demonstrates a very poor understanding of the mechanics behind the problem.

So please stop with this line of discussion.
Title: Re: Mental Evocations solutions?
Post by: Haru on May 25, 2013, 02:35:04 AM
Using the Laws to fix balance issues is and has always been a terrible idea.
Was not meant to fix the balance issue. Just thought it would generally be something worth thinking about when doing this sort of thing.

Quote
You can't do that. You can't get mechanical bonuses from your concept.
I look at it less as a mechanical benefit than a home turf advantage. If you want to get into a fist fight with a shark, you better not do it in the middle of the ocean.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 25, 2013, 02:46:03 AM
That's because Sharks have the Aquatic Power and some relevant Aspects.

So if you want to give trolls a similar advantage, you should give them a Power and some relevant Aspects.
Title: Re: Mental Evocations solutions?
Post by: Taran on May 25, 2013, 03:02:09 AM
If you want to use something from your list, I think #5 sounds the most interesting.

I don't necessarly need something from the list.  It was just the stuff I came up with.  I'm obviously partial to this one, but it doesn't deal with spell casters who don't have the Sight.  And warlocks are the ones most likely doing mental attacks.

I suppose you could just do the equivalent.  Do something like a psychic grapple, and while in the grapple, you are subject to the rules of the Sight because you are being exposed to someone elses psyche.
Title: Re: Mental Evocations solutions?
Post by: Troy on May 25, 2013, 03:16:55 AM
If I were making rules for this sort of thing, I might try to model it on the concept that intruding into the mind of another affects the caster just as profoundly as it affects the target. The rules for a Soulgaze or the Sight are sort of built around this idea, which is one of the founding principles found in the Laws of Magic. Breaking those Laws breaks part of you in some way. I know that looking to the Laws of Magic isn't for balance issues isn't an answer, I'm just looking at the reasoning. There is a reason people don't do this. They're very scary, unstable people, or very skilled, or very foolish. Why? That's what I would look to to model rules if I were to do it.

Too Alien a Mind -- I think this could work like a Compel on the part of the GM vs the attacking character. You Compel any of the Aspects that identifies the PC as mortal and say something like, "I'm going to offer a Compel. Because you're a WIZARD PRIVATE EYE, you're but a mere mortal. Loki's mind is far afield and attempting to direct your Air Evocation as a Mental Attack just doesn't work the way you planned..."

That would at least give players an option to make a Mental Evocation by spending a Fate point. A Compel like this wouldn't be necessary when attacking a mortal, though. (Which might explain the Laws of Magic that govern mental intrusions, to curb the abuse of power mortal practitioners have over their own kind).

I have a question: I'm under the impression that someone always gets to Defend against an Attack, regardless of what kind of attack it is. Several times, I have seen contributors to threads say things that intimate that most (or some) targets couldn't defend against a Mental Attack. For example, do people let the targets of Incite Emotion powers Defend against them? Especially if using the Attack upgrade of the power?

Title: Re: Mental Evocations solutions?
Post by: vultur on May 25, 2013, 03:22:59 AM
I'm not convinced mental evocation requires close mental contact; you ought to be able to fire off a blast of "mental static".

---

Why not simply create a Power that allows mental attacks with evocation?

And what would be an acceptable cost?

---

I think I'd prefer a (large) cost in shifts rather than just dropping to weapon rating 0, which would make mental evocation scale differently from regular evocation.  Anyway, Corpsetaker totally ought to be casting high weapon rating mental evocations. And the Gatekeeper's sleep spell in TC.

I don't think balancing against psychomancy evothaum makes sense since psychomancy thaumaturgy is more versatile than evocation.

(I'm not sure mental attacks are THAT overwhelming; unless you have a Toughness power, which are far from universal, the only difference is the higher availability of physical armor... assuming you allow mental evocation blocks and defensive enchanted items. And I don't think Toughness powers are meant to be balanced assuming they're omni-applicable, given that the writers of YS seemed to allow for mental evocation.)

Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 25, 2013, 03:43:18 AM
Too Alien a Mind -- I think this could work like a Compel on the part of the GM vs the attacking character. You Compel any of the Aspects that identifies the PC as mortal and say something like, "I'm going to offer a Compel. Because you're a WIZARD PRIVATE EYE, you're but a mere mortal. Loki's mind is far afield and attempting to direct your Air Evocation as a Mental Attack just doesn't work the way you planned..."

That would at least give players an option to make a Mental Evocation by spending a Fate point. A Compel like this wouldn't be necessary when attacking a mortal, though. (Which might explain the Laws of Magic that govern mental intrusions, to curb the abuse of power mortal practitioners have over their own kind).

That could be interesting, but it wouldn't actually do anything to reduce the power of mental attacks. Compels pay for themselves.

I have a question: I'm under the impression that someone always gets to Defend against an Attack, regardless of what kind of attack it is. Several times, I have seen contributors to threads say things that intimate that most (or some) targets couldn't defend against a Mental Attack. For example, do people let the targets of Incite Emotion powers Defend against them? Especially if using the Attack upgrade of the power?

You do indeed always get to defend. But mental evocations are so powerful that your defence roll will almost certainly be laughably insufficient.

(I'm not sure mental attacks are THAT overwhelming; unless you have a Toughness power, which are far from universal, the only difference is the higher availability of physical armor... assuming you allow mental evocation blocks and defensive enchanted items.
Why not simply create a Power that allows mental attacks with evocation?

And what would be an acceptable cost?

Such a Power would basically be All Creatures Are Equal Before God, except free and integrated with Evocation. Actually it would be a bit better than that, since it would negate Speed and Size and since monsters tend to have worse Discipline/Conviction than Athletics/Endurance.

ACAEBG costs 3 or 4 Refresh, plus a FP each time you use it. Add maybe 2 Refresh because the new Power costs no FP, and another Refresh for hitting Discipline/Conviction and ignoring Speed and Size...so you get a cost of 6 or 7 Refresh.

I think I'd prefer a (large) cost in shifts rather than just dropping to weapon rating 0, which would make mental evocation scale differently from regular evocation.

It'll always scale differently, since mental stress and physical stress have different values. I prefer a flat 0 weapon rating because it doesn't make weak mental attacks impossible or strong mental attacks unstoppable. 

Anyway, Corpsetaker totally ought to be casting high weapon rating mental evocations. And the Gatekeeper's sleep spell in TC.

Sleep spells are probably physical, and Corpsetaker's stuff is probably thaumaturgy.
Title: Re: Mental Evocations solutions?
Post by: vultur on May 25, 2013, 05:14:27 AM
Such a Power would basically be All Creatures Are Equal Before God, except free and integrated with Evocation. Actually it would be a bit better than that, since it would negate Speed and Size and since monsters tend to have worse Discipline/Conviction than Athletics/Endurance.

ACAEBG costs 3 or 4 Refresh, plus a FP each time you use it. Add maybe 2 Refresh because the new Power costs no FP, and another Refresh for hitting Discipline/Conviction and ignoring Speed and Size...so you get a cost of 6 or 7 Refresh.

Mmm, but aren't Speed and Size powers costed on the assumption that they don't help with mental attacks?

Endurance and Athletics are probably more common, but not overwhelmingly so, I'm not sure the difference is that major (especially since this power would probably be mostly found on higher-refresh characters, and at those levels spellcasting arguably pulls ahead more.)  Humans, especially True Believers/KotC and practitioners, may well have better mental defense skills than physical. According to OW, Red Court Infected, Red Court and Black Court have equal or better Discipline than Athletics. Also, ghosts, spellcasting monsters, faerie nobles...

Also, really powerful mental attacks already exist. 3 refresh in Incite Emotion gets you a Weapon:4 mental attack, 4 refresh for ranged, and it only relies on one skill rather than 2-3 like spellcasting.

Still, you have to buy into that separately from physical attacks. So a high Refresh cost for mental evocation is legitimate... but it's also unworkable character-build-wise, and I don't think a Molly-type character using mental evocations should be unworkable.

So what about some kind of compromise Power that allows you to make mental evocations at a cost in shifts, but has a lower Refresh cost?

Something like....

MASTERY OF MIND [-2]
Your evocations can affect the minds of your foes.
Mental Attack Magic.  When you cast an evocation attack, you can reduce its Power by 3 shifts to make it deal mental stress instead of physical stress.
This does not allow you to perform psychomantic thaumaturgy effects, like reading minds, as evocation - you are still limited to evocation's options for effects.


Quote
Sleep spells are probably physical,

It... certainly would make explaining how it doesn't break the Fourth Law easier, but I really don't think so, since Harry talks about sleep spells being "grey magic" mind magic.

Now, maybe weaponized sleep spells work differently from regular sleep spells, but that seems counter-Occamian to me.

Quote
and Corpsetaker's stuff is probably thaumaturgy.
I think you really need weapon values (and probably pretty high ones) to get the overwhelming mental attacks she's got without making her a more powerful character than the Merlin.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 25, 2013, 05:59:32 AM
Mmm, but aren't Speed and Size powers costed on the assumption that they don't help with mental attacks?

Probably.

That doesn't make mental attacks any less powerful, and it doesn't make the ability to make them any less valuable.

Also, really powerful mental attacks already exist. 3 refresh in Incite Emotion gets you a Weapon:4 mental attack, 4 refresh for ranged, and it only relies on one skill rather than 2-3 like spellcasting.

If mental Evocation is a battleaxe, Incite Emotion is a thumb tack. Incite Emotion is accuracy 5ish weapon 4, and very few things can stand against it. Evocation can easily be accuracy 7 weapon 7.

So what about some kind of compromise Power that allows you to make mental evocations at a cost in shifts, but has a lower Refresh cost?

Something like....

MASTERY OF MIND [-2]
Your evocations can affect the minds of your foes.
Mental Attack Magic.  When you cast an evocation attack, you can reduce its Power by 3 shifts to make it deal mental stress instead of physical stress.
This does not allow you to perform psychomantic thaumaturgy effects, like reading minds, as evocation - you are still limited to evocation's options for effects.

Make it cost 5 shifts and 3 Refresh and it might be fair.

It... certainly would make explaining how it doesn't break the Fourth Law easier, but I really don't think so, since Harry talks about sleep spells being "grey magic" mind magic.

Still probably physical stress, mechanically speaking, because its take-out effect is totally physical and has nothing to do with anyone's sanity or self-image. Also, it's more balanced that way.

I think you really need weapon values (and probably pretty high ones) to get the overwhelming mental attacks she's got without making her a more powerful character than the Merlin.

You don't need weapon ratings. Accuracy 9 weapon 0 is plenty overwhelming for most characters.
Title: Re: Mental Evocations solutions?
Post by: Mrmdubois on May 25, 2013, 08:38:38 AM
In regards to fighting Sue, couldn't she just Invoke her High Aspect for Effect to render herself immune, she's technically a zombie and they aren't exactly known for falling for mental stuff, right?  Then again I guess that takes FP she doesn't have, but it seems like something some opponents should be able to do.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 25, 2013, 08:46:28 AM
Invoking your High Concept to become immune to an entire type of attack is kind of unfair.

If your concept involves being immune to mental attack, get a Power that makes you immune to mental attack. Canon doesn't have one, unfortunately, but that shouldn't stop you. The book tells you to homebrew, you should listen to it.
Title: Re: Mental Evocations solutions?
Post by: Mrmdubois on May 25, 2013, 08:51:49 AM
Fair enough, but I wasn't thinking of it as something for players.  Which might be the wrong stance to take.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 25, 2013, 09:02:06 AM
Well...technically you can do whatever you want with NPC mechanics and nothing will break. But it offends my sense of order.

Maybe I'm just too picky, I dunno.
Title: Re: Mental Evocations solutions?
Post by: JDK002 on May 25, 2013, 06:08:43 PM
In regards to fighting Sue, couldn't she just Invoke her High Aspect for Effect to render herself immune, she's technically a zombie and they aren't exactly known for falling for mental stuff, right?  Then again I guess that takes FP she doesn't have, but it seems like something some opponents should be able to do.
I would personally treat this as a compel on the player using Sue's high concept.  Sure the player could use that as a Fate Point dispenser, but they would have to basically give up their action every round.  You could also probably justify doing this with demons, angels, outsiders, and any monsters that are generally considered mindless.
Title: Re: Mental Evocations solutions?
Post by: vultur on May 25, 2013, 06:13:58 PM
Make it cost 5 shifts and 3 Refresh and it might be fair.
Hmmm... maybe. Seems somewhat excessive for someone like Molly, who probably isn't casting evocations above 5 shifts anyway, but it does make it more comparable to Incite Emotion.

Could we make it 4 shifts/3 Refresh, which allows two 1-Refresh upgrades at +2 shifts, making it 5 Refresh?

I really do think 5 Refresh for no penalty is fairer than 6-7 comparing to ACAEBG, which is 3 Refresh but requires one fate point per scene.

Then add in Corpsetaker's +2 Fourth Lawbreaker bonus and you might be getting close to the sort of thing she can do in the books...

Quote
Still probably physical stress, mechanically speaking, because its take-out effect is totally physical and has nothing to do with anyone's sanity or self-image.

I'm not sure it's that clear-cut, if mental attacks (Emotional Vampire) can have a take-out effect of death.

Quote
You don't need weapon ratings. Accuracy 9 weapon 0 is plenty overwhelming for most characters.

Then how does Corpsetaker Take Out Luccio, who defends with probably Fantastic Discipline (at least Superb...) and has a 4-box mental stress track, and as a "significant NPC" ought to be able to take a mild and moderate consequence (and maybe an extra mild, though I personally doubt she deserves Superb Conviction), with one spell?
Title: Re: Mental Evocations solutions?
Post by: vultur on May 25, 2013, 06:22:48 PM
As a general point, I don't think mental attacks are meant to be costlier than physical ones, comparing Incite Emotion's At Range upgrade (1 Refresh, 1 zone range) and Lasting Emotion upgrade (1 Refresh, Weapon:2 mental attack) to Claws (1 Refresh, Weapon:2 physical attack) and Breath Weapon (2 Refresh, 1 zone range, Weapon:2 physical attack). Addictive Saliva and Emotional Vampire are 1 Refresh Weapon:0 mental attack powers, but they provide more than just the ability to make Weapon:0 mental attacks for that 1 Refresh.
Title: Re: Mental Evocations solutions?
Post by: Wolfhound on May 25, 2013, 07:22:02 PM
We just had a huge discussion about this in our game as well, we went with Weapon:X rating for attacks against non-physical stress is 2 Shifts per instead of 1 Shift per (i.e. kinda like what exists for Armor) - worked pretty well so far for us.
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 25, 2013, 07:38:39 PM
Quote from: sanctaphrax
You don't need weapon ratings. Accuracy 9 weapon 0 is plenty overwhelming for most characters

This means that a submerged character is rolling +4 on the attack, if you are making that assumption than you need to have the defender at the same margin. It averages to five damage per attack assuming that the submerged defender has no skill to defend with. Accuracy 9 weapon 9 is pretty overwhelming for physical attacks and it looks the wizard even more since he only has to spend one stress for your proposed mental attack and five stress for my equivalent physical attack.
Title: Re: Mental Evocations solutions?
Post by: Taran on May 25, 2013, 08:01:37 PM
We just had a huge discussion about this in our game as well, we went with Weapon:X rating for attacks against non-physical stress is 2 Shifts per instead of 1 Shift per (i.e. kinda like what exists for Armor) - worked pretty well so far for us.

This is interesting...and simple.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 26, 2013, 06:04:23 AM
This means that a submerged character is rolling +4 on the attack, if you are making that assumption than you need to have the defender at the same margin. It averages to five damage per attack assuming that the submerged defender has no skill to defend with. Accuracy 9 weapon 9 is pretty overwhelming for physical attacks and it looks the wizard even more since he only has to spend one stress for your proposed mental attack and five stress for my equivalent physical attack.

I don't follow. Could you re-explain?

We just had a huge discussion about this in our game as well, we went with Weapon:X rating for attacks against non-physical stress is 2 Shifts per instead of 1 Shift per (i.e. kinda like what exists for Armor) - worked pretty well so far for us.

I doubt that that will be sufficient if somebody in your group makes a serious effort to optimize.

As a general point, I don't think mental attacks are meant to be costlier than physical ones, comparing Incite Emotion's At Range upgrade (1 Refresh, 1 zone range) and Lasting Emotion upgrade (1 Refresh, Weapon:2 mental attack) to Claws (1 Refresh, Weapon:2 physical attack) and Breath Weapon (2 Refresh, 1 zone range, Weapon:2 physical attack). Addictive Saliva and Emotional Vampire are 1 Refresh Weapon:0 mental attack powers, but they provide more than just the ability to make Weapon:0 mental attacks for that 1 Refresh.

Incite Emotion is a really powerful power. Breath Weapon sucks. (Claws is okay, but not awesome.) It's possible they were costed under the assumption that mental stress and physical stress were equally valuable...it would explain why the one that inflicts mental stress is so much better.

Regardless of the intent of the designers, mental stress is demonstrably more powerful.

Hmmm... maybe. Seems somewhat excessive for someone like Molly, who probably isn't casting evocations above 5 shifts anyway, but it does make it more comparable to Incite Emotion.

If Molly can cast worthwhile mental attack evocations, then Corpsetaker's gonna be broken. That's the downside of your method, and the main reason I prefer setting weapon rating to 0.

Could we make it 4 shifts/3 Refresh, which allows two 1-Refresh upgrades at +2 shifts, making it 5 Refresh?

Not sure what you mean. If you're suggesting a 5 Refresh Power that lets you cast mental evocations with no loss of power, I'd say no.

I really do think 5 Refresh for no penalty is fairer than 6-7 comparing to ACAEBG, which is 3 Refresh but requires one fate point per scene.

Per scene per target, IIRC. Using it on everyone could easily cost you a dozen FP per session.

And mental stress is more powerful than ACaEBG anyway.

I'm not sure it's that clear-cut, if mental attacks (Emotional Vampire) can have a take-out effect of death.

Death is as mental as it is physical, at least the way I see it.

Then how does Corpsetaker Take Out Luccio, who defends with probably Fantastic Discipline (at least Superb...) and has a 4-box mental stress track, and as a "significant NPC" ought to be able to take a mild and moderate consequence (and maybe an extra mild, though I personally doubt she deserves Superb Conviction), with one spell?

Same way Harry took out Corpsetaker with one bullet, using his unimpressive Guns skill and a weapon 2-3 handgun.

Stuff that happens in the novels is always a bit hard to translate into the game. We just have to assume that the target's consequence slots were full or that the attacker invoked a bunch of Aspects or something.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 26, 2013, 07:48:52 AM
Note: my earlier posts in this thread assume that mental Toughness doesn't exist. If there are mental defence Powers around and lots of people have them, mental attacks are a lot less powerful.

So maybe that could be part of your solution. Mental Toughness exists, it's common, and you will encounter people with it. Establishing that lets you play things a lot looser with mental evocation.

Being able to bypass Speed and attack the stress track of your choice is still powerful, but it's not 7 Refresh powerful. vultur's take would probably work well in such an environment.
Title: Re: Mental Evocations solutions?
Post by: vultur on May 26, 2013, 04:35:40 PM
If Molly can cast worthwhile mental attack evocations, then Corpsetaker's gonna be broken. That's the downside of your method, and the main reason I prefer setting weapon rating to 0.

I really do want mental attack evocations to be viable at reasonable refresh costs, though.

(BTW, I do think that the rules as written and intended allow mental attack evocations at no special penalty. This is me trying to pin down a way to do it that works for those who do think it's utterly broken.)

Are you suggesting weapon rating 0 for no additional refresh cost, or would you still have to buy an additional Power?


Quote
Not sure what you mean. If you're suggesting a 5 Refresh Power that lets you cast mental evocations with no loss of power, I'd say no.

It's really more valuable than 5 Refinements?

Quote
Per scene per target, IIRC. Using it on everyone could easily cost you a dozen FP per session.

Hmm, you're right.

Quote
And mental stress is more powerful than ACaEBG anyway.

I'm not sure I agree, depends on who you're attacking. Against a physical defense specialized target, sure. Against a spellcaster or faith-based character, you're going to want to attack physically.

Quote
Death is as mental as it is physical, at least the way I see it.

Quote
Same way Harry took out Corpsetaker with one bullet, using his unimpressive Guns skill and a weapon 2-3 handgun.

Stuff that happens in the novels is always a bit hard to translate into the game. We just have to assume that the target's consequence slots were full or that the attacker invoked a bunch of Aspects or something.

Good point.


--

Mental toughness Powers really should exist, but if you introduce them, you have to re-stat everything that would reasonably have them (not really that difficult, but it is going to introduce an across-the-board rise in Refresh costs, so you might want to use a higher refresh power level for PCs if you use them).
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 26, 2013, 04:54:54 PM
I don't follow. Could you re-explain?

I will try. I kind of ranted in my last post and then realized things I forgot. Ok so my argument would go a lot better if someone could make 2 evocators, one designed for mental and one for physical. I would but I have a hard time making characters as is. Assume submerged, optimize as you will.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 26, 2013, 10:43:18 PM
I really do want mental attack evocations to be viable at reasonable refresh costs, though.

You're going to have a hard time with that, using the method that you've proposed. A flat shift cost has scaling issues.

(BTW, I do think that the rules as written and intended allow mental attack evocations at no special penalty. This is me trying to pin down a way to do it that works for those who do think it's utterly broken.)

I don't know about the RAI, but the RAW is clearly unclear. So I go with the not-obviously-ridiculously-broken interpretation.

Are you suggesting weapon rating 0 for no additional refresh cost, or would you still have to buy an additional Power?

The former.

I'd prefer to make mental evocation attacks totally impossible, though. This is an "if you don't like that" suggestion.

It's really more valuable than 5 Refinements?

In some situations.

Partly because it stacks well with Refinement, where Refinement suffers from diminishing returns when taken repeatedly.

Partly because it's just so damn good against physical tanks.

I'm not sure I agree, depends on who you're attacking. Against a physical defense specialized target, sure. Against a spellcaster or faith-based character, you're going to want to attack physically.

I've actually heard the opposite interpretation for casters...some people like to use mental stress to deplete their spell reserves. And most casters have a decent Athletics and/or a physical armour item of some kind, in my experience.

Against faith-y types, both ACaEBG and being able to inflict mental stress are generally useless.

Mental toughness Powers really should exist, but if you introduce them, you have to re-stat everything that would reasonably have them (not really that difficult, but it is going to introduce an across-the-board rise in Refresh costs, so you might want to use a higher refresh power level for PCs if you use them).

I make mental toughness cost only 1 Refresh per level if you have physical toughness at that level already, which really cuts down on the Refresh bloat.

I will try. I kind of ranted in my last post and then realized things I forgot. Ok so my argument would go a lot better if someone could make 2 evocators, one designed for mental and one for physical. I would but I have a hard time making characters as is. Assume submerged, optimize as you will.

I'd expect them to look almost exactly the same. Spirit Evocation, 7+ shifts, some other abilities to provide survivability and utility.

You don't have to choose which type of stress you inflict until you cast the spell. So going for mental stress doesn't really change the way you build your character.
Title: Re: Mental Evocations solutions?
Post by: Taran on May 27, 2013, 12:12:47 AM
O.k...so after looking at everyone's suggestions so far.

I'm not sure I want to make a new power, per se.  Especially one that costs piles of refresh. 

I'm Re-thinking the "Sight" solution, which I still really like.

Wizards can just do it because they already have the Sight, but for non-wizard spell caster, how about a -1 or -0 power to represent the special training it takes to do mental combat.  It'd work exactly like the Sight for the purpose of making mental attacks using evocation.  This power wouldn't allow them to make the Lore checks to discern aspects and what-not.  It'd just allow them to make these sorts of attacks.  So it'd be less useful than actually owning the Sight.

I'm still tossing around the idea of requiring an aspect to tag - which would be easy if you have the Sight because you can use Lore to get something and tag that to open a channel to start mental combat.

It maintains the "mental attacks are dangerous" for both attacker and defender.  Mental toughness would, of course, help reduce some of the damage you'd get from using the Sight.  So it'd be a power that most mental focused practicioners would have.  They might also have stunts to help them aleviate some of the feedback.

What I like about this is it still allows for full-blown high weapon evocation attacks every exchange.  I like that doing this has a risk associated with it.  Not much of a risk for Wizards/warlocks who focus on attacking humans (where the resisting the Sight would be easier), but more of risk for Wizards who want to use it to bypass toughness powers against Alien/scary creatures.

Maybe tagging an aspect first is too much...
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 27, 2013, 01:45:22 AM
What about doing some sort of mental back lash? For every so and so damage you take (fraction) in mental stress. It would give wizard something to think about done it would add to the cost of their evocation and drain their mental stress resource faster
Title: Re: Mental Evocations solutions?
Post by: Tedronai on May 27, 2013, 02:52:46 AM
Wizards can just do it because they already have the Sight, but for non-wizard spell caster, how about a -1 or -0 power to represent the special training it takes to do mental combat.  It'd work exactly like the Sight for the purpose of making mental attacks using evocation.  This power wouldn't allow them to make the Lore checks to discern aspects and what-not.  It'd just allow them to make these sorts of attacks.  So it'd be less useful than actually owning the Sight.

If it costs as much as the Sight, it should do as much as the Sight.  Whether that makes it a rose by another name, or whether the extra benefits are provided in another fashion doesn't so much matter.
Title: Re: Mental Evocations solutions?
Post by: Taran on May 27, 2013, 02:55:49 AM
Well, then is it just a -0 Power?

Title: Re: Mental Evocations solutions?
Post by: Tedronai on May 27, 2013, 03:30:06 AM
I dislike -0 powers, but even more so, I dislike -0 powers with other powers as pre-requisites.  They seem superfluous to me; where one would otherwise be called for, I much prefer simply to use aspects.
If a character has aspects that support the use of mental evocation attacks (and they are already in possession of appropriate channeling or evocation powers), then allow them to do so using the rules you determine are appropriate.
If a character with channeling or evocation lacks aspects supporting the use of mental evocation, then they should be as unable to use them as Harry attempting, well, any of the things that Harry is simply completely unsuited to attempt.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 27, 2013, 06:13:12 AM
Wizards can just do it because they already have the Sight, but for non-wizard spell caster, how about a -1 or -0 power to represent the special training it takes to do mental combat.  It'd work exactly like the Sight for the purpose of making mental attacks using evocation.  This power wouldn't allow them to make the Lore checks to discern aspects and what-not.  It'd just allow them to make these sorts of attacks.  So it'd be less useful than actually owning the Sight.

I don't think that would work very well. If it's worse than the Sight it has to cost less than 1, but it can't cost 0 because it does something good. So there's no appropriate cost.

Basically, what Tedronai said.

I'm still tossing around the idea of requiring an aspect to tag - which would be easy if you have the Sight because you can use Lore to get something and tag that to open a channel to start mental combat.

So you'd have to tag an Aspect while the Sight is open for each mental evocation?

What I like about this is it still allows for full-blown high weapon evocation attacks every exchange.

I don't think it does, actually. Assessing with the Sight is not a free action.

That's a feature, in my eyes, because full-blown high weapon mental evocation attacks every exchange is something I'd rather avoid.
Title: Re: Mental Evocations solutions?
Post by: Taran on May 27, 2013, 11:25:11 AM
Ok, fair enough.   It won't work.  I just liked the feedback and the block on other actions caused by the sight.  :p
Title: Re: Mental Evocations solutions?
Post by: vultur on May 27, 2013, 10:23:57 PM
I don't know about the RAI, but the RAW is clearly unclear. So I go with the not-obviously-ridiculously-broken interpretation.

Hmmm, upon re-reading, it's not nearly as clear as I thought, every reference to mental magic could easily mean  thaumaturgy except for the one about using spirit evocations with a summoned creature's True Name.

Given that, OK, I think either "weapon rating 0" or "evothaum" (if you allow evothaum for psychomancy to be bought outside of Sponsored Magic) is fine. It still seems a bit off because other supernatural powers don't seem to treat mental stress as overwhelmingly massively better than physical...

I believe there was a post by one of the writers about sleep spells and such in a conflict that definitely suggested that mental evocation was supposed to exist, though.


Quote
I've actually heard the opposite interpretation for casters...some people like to use mental stress to deplete their spell reserves. And most casters have a decent Athletics and/or a physical armour item of some kind, in my experience.

In a game in which mental evocation exists & is broadly allowed, mental armor items are probably going to be as common as physical ones.

And, most PC casters probably do, but I wouldn't necessarily think it's the norm "in world". Oh, in something like my Defending the Borders game, they probably would, but that's because at that power level it's barely worth having the combat at all unless the opponent is either specialized for it or ridiculously powerful (or both).

"In world", though, I think combat specced spellcasters are very much the exception (thus, even at the worst of the Vampire War when lowering their standards and drafting people, the WC could only get about 1/20 to be Wardens).

Quote
I make mental toughness cost only 1 Refresh per level if you have physical toughness at that level already, which really cuts down on the Refresh bloat.

Interesting... like Sight and Soulgaze kind of synergy?  Seems somewhat powerful, but yeah, I don't know how else to deal with the Refresh bloat.


Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 28, 2013, 02:16:27 AM
It still seems a bit off because other supernatural powers don't seem to treat mental stress as overwhelmingly massively better than physical...

Well, mental evocation has two big advantages over those other Powers. It's got a big weapon rating, and if you run into something mentally tough you can go with physical attacks instead.

In a game in which mental evocation exists & is broadly allowed, mental armor items are probably going to be as common as physical ones.

I dunno about that. I've almost never seen anyone with a defensive mental item.

"In world", though, I think combat specced spellcasters are very much the exception (thus, even at the worst of the Vampire War when lowering their standards and drafting people, the WC could only get about 1/20 to be Wardens).

True, but a defensive item isn't exactly a big investment. It's 0.25 Refresh...even a non-combatant might find it a worthwhile effort to make a protective talisman.

Interesting... like Sight and Soulgaze kind of synergy?  Seems somewhat powerful, but yeah, I don't know how else to deal with the Refresh bloat.

Way I see it, toughening up two stress tracks isn't twice as good as toughening up one. If getting Toughness against the type of stress you face the most is 2 Refresh/level, getting Toughness against a less common type ought to be less.

That's how I justify it balance-wise.
Title: Re: Mental Evocations solutions?
Post by: Tedronai on May 28, 2013, 03:48:37 AM
I dunno about that. I've almost never seen anyone with a defensive mental item.

I've certainly never so much as heard of one that wasn't either an enchanted item or an Item of Power, so no, they won't ever be as common as physical armour items.
Title: Re: Mental Evocations solutions?
Post by: UmbraLux on May 28, 2013, 03:55:50 AM
Hmmm, upon re-reading, it's not nearly as clear as I thought, every reference to mental magic could easily mean  thaumaturgy except for the one about using spirit evocations with a summoned creature's True Name.
Are you including the sidebar on YS255?  It explicitly states the Spirit element "...covers mental magic, emotions, ghosts..."

Personally, and not looking at what's allowed in the text, I like the old Dark Sun method.  Give everyone without access to mental powers / magic a block against it and then let the mentalists and WCVs hammer at each other.  Or just move on to FATE Core, it's less obviously broken.  ;)
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 28, 2013, 08:11:40 PM
Well, mental evocation has two big advantages over those other Powers. It's got a big weapon rating, and if you run into something mentally tough you can go with physical attacks instead.

I dont really understand how that is an advantage over physical evocation. If you run into something physically tough you can go with mental attacks instead. And the weapon rating should be the same in either case.

What if you limited the caster to only being able to do mental or only doing physical? Since no one liked my psychic backlash idea.
Title: Re: Mental Evocations solutions?
Post by: Tedronai on May 28, 2013, 09:39:07 PM
I just don't think that one jives with the fiction.
At most, I think that could be done for some characters by way of aspect mechanics.
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 28, 2013, 09:53:27 PM
I dont think any of this jives with the fiction if thats what we are basing it off of.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 28, 2013, 09:57:15 PM
I dont really understand how that is an advantage over physical evocation. If you run into something physically tough you can go with mental attacks instead. And the weapon rating should be the same in either case.

That's an advantage over Incite Emotion, not an advantage over physical evocation.

What if you limited the caster to only being able to do mental or only doing physical? Since no one liked my psychic backlash idea.

That might help a little. I'd worry that everyone would take mental evocation since it's harder to defend against, but maybe the non-combat applications of physical evocation would make it more attractive.
Title: Re: Mental Evocations solutions?
Post by: toturi on May 29, 2013, 05:14:58 AM
That might help a little. I'd worry that everyone would take mental evocation since it's harder to defend against, but maybe the non-combat applications of physical evocation would make it more attractive.
I think it depends in part on how often mechanical contructs are encountered and how they are run. For example, does a drone have a Mental stress track? Does a car have a Mental stress track (assuming you cannot see the driver or that the car is already barrelling down on you and taking out the driver isn't going to help you)?
Title: Re: Mental Evocations solutions?
Post by: Mrmdubois on May 29, 2013, 06:30:04 AM
I'm not sure why mental stuff is harder to defend against.  From what I understand it's because it bypasses Speed and Toughness powers and Athletics, etc defenses, is that right?

But if you can come up with a justification, like, "Well, he can only direct his attacks at a visible target, so I'll dodge with Athletics to make it harder for him to track my location, or hide with Stealth, throw up a Glamour, etc." It should reduce the difficulty of defending.  Okay, maybe a brick type character would still run into problems since the Toughness powers only affect the Physical side of defending, but there are the Homebrew Mental Toughness powers which should help.  Plus, I think someone mentioned giving those at a discount if other Toughness powers are possessed.

I'm not arguing for or against by the way, just trying to wrap my head around the problem right now.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 29, 2013, 07:51:22 AM
What if you just let regular Toughness powers defend against mental attacks as well?

Also, something's that's been bugging me for a while.
That could be interesting, but it wouldn't actually do anything to reduce the power of mental attacks. Compels pay for themselves.
How do you figure?
Title: Re: Mental Evocations solutions?
Post by: Mrmdubois on May 29, 2013, 08:38:32 AM
A compel gives you a FP, thus zero sum value.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 29, 2013, 01:46:54 PM
A compel gives you a FP, thus zero sum value.

But then you have to spend a FP to resist it. Unless I've been misreading the rules this whole time.
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 29, 2013, 01:50:51 PM
That's an advantage over Incite Emotion, not an advantage over physical evocation.

Ah ok, that makes way more sense.

Quote
That might help a little. I'd worry that everyone would take mental evocation since it's harder to defend against, but maybe the non-combat applications of physical evocation would make it more attractive.

If everyone is taking mental though you know what your characters are doing and can implement NPC's that counter/ create a challenge for them.

But then you have to spend a FP to resist it. Unless I've been misreading the rules this whole time.

You have not. But you either get a FP or you lose a FP. Thus zero sum value
Title: Re: Mental Evocations solutions?
Post by: Taran on May 29, 2013, 01:57:47 PM
I was thinking, for having a character that wants to be able to use mental evocations, that they should simply have an aspect related to it.  That way it can be compelled one way or another and it may give the GM a bit more control over situations - such as avoiding nuking physical tough opponents with mental attacks - while rewarding the player for not always going with the optimal attack form.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 29, 2013, 07:21:47 PM
If everyone is taking mental though you know what your characters are doing and can implement NPC's that counter/ create a challenge for them.

Yeah, but it's still weird and unfortunate if system quirks discourage people from making characters similar to the main character of the novels.

I think it depends in part on how often mechanical contructs are encountered and how they are run. For example, does a drone have a Mental stress track? Does a car have a Mental stress track (assuming you cannot see the driver or that the car is already barrelling down on you and taking out the driver isn't going to help you)?

That's what the Mindless Power is for!

Unfortunately it's not canon.

What if you just let regular Toughness powers defend against mental attacks as well?

That would help. Wouldn't make much sense to me though.

Also, something's that's been bugging me for a while.How do you figure?

Being vulnerable to Compels is not a weakness. So taking a Compellable Trouble Aspect doesn't make your character less powerful.

The benefit (FP) compensates for the penalty (Compels).

I was thinking, for having a character that wants to be able to use mental evocations, that they should simply have an aspect related to it.

They probably should, but requiring them to doesn't actually do anything at all to address the underlying balance issues.
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 29, 2013, 07:33:35 PM
Yeah, but it's still weird and unfortunate if system quirks discourage people from making characters similar to the main character of the novels.

I didnt think this would be an issue since most characters arent facing the same situations that Dresden does. Most of the stuff he faces are by himself where in this game its ussually group based most of the time. If players were making characters similar to the main character in the novel then they would all be spellcasters with authority issues; anger problems; a close group of friends; and a terrific moral compass. Thats not how the system is set up though. You can make characters that could be the complete opposite of Dresden and their shouldnt be anything wrong with that.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 29, 2013, 07:36:08 PM
There's nothing wrong with making a character who's different from Dresden.

But in the Dresden Files RPG, Harry Dresden should be a viable character.
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 29, 2013, 07:42:58 PM
And he is regardless of the outcome of this discussion. I dont understand this point as a valid point in the argument.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 29, 2013, 08:04:27 PM
My concern is that since mental evocations are more damaging than physical ones, making a physical evoker would be the Wrong Choice.

That would be bad.

(Though as I said before, it's not certain that things would go that way.)
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 29, 2013, 08:13:30 PM
i dont think it would. It would be hard - impossible to make a mental evocator that can affect the environment (though he could affect their perceptions but it still negates preparation) plus (even though you dont like it as a balancer) there does exist the lawbreaker, which would be much easier to delve into with a mental evocator.

Plus if you have mental evocators you will have people who are able to resist them more.

Look at is this way. Instead of physical evocators being the norm what would happen to the system. Toughness powers would probably affect mental, and speed might be speed of thought. These things would create more barriers to mental attacks (since that is what this hypothetical situation is based on.) And now someone wants to have physical evocation. Well the game hasnt given us anything for that so now we have to come up with different things for it.

Do you understand where I am going?
Title: Re: Mental Evocations solutions?
Post by: GryMor on May 29, 2013, 08:40:07 PM
I know it's generally not supposed to be the case of balancing using the laws, but for direct attack, it's easy to avoid First Law violations with physical evocation. It's really really hard to avoid Third Law violations with mental evocation. The inefficiency of Law Breaker compared to refinement (specialization or foci) makes it less viable for PC use, for direct attacks, rather than illusion maneuvers. If Harry is taken as a PC, then he's certainly a viable character.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 30, 2013, 05:20:28 AM
You have not. But you either get a FP or you lose a FP. Thus zero sum value

Being vulnerable to Compels is not a weakness. So taking a Compellable Trouble Aspect doesn't make your character less powerful.

The benefit (FP) compensates for the penalty (Compels).

Ah, ok, so I haven't misunderstood the rules or your position then.

So how exactly is it a zero-sum game? Assuming that other sources of FP mitigates the other expenditures of FP, Every time you take a compel, you gain 1 FP. Which you can then use, to refuse the next one. Meaning that you must accept half of all compels that come your way, for absolutely no benefit whatsoever, since you must use those FP to buy off the other compels. This is assuming the GM never escalates, which makes the situation even worse.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 30, 2013, 05:41:45 AM
Look at is this way. Instead of physical evocators being the norm what would happen to the system. Toughness powers would probably affect mental, and speed might be speed of thought. These things would create more barriers to mental attacks (since that is what this hypothetical situation is based on.) And now someone wants to have physical evocation. Well the game hasnt given us anything for that so now we have to come up with different things for it.

Do you understand where I am going?

I think so. But I prefer not to assume that people will be houseruling when I consider balance.

That being said, you might be right, it might not be an issue. Like I said, this is more a worry than a definite problem.

Ah, ok, so I haven't misunderstood the rules or your position then.

So how exactly is it a zero-sum game? Assuming that other sources of FP mitigates the other expenditures of FP, Every time you take a compel, you gain 1 FP. Which you can then use, to refuse the next one. Meaning that you must accept half of all compels that come your way, for absolutely no benefit whatsoever, since you must use those FP to buy off the other compels. This is assuming the GM never escalates, which makes the situation even worse.

Refusing Compels is often a bad deal, it's true.

But people don't refuse Compels half the time. If you're accepting an appropriate number of Compels (which might be all of them, in some games), the FP from them will pay for any Compels you reject and the leftovers will be perfect compensation for the Compels you accepted.

If the above isn't true, the GM should adjust the hardness of the Compels until it is. Because the game isn't supposed to punish you for being Compellable...if anything, it's supposed to do the opposite.

In practice, the balance is probably never perfect. But it's usually close enough that the difference isn't measurable. (Though that's partly because measuring this stuff is hard.)
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 30, 2013, 08:20:45 AM
So... basically, compels are cost-neutral because you're supposed to houserule them so they are.
Title: Re: Mental Evocations solutions?
Post by: Tedronai on May 30, 2013, 12:14:15 PM
Accepted Compels are complications for which you are compensated (yay for alliteration).  They are essentially cost-neutral, or are supposed to be.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 30, 2013, 03:42:22 PM
Yes, I did get the reasoning behind the statement. I just think those who subscribe to it aren't thinking it through. As always, no offence intended.

Basically, when a compel comes up, you get two options.

Accept It
This is the scenario you are talking about it. You have to face the complication (bad) but you get a fate point(good). Basically, this option is cost-neutral.
Reject It
You now have to pay a fate point(bad). And... there's no upside, at least compared to if there was no compel in the first place.

See what I mean? When a compel comes up, at the very, absolute best it's as you describe - cost-neutral. At it's very worst, its an black hole for fate points, that can never be fully satisfied as long as the possibility of compels remain. Since most games will fall somewhere in the middle, the compels are most certainly not cost-neutral. The sole exception is if you're playing a game where compels never do any worse than just a minor slap on the wrist or even outright give you a benefit - in which case, should you really be getting fate points for them?
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 30, 2013, 03:49:25 PM
Believe me, I've thought this through.

Part of the GM's job is to give Compels that are, overall, cost-neutral.

In some games (the majority, I think) that means giving out Compels that are pretty much never refused, which are each individually worth 1 FP. In others it might mean giving out a mix of soft and hard Compels, some of which might actually be refused, so that on average the soft Compels pay for the hard ones.

This is pretty much a tautology, really. The appropriate level of hardness for Compels is defined by the need to keep Compels from being a weakness. Therefore (non-debt) Compels are not and never will be a weakness.
Title: Re: Mental Evocations solutions?
Post by: Tedronai on May 30, 2013, 04:30:15 PM
As a player, I think the only times where I've ever refused a compel were also times when the GM refused to negotiate (at all) and thus potentially arrive at something mutually agreeable (as, by the rules, they are supposed to attempt).
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 30, 2013, 05:48:47 PM
Yes, I did get the reasoning behind the statement. I just think those who subscribe to it aren't thinking it through. As always, no offence intended.

Basically, when a compel comes up, you get two options.

Accept It
This is the scenario you are talking about it. You have to face the complication (bad) but you get a fate point(good). Basically, this option is cost-neutral.
Reject It
You now have to pay a fate point(bad). And... there's no upside, at least compared to if there was no compel in the first place.

The "good" part of rejecting a compel is that you get to continue to do what you were planning on and dont have to take any negative consequences.

For instance: GM compels "Hot headed" To make you attack someone the group is negotiating with because he insulted you. Now you can accept that and go into combat or you can reject it because you want to maintain the conversation.
Title: Re: Mental Evocations solutions?
Post by: Tedronai on May 30, 2013, 06:44:06 PM
Or you can negotiate it to react in some other way representative of your 'Hot Headed' aspect, get the FP, delay or avoid combat, and keep everyone happy.
Maybe you get angry and start to take an even more hard-line approach to the negotiations.  Maybe you switch from persuasion techniques over to intimidation and demands.  Maybe you storm out in a huff (concede the conflict with all attendant effects).  Maybe you silently vow to do whatever you were going to do anyway, regardless of the results of the negotiations.  Maybe you end up insulting the other party and they demand further concessions to make up for the slight.
The possibilities go on and on.
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 30, 2013, 07:57:54 PM
I think so. But I prefer not to assume that people will be houseruling when I consider balance.

That being said, you might be right, it might not be an issue. Like I said, this is more a worry than a definite problem.

I get that, but when it is something thats not outlined in the rules you dont really have any choice. Even saying no mental evocation is technically a houserule
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 31, 2013, 01:55:51 AM
Depends on your definition of houserule, really.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 31, 2013, 02:30:04 AM
Believe me, I've thought this through.

Part of the GM's job is to give Compels that are, overall, cost-neutral.

In some games (the majority, I think) that means giving out Compels that are pretty much never refused, which are each individually worth 1 FP. In others it might mean giving out a mix of soft and hard Compels, some of which might actually be refused, so that on average the soft Compels pay for the hard ones.

This is pretty much a tautology, really. The appropriate level of hardness for Compels is defined by the need to keep Compels from being a weakness. Therefore (non-debt) Compels are not and never will be a weakness.

Well, yes. Basically, as far as you are concerned, compels are cost-neutral because you more or less houserule them to be. Not everyone interprets the game like you do, which is the problem, because from the statements you make in your posts, you seem to assume everyone will be.

The "good" part of rejecting a compel is that you get to continue to do what you were planning on and dont have to take any negative consequences.

For instance: GM compels "Hot headed" To make you attack someone the group is negotiating with because he insulted you. Now you can accept that and go into combat or you can reject it because you want to maintain the conversation.

It is not a benefit. You pay a fate point where, if the compel had never come up, you would never have to pay anything. Therefore, compels are not cost-neutral. In your example, if the compel had never come up, you could have just continued to negotiate. If the compel comes up, now you have to pay a fate point just for doing the same damn thing. Or get railroaded into combat.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 31, 2013, 02:32:07 AM
Depends on your definition of houserule, really.

True. The thing with DFRPG is that some rather critical things are left up to the group, like mental evocation, and it can't really be considered houseruling to make a judgement call, especially since Evil Hat flat-out refuses to clarify or even talk about their intent.

That said, some things you seem to take for granted are, objectively speaking, houserules.
Title: Re: Mental Evocations solutions?
Post by: Tedronai on May 31, 2013, 02:33:26 AM
Or get railroaded into combat.

You don't understand how compels work.
For reference, see my recent posts in this thread.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 31, 2013, 02:34:53 AM
I presume you are talking about negotiation. In which case, please elaborate. Otherwise, please correct me.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 31, 2013, 02:37:56 AM
On second thoughts, maybe you should just mentally block out the line. Not because I'm conceding the point, because I'm not, but rather because that line doesn't even matter, for what I am trying to argue - that compels are not cost-neutral.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 31, 2013, 02:41:35 AM
I honestly don't think I'm houseruling at all on this.

But if I am, it's in the opposite direction from what you think.

Your Story is not subtle about the fact that Compels are not bad. It says so over and over on pages 109 and 111. If anything I'm making Compels weaker by assuming that they just pay for themselves.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 31, 2013, 02:51:11 AM
And because YS says something, it is now absolutely true, right? After all, everything ever published by a game developer is perfectly accurate, so there are no such things as the game mechanics not supporting intent.

If compels didn't require you to pay to refuse them, then yes, I would agree. As it is, it seems the devs look at the the same way most here do - accepting a compel balances out, so it's cost-neutral, but they forgot to account for the fact that if you end up refusing a compel, you would be better off if the compel had never come up. The only way this wouldn't be true is if refusing compels were free, or if they actually gave you a benefit above and beyond the free fate point.
Title: Re: Mental Evocations solutions?
Post by: Tedronai on May 31, 2013, 02:54:49 AM
Yes, refused compels are expensive.  You're the only one that thinks this is controversial.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 31, 2013, 03:02:16 AM
And because YS says something, it is now absolutely true, right? After all, everything ever published by a game developer is perfectly accurate, so there are no such things as the game mechanics not supporting intent.

If you do what the rulebook tells you to, you are not houseruling.

And the sections I mentioned are (in my eyes) rules. They're what tells the GM how hard Compels should hit.

As I've said before, a Compel that you refuse is obviously not cost-neutral. Odds are that any individual Compel will be off the cost-neutral ideal by at least a bit. But Compels collectively balance out at a value of zero.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 31, 2013, 03:05:52 AM
Yes, refused compels are expensive.  You're the only one that thinks this is controversial.

Ignoring the only one hyperbole, if refused compels are expensive, how does that go with your statement that compels are cost-neutral?
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 31, 2013, 03:10:08 AM
If you do what the rulebook tells you to, you are not houseruling.

And the sections I mentioned are (in my eyes) rules. They're what tells the GM how hard Compels should hit.

As I've said before, a Compel that you refuse is obviously not cost-neutral. Odds are that any individual Compel will be off the cost-neutral ideal by at least a bit. But Compels collectively balance out at a value of zero.

When the rules contradict, then it is a form of houseruling to decide which interpretation to go with. Also, the whole bit about how compels are supposed to be cost-neutral? Guideline, whose interpretation will differ by definition with every GM. The rules for how compels actually work? Those are hard rules, which vary only if the group makes a conscious decision to change them.

Basically, with regards to that section, I believe this is a classic case of the game developer's mechanics not supporting their intent.

Also, with regards to the last bit of your post, I'm not following your logic. If on average, compels are less than cost-neutral, how do compels collectively balance out?
Title: Re: Mental Evocations solutions?
Post by: Tedronai on May 31, 2013, 03:17:43 AM
Ignoring the only one hyperbole, if refused compels are expensive, how does that go with your statement that compels are cost-neutral?
Please retroactively consider all previous statements on the cost-neutrality of compels to be in reference to accepted compels.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 31, 2013, 03:18:03 AM
When the rules contradict, then it is a form of houseruling to decide which interpretation to go with. Also, the whole bit about how compels are supposed to be cost-neutral? Guideline, whose interpretation will differ by definition with every GM. The rules for how compels actually work? Those are hard rules, which vary only if the group makes a conscious decision to change them.

I don't see a contradiction. I've read your posts, and I still don't see the contradiction that's supposed to be in the rules.

Also, with regards to the last bit of your post, I'm not following your logic. If on average, compels are less than cost-neutral, how do compels collectively balance out?

Some are less than cost-neutral, others are more. On average, they're neutral.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 31, 2013, 03:23:08 AM
Please retroactively consider all previous statements on the cost-neutrality of compels to be in reference to accepted compels.

So.. you are stating that accepted compels are cost-neutral. Ok. I agree. Glad we can still do that.  :)

I was stating, however, that compels as a whole aren't cost-neutral.
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 31, 2013, 03:26:09 AM
I don't see a contradiction. I've read your posts, and I still don't see the contradiction that's supposed to be in the rules.

Some are less than cost-neutral, others are more. On average, they're neutral.
The contradiction isn't actually with the rules - it's between the rules and the guidelines.

The guidelines state that compels are supposed to be cost-neutral - incidentally, if it wasn't clear, I agree with you about that bit - but the rules suggest otherwise, since refusing a compel causes it to be a drawback and accepting it is cost-neutral. Therefore, collectively speaking, compels are not cost-neutral.

Please explain how some compels are more than cost-neutral, and how that is a function of the rules.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 31, 2013, 03:27:54 AM
Sometimes, the inconvenience presented by a Compel will be minor enough that getting a Fate Point is an overpayment.

EDIT: Because it seems relevant...I'm not sure if I've ever seen a refused Compel. And I've played this game a lot. Given that people can just accept every Compel and accepted Compels are cost-neutral in your eyes, doesn't that make all Compels cost-neutral unless the player deliberately handicaps themself by rejecting one?
Title: Re: Mental Evocations solutions?
Post by: Locnil on May 31, 2013, 03:31:53 AM
So, in cases where the GM treats compels as an excuse simply to hand out FP?

Ok then. Three solutions to assure cost-neutrality of compels: Make them free to refuse, Give out other benefits along with the FP, or just use them as an excuse to hand out FP.

I distinctly recall YS stating compels should have some 'bite' to them. Have I been misremembering?
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on May 31, 2013, 03:36:07 AM
No, all Compels should have bite.

But sometimes they don't have a full FP worth of bite.

FP are worth a lot.
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on May 31, 2013, 03:36:58 AM
I don't know how this thread turned into this but:

Sancta, to be clear my comment about house rule was in reference to mental evocation.

That said. Locnil. If compels never came up there would be no way to earn fate points. Your argument that refusing compels is to expensive doesn't make sense, especially when we are talking about fate points being an amalgam for free will
Title: Re: Mental Evocations solutions?
Post by: toturi on May 31, 2013, 10:43:06 AM
Yes, refused compels are expensive.  You're the only one that thinks this is controversial.
No, he is not. But given the general mood of this forum, I did not think it was worth the effort to argue otherwise.
That said. Locnil. If compels never came up there would be no way to earn fate points. Your argument that refusing compels is to expensive doesn't make sense, especially when we are talking about fate points being an amalgam for free will
A positive Refresh is a representation of free will. But even monsters with negative Refresh can have Fate Points.
FP are worth a lot.
It depends on what you paid for them and what you for pay with them.

A Compel can shut down an entire avenue of approach. In a case like that, it might as well be that you have failed in that approach. If that approach would have used an apex skill, its relative cost would depend on what skill your alternative approach would use.
Because it seems relevant...I'm not sure if I've ever seen a refused Compel. And I've played this game a lot. Given that people can just accept every Compel and accepted Compels are cost-neutral in your eyes, doesn't that make all Compels cost-neutral unless the player deliberately handicaps themself by rejecting one?
If an accepted Compel is cost neutral, then a declined Compel should also be cost neutral as well.

If we accept the premise that a Compel is supposed to make the story interesting and see it as a positive thing, then the player should be rewarded and come out ahead instead of Compels being cost neutral. However this is not true, while the converse is. The player is punished by losing an FP for refusing the Compel.

So in effect because only accepted Compels are cost neutral, and declined Compels are not, overall Compels are not cost neutral. If overall Compels are to be cost neutral, the accepted Compels need to put the player ahead instead of simply compensating him fully. If there is to be a stick in that the player loses out by refusing a Compel, then there should not simply be a cost-neutral alternative but a carrot to put him ahead.

Accepting a Compel should make the game more interesting. But refusing a Compel doesn't really make the story any more boring per se, except that in order to refuse that Compel the player has to spend an FP which he could have used to make the game more interesting at a later time. I feel that if making the story more interesting is the goal, then refusing a Compel should be cost neutral while accepting it should put the player ahead.
Title: Re: Mental Evocations solutions?
Post by: Wolfhound on May 31, 2013, 01:22:14 PM
Something I do not understand with this line of argument. I can accept the premise that overall Compels are not neutral... but I do not understand why that matters at all?

You can change an Aspect just about every single Milestone, thus nearly every game session.

If there is an Aspect on your sheet 'Hot Headed'... the player chose to leave that there, not the GM. This is the case for any character Aspect.

If the GM has a scene that logically or thematically makes sense to Compel an Aspect, the GM probably should... after all... that is the purpose of having an Aspect on the sheet... to dictate character traits good and bad, and get Fate Points for the 'bad'

If the Player refuses the Compel... the player is making the call to refuse the in scene repercussion of the player's choice to leave an Aspect in existence. 

The GM did not leave 'hot headed' in play, but is making it relevant in this scene. How is this 'Railroading'? The player is making the call to refuse a choice the player made, why should that be 'Neutral?' (Assume for purposes of this line item the GM is familiar enough with the system to realize Compels are negotiated and not a new GM making unilateral fiats... admittedly a common fault with new GMs... which is actually a GM "training" issue, not a system fault)
Title: Re: Mental Evocations solutions?
Post by: toturi on May 31, 2013, 03:00:16 PM
Something I do not understand with this line of argument. I can accept the premise that overall Compels are not neutral... but I do not understand why that matters at all?

You can change an Aspect just about every single Milestone, thus nearly every game session.

If there is an Aspect on your sheet 'Hot Headed'... the player chose to leave that there, not the GM. This is the case for any character Aspect.
Correct me if I am misunderstanding your point. You are saying that since the player has chosen how his character can be Compelled, then when he decides to decline the Compel, therefore he is the one responsible? I would say that if the player has chosen for his character to be susceptible to Compels, not just the how but for the GM to be able to Compel the character in the first place, then he would be responsible. If you are going to be killed, choosing how you are killed is pretty much a moot point.

Also you are assuming that an Aspect on a character is the direct result of a player decision. This is not necessarily true. A scene Aspect placed there by a GM can be Compelled. An Aspect placed on the character by an NPC can also be Compelled.
Title: Re: Mental Evocations solutions?
Post by: Wolfhound on May 31, 2013, 03:46:34 PM
Correct me if I am misunderstanding your point. You are saying that since the player has chosen how his character can be Compelled, then when he decides to decline the Compel, therefore he is the one responsible? I would say that if the player has chosen for his character to be susceptible to Compels, not just the how but for the GM to be able to Compel the character in the first place, then he would be responsible.
Indeed. The mechanic for the 'flexibility' to now decide to not have the chosen Aspect be used against his/her character ... is the Fate Point that now must be paid to the GM.

If you are going to be killed, choosing how you are killed is pretty much a moot point.
Well, let's not let hyperbole enter into this. Death in FATE in an agreed upon situation between the GM and the players.

Rather "If you have chosen to be 'a hothead,' choosing how being 'a hothead' complicates your character's life is pretty much a moot point - it's going to happen. All that remains is negotiating with the GM as to how that complication manifests."

Also you are assuming that an Aspect on a character is the direct result of a player decision. This is not necessarily true. A scene Aspect placed there by a GM can be Compelled. An Aspect placed on the character by an NPC can also be Compelled.
I would highly encourage a quick review of pages 100-105 here. Strictly speaking the verbiage for "Compel" is used for and in regard to Character Aspects.

A Scene Aspect can be "Tagged" and if it's Sticky, a Fate Point can later be spent to Invoke it again.

An Aspect placed on a character by an NPC is a "Maneuver" and likewise can be "Tagged" or, if Sticky, a Fate Point can be later spent to Invoke it again.
Title: Re: Mental Evocations solutions?
Post by: Wolfhound on May 31, 2013, 07:14:59 PM
Sorry, was in a bit of a rush this morning, and wasn't as clear as I normally prefer.

Re: Scene Aspect
Yes indeed, it is possible to Compel Aspects in a handful of situations outside of Character Aspects. However, even within the rules they're a bit hamfisted (burning building example) or involve magic (love potion). While you could do it with a Compel... there's probably a much better way.

Re: Aspect from another NPC
A true Compel from another character requires them to pay your character a Fate Point, otherwise it's a Maneuver.

---

However, special case or not, yes you're most correct - they're still implied to be "Compels" off situation relevant Temporary Character Aspects (in the rules I believe they use the verbiage "temporarily on your record sheet" even) a but that also means they're negotiated if they're Compelled. That was the essential thrust I was trying to make in my reply this morning.

One of the things mentioned by Locnil in an earlier reply (what lead to me replying myself) - it was an interesting word choice - "Railroaded" specifically in reference to Compels, it makes me wonder if some of the resistance to Compels comes from forgetting (or general inflexibility on) that point.

Today In the Village of Exampleton
(click to show/hide)

Conceptually related are temporary Character Aspects as what might be applied by something like Bob's Love Potion (independent of a Maneuver Aspect inflicted by another character)

Last Week In Exampleton
(click to show/hide)

Hopefully the above shows that a Compel need not feel like "railroading" ... if it does... your group may not be leveraging the system as fully as you otherwise could be. Likewise, hopefully it shows why "buying off" a Compel costs a Fate Point. If the scene is set up properly ... actually going against the trappings of the scene should represent a fairly monumental decision to not engage or participate (thus costs the FP).
Title: Re: Mental Evocations solutions?
Post by: toturi on June 01, 2013, 12:03:52 AM
Rather "If you have chosen to be 'a hothead,' choosing how being 'a hothead' complicates your character's life is pretty much a moot point - it's going to happen. All that remains is negotiating with the GM as to how that complication manifests."
I did not mean killed as in death but more in a manner of bad things happen. An Aspect where it is likely that bad things happen to the character much more than good things.

And I think you missed the point. If the player had chosen that an Aspect would bring more bad things for him to deal with than good stuff that helps him along, then it is the player's choice. But if the Aspect was forced upon the character (whether it is through the rules and everyone has such an Aspect or singled out via GM fiat is, to me, irrelevant to this discussion), then it is not his choice. It becomes as I had described before - "If you are going to be killed raped, choosing how you are killedraped is pretty much a moot point."
(click to show/hide)
Title: Re: Mental Evocations solutions?
Post by: Tedronai on June 01, 2013, 01:30:30 AM
If an aspect is applied to a character by means of GM fiat, then the results of that aspect being in place are also the results of GM fiat.  This is not an irrelevant distinction from an aspect applied using the rules.

If you find the nature of a specific compel to be distasteful, negotiate an acceptable alternative.
If you find the nature of compels in general to be distasteful, use a system that is not built upon them.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on June 01, 2013, 01:38:14 AM
Something I do not understand with this line of argument. I can accept the premise that overall Compels are not neutral... but I do not understand why that matters at all?

We want players to build characters that have interesting Compellable weaknesses. The game should encourage that.

But if Compels are bad then an optimal character is one that's built to not get Compelled.

So it's a very good thing that Compels are cost-neutral...if they weren't, then the game would be telling people to build boring characters.

It becomes as I had described before - "If you are going to be killed raped, choosing how you are killedraped is pretty much a moot point."
(click to show/hide)

You have got to be kidding me.

I was going to discuss this with you, but...no. That is the worst analogy.
Title: Re: Mental Evocations solutions?
Post by: Mrmdubois on June 01, 2013, 02:27:51 AM
There has got to have been a better way to say that toturi.
Title: Re: Mental Evocations solutions?
Post by: Locnil on June 01, 2013, 04:01:45 AM
True. Rape is probably the most sensitive topic in today's world.

Now, to address the counters brought up.

That said. Locnil. If compels never came up there would be no way to earn fate points. Your argument that refusing compels is to expensive doesn't make sense, especially when we are talking about fate points being an amalgam for free will

Refresh. Self-compels, which by definition are accepted compels (At least, I have yet to see someone compel themselves then decide to buy it off). Also, I wasn't arguing against compels, I was arguing that they are not cost-neutral and shouldn't be treated as such. Or if you want them to be cost-neutral, just houserule that refusing compels are free.

Also, I'm pretty sure the word you were going for is analogy. "Fate point", as far as I can tell, is not an amalgam of anything.

Something I do not understand with this line of argument. I can accept the premise that overall Compels are not neutral... but I do not understand why that matters at all?

You can change an Aspect just about every single Milestone, thus nearly every game session.

If there is an Aspect on your sheet 'Hot Headed'... the player chose to leave that there, not the GM. This is the case for any character Aspect.

If the GM has a scene that logically or thematically makes sense to Compel an Aspect, the GM probably should... after all... that is the purpose of having an Aspect on the sheet... to dictate character traits good and bad, and get Fate Points for the 'bad'

If the Player refuses the Compel... the player is making the call to refuse the in scene repercussion of the player's choice to leave an Aspect in existence. 

The GM did not leave 'hot headed' in play, but is making it relevant in this scene. How is this 'Railroading'? The player is making the call to refuse a choice the player made, why should that be 'Neutral?' (Assume for purposes of this line item the GM is familiar enough with the system to realize Compels are negotiated and not a new GM making unilateral fiats... admittedly a common fault with new GMs... which is actually a GM "training" issue, not a system fault)

I'd like to start off by saying you seem to be missing my point - see my above reply.

In some of the cases I had in mind, the Aspect wasn't necessarily chosen, but enforced either by takers powers that came with built in trouble aspects, or thrown onto the characters by others. This is the case I was most focused on, when I argued that compels are not cost-neutral.

Also, the assumed cost-neutrality of compels is a problem, because as Sanctaphrax himself pointed out, the game is built on compels, and thus an erroneous assumption about them can easily lead to mistakes. I mean, Sanctaphrax - anyone here, really - how many times in the last month alone have you made a custom power, item of power, creature, or handed out advice on playing or re-designing the game with the implicit assumption that compels are cost-neutral?

Lastly, if the game works as you seem to argue it should - placing all blame on refusing a compel solely on the player for having a compellable aspect - then it would lead to a whole series of boring characters, with people choosing aspects that aren't easily compelled, just cause. I don't think you want that.



Indeed. The mechanic for the 'flexibility' to now decide to not have the chosen Aspect be used against his/her character ... is the Fate Point that now must be paid to the GM.
Well, let's not let hyperbole enter into this. Death in FATE in an agreed upon situation between the GM and the players.

Rather "If you have chosen to be 'a hothead,' choosing how being 'a hothead' complicates your character's life is pretty much a moot point - it's going to happen. All that remains is negotiating with the GM as to how that complication manifests."
I would highly encourage a quick review of pages 100-105 here. Strictly speaking the verbiage for "Compel" is used for and in regard to Character Aspects.

A Scene Aspect can be "Tagged" and if it's Sticky, a Fate Point can later be spent to Invoke it again.

An Aspect placed on a character by an NPC is a "Maneuver" and likewise can be "Tagged" or, if Sticky, a Fate Point can be later spent to Invoke it again.

So, since the character must now pay to do what he could have otherwise done freely, solely due to the presence of the compellable aspect, how are compels cost-neutral?

The second point regarding the negotiation of compels, I agree with.

Regarding the proper usage of the word compel, you're making an argument about semantics here.

We want players to build characters that have interesting Compellable weaknesses. The game should encourage that.

But if Compels are bad then an optimal character is one that's built to not get Compelled.

So it's a very good thing that Compels are cost-neutral...if they weren't, then the game would be telling people to build boring characters.


Yes.

Or more accurately, a character who knows if he picks interesting, easily compellable aspects, he won't be penalised for wanting to make an interesting character. Something which I do not think the core rules support, because I do not believe compels are actually cost-neutral.

This is an tautological argument in its purest form. Compels are not bad. Why? Because if they were the game would encourage boring characters. So it's good compels are not bad.






Edit: Oh, and regarding the railroading thing - the GM is punishing the character for not doing what the GM wants. It doesn't matter if compels can be negotiated, since ultimately a negotiation must be agreed on by both sides - both the player AND the GM. It is entirely possible for negotiations to be fruitless, or for them to get so sick of arguing the GM outright refuses to do so, or the player to just give up and suck up all the compels that come his way. All of which are situation that I'm sure no one wants to encourage.

Sure, this form of railroading still isn't quite as bad as the GM outright telling the player he's taking over control of the character, but it's still a form of railroading, especially when it hits characters who have few or even no fate points left.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on June 01, 2013, 04:15:31 AM
This is an tautological argument in its purest form.

No it's not. It's not an argument at all. I wasn't talking to you there.

Also, the assumed cost-neutrality of compels is a problem, because as Sanctaphrax himself pointed out, the game is built on compels, and thus an erroneous assumption about them can easily lead to mistakes. I mean, Sanctaphrax - anyone here, really - how many times in the last month alone have you made a custom power, item of power, creature, or handed out advice on playing or re-designing the game with the implicit assumption that compels are cost-neutral?

Constantly.

Well, except for the times when it wasn't implicit but explicit.

Lastly, if the game works as you seem to argue it should - placing all blame on refusing a compel solely on the player for having a compellable aspect - then it would lead to a whole series of boring characters, with people choosing aspects that aren't easily compelled, just cause. I don't think you want that.

I wouldn't be so sure. toturi has an unusual style and it's best not to make assumptions about it.

So, since the character must now pay to do what he could have otherwise done freely, solely due to the presence of the compellable aspect, how are compels cost-neutral?

The character doesn't need to pay, and in fact probably should not. Compels are usually, and should usually be, accepted.

The balance of Compels depends on the GM picking the right hardness for their Compels. We agree on that, right?

Well, what I've been saying throughout this argument is that "the right hardness" is one where Compels aren't bad. This relies on GM fiat, obviously, since everything that has anything to do with Compels relies on GM fiat.
Title: Re: Mental Evocations solutions?
Post by: toturi on June 01, 2013, 05:44:28 AM
If you find the nature of compels in general to be distasteful, use a system that is not built upon them.
I find the specifics of needing to pay to decline Compels to be distasteful.
There has got to have been a better way to say that toturi.
It expresses precisely how I feel about the subject of requiring the player to pay to decline a compel.
Lastly, if the game works as you seem to argue it should - placing all blame on refusing a compel solely on the player for having a compellable aspect - then it would lead to a whole series of boring characters, with people choosing aspects that aren't easily compelled, just cause. I don't think you want that.

Or more accurately, a character who knows if he picks interesting, easily compellable aspects, he won't be penalised for wanting to make an interesting character. Something which I do not think the core rules support, because I do not believe compels are actually cost-neutral.

This is an tautological argument in its purest form. Compels are not bad. Why? Because if they were the game would encourage boring characters. So it's good compels are not bad.

Edit: Oh, and regarding the railroading thing - the GM is punishing the character for not doing what the GM wants. It doesn't matter if compels can be negotiated, since ultimately a negotiation must be agreed on by both sides - both the player AND the GM. It is entirely possible for negotiations to be fruitless, or for them to get so sick of arguing the GM outright refuses to do so, or the player to just give up and suck up all the compels that come his way. All of which are situation that I'm sure no one wants to encourage.

Sure, this form of railroading still isn't quite as bad as the GM outright telling the player he's taking over control of the character, but it's still a form of railroading, especially when it hits characters who have few or even no fate points left.
What I have quoted, I agree with. Which is not to say that I do not agree with what I had left out.

The player is encouraged to have "Fuego!" Aspects which can in equal parts be Compelled as well as be Invoked. But because the cost of declining the Compel is not neutral, then the payoff for accepting the Compel should put the player ahead.
Title: Re: Mental Evocations solutions?
Post by: toturi on June 01, 2013, 05:47:11 AM
I wouldn't be so sure. toturi has an unusual style and it's best not to make assumptions about it.
I think the quote Locnil was referencing to was not mine but Wolfhound's.
Title: Re: Mental Evocations solutions?
Post by: UmbraLux on June 01, 2013, 04:37:03 PM
No it's not. It's not an argument at all. I wasn't talking to you there.
I don't get this.  Who you were addressing doesn't change the logic used (or unused).

-----
Whether or not compels are cost neutral is dependent on the group.  When they're decided by GM fiat, I suspect they're often negative.  When more negotiation is used I suspect they come closer to being neutral.  But the real issue with making blanket statements about compels is simply that they may have very dissimilar effects. 

Compels force the narrative down a particular path.  Whether or not this is good, bad, or neutral is dependent on how much the forced narrative affects your character adversely and on how much you had invested in an alternative narrative line.
Title: Re: Mental Evocations solutions?
Post by: Tedronai on June 01, 2013, 05:31:59 PM
Or more accurately, a character who knows if he picks interesting, easily compellable aspects, he won't be penalised for wanting to make an interesting character. Something which I do not think the core rules support, because I do not believe compels are actually cost-neutral.

A character who refuses all compels without repurcussion is indistinguishable, narratively, from a character who is never compelled.
We have established that characters that are never compelled are 'boring', and undesirable.
Thus, characters refusing compels must be disinsentivized.

The cost-neutrality of compels matters only for accepted compels.  The game strives, and must strive, not to avoid penalizing characters for being presented with compels, but rather for accepting them.
Title: Re: Mental Evocations solutions?
Post by: Mrmdubois on June 01, 2013, 07:48:16 PM
A character who refuses all compels has no fate points.  Which is not the same as a character who never gets compelled, unless that character uses up all his fate points in some other way.
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on June 01, 2013, 09:03:54 PM
I don't get this.  Who you were addressing doesn't change the logic used (or unused).

There was no logic. I wasn't trying to convince anyone.

I was just providing information that I believe to be true.

It expresses precisely how I feel about the subject of requiring the player to pay to decline a compel.

I think your sense of proportion is somewhat lacking.
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on June 01, 2013, 09:33:54 PM
Totori, are you saying that you won't be compelling the characters in the game we set up?
Title: Re: Mental Evocations solutions?
Post by: toturi on June 01, 2013, 10:55:37 PM
Totori, are you saying that you won't be compelling the characters in the game we set up?
But because the cost of declining the Compel is not neutral, then the payoff for accepting the Compel should put the player ahead.
Does this answer your question?
Title: Re: Mental Evocations solutions?
Post by: Tedronai on June 01, 2013, 10:58:43 PM
A character who refuses all compels has no fate points.  Which is not the same as a character who never gets compelled, unless that character uses up all his fate points in some other way.

See above re: 'without repercussion'
That section was in response to the suggestion that refusing compels should be free.
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on June 01, 2013, 11:04:00 PM
Does this answer your question?

Yes, though I'm not sure how this will be implemented. Could you elaborate or put an example?
Title: Re: Mental Evocations solutions?
Post by: toturi on June 01, 2013, 11:25:24 PM
Yes, though I'm not sure how this will be implemented. Could you elaborate or put an example?
Mostly I would prefer that you self Compel (at least for your own Aspects and not Aspects I am putting into place). But should I Compel your characters, the threshold of a worthy Compel will be (I feel) quite low. Not quite a weak Compel but close enough to be neighbors. In fact, I was thinking of Compelling a scene Aspect to have Eugene voluntarily give himself away. Assume that I did make the Compel. Would you accept or do you want to negotiate it?
Title: Re: Mental Evocations solutions?
Post by: UmbraLux on June 02, 2013, 03:49:44 AM
There was no logic. I wasn't trying to convince anyone.

I was just providing information that I believe to be true.
Like it or not, it's difficult to avoid logic or illogic when communicating more than rudimentary information.  ;)  Logic is the structure behind reasoning and judgement.  If you're communicating either, logic (or fallacy) is unavoidable.

-----
Talking about paying to avoid compels, one thing which seems to work well is making compels pointed out by players (other than the GM) avoidable without cost.  It helps keep everyone engaged with the aspects, takes some of the scene & personal aspect load off the GM, and is all upside since there's no cost to saying "no".  It also leaves the GM the option of more expensive compels. 
Title: Re: Mental Evocations solutions?
Post by: Sanctaphrax on June 02, 2013, 05:24:08 AM
Like it or not, it's difficult to avoid logic or illogic when communicating more than rudimentary information.  ;)

I think the information I was communicating is sufficiently rudimentary that no logic was involved. "That was not an argument" is a simple proposition with a single True/False value.

If you meant the previous statement about why it's good for Compels to be cost-neutral...there was some logic there, but it wasn't tautological. I think Locnil called it that because he (or maybe she) thought my conclusion was that Compels are cost-neutral. But that wasn't my conclusion.
Title: Re: Mental Evocations solutions?
Post by: Lavecki121 on June 03, 2013, 06:50:38 PM
Mostly I would prefer that you self Compel (at least for your own Aspects and not Aspects I am putting into place). But should I Compel your characters, the threshold of a worthy Compel will be (I feel) quite low. Not quite a weak Compel but close enough to be neighbors. In fact, I was thinking of Compelling a scene Aspect to have Eugene voluntarily give himself away. Assume that I did make the Compel. Would you accept or do you want to negotiate it?

Some negotiation but mostly accepted
Title: Re: Mental Evocations solutions?
Post by: Taran on June 03, 2013, 07:18:45 PM
I kind of lost track of where this thread went, so don't be uspset if I'm going on a different tangent.

I compel scene aspects and consequences constantly.  If I don't, they don't get used.  NPC's don't always have the FP's and PC's usually go for one tag and that's it. I want to get mileage out of the aspects in place.  Self-compels are nice, but I like to challenge the players, so I do my best to compels their aspects.  It's harder though.  Sometimes my players have boat-loads of FP's and sometimes they have almost none because they've been forced to buy off hard compels.  I think it evens out in the wash.  They usually have more than enough FP's to do fun stuff on top of any tags they use.
Title: Re: Mental Evocations solutions?
Post by: ReaderAt2046 on June 04, 2013, 01:31:19 PM

I'd say the simplest solution would be to rule that it's impossible to do mental stress with evocation. Molly-style mindbending can be thaumaturgy. If you want to have Corpsetaker-style mental battles, then I'd suggest using these rules.

1. Evocation or psycomantic evothaum (Your discretion on which) can be used to initiate a mental duel, probably using a variant of the rules for a grapple.

2. In such a duel, each participant can attack with Conviction (or other skills as justifiable) to inflict mental stress (These attacks are Weapon 0, just like fists). Both parties can defend with Discipline, or other skills as justifiable.

3. The party who initiated the duel in the first place can disengage on her turn as a free action, but not if she has already made a mental attack that turn.

4. Fairies and other nonhuman creatures get a +2 bonus to mental attack and defense, to represent the extreme focus and alien nature of their minds. Scale this up to +4 or +6 for more powerful creatures (Mab, Molly, Atropos, Uriel,etc.)

Title: Re: Mental Evocations solutions?
Post by: Quantus on June 04, 2013, 02:38:57 PM
Would there be a mechanism for the defender preventing the originating attacker from disengaging if they were so inclined and/or capable?  Or would that basically be the defender initiating a new battle?
Title: Re: Mental Evocations solutions?
Post by: Taran on June 04, 2013, 05:45:29 PM
I like the idea of a mental conflict.

If you want to get really into it, you make a rule of advantage where only the person with advantage could disengage.  That could be modelled various ways.