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The Dresden Files => DFRPG => Topic started by: Leeder on August 17, 2013, 04:31:58 PM

Title: Need advice on combat summoning.
Post by: Leeder on August 17, 2013, 04:31:58 PM
Hello averyone!

I start a new game in the Dresdenverse powered by DFRPG. One of my players wants to play a Focused Practitioner with the specialization in Summoning. I've red the Thaumaturgy block in Your Story, and it's clear to me how to use summoning as a ritual, but the Evocation section is quite confusing. I think the player is going to use it in combat somehow, but I am a newbie in FATE, and I have no idea how to make a summoning evocation useful and interesting. Maybe, any ideas on D&D "Summon Monster"? A direct avocation attack? Maneuvers and blocks are easy to imagine.

Looking forward for your opinions, Leeder.
Title: Re: Need advice on combat summoning.
Post by: Sanctaphrax on August 17, 2013, 07:45:46 PM
A standard evocation attack could be any aggressive creature, as long as its lifespan was sufficiently short.

A giant bear appears, bites, and dissolves into ectoplasm. Mechanically identical to a fireball, but narratively different.

If you're talking about summoning thaumaturgy with the speed and methods of evocation, which is what you'll need to actually create characters, then you'll have more trouble. The canonical summoning rules don't cover that possibility terribly well.

I personally use some houserules (http://dfrpg-resources.wikispaces.com/Summoning+Rules) (Method 1) which don't have that issue, but if you'd rather stick to canon then I don't know what you should do.
Title: Re: Need advice on combat summoning.
Post by: Leeder on August 17, 2013, 08:13:54 PM
Oh, it's a great homerule. I think there will be an opportunity to try and apply it in my game, if you don't mind. The summoning and binding rules in the Your Story does not describe abilities of a summoned creature, so I find such a variant rule very useful. Thank you.

When I was saying about D&D-like combat summons, I thought about Snakeboy's snakes. Is it some sort of reflavoured fireball? It's okay, but I've found out that idea of short-time summons is great. Think of an ectomancer, commanding a ghost squad to attack his enemies? They rise from graves and tear the ectomancer's opponents apart... It works great like a fireball only until the opponents try to strike these ghosts. And there my flavour-to-mechanics converter died in agony. If these ghosts were only the fireball's visualization, why shoud their targets attack them? Maybe anybody has any idea? The variant with appearing and then dissolving monster don't suit me.
Title: Re: Need advice on combat summoning.
Post by: InFerrumVeritas on August 17, 2013, 08:39:07 PM
You could treat it like a special effect attack.  Ghosts attack at Weapon 0, but there's an aspect "Ghosts" created on a successful attack.  The difficulty to remove this aspect is equal to the number of shifts in the spell. 
Title: Re: Need advice on combat summoning.
Post by: PirateJack on August 17, 2013, 08:59:57 PM
Personally, I don't think summoning is something you do with evocation. What you seem to be describing is a spirit attack using ectoplasm drawn from the Nevernever and moulded into the form of a creature. Summoning is more for sapient beings than animated ectoplasm, which I think takes ritual rather than evocation. Unless, you know, you just open a portal to the Nevernever and 'summon' a few allies through it.
Title: Re: Need advice on combat summoning.
Post by: Leeder on August 17, 2013, 09:13:24 PM
PirateJack, but what I've described seems to me pretty like summoning. Yes, the creatures summoned right in a battlefield does not have wit and charm of ritually summoned ones, but they appeare (summoning) and obey (binding), so...

InFerrumVeritas, you just gave me a good stimulus. I can treat such ability like creating an environmental hazard. And the people trapped inside that zone, need to escape or dispell the summons. It doesn't apply in the case of "I create a minion and will him to wreak havoc", but I like it. Thank you!
Title: Re: Need advice on combat summoning.
Post by: Dr.FunLove on August 17, 2013, 09:46:45 PM
Couldn't summoning just be a quick ritual? If we're pulling things straight from the NeverNever that is. Summoning, in the canon, doesn't seem to take all that long generally.

I'd say look at a character like Binder for guidance and inspiration.
Title: Re: Need advice on combat summoning.
Post by: Leeder on August 17, 2013, 09:56:35 PM
Dr.FunLove, could you please clarify your suggestion? How do you see quick summoning in action? Thaumaturgic summoning consisn of the three steps: preparing, summoning and negotiating. The last part is obviously a prolonged action.

Where can I take a look on that Binder?
Title: Re: Need advice on combat summoning.
Post by: Dr.FunLove on August 17, 2013, 10:02:41 PM
@Leeder
Negotiation can be abrogated if you're controlling the creatures or simply summoning them and pointing them at something you want to die. The best example of summoning in a useful fashion in the canon is Binder
(click to show/hide)
.

It is clearly possible to summon and utilize creatures in the way you seem to be wanting, though I haven't given those mechanics all that much thought. I know Sanctaphrax posted a link to a thread that went into the concept in some detail.
Title: Re: Need advice on combat summoning.
Post by: Sanctaphrax on August 17, 2013, 10:16:01 PM
When I was saying about D&D-like combat summons, I thought about Snakeboy's snakes. Is it some sort of reflavoured fireball?

Dunno.

The stuff in the novels is sometimes hard to model mechanically.

Anyway, full character-creating summoning is not possible with evocation. It's too complex an effect. Fortunately there are ways to use rituals with evocation's speed.

Unfortunately, it's not clear how the 3-part summoning process could be managed while using evocation-speed ritual magic. Might not even be possible.

The reason I suggested those houserules is that they have only one phase. Preparing, summoning, and negotiating are all fused together. So that issue does not arise.
Title: Re: Need advice on combat summoning.
Post by: Leeder on August 17, 2013, 10:32:10 PM
Oh, that Binder... Thank you, I've got it. Anyway, I believe it is canonical, the problem is how to mechanically represent it.

Sanctaphrax, I see, you treat loyalty and mental capability of a summoned creature as a multiplier to the ritual's complexity.

Quote
Fortunately there are ways to use rituals with evocation's speed.
I am comparatively weak in DFRPG's magic for now (ouch, it's much more tough than other rules). Could you explain what are these ways?
Title: Re: Need advice on combat summoning.
Post by: Sanctaphrax on August 18, 2013, 07:01:22 AM
Sanctaphrax, I see, you treat loyalty and mental capability of a summoned creature as a multiplier to the ritual's complexity.

Yep. Every other field of thaumaturgy compresses everything into a single complexity number, so I figured summoning should be the same.

I am comparatively weak in DFRPG's magic for now (ouch, it's much more tough than other rules). Could you explain what are these ways?

The main way is to use Sponsored Magic. Most fields of Sponsored Magic offer the ability to use at least one type of spell with evocation's speed and methods.

Sponsored Magic is a fairly expensive ability, but it's worth the price. If it's appropriate for the character, then I recommend it.

It's also possible to gain temporary Sponsored Magic in play, if some powerful being decides to lend you a favour.

And if you create an enchanted item with a summoning spell inside of it, using it will be as fast as casting an evocation.

If you're willing to go beyond what's canonical, you can look here (http://dfrpg-resources.wikispaces.com/Mastery+Of+Spellcasting).

You can also use a Power that's exactly like Sponsored Magic, except there's no sponsor.

My personal choice would be that last one. You intend to cast summoning rituals and summoning evocations, so you might as well take Summoning Magic. Especially since summoning isn't a standard evocation element.
Title: Re: Need advice on combat summoning.
Post by: Mr. Death on September 05, 2013, 03:46:26 PM
One of my players is considering something like this (specifically, her inspiration is Yuna of FFX), and we decided sponsored magic, with the sponsor being either the summoned creatures in aggregate or their ruler (i.e., a Bahamut analog) and smooth over the whole thing about beating the creature's will as part of the sponsor benefits--the deals have already been made, the summoner is just calling in a quick favor.

What I came up with for the tentative Evothaum (character's still in the hypothetical stages), amounts to:
Base, 1-shift spell gets you a minion for one scene, with no refresh spent, and a skillcap of 3. So something that might be useful as a second set of hands, but not really powerful.

You can raise the creature's skillcap by 1 for each additional shift, up to 5 normally (I'm thinking some kind of diminishing returns to discourage going above that--maybe you need an additional 2 shifts to bump it to 6, an additional 3 to get it to 7...or maybe they can't summon something with a skillcap above their Lore?).

Additional shifts can be devoted to powers, with one refresh equal to one shift.

So, on this model, her "Shiva" summon would have a 5-shift cost--skillcap up to 5 for Weapons, with an ice-based breath weapon. Since the summons are ectoplasmic bodies that only last for a scene, the Recovery powers can be cut out entirely to save costs. The Catch is factored into toughness powers (the ice summon would be obviously weak to fire, etc.).

She's considering having each summon as a Rote spell, with attendant focus items to help cover the power costs.

Thoughts?
Title: Re: Need advice on combat summoning.
Post by: PatchR on September 05, 2013, 06:39:09 PM
One of my players is considering something like this (specifically, her inspiration is Yuna of FFX), and we decided sponsored magic, with the sponsor being either the summoned creatures in aggregate or their ruler (i.e., a Bahamut analog) and smooth over the whole thing about beating the creature's will as part of the sponsor benefits--the deals have already been made, the summoner is just calling in a quick favor.

What I came up with for the tentative Evothaum (character's still in the hypothetical stages), amounts to:
Base, 1-shift spell gets you a minion for one scene, with no refresh spent, and a skillcap of 3. So something that might be useful as a second set of hands, but not really powerful.

You can raise the creature's skillcap by 1 for each additional shift, up to 5 normally (I'm thinking some kind of diminishing returns to discourage going above that--maybe you need an additional 2 shifts to bump it to 6, an additional 3 to get it to 7...or maybe they can't summon something with a skillcap above their Lore?).

Additional shifts can be devoted to powers, with one refresh equal to one shift.

So, on this model, her "Shiva" summon would have a 5-shift cost--skillcap up to 5 for Weapons, with an ice-based breath weapon. Since the summons are ectoplasmic bodies that only last for a scene, the Recovery powers can be cut out entirely to save costs. The Catch is factored into toughness powers (the ice summon would be obviously weak to fire, etc.).

She's considering having each summon as a Rote spell, with attendant focus items to help cover the power costs.

Thoughts?
I like it
Title: Re: Need advice on combat summoning.
Post by: PirateJack on September 05, 2013, 11:32:21 PM
Yeah, that looks good.
Title: Re: Need advice on combat summoning.
Post by: Sanctaphrax on September 06, 2013, 05:10:27 AM
I'm gonna break with the crowd here to say that I don't like that plan.

1 shift for a summon with a Good skill cap is really really cheap. A 1-shift spell is pretty worthless, but a Good fighter can be a big help in a fight. It can maneuver every round. And a Good craftsman/liar/driver/whatever can be really useful.

3 shifts for Superb skills is also probably too good.

Anything beyond Superb is supposed to be really rare. I suggest strongly limiting the ability to summon things with above-Superb skills.

Consider that skill replacement normally costs 1 shift per skill shift. It lasts for one roll, and doesn't give you any extra actions. This is scene-long, and using the skill doesn't consume other actions, and it may include other skills as well.

Also consider that you can generally combine X Y-shift spells into a YX-shift spell. Would you let someone create five Good fighters with a 5-shift spell?

I don't know Final Fantasy well, but I hear its summons are kind of like Golden Sun's. You have a list of big monsters that you can call in for a single massive attack.

If that's what your player is after, I can think of a number of good ways to handle this:

-Just add cool fluff to evocations.
-Make a list of summons and assign a shift cost to each based on rules-free judgement. Let her summon from that list and only from that list.
-Use a free-form system kind of like the one I use. But make every summon last one scene (or maybe even less) and make the summons stick to combat skills. In exchange, make combat-related stuff cheaper.
Title: Re: Need advice on combat summoning.
Post by: Mr. Death on September 06, 2013, 01:53:47 PM
I'm gonna break with the crowd here to say that I don't like that plan.

1 shift for a summon with a Good skill cap is really really cheap. A 1-shift spell is pretty worthless, but a Good fighter can be a big help in a fight. It can maneuver every round. And a Good craftsman/liar/driver/whatever can be really useful.

3 shifts for Superb skills is also probably too good.

Anything beyond Superb is supposed to be really rare. I suggest strongly limiting the ability to summon things with above-Superb skills.
Yeah, I was going to do that--like I said, either by just saying they couldn't summon something with a skill cap over their Lore, or by the diminishing returns. Would it make more sense that a 3-shift spell would be needed for a Good skillcap?

Doing that wouldn't put it beyond her--I've already suggested she use focus items for the different summons and have them be rote spells, so even if the basic Shiva was 7 shifts, it wouldn't be too bad.

Quote
Consider that skill replacement normally costs 1 shift per skill shift. It lasts for one roll, and doesn't give you any extra actions. This is scene-long, and using the skill doesn't consume other actions, and it may include other skills as well.

Also consider that you can generally combine X Y-shift spells into a YX-shift spell. Would you let someone create five Good fighters with a 5-shift spell?
One of the rules me and the player decided on was that she'd only be able to have one summoned creature out at a time--she'd control it, but it'd also 'replace' her turn.

Quote
I don't know Final Fantasy well, but I hear its summons are kind of like Golden Sun's. You have a list of big monsters that you can call in for a single massive attack.
Normally, yes--but FFX, this player's inspiration, does it differently, where the summoned creature comes out and fights in the summoner's stead until either the fight's over, the creature's beaten, or it's dismissed.

Quote
If that's what your player is after, I can think of a number of good ways to handle this:

-Just add cool fluff to evocations.
-Make a list of summons and assign a shift cost to each based on rules-free judgement. Let her summon from that list and only from that list.
-Use a free-form system kind of like the one I use. But make every summon last one scene (or maybe even less) and make the summons stick to combat skills. In exchange, make combat-related stuff cheaper.
I like that second option of those. If the third is the one you linked to before, it seemed to me that it ratcheted up the price really fast.
Title: Re: Need advice on combat summoning.
Post by: GryMor on September 06, 2013, 09:23:32 PM
If the summon is replacing the summoner, then it can be implemented as straight up skill substitution for the summoner. Spend shifts at a one for one basis, on buying trappings for the scene, anything not acquired defaults to the summoner's skill and they share stress and consequences.
Title: Re: Need advice on combat summoning.
Post by: Sanctaphrax on September 07, 2013, 02:10:56 AM
Yeah, I was going to do that--like I said, either by just saying they couldn't summon something with a skill cap over their Lore, or by the diminishing returns. Would it make more sense that a 3-shift spell would be needed for a Good skillcap?

Yeah, I think so. But honestly any precise numbers are going to depend on how you set the other variables. Like which skills a summon can have and whether you share stress with them and so on.

One of the rules me and the player decided on was that she'd only be able to have one summoned creature out at a time--she'd control it, but it'd also 'replace' her turn.

...

Normally, yes--but FFX, this player's inspiration, does it differently, where the summoned creature comes out and fights in the summoner's stead until either the fight's over, the creature's beaten, or it's dismissed.

Okay, that makes everything much easier.

If the third is the one you linked to before, it seemed to me that it ratcheted up the price really fast.

It is and it does. Being able to summon an army of semi-independent servants is really strong, so it demands a high price.

What you have in mind is much less powerful and can therefore be much cheaper.

If the summon is replacing the summoner, then it can be implemented as straight up skill substitution for the summoner.

Except that skill substitution spells are only for one roll each.
Title: Re: Need advice on combat summoning.
Post by: GryMor on September 07, 2013, 04:23:47 AM
Except that skill substitution spells are only for one roll each.

Where do you get that impression from? It's inconsistent with, at a minimum, the climbing potion as well as the duration section of the thaumaturgy rolls. Sure, it's often used for things that it can elide into a single roll but could take a while, even with magical support (tracking, research, etc). But there doesn't seem to be anything inconsistent with a featherweight spell of substantial duration providing ongoing replacement of the athletics skill for the purposes of climbing and jumping. It is in fact, what was suggested by the designers when the game came out (albeit then, in the case of shape shifting).
Title: Re: Need advice on combat summoning.
Post by: Sanctaphrax on September 07, 2013, 05:35:14 AM
Climbing potion? What climbing potion?

I don't know what the writers said when the game came out, but what I'm saying isn't inconsistent with the rules as far as I can tell. The methods of calculating complexity (Simple Actions, Maneuvers, Contest and Conflicts) are all described as single actions.

An X-shift Thaumaturgy spell is usually equivalent to an X-shift skill roll. And there's no skill roll that'll change your skills. I know there are some rituals that don't follow that guideline, but I don't see any reason to assume any allow long-term skill changes.

Looking at the examples the only one spell that does anything like that. It's the anti-illusion ointment, which already breaks the rules in an entirely unrelated way.
Title: Re: Need advice on combat summoning.
Post by: Taran on September 07, 2013, 04:57:11 PM
I think he's referring to the fact that a thaumaturgy spell lasts "1 scene".  Therefore, if your potion is a skill replacer with a duration of 1 scene...

I'd had a similar question.  It just seems powerful, though, to replace any given skill with your Lore+foci for an unlimited amount of rolls.
Title: Re: Need advice on combat summoning.
Post by: GryMor on September 11, 2013, 12:54:55 AM
I think he's referring to the fact that a thaumaturgy spell lasts "1 scene".  Therefore, if your potion is a skill replacer with a duration of 1 scene...

I'd had a similar question.  It just seems powerful, though, to replace any given skill with your Lore+foci for an unlimited amount of rolls.

When I had asked, the response wasn't in the form of replacing an entire skill it was in the form of replacing a trapping for a particular purpose, on the same level of specificity as tracking a particular person (mundanely tracking someone could take several investigation rolls, thaumaturgy could be seen as doing it in one or could be seen as doing it in many with the same level of effect, and you would only notice the difference if one of them was high enough difficulty to throw the spell). One of the examples was the feather weight spell/potion from one of the books which was suggested as functioning by replacing athletics for the purpose of overcoming vertical zone boundaries.
Title: Re: Need advice on combat summoning.
Post by: Sanctaphrax on September 11, 2013, 04:31:48 AM
It sounds like you're talking about a conversation with one of the writers that I wasn't part of, so I'm not entirely sure what you're talking about.

Could I get a link?
Title: Re: Need advice on combat summoning.
Post by: GryMor on September 11, 2013, 08:30:45 PM
I just spent the past half hour trying to find that conversation, and I'm coming up blank. In fact, I can't find any of my own posts from 2010 to 2012, so either they have been eaten, or the conversation was on one of the writers own blogs, as I _know_ I had questions about the adjudication of thaumaturgy for self shapeshifting and that it predated actually starting my current game.
Title: Re: Need advice on combat summoning.
Post by: Taran on September 11, 2013, 11:59:37 PM
I thought it was regarding using thaumaturgy for flight...maybe in the thaum section?

Edit: nope.
Title: Re: Need advice on combat summoning.
Post by: finnmckool on September 12, 2013, 12:57:41 PM
I'm gonna go out on a limb and say that combat summoning isn't different. Just hard. You're compressing the timeline but it's still at least three rounds. At least. Here's why...you're summoning a trump card. Which you can totally DO! That's magic! But! The bigger the trump the harder it is to pull off. Need a demon in a hurry? You better negotiate hard and fast! Or you end up having to give it your Name. Or your Soul. Don't have time to do it right? Well we all know what happens when you go cheap on a summoning, or get distracted. KABOOM!

I think this is totally doable as one of the higher-risk/higher-reward kind of deals. Just make every step take at least 1 round (so 3 rounds minimum) and just up all the difficulty. Item quality, time, distractions, all are BIG factors in a summon. So make'em count. Does that make on the fly summoning near impossible? Yep. But that's something to build towards. Summoning isn't JUST about calling them up. It's about control. So your summoner, like the most powerful wizards, is REALLY SCARY when they get the chance to prepare. So if they hat up, and do a proper summon, then great! You brought a boomstick! But if they do the summon, and you aren't ready to USE the critter and it gets bored? Oh my. If you get caught with your circle open? Oh my.

So, in summary, Summoners can totally work as is, they're just really difficult. At lower levels they have to have prep time. Summoning a beast on the fly is almost impossible. But that's not all a person can do. There are other tactical and magical purposes (opening gates comes to mind as a Summoner side job). But when they GET their prep time, when they go on the offensive, or you catch them ready, they can bring the PAIN. Then it's all about keeping CONTROL of the beastie.

At UPPER levels? Things get FUN. Once you have the shifts available to pull OFF a combat Summon, as in, "Its fine that I'm distracted. It's cool that I don't have time to do it right. I may even have to improvise a few of the ingredients," things get sticky. Your group has to keep you absolutely protected while you summon. You have to stay safe for at LEAST 3 rounds, if not more (more rounds, more prep more shifts?). And here's the best part, you are negotiating at an EXTREME disadvantage, as you are on a very short clock and your possible Hireling KNOWS it. So we have LOTS of potential for serious long-term consequences, and explosive disasters. But if you're bold enough to risk it, and strong enough to try it, there's a lot of power available. And that's what the Dresden Files is all about.
Title: Re: Need advice on combat summoning.
Post by: GryMor on September 12, 2013, 11:28:37 PM
The other other other option is to do the normal summoning/binding/controlling action in the background and do 'combat summoning' as a maneuver to bring one of your already contracted allies to the battle.
Title: Re: Need advice on combat summoning.
Post by: Taran on September 13, 2013, 12:31:02 AM
The other other other option is to do the normal summoning/binding/controlling action in the background and do 'combat summoning' as a maneuver to bring one of your already contracted allies to the battle.

hmmm...this seems the best way.  It's a ritual done in advance then, in combat, you open a portal and bring it in.
Title: Re: Need advice on combat summoning.
Post by: Sanctaphrax on September 13, 2013, 03:10:40 AM
That's certainly easier. But it also isn't actually combat summoning.

I just spent the past half hour trying to find that conversation, and I'm coming up blank. In fact, I can't find any of my own posts from 2010 to 2012, so either they have been eaten, or the conversation was on one of the writers own blogs, as I _know_ I had questions about the adjudication of thaumaturgy for self shapeshifting and that it predated actually starting my current game.

Pity. Not really sure if I can follow your end of the discussion without seeing what you're referring to.

Well, it's not the end of the world if this line of conversation ends here.
Title: Re: Need advice on combat summoning.
Post by: Mr. Death on September 13, 2013, 10:52:25 PM
Right, so, seems I was mistaken on one tiny bit of what the player was looking for. What she had in mind wasn't to have the summon replace her turn, but to have a turn as well as the summon's turn. We decided while the summoned creature is out and active, the summoner would have a -1 penalty to any other actions she took (similar to the extended-attack rules I came up with a while ago).
Title: Re: Need advice on combat summoning.
Post by: finnmckool on September 16, 2013, 02:19:36 PM
I'd just limit the amount of actions she can take. Everything she wants to do in a round takes an increasing concentration check.