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DFRPG / Re: Big-time ritual magic; a practical guide
« on: July 24, 2010, 07:04:30 AM »
I disagree...I think it's a pretty good break down of your options as a spellslinger for when you want to whip up one of those really nasty, dramatically awesome spells. And here's the thing, if you the GM don't want this spell going off and you don't wanna say, "No, Gary, that's too much," just have the phone ring. Or the wizard get attacked. Or jumped by sex crazed naked people of the appropriately enticing type. Big time magic takes major concentration and you can always, to borrow a Harryism, "bump his elbow while he's juggling TNT."
The thing is, if you're gonna allow someone to be a wizard, especially in a FATE system, which is so open ended, rules-wise, you should allow your wizard the opportunity to really cut loose and get creative, because that's how wizards survive, by a creative and sneaky application of the rules, be they of physics, magic, or the Accords. Wizards are the munchkins of the world.
The thing is, if you're gonna allow someone to be a wizard, especially in a FATE system, which is so open ended, rules-wise, you should allow your wizard the opportunity to really cut loose and get creative, because that's how wizards survive, by a creative and sneaky application of the rules, be they of physics, magic, or the Accords. Wizards are the munchkins of the world.