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Messages - ironpoet

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76
DFRPG / Re: Did I build this spell right?
« on: December 02, 2010, 06:15:16 PM »
I think those stats are perfectly reasonable.  I would personally require more than two shifts to block the moonlight, since we're assuming that this "Full Moon Light" is strong enough to power this Big Bad Item Of Power.  I'd probably set it at six shifts for the block.  I'd also set the base duration as "one scene", so you would need more shifts in order to work for "a few days".  But all that being said, statting spells is a pretty subjective thing, and I think your take on it is as good as mine.

Counterspelling thaumaturgy, mechanically, requires an equal power counterspell.  I'm not a huge fan of that mechanic, though, since it means that more complex spells are harder to disrupt than simple spells ("This computer is harder to break than this cannonball").  So I might houserule than individual characteristics of the spell could be counterspelled.  Therefore, if the veil was detected, then a +2 (or +6) counterspell could break the "blocking" aspect of the spell, leaving the veil in place.  Alternatively, shifts could be use to decrease the duration of the spell, so that it would end while the moon was still full.

77
DFRPG / Can you "prolong" another spell as a Rote spell?
« on: December 02, 2010, 03:55:39 PM »
Page 259 in "Your Story" describes how you can prolong an existing spell.  Prolonging a spell is essentially like casting a new spell that adds shifts of power to the existing one.  Therefore I'm curious if you could create a Rote spell that does this.

Basically, could Johnny Wizard have the following two Rote spells?

"Stonewall"
Type: Earth evocation, defensive block
Power: 5 shifts
Duration: One exchange
Effect: Deflects an incoming attack. If overcome, it vanishes.

"Filibuster"
Type: Earth evocation, defensive maneuver
Power: 5 shifts
Effect: Prolongs a "Stonewall" effect for five more exchanges

Also, if this type Rote spell is allowed, would you have to specify the type of spell it prolongs?  You don't have to specify the target of offensive Rote spells, so could you just have a generic "Prolong" Rote spell?

"You can do it!"
Type: Spirit evocation, defensive block
Power: 5 shifts
Effect: Prolongs an active magical effect for five more exchanges

78
DFRPG / Re: Social Combat
« on: November 12, 2010, 09:15:29 PM »
In that particular situation, I rolled a +7 empathy roll.  The GM said, "you know what, you fail that role - here's a fate point -   I'm compelling your corrupt cop aspect.  You get that he's telling the truth, but he's insulted you're insinuating he's corrupt.  You just made an enemy on the force"

I think that's a really cool Compel, but it's independent from the Empathy roll.  Since there wasn't an interesting way to "succeed", I would have just skipped the roll and gone right to the Compel.

As for full-out social combat, I'd only start that if both sides wanted something from the other person.  In this case, if the cop thought it was really important that you believed him, then a social combat would be useful.  But if he didn't really care, then it's just an opposed roll.  And in either case, I'd skip the rolls entirely unless both potential outcomes were interesting.

Technically, since I failed, he still could be guilty, but is using deceit.  So we could have broke it all down into a combat, but it didn't really matter in the end.  Could that same result have happened in a full-out combat?  At what point does the DM say, "here's a fate point - you lose" 

I think that compels can be done at any time, so a GM could end a combat with a Compel.  The only question would be why the GM started the combat in the first place if they knew they wanted a specific outcome?  But maybe (a) they didn't think of the cool Compel until half-way through the combat, or (b) something happened during the fight that inspired the Compel.

79
DFRPG / Re: Magic can make you rich! (Wait, no it can't)
« on: November 12, 2010, 07:21:21 PM »
"Dude!  I just found an awesome new way to make money!  Screw that drug shit, let me tell you about this place called 'McDonalds' that's gonna make us rich!"


I'm not sure I should start mixing different magic-themed RPG's, but this seemed too appropriate to skip over:
http://www.amazon.com/Break-Today-Armies-Greg-Stolze/dp/1589780167

80
DFRPG / Re: Social Combat
« on: November 12, 2010, 07:16:11 PM »
When do you go into full-out social combat and when do you just do a few rolls?
Do you need social combat to discover aspects or do you just need one roll and a couple of shifts?(as per the skill description)

So for example, a peice of evidence on a crime scene has gone missing.  I suspect the cop guarding the scene has been paid off and took the evidence.  I ask him if he found something and he says no...to Gm, "I use empathy to see if he's lying."
 *roll dice*
DM: no, he's not lying".

how much into detail should we go?

I'm no expert, but here are the guidelines I would personally follow:

1) Full Social Combat (including "initiative", stress, etc.) should only occur when both parties actively want something.  If there's nothing at stake, why would you be fighting?  Good examples would be: negotiating a deal, trying to get information without giving anything away, trying to convert an evil sorceror to the Path of Goodness and Truth without being drawn to the Dark Side.

2) Opposed Rolls should only occur if there is an intersting outcome for *both* success and failure.  In the case of the example above, Failure was an interesting option ("You suspect that the cop is lying") since it adds something new to the story.  But success was boring ("Nope.  He's not lying.")  In that case, I'd either think of a more interesting outcome for success ("He didn't take the evidence, but he knows who did.") or I would skip the Empathy roll entirely.

3) In general, I would treat social interactions the same way a novel writer would.  If it doesn't move the story forward, I would skip over it.

81
DFRPG / Re: Chain Compels
« on: November 12, 2010, 07:00:25 PM »
I'm not sure I fully understand what you mean by a "chain of compels".  From the example given, one Aspect doesn't lead to another.  Rather, you just have a ton of nearly identical Aspects.

I'm not knocking the idea.  I just think that I'm missing something.

82
DFRPG / Re: How do you make Thaumaturgy casting interesting?
« on: November 12, 2010, 06:55:12 PM »
Actually, that isn't entirely correct. Even if you got 4 discipline, calling power is dangerous. You might roll a -4 (1 in 81 chance) and take huge backlash and fallout.
In addition, the GM might compel aspects or consequences you have or the scene has to make you fail, even if you got the discipline for it.

Yes, mechanically, it's possible to screw up a Thaumaturgy spell, but dramatically it's often not that interesting.  (Your Story, page 270)  Or, alternatively, failing to cast the spell might be dramatic, but it would ruin the mood of the scene/story.  ("You've failed to control your investigation spell.  All your evidence is destroyed in a burst of flames.")

So far, we've determined that the following make for dramatic Thaumatrugy:
  • Opposed spells
  • Spells with a time limit (or "Race to the Finish Line" spells)

What about interesting fallout or failure options?  You mentioned Compels, for example.  When would you Compel someone to fail a Thaumaturgy roll?  Or how would you use Backlash and/or Fallout from a botched control roll to move a story forward?

83
DFRPG / Re: What is the complexity to Transform Objects?
« on: November 05, 2010, 09:03:18 PM »
I think the original purpose of the post was to get an idea of the complexity of how to do some of this stuff as the book leaves it... I'd say open, but that's an understatement! :)

Exactly!

But yeah, turning food into other food is probably a foolish waste of time and effort for a wizard.

The inspiration for the "burgers into steak" idea was a Wizard with Mediocre (+0) Resources who nevertheless had high standards for living.  So transforming burgers into steak would be purely (excuse the pun) flavor for the character, with no mechanical benefits.  But it feels like something a wizard would do.

Similarly, yes, maybe it's easier and possibly quicker to haul my laundry over to the laundromat.  But, darn it, after spending fifty years of my life exploring and documenting the limits of transmogrification, I'm going to use my talents, save my quarters, and transform my dirty laundry into clean laundry!

Realistically, you'd never bother to roll for either of those examples, but it would be nice if they were at least possible for a High Lore wizard to pull off.  But, like you said, I'm more interested in the practical applications of Transformation.

  • Want to sneak some secret documents out of a building, but they'll search your bag when you leave?  Transform them into a Pulp Mystery novel.
  • Need an antidote to Black Widow venom, but you don't have a lab nearby?  Transform some nearby flowers (assuming you know what the antidote is).
  • Need to make a good impression?  Temporarily transform your "Cheap Clothes" into a "Stlylish Suit".
  • Being chased by a werewolf?  Transform your silver earrings and your knife into a Silver-coated Dagger.
  • Timmy trapped down a well?  Transform the smooth walls into a ladder.

84
DFRPG / Re: How do you make Thaumaturgy casting interesting?
« on: November 05, 2010, 08:52:19 PM »
Thaumaturgy, as a rule *isn't* interesting.  Though if you really want to know why, check the "Running the Game" section.  Basically, if there is no real risk to failure, and no real reward for success (other than completing the ritual), then dice shouldn't be rolled.  But stuff like summoning and bind should probably ALWAYS be rolled because of the nature of what's happening.

See YS309, the section on "When to call for a roll".

I agree with this, more or less, but there are a lot of rules for "How To Cast Thaumaturgy".  Therefore, in theory both the GM and player should go out of their way to find interesting uses for it.

In game I've been playing in, so far my (Lore +5) wizard has cast a few "CSI"-like Divination spells, and we haven't rolled for them.  But I'm hoping to find a way to try out the Thaumaturgy rules in a more dramatic situation.  Summoning and binding (and contested rolls in general) can't be the only time that Thaumaturgy is interesting, right?

I guess I'm looking for story guidelines/suggestions, as opposed to mechanical guidelines/suggestions.

85
DFRPG / Re: How do you make Thaumaturgy casting interesting?
« on: November 05, 2010, 08:45:15 PM »
Perhaps another caster is using Thaumaturgy to oppose your spell, and net successes matter?  Or perhaps you are trying to defend against another Thaumaturgy, and who finishes the spell first is significant?

That's a good suggestion.  Can you think of any game/story situations where "first to the finish line" would matter?

86
DFRPG / Re: What is the complexity to Transform Objects?
« on: November 05, 2010, 07:38:16 PM »
Try these out for size:
...
How does this look from a balance perspective?  I think the complexities should end up being reasonable.  Also note that using Transformation to scam people is possible ("Hey, want to buy this 100% Pure golden sandwhich?"), but the victim might well seek justice once he learns he's been duped.

Hmmm... my problem with these guidelines is that (a) they change the rules for the amount of time needed to cast a spell, and (b) they set up some weird feedback problems when determining complexity.  Choosing the first example: "Transform a fast food burger into a steak dinner"

1) It's possible to create a steak dinner from the materials provided.  Let's say I want a Good (+3) steak.
2) It normally takes about a half-hour to cook a Good steak.
3) I want to make it in one minute, so +3 shifts.

- The complexity of the spell is +6, and I can cast it in one minute (plus prep time and casting time).

- Unfortunately, my Lore is only +4, so I can't cast this spell without preparation.  Unless I want to spend Fate points on my dinner, I'll have to spend extra time to make up the difference, making this one minute spell take at least a scene or more.

- Okay, in that cast I'll just make it in "a few minutes", which only adds +2 shift instead of +3.  The total complexity is now +5, which is still too high.

- So I'll settle for a Fair (+2) steak to make the total complexity +4, which I can cast without preparation in a few minutes.

- Of course, the prep work and gathering the power to cast the spell will already add on a few more minutes, so I may as well change the casting time to "fifteen minutes" (which only adds +1) and make the quality of the steak Good (+3) again.

This is an extreme example, I admit, but I think it demonstrates how these guidelines aren't as streamlined as I'd like.  I think the dramatic tension should be "Can you prepare and cast this spell in time?" as opposed to "Can you figure out the best compromise between quality and casting time?"

Did you have any specific problems with the guidelines I had suggested before?  Are there examples where those guidelines come up with really high and/or unrealistic complexities?

87
DFRPG / How do you make Thaumaturgy casting interesting?
« on: November 05, 2010, 07:14:49 PM »
When do people actually roll the dice to cast a Thaumaturgy spell?  The section "When Not To Bother" (Your Story, page 270) suggests that there's no point in rolling if the results would be undramatic (i.e. if you have lots of time to build up power, or nothing interesting would come from failing to cast the spell.)

So how have you (or would you) make casting a Thaumaturgy spell interesting?

  • Casting in the middle of combat seems like the most obvious answer (someone is trying to stop you from casting your spell).  But there isn't any consensus on how to cast Thaumaturgy in the middle of combat.
  • Casting with some kind of time limit might work ("You have three exchanges until the bomb goes off.")  What are some good ways to set up a time limit?
  • Are there other good ways to add drama to ritual casting?

88
DFRPG / Re: Magic can make you rich! (Wait, no it can't)
« on: November 01, 2010, 03:51:01 PM »
METHOD TO GET RICH: Thaumaturgy divination, to predict the moves of the stock market in the day. That would be solving a problem with the contacts or resources or scholarship skill. Even the most skilled mortals in financial science in the world would get a base of superb +5 plus +2 from a stunt in this. A wizard using divination could easily get a complexity of 10 with a two-minute ritual. Fancy getting the maximum benefit of the stock market every day? 20% rate of interest per day would be about the best possible. In ten days you'd have 6 TIMES the money you started with. In one month you could start with $4.000 and end up with $ 1 million.


WHY IT WON'T WORK #1: Okay, maybe you're not technically breaking the Laws of Magic.  You're not peeking into the future, and you're not reading people's minds to see whether they will Buy or Sell.  But try explaining that to the White Council Wardens at your door.  I'm sure they'll be happy to give you the benefit of the doubt!

STORY IDEA #1: Marty Johnson, a Slick Stockbroker, is making a killing in the stock market.  The White Council sends the PCs to make sure the Laws of Magic are being broken.  How can you be sure?  Can you afford to let him go if you're wrong?

STORY IDEA #2: The PC's used completely legitimate magic to get rich using the Stock Market.  Unfortunately, Aeric Thomason, an Old School Warden, doesn't believe you.  Can the PCs convince the White Council of their innocence before Aeric can play judge, jury, and executioner?


WHY IT WON'T WORK #2: You think demons don't already control the Stock Market?  You think the White Court dedicated to Despair didn't request the recent Stock Market crash?  Good luck rigging a game that is already rigged!

STORY IDEA #3: The PCs discover that demons control the Stock Market.  Can the PCs remove this demonic influence without crashing the Stock Market again?

89
DFRPG / Re: Magic can make you rich! (Wait, no it can't)
« on: November 01, 2010, 03:40:51 PM »
Here's the trivial version:

METHOD TO GET RICH: Magic can do anything.  Use it to get rich!

WHY IT WON'T WORK: Magic is "Who You Are".  If you are the type of person who would use magic as a vehicle to "Get Rich Quick", then you are also the type of person who will be tempted by Fae bargains and the lure of the Denarians.  Enjoy your Free Will while it lasts!

STORY IDEA: An unknown businessman becomes a multi-billionaire overnight.  The White Council sends the PCs to investigate, but they discover that the businessman has already been corrupted by the Denarians.  Can the PCs prevail against a foe with unlimited Resources and the power of Hellfire?

90
DFRPG / Magic can make you rich! (Wait, no it can't)
« on: November 01, 2010, 03:33:53 PM »
This thread was inpsired by the comments in this post: http://www.jimbutcheronline.com/bb/index.php/topic,22095.0.html

It started off with a caveat from Ryan_Singer:
This looks about right. I'd add the caveat that in the Dresdenverse, no one has ever gotten rich using magic. Even the senior council relies on traditional finance with centuries of compounded interest. Turning lead into gold is possible, but never costs less than gold on the open market.

That lead into a series of suggestions about how magic can be used to make you rich:

...A wizard can become very, very wealthy without the need to conjure money;
1) Thaumaturgy divination, to predict the moves of the stock market in the day. That would be solving a problem with the contacts or resources or scholarship skill. Even the most skilled mortals in financial science in the world would get a base of superb +5 plus +2 from a stunt in this. A wizard using divination could easily get a complexity of 10 with a two-minute ritual. Fancy getting the maximum benefit of the stock market every day? 20% rate of interest per day would be about the best possible. In ten days you'd have 6 TIMES the money you started with. In one month you could start with $4.000 and end up with $ 1 million.

2) Thaumaturgy divination, to search for minerals - gold, oil, gems. Similarly to the above use, even the weakest wizard could get better results in minutes than world-class prospectors could get in days or months of searching.

3) How about buying and selling land? A wizard could influence the weather or conjure attacks by vermin with only minor complexity or even do power outages and the like to really drop property values. Then he'd buy the land for a ridiculous price and sell some months later at a much higher price.

4) Invest in a company then destroy the company's competitors. You don't really need black magic or any direct spells; any modern company can be destroyed by simply hexing it. Even better, manipulate the stock market like that.

5) Steal a bank. Hex the bank at night, sneak in under a thaumaturgy veil, put the guards to sleep, melt the vault door and grab the money. Even better, use summoned creatures to steal the money for you. No Laws broken whatsoever and the police will have no evidence at all; no modern security can resist hexing and any trace evidence left by summoned creatures melts away in minutes (and isn't human to begin with.
Or, you can do it faster by opening a Gate from the Nevernever directly into the bank vault.

6) Insurance fraud. Lots of insurance fraud. Fires, power failure, equipment failure, wizards can do it untraceably and seemingly naturally.

7) Arms Dealing. How much would an assassin or a terrorist pay for an invisibility potion? How about a mercenary for an invulnerability potion or a healing potion? Any kind of armed forces for a grenade-like potion that does 8 shifts of hexing in one zone, destroying every kind of technological item from alarms to firearms and mines to armored vehicles? How about lasting thaumaturgy veils for secret facilities and bunkers? And NONE of the above violate the Laws of Magic.

That led to a series of arguments about how that wouldn't work.  Conflict leads to story ideas, so I thought I would make a new post to capture it all!

I'd like to invite people to post three types of things here:
METHOD TO GET RICH: [Some way of getting rich using magic]
WHY IT WON'T WORK: [A reason why it wouldn't work.  This could be a mechanical reason, a thematic Dresdenverse reason, or a made up reason.]
STORY IDEA: [A quick description of a story idea that a GM could run, using this conflict]

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