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« on: May 22, 2016, 08:08:55 PM »
I agree, it can be difficult to deal with the kind of power a Wizard can throw. In an online game on a different forum, a brand spanking new Wizard, through use of Foci and such, tossed a 7 Shift Evocation and came close to one-shotting a bad guy.
I don't expect that the GM was thinking this guy was going to be an epic fight or anything, but I'm sure that it wasn't expected to be that quick, either.
Now, part of that was also the randomness of the dice. On top of the 7 shift attack, I also got a really good roll against the antagonist's bad roll.
Personally, I think I'd run it more or less like this:
A Wizard's base Evocation is just like any Fate attack. In this case, you roll Discipline just like anyone else would roll Fists or Weapons. And the effect is the same. Shifts become Stress. And this doesn't cost the Wizard anything at all.
A focus with a Control boost helps you do more damage because it helps you control more power in the spell, but there's no Weapon Rating at all. (This also helps to show how someone like, say Luccio, can toss around pretty seriously damaging spells near constantly without dropping).
If you want to pull out a big Evocation, then you're working with Stress / Consequences, and I'd say go with something like the following:
Conviction = Power still. Foci Power bonuses apply. But for every 2 Wpn rating you send (Round down), you pay 1 Mental Stress. So a Wpn 7 Fire Evocation would cost 3 Mental Stress.
Yep, that's a lot. I might allow a player to use taggable Aspects/Maneuvers to reduce that at a cost of 1 Stress per tag, minimum cost of 1.
Maneuvers and normal blocks, I'd do the same. If you're just going for a general 'magical' option, Roll your Discipline and take the result of the roll, just like anyone else with any other skill.
If you're trying to draw heavily on your Power (i.e. get that as a bonus to the effect of a successful roll) then you pay just as with attacks.
On the one hand, this lets Wizards fight a little longer and with more frequent magical oomph, but also allows them to bring out the big guns if they feel they need to.