Author Topic: Spellcasters make the others obsolete?  (Read 7548 times)

Offline Madmacabre

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Spellcasters make the others obsolete?
« on: March 01, 2011, 02:16:59 PM »
Hello all!

I wanted to share some toughts and maybe get some insights from other Gms.

Over the course of the last few months we played a couple sessions of DFRPG. My group consists of a Red Court Infected (Stage Magician), Changeling (half brownie park ranger) and an Emmisary of power (Traditional chinese ways and spirits). The Emmisary of power has the Sponsored Magic power.

The characters are very interesting and the stories are a bliss to create and run. Gotta say that FATE is quite a nice system.

Unfortunately, after a couple game session we found that when you have a spellcaster (anyone with access to Thaumaturgy or Evocation in one form or the other), the other characters tend to become obsolete very fast.

Spellcasters always have the right spell for the right situation. In combat their damage potential is over the top compared to any other types of characters and they can pretty much do the same things as anyone else using a little time and magic.

We recognize that spellcaster have limited ressources based on their mental stress track, but when they choose to act, its never boring! A single attack could vaporize even the most powerful NPC.

How do you manage your spellcasters in your game?

How do you create challenge that others will excel at and where the spellcaster won’t “steal the show”?

Would it be more appropriate to have a full spellcaster campaign?


Thanks for the insights

Offline bitterpill

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Re: Spellcasters make the others obsolete?
« Reply #1 on: March 01, 2011, 02:27:08 PM »
Spell casters are potent especially if you play the villans without concequences but they are about equal with a well specialised melee character, too really challenge your casters have two or three fights in a row and never leave them enough time to recover thier concequences, and scatter innocents around the battlefield to stop them area of effecting.
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Offline Wordmaker

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Re: Spellcasters make the others obsolete?
« Reply #2 on: March 01, 2011, 04:23:07 PM »
Well first up if the spellcaster is totally overshadowing everyone, look for ways to force characters to face challenges apart from one another. Also if you have multiple combatants, for example, and want everyone to enjoy a big showdown, insist that each player can only fight a single NPC for the conflict. That's right in the rules.

Use compels and other complications to hamper the Emmisary's freedom to act. Have your Emmisary's Sponsor become a Signatory of the Unseelie Accords (if they aren't one already) and have them dragged into political situations where their usual dramatic solutions won't be permissable.

Also, don't be afraid to put the responsibility back on the player. Unless the set-up for your game is that the Emmisary is the big hero and the others are supporting characters, it's just as much that player's responsibility to help his friends have fun as well. Talk to him and come up with situations that keep his character occupied while the others get a chance to shine.

Offline Bruce Coulson

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Re: Spellcasters make the others obsolete?
« Reply #3 on: March 01, 2011, 04:34:48 PM »
Spellcasters are potent; but only in short bursts.  3-4 evocations and they're tapping into Consequences.  With multiple opponents, or waves of opponents, or powerful attacks on their friends that have to be blocked, they can be challenged.

Also, social situations (where spells rarely work) can inflict some pretty severe Consequences.

Keep in mind that Armor works against spells unless Magic is the Catch (rarely the case).
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Offline Remy Sinclair

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Re: Spellcasters make the others obsolete?
« Reply #4 on: March 01, 2011, 04:55:55 PM »
The strain for casting spells also effect the caster. You cannot be flinging spells all the time left and right without mental fatigue coming in. Sure a Wizard for instance is powerful but more sustained the battle is the more stress they take.

Look at Harry Dresden in the book series. How many times is he mentally taxed and physically exhausted from his spell casting and things going on? Recovering those levels in the FATE system is difficult usually resulting in a sustained rest just like Dresden falling down so tired barely to function, which happens a lot in the novels.

That is why they need allies. Harry has Murphy a mortal helping him out and at times she is on par with him. Thomas his White Court Vampire Ally. The Alphas all those shapeshifters.

Yes, Spellcasters have a lot of punch but they do pay for it in their strain on their sheet. (I know I am using the wrong terminology, one of my players borrowed my books because he is going to be running a new Dresden Game).

You have to make sure your Spellcaster is pushing it and getting those boxes marked. Make sure you toss in the penalties. You cannot cast a spell without cost the harder the spell the worst it is.

Remember the Social Fatigue Combat that can also help tire your Spellcaster out. I notice a lot of GMs miss that rule. Harry gets attacked like that a lot as well.

Offline Sanctaphrax

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Re: Spellcasters make the others obsolete?
« Reply #5 on: March 01, 2011, 05:54:12 PM »
Man, seems like this comes up every ten minutes.

Another thing to remember is that spellcasters seem more powerful than they are because they're so easy to optimize. Powergaming with a wizard is as simple as taking every point of Refinement you can handle along with peaked spellcasting skills. So it's easy to do even if you aren't trying to.

It sounds to me as though your characters are not optimized at all. If that's the case, then a halfway competent spellcaster will be the strongest thing around.

Offline KOFFEYKID

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Re: Spellcasters make the others obsolete?
« Reply #6 on: March 01, 2011, 06:05:49 PM »
Right now I've got a sword wielding Erinyes (Cthonic Greek Deities of Vengeance) who is rolling +6 Weapon 6 on her sword, and +5 for defense with Toughness and recovery. She's able to get up to +10 Weapon 6 when she needs it without spending fate points.

This is at submerged.

Not quite as up-front and powerful as a wizard but she can do the +6 weapon 6 all day long, the wizard gets 4 or 5 such chances per scene, generally.

Offline Ren

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Re: Spellcasters make the others obsolete?
« Reply #7 on: March 01, 2011, 06:06:44 PM »
Well it can be of concern, especially for newbie GM's when One PC can shoot a car full of holes while another can level buildings. Sure they may be able to only level two or three buildings in an encounter, but that's a heck of a lot more effective way to stop bad guys...if the building is full of them. Unfortunately it does have its dangers, such as catching innocents in the crossfire much less using lethal magic on mortals.
After a similar problem occurred in my game I made myself really sit down and read through the rules more in-depth. As a result I've learned that fate Points can be the GM's best friend; if your Wizard has just blown his last fate point on buffing up a big spell you can compel an aspect on him to change what happens to the spell and with no fate points to buy it off...well then things can get fun!
Other fun stuff; adding in more than one monster, add in some innocents that happen to wander into the zone that's about to be filled with fire "Aww, it's a puppy!"
And with Sponsored Magic the Sponsor Aspect can be compelled to stop actions or change actions as the sponsor steps in and goes "Uh, no dude" or "Try this instead, it'll be more fun!" depending on the flavor of the game.
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Offline bitterpill

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Re: Spellcasters make the others obsolete?
« Reply #8 on: March 01, 2011, 06:12:53 PM »
Right now I've got a sword wielding Erinyes (Cthonic Greek Deities of Vengeance) who is rolling +6 Weapon 6 on her sword, and +5 for defense with Toughness and recovery. She's able to get up to +10 Weapon 6 when she needs it without spending fate points.

How out of curiosity, I mean the +10 was it the you spend mental stress power?

You can at submerged character melle build get +7 attack +9 weapons as well as supernatural recovery or toughness.
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Offline Nyarlathotep5150

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Re: Spellcasters make the others obsolete?
« Reply #9 on: March 01, 2011, 06:31:49 PM »
Also, remember, that your caster is a follower of traditional Chinese spiritualism. That means he is completely incapable of casting any spell that doesn't fit that theme. Also, his spells only work when and if his master allows it. Thats the price he pays for the cost break on sponsored magic.

The strain for casting spells also effect the caster. You cannot be flinging spells all the time left and right without mental fatigue coming in. Sure a Wizard for instance is powerful but more sustained the battle is the more stress they take.

Look at Harry Dresden in the book series. How many times is he mentally taxed and physically exhausted from his spell casting and things going on? Recovering those levels in the FATE system is difficult usually resulting in a sustained rest just like Dresden falling down so tired barely to function, which happens a lot in the novels.

   This would actually be a result of him pushing himself so hard he had to take mental/physical consequences in the fight. Your sress never gives you penalties and is automatically refreshed as soon as the fight is over.

Offline devonapple

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Re: Spellcasters make the others obsolete?
« Reply #10 on: March 01, 2011, 06:35:27 PM »
Everybody's game is going to be different, of course. An all-Wizard game is going to differ from a game following a mix of mortals and supernatural folks.

One strategy to make sure everyone is contributing is to note everyone's top skills, and then make sure those are being challenged. Another way to ensure screen time for all is to regularly compel each player's concepts and aspects, rather than making each session a monster-hunting episode. Also, remember that characters can be helping with Maneuvers in any combat, making it easier for the main combatants (wizard and some other type of fighter) to end conflicts more decisively.

As has been proposed in other threads, human cannon fodder supplementing a given supernatural threat should discourage the Wizard from deploying some of the more destructive battlefield magics, for fear of a First Law violation, allowing the other characters to play a more active role in combat.

However, if violating the Laws of Magic is not a restricting factor in the game - due to either a non-mortal spellcaster, Sponsored Magic, or failure to enforce Lawbreaker and other setting consequences for killing humans - then yes, the spellcaster is going to end up being more powerful when freed of the consequences Harry had to grapple with every time things got hot in Chicago.

But obsolete? No. Spellcasters cannot have all of the skills and still be good at anything, so other characters are needed to help move things along with their own specialities and aptitudes. And if those characters' aptitudes aren't being brought into play or their Aspects challenged, then it make sense that they seem obsolete - because somehow the table has allowed them to become obsolete.
« Last Edit: March 01, 2011, 06:41:14 PM by devonapple »
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Offline DFJunkie

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Re: Spellcasters make the others obsolete?
« Reply #11 on: March 01, 2011, 08:02:56 PM »
Good scene aspects are a great way to both add color to a fight and potentially rein in the nastiest types of spellcasting.

If your Emissary likes fire magic have the conflict take place in a highly flammable atmosphere, maybe a factory that produces volatile chemicals (providing he has a reason to not just detonate the place).  If the PCs throw down on the roof of an abandoned apartment building that is falling apart earth magic (or really anything that does zone damage) would be a bad idea.  And god help that PC if someone turns on a building's sprinkler system, because all that running water is really going to mess with his magic.

Oh, and smart bad guys who know they're facing a spellcaster will probably endeavor to remain behind a threshold whenever possible.
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Offline sinker

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Re: Spellcasters make the others obsolete?
« Reply #12 on: March 01, 2011, 08:19:42 PM »
One strategy to make sure everyone is contributing is to note everyone's top skills, and then make sure those are being challenged. Another way to ensure screen time for all is to regularly compel each player's concepts and aspects, rather than making each session a monster-hunting episode....

But obsolete? No. Spellcasters cannot have all of the skills and still be good at anything, so other characters are needed to help move things along with their own specialities and aptitudes. And if those characters' aptitudes aren't being brought into play or their Aspects challenged, then it make sense that they seem obsolete - because somehow the table has allowed them to become obsolete.

This. One of the main tenants of FATE is that you tailor the story to your characters. Have you read Neutral Grounds, the adventure Evil Hat released recently? It reads more like a list of ideas than a traditional adventure because you're supposed to take those ideas and tailor them to your players, characters and setting. Anyway if the others feel like they aren't doing anything then give them (or encourage them to find) something to do.

Offline devonapple

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Re: Spellcasters make the others obsolete?
« Reply #13 on: March 01, 2011, 08:34:57 PM »
Spellcasters cannot have all of the skills and still be good at anything, so other characters are needed to help move things along with their own specialities and aptitudes. And if those characters' aptitudes aren't being brought into play or their Aspects challenged, then it make sense that they seem obsolete - because somehow the table has allowed them to become obsolete.

I forgot to address the earlier point that - with Thaumaturgy - spellcasters can mimic any skill in the game, and that is certainly true. But Thaumaturgy takes time, and really good Evocation/EvoThaum skill substitutions can obligate the spellcaster to take Consequences in exchange for that flexibility. So, yes, a properly crafted spellcaster can certainly *be* an Army of One, but they are generally giving up a lot of ground to the bad guys in the process, which is where other players help shore up the team and take some of the weight off the spellcaster's shoulders.
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Offline mostlyawake

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Re: Spellcasters make the others obsolete?
« Reply #14 on: March 05, 2011, 08:29:21 PM »
The only thing I dislike on threads like this is the idea that the wizard needs to be hampered repeatedly to make the other players more valuable.   I'd hate to play a wizard in such a campaign...

"OH your wizarding powers are irrelevant here because it's RAINING HEAVILY, AGAIN.  Time for the werewolf to get a spotlight!"

At some point it becomes really obvious and annoying that the wizard is being constantly hampered.

It's cool to do this when it's appropriate - like, when it should be raining outside (the campaign enters the rainy months when your characters are deep in the Amazon, or something, the bad guy is afraid of wizards and intentionally waits for rain, ect), but if the wizard is constantly facing scripted limitations, then he's being punished for his choice of character.