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 Post subject: Re: Casting Spells outside of Combat
PostPosted: Fri Mar 21, 2014 1:57 pm 

Joined: Sat Oct 05, 2013 12:46 pm
Posts: 1353
SamhainIA wrote:
paul, the way scenes work or the way recasting spells works?



Recasting buff spells including non- combat ones outside of combat.

With a sweep of his hat,

Paul


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 Post subject: Re: Casting Spells outside of Combat
PostPosted: Fri Mar 21, 2014 2:14 pm 

Joined: Thu Nov 07, 2013 9:37 pm
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Location: Michigan
SamhainIA wrote:
paul, the way scenes work or the way recasting spells works?

an interesting corollary

the rules could just require that all spells not cast during combat go off of the passive arcanum score of the caster.


the more i think about this... I REALLY like this idea


The problem with this is that there are talents, spells, and magic items that effect your role, but not your passive. You might be able to cast the adapted version of a spell on an average roll at higher tiers, but not be able to do it with the passive value. It's an artifact of too few things adding to your passive value, IMO, and makes the passive value artificially below average at high tiers.

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 Post subject: Re: Casting Spells outside of Combat
PostPosted: Fri Mar 21, 2014 2:44 pm 
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You all realize that buff spells with Scene duration would end right before the next Scene right?

the "space between scenes" are in fact their own scene.. or should be treated as a continuation of the last scene.

So lets say you Finish Scene A-1 and are on your way to Scene B-2.... you spell your self up, any spells with Scene in the duration end as soon as Scene B-2 starts..

The only thing I see working are Binding spells, even then you get 1 roll.. just once.. before you need to spend fate to get another casting attempt

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 Post subject: Re: Casting Spells outside of Combat
PostPosted: Fri Mar 21, 2014 2:48 pm 

Joined: Fri Sep 27, 2013 8:36 am
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pedro, people don't seem to believe this, i dont think they fundamentally understand the difference between encounters and scenes

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 Post subject: Re: Casting Spells outside of Combat
PostPosted: Fri Mar 21, 2014 2:52 pm 
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SamhainIA wrote:
pedro, people don't seem to believe this, i dont think they fundamentally understand the difference between encounters and scenes



:::head desk::::

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 Post subject: Re: Casting Spells outside of Combat
PostPosted: Fri Mar 21, 2014 2:56 pm 
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going to write up a side bar for the FAQ which will brake down scenes

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 Post subject: Re: Casting Spells outside of Combat
PostPosted: Fri Mar 21, 2014 2:59 pm 

Joined: Sat Oct 05, 2013 12:46 pm
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PCI_StatMonkey wrote:
You all realize that buff spells with Scene duration would end right before the next Scene right? <snip>


Yes, and the benefits for bonuses to perception (from heightened senses), to social (from alter appearance) just as two examples have a lot of use outside of combat. I'm not referring to trying to cast these spells in the moments in between scenes. I'm talking about them being cast after you've gotten your initial boxed text for the scene but haven't decided to look around or interact with anyone yet.

Again, if this isn't considered a problem, that's fine and I'll drop it. I just want to make sure you understand what I'm saying before answering.

With a sweep of his hat,

Paul


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 Post subject: Re: Casting Spells outside of Combat
PostPosted: Fri Mar 21, 2014 4:30 pm 
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I do but any time you start looking arround and what not.. you are either..

1) still in the same scene
2) in a new one

encounters are not scenes.. a scene can involve more then one encounter

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 Post subject: Re: Casting Spells outside of Combat
PostPosted: Fri Mar 21, 2014 4:37 pm 

Joined: Fri Sep 27, 2013 8:36 am
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I think this explanation would really benefit from some solid examples, the kind of examples that would fall outside of the range of a simple FAQ.

it might be worth it to dissect the quick play mod maybe?

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 Post subject: Re: Casting Spells outside of Combat
PostPosted: Fri Mar 21, 2014 4:40 pm 
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SamhainIA wrote:
I think this explanation would really benefit from some solid examples, the kind of examples that would fall outside of the range of a simple FAQ.

it might be worth it to dissect the quick play mod maybe?


that's not a bad idea to include in the campaign guide when we get to it..

still want a side bar in the FAQ/errata though

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