View Single Post
Old 11-23-2022, 07:55 PM   #3
TippetsTX
 
TippetsTX's Avatar
 
Join Date: Sep 2018
Location: North Texas
Default Re: It's a fixer-upper!

My next 'fix' (though perhaps less a fix and more of an preference-based change) is from a very common spell. The main issue we had w/ FIRE was that the fixed damage didn't really capture the unpredictable nature of fire very well. Thus...

FIRE
Fills one hex with magical flame. Effects of this flame are: No creature of less than IQ 6 will pass through or stay in it; animals are afraid of fire. A figure who moves through a fire hex, or is in a hex when a wizard creates fire there, takes 1d3 fire damage and has -1 DX on any actions taken. A figure which moves into a fire hex and stops (to attack, for instance) takes 2d3 and suffers -3 DX that turn. The effects of fire hexes are cumulative within a turn, but armor and protective spells will reduce them.

Example: A figure moves through two fire hexes (1d3+1d3 damage) and stops in a third one to attack (another 2d3 damage). The protection given by that figure’s armor and spells are taken from the total of those rolls to see how many hits the figure actually took from the fire. The hits take effect as soon as the protection is used up. If the figure in the example had STONE FLESH (stopping 4 hits) but no other armor and the initial damage rolls totaled '4', he would suffer no damage in the first two hexes. However, these would use up the protection, and upon stopping in the third hex he would take full damage from the 2d3 roll (the STONE FLESH would still take 4 hits off any other attack that turn). Physical armor, on the other hand, only provides half of its normal protection and shields are of no benefit at all so although the damage ‘resets’ each turn, a heavily armored figure cannot survive the flames indefinitely.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos
TippetsTX is online now   Reply With Quote