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Old 10-21-2019, 07:29 PM   #49
evileeyore
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Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: Different critical spell failure tables

Quote:
Originally Posted by malloyd View Post
...once you roll you can't keep adding energy to the missile.
That's actually false. I mean, you're right, once you roll, that's the cost of the spell, however Plane is asking about the 'enlarging' rounds, the next 3 rounds during which you can keep adding energy to make the missile bigger/more damaging.

So the answer Plane, is once you roll, that's the cost. Everything spent to enlarge the missile is seperate from this calculation. And yes, by RAW enlargement costs ignore skill reduction to FP costs, however many of us ignore this...



The two ways I've ignored this:

1 - Skill reduction reduces the total cost at the end. When I've done this I've also shifted the casting roll until the end of whatever turn they decide to stop enlarging the missile.

2 - Skill reduction works for the casting and each individual turn of the enlargement separately! This makes for some 'big' missile spells, but it fits the 'DF Feel' a bit better in my opinion (stolen shamelessly from Peter dell'Orto's house rules).

Last edited by evileeyore; 10-21-2019 at 07:38 PM.
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