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Old 07-13-2013, 07:22 AM   #3
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Alternate Spells-as-Skills-as-Powers Riff

Quote:
Originally Posted by Refplace View Post
Interesting.
Thanks.

Quote:
Originally Posted by Refplace View Post
I did a version of that using Skill penalties instead of a base set of points. I just used the temporary enhancement model to determine points, yours is cleaner at least to build each spell.
The point budget was done as: ("cost for attribute+0 in skill" + "cost for unusual training perk") / (1 - 80%), as -80% is the net limitation floor. I'm just handwaving the details of what the limitations are for ease of use.
Easy +0 is [1], so: (1 + 1) / 0.2 = 10
Average +0 is [2], so: (2 + 1) / 0.2 = 15
Hard +0 is [4], so: (4 + 1) / 0.2= 25
Very Hard +0 is [8], so: (8 + 1) / 0.2 = 45
Hence the comment about greater levels of difficulty and the theoretical nature of such. A (Damn Hard) skill difficulty that costs [12] to reach attribute+0 would give a budget of 65 points, a (Very Damn Hard) that costs [16] for attribute+0 would give 85, a (Hard Like Woah) that costs [20] for attribute+0 would give 105.

Quote:
Originally Posted by Refplace View Post
More then that will require some thought its too early for.
Heh. Late for me. I've been running a graveyard sleeping schedule lately.
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