Quote:
Originally Posted by Refplace
OK, so what about the bigger point spells like say Warp or Jumper?
How do you determine their cost? Skill + a UB premium?
A bigger penalty to the skill roll?
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The point budget given is based on the skill difficulty. So a spell that requires a greater budget to afford its' advantage + enhancements than given by a Very Hard skill would need to be based on a skill difficulty harder than Very Hard. So I'd either not allow them at all or I'd want to expand the skill difficulty chart.
Something like:
Code:
Difficulty Attribute Penalty Point Budget
Easy -0 > 10
Average -1 > 15
Hard -2 > 25
Very Hard -3 > 45
... -4 > 65
... -5 > 85
... -6 > 105
... -7 > 125
... -8 > 145
... -9 > 165
... -10 > 185
... ... ...
... maybe.
Quote:
Originally Posted by Refplace
For Enchantment Afflictions with perm have a terminating condition so coudl be considered temp magic and they can be counter magiced away.
Gadgets could represent a more permanent method of enchantment and also allow more flexibility as your not having to spend points on a spell.
I think both could work together in the campaign.
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Possibly. I've built enchanting systems based on Afflictions before. It gets messy; fast. I've not tried building an enchanting system out of the gadget limitations before ... I suspect it'll get messy too. Heh.