10-08-2020, 04:54 AM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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Bug in Analyze Magic
Peter LaNore has pointed out that Analyze Magic at ITL 23 gives false results if the spell fails, but that a wizard can tell if the spell failed unless she rolls exactly 17 because of this logic:
Success costs her 4 fatigue. Most failures cost her only 1 fatigue. A roll of 18 knocks her over. Only a roll of 17 fails silently and costs her 4 fatigue. The same problem applies to Detect Life, Duplicate Writing, and Trance, but Pathfinder and Spellsniffer have their own failure rules. A similar issue applies to Long-Distance Teleport.
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-HJC Last edited by hcobb; 10-08-2020 at 05:07 AM. |
10-08-2020, 09:51 AM | #2 |
Join Date: Dec 2017
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Re: Bug in Analyze Magic
Sounds like for those spells, the critical fail should simple be the wrong information and forgo the ST penalties.
Good catch. Good thing is, simple fix. |
10-08-2020, 10:21 AM | #4 |
Join Date: Dec 2017
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Re: Bug in Analyze Magic
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10-08-2020, 11:43 AM | #6 |
Join Date: Jun 2018
Location: Durham, NC
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Re: Bug in Analyze Magic
so the solution is to always charge the full cost of these spells?
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10-08-2020, 01:44 PM | #8 | |
Join Date: Jun 2018
Location: Durham, NC
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Re: Bug in Analyze Magic
Quote:
So, Analyze Magic will have to cost 4 regardless of success or failure. etc |
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10-08-2020, 06:25 PM | #9 |
Join Date: Apr 2018
Location: Idaho Falls
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Re: Bug in Analyze Magic
Maybe there is a time and a place for this to be handed over to the GM? The GM could track "fatigue" in specifics, telling the player that they feel tired, worn out, pushing the limit of their mind, right up until the moment that fatigue does them in.
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10-08-2020, 06:51 PM | #10 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Bug in Analyze Magic
Wizards have been allowed to track their own fatigue from the start, but if you want to force them to all play ST 6 goblin witches where each point of fatigue moves them down a category...
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