07-22-2018, 06:23 PM | #11 |
Join Date: Nov 2010
Location: Arizona
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Re: Condensing Spells
I guess my recommendation would be to say that any Spell that has the same name and simply changes the size of the area affected by the Spell (fire, shadow, rope, wall, sleep, etc.) would work in the first manner, and all the others don't.
Honestly, I can't see too many more spells that are so closely related that they should benefit from this idea. People could argue that Summon spells are the same thing, but I just don't see the same sort of smooth progression there -- a bear is not a wolf is not a myrmidon. Illusions and Images would work the same way as Rope and Slippery Floor, but Magic Fist and Fireball are two different spells in my mind, and frankly the naming conventions you already established 40 years ago do a great job of differentiating the types of spells that could be affected by this concept. |
07-22-2018, 06:32 PM | #12 | |
Join Date: May 2015
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Re: Condensing Spells
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What do you think about these other spells that Metagaming said did replace each other? * Small Dragon -> Dragon * Lesser Demon -> Demon * Lesser Magic Item Creation -> Greater * Staff -> Staff of Power * Stone Flesh -> Iron Flesh * Reveal Magic -> Spellsniffer * Detect Magic -> Analyze Magic |
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07-22-2018, 06:38 PM | #13 | |
Join Date: May 2015
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Re: Condensing Spells
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3-HEX FIRE (C): (includes Fire) Like the Fire spell, but covering up to 3 connected hexes. Cost: 2 ST. or 3-HEX FIRE (C): Like the Fire spell (included), but covering up to 3 connected hexes. Cost: 2 ST. or 3-HEX FIRE (C): Adds to the Fire spell the option to cover up to 3 connected hexes for 2 ST. or 3-HEX FIRE (C): Extends the Fire spell, allowing igniting up to 3 connected hexes for 2 ST. ? |
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07-22-2018, 06:48 PM | #14 | |
Join Date: Nov 2010
Location: Arizona
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Re: Condensing Spells
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Having said that, I'm guessing that whatever rule Steve comes up with will be easily enough house-ruled if we aren't happy with where he comes down on the answers! ;-) |
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07-22-2018, 08:06 PM | #15 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Condensing Spells
Quote:
The flesh spells are SO much more powerful that I would be leery about keeping them at the low fatigue ST cost for all. Gaining extra armor is huge. I'm not troubled by having more spells in ItL than in the Wizard microgame. As for other spells being supersets of earlier spells, I'm not troubled by that. Warm regards, Rick. |
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07-22-2018, 08:56 PM | #16 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Condensing Spells
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07-22-2018, 09:42 PM | #17 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Flesh spell magic items are too cheap.
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When I rewrote the magic item list, I made all items non-self powering for consistency. Many items became cheaper, but the flesh spell items became non-self powering at no reduction of cost. Getting magic armor is so powerful that I wanted it to be expensive. Warm regards, Rick. |
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07-22-2018, 10:18 PM | #18 |
Join Date: May 2018
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Re: Condensing Spells
Why have separate listings for spells that improve with IQ? What about mashing all the versions of a spell into the same listing? Like just have "Create Wall" and list the sizes, IQs, and costs? That will put then all in the same place, make the other versions easier to find, and save space.
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07-22-2018, 11:45 PM | #19 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Condensing Spells - Condensing write ups.
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Good point. Some of my rites for the cleric powers say things like, "Does X points of healing, where X = 1/2 your IQ (round down)." Such descriptions automatically scale as the player improves. Rick. |
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07-23-2018, 01:37 AM | #20 |
Join Date: Sep 2004
Location: Oakland, CA, USA
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Re: Condensing Spells
Well put Zot.
I think that's the way to go. |
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