03-12-2012, 09:50 AM | #31 |
Join Date: Jun 2010
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Re: Luck (Spellcasting only) - how to value limitation
Having talked to Kromm on this, where I directed it to a single skill (for Gadgeteering (Quick), applied only to programming), that was -70%.
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03-12-2012, 12:05 PM | #32 |
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Location: Europe
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Re: Luck (Spellcasting only) - how to value limitation
That sounds a bit more generous than I'd prefer, and I tend to want Aspected to be more like -30% or -40%, with 50% or so for Very Aspected.
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03-12-2012, 12:31 PM | #33 |
Join Date: Sep 2004
Location: Canada
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Re: Luck (Spellcasting only) - how to value limitation
By casting ceremonially with a more experienced mage and spending a crapton of extra energy to get a skill bonus, probably.
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03-12-2012, 12:37 PM | #34 |
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Re: Luck (Spellcasting only) - how to value limitation
Or by doing the magical equivalent of taking classroom theory, reading the manual, and dry-firing on the range. Like many dangerous things, perfecting the thinking and motions might constitute the majority of the training. Actual hands-on doing for the first time might be a graduation exercise or final exam. For a lot of really dangerous or difficult things, it might never happen . . . Does anyone seriously believe that wizards who know Resurrection or Great Wish test-fire spells that need 300 or 2,000 energy, ever? Of course they don't!
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03-12-2012, 12:47 PM | #35 | |
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Re: Luck (Spellcasting only) - how to value limitation
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03-12-2012, 05:54 PM | #36 |
Join Date: Jun 2010
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Re: Luck (Spellcasting only) - how to value limitation
I focused it to a specific skill for that. Spells are more than 1 item, so -40% sounds entirely reasonable.
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03-13-2012, 11:21 PM | #37 | |
Join Date: Aug 2004
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Re: Luck (Spellcasting only) - how to value limitation
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03-13-2012, 11:56 PM | #38 | |
Join Date: Dec 2006
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Re: Luck (Spellcasting only) - how to value limitation
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Luck Lets you: ->Affect your own rolls ->Affect rolls directed right at you ->Affect GM decree 'luck checks' (IE I will roll 1d6, on a 1 awesome stuff, on a 6 bad stuff) ->Affect reaction rolls. Magic lets you use a spell to (assuming you have the spell; but how many spells you have will not effect the cost of luck availability- the fact that the spell exists and that the PC can learn it is all that is important): ->Perform basically every function of every existing skill ->Affect defense against most rolls directed right at you (through blocking spells) ->Affect others (via mind control spells) So luck that only effects magic is really only missing out on GM decreed luck checks, and rerolling for your base stats/surprise attacks where you were unable to use a blocking spell. I would say that, because of the sheer breadth of spells, this is only worth -10% at max. |
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