01-23-2010, 10:39 AM | #1 |
Join Date: Aug 2005
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Chain Effect Modifier
I'm looking for a standardized way to build "chain" powers such as chain lightning using a well defined modifier. As far as I know there is no such official modifier unless it is in one of the Dungeon Fantasy books. If so, please give me a pointer to it. Otherwise, here is my proposal for Chain Effect.
This seems to me to be balanced against Area Effect, Cone, and Rapid Fire. I'm very much interested in other opinions. |
01-23-2010, 10:46 AM | #2 |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: Chain Effect Modifier
Area Effect + Selective: All targets in the AoE are hit by chain lightning. Whether the lightning jumps from one victim to the next, or comes from the sky, is just cosmetics.
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01-23-2010, 10:46 AM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Chain Effect Modifier
I like it and await responses.
It is a lot more expensive then rapid fire which I feel it should be. Area effect may or may not get more people so I think fairly balanced there too. The only issue I have is the 1/2 damage range which may make it jump too far to each target. |
01-23-2010, 10:55 AM | #4 |
Join Date: Mar 2006
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Re: Chain Effect Modifier
What if you want the original damage to drop with every "jump" though?
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01-23-2010, 11:03 AM | #5 |
Join Date: Jul 2008
Location: Somewhere you'll never find me, muhaha!
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Re: Chain Effect Modifier
Just a little explanation: I use a spells-as-powers magic system in my wiki.
I built a chain lightning spell here and a fireball-like spell based on the same idea here. Both are based on the idea of giving a spell multiple passes with the Homing Enhancement, with Cosmic allowing it to keep going regardless of hit or miss. The fact that it strikes at a new target each time is a special effect. I hope that helps. It's a pretty straight-foreword method. Edit: Oh, I forgot that the chain lightning spell uses the Over-Penetration rules instead of using the Cosmic enhancement. It just goes at new targets after over-penetrating (special effect).
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I write science fantasy novels. You can learn more at my author site. Islands of War is my fantasy campaign setting for GURPS. It includes Adventures. Have trouble drawing dungeon maps? Try Inkscape and my Dungeon Template. I'm building a video game. Last edited by simulatoralive; 01-23-2010 at 11:07 AM. |
01-23-2010, 11:11 AM | #6 | |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: Chain Effect Modifier
Quote:
Honestly, that would be too complicated for my taste, and possibly slow down the game. ymmv, of course.
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01-23-2010, 03:05 PM | #7 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Chain Effect Modifier
Quote:
Ghostdancer
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01-24-2010, 05:24 AM | #8 | |
Join Date: Mar 2006
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Re: Chain Effect Modifier
Quote:
I mean something like the following: Chain lightning (2d; Skill for Follow-up-lightnings: 12): Roll to hit for a chosen target (using the innate attack skill). If hit the target takes 2d damage. The target NEXT to this original target is attacked with skill 12 minus range from the original target. Damage is half the damage rolled in the first roll. The chain continues until damage is lower than 1 or an attack roll misses. Probably selective for enemies only, but not necessarily..
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01-24-2010, 06:52 AM | #9 | |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: Chain Effect Modifier
I guess you could do something by estimating the average number of targets, the average number of dice dealt, and come up with something. Merely thinking about it gives me headache, though - I hadn't a specific scheme in mind. Just thinking out loud.
I'd estimate you could fairly end up with something like a 10% discount for every die lost by jumping to the next target, assuming you go the AE+Selective build. Quote:
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01-24-2010, 07:42 AM | #10 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Chain Effect Modifier
One possibility is Area Effect+bombardment+disipation, and then eyeballing some modifier that makes you need to hit the previous target to continue to jump, loosing damage as if all targets where in a straight line away from the primary one.
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house rules |
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