08-06-2013, 04:14 AM | #1 |
Join Date: Oct 2012
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Damage from magic lightning scaling
Hello!
Let's just go straight to the topic: I'm using GURPS Magic and there I have Lightning spell which at cost paragraph states: "Any amount up to your Magery level per second, for three seconds. The bolt does 1d-1 burning damage per energy point." Now I have Magery 6, so I can (assuming I have so many FP) cast a Lightning spell which will do damage equal to 18d-18? Is it possible to count it in the other way? I mean -18 sounds just strange to me. Is it possible to change it like in the "Optional Rule: Modifying Dice + Adds"? Is it something like "Every 4 changes to 1 dice and every 7 changes to 2 dices"? And would it mean that 18d-18 would change into 13d? (18 is 7+7+4 which changes to 2d+2d+1d). Is it OK to count it like that? |
08-06-2013, 04:28 AM | #2 | ||
Join Date: Jul 2007
Location: One Mile Up
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Re: Damage from magic lightning scaling
Hey.
Let's. Quote:
Quote:
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08-06-2013, 07:39 AM | #3 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Damage from magic lightning scaling
18d-18 can be simplified to 14d-4 or even 10d+10. This should probably be simplified to (7d-2)*2 or (5d+5)*2
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08-06-2013, 07:54 AM | #4 | |
Join Date: Aug 2007
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Re: Damage from magic lightning scaling
Quote:
The core is to get something that averages 63(18D) -18 or 45. Modify the dice to come up with the approximately the same total.
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Fred Brackin |
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08-06-2013, 08:34 AM | #5 | |
Join Date: Nov 2005
Location: Midwest, USA
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Re: Damage from magic lightning scaling
Quote:
However, I just want to add a reminder while we're on the topic of how many dice missile spells and Magery create. Note that the mage's proficiency with the spell skill can give dice of damage for "free" at level 15 and above. Remember, at level 15, the very first dice of damage on the very first turn is invested at a cost of 0 FP to the caster. It comes from the surrounding mana (Magic, p. 8). However, that does not raise the maximum dice of damage. It just means the first dice on the first turn comes from the surrounding mana rather than the mage. So, on the first turn, after successfully casting the spell at level 15, the mage can invest 1-6 energy—at a cost of 0-5 FP from the mage—giving the lightning bolt 1d-1 to 6d-6 damage. On the next (second) turn, the mage can charge it for 1-6 FP giving it a total damage of 2d-2 to 12d-12. On the next (third) turn, it can be charged to a maximum 18d-18 for a total cost to the caster of 17 FP. Just a reminder for everyone reading this thread who may be new or confused about the issue. :)
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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08-06-2013, 08:45 AM | #6 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Damage from magic lightning scaling
If I were doing this, I would probably say, "roll 3d-3 and multiply by 6." That way you reduce the effects of getting a narrower distribution for more dice. You don't have to add up so many dice, either.
Bill Stoddard |
08-06-2013, 09:34 AM | #7 | |
Join Date: Nov 2005
Location: Midwest, USA
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Re: Damage from magic lightning scaling
Quote:
Heck, on Peter V. Dell'Orto's blog, he even took a picture of a big pile of damage dice once. I thought it was cool. XD
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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08-06-2013, 10:35 AM | #8 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Damage from magic lightning scaling
I've yet to meet the gamer who didn't like rolling lots of dice for damage. I keep dozens upon dozens of d6 around specifically for this purpose.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
08-06-2013, 10:42 AM | #9 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Damage from magic lightning scaling
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08-06-2013, 10:56 AM | #10 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Damage from magic lightning scaling
That's one good idea, You can simplify it to (4d+1)*3
The problem isn't with rolling many dice, it's with the minus after it. Most people tend to dislike it. One of my players had 3d-1 of damage, he asked if he could trade for 2d+2 so he would have a bonus instead of a penalty. It doesn't make sense logically, but we humans tend to overestimate losses, so, rolling 3, 4, 2 means 9 damage, doing only 8 means he is losing 1 point of the damage he should've have, because he rolled it. |
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