11-16-2018, 12:20 PM | #11 |
Join Date: Sep 2007
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Re: [DF] extending Rule of 16 for high-point games
Such a modifier would typically be applied to Magery in the standard magic system. Compare with cyclical Magery, limited Colleges, or "Easily Resisted Magery", as seen in Thaumatology.
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11-16-2018, 12:37 PM | #12 | ||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [DF] extending Rule of 16 for high-point games
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The reason I wouldn't do it is exactly the thing you mention: Fast paced advancement. So whatever cost I might think was fair (IE low enough to be something they'd take, not so high it would be worse than just taking the Perk) would quickly be shown to be too low. Which is why personally I'd just stick with the Perk. Depending on how you run things, every session the Wizard is going to either be raising 3-5 spell's Rule of caps, or their favorite spell's cap by 3-5. Quote:
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You could always go with the time honored "x5 covers everything". Quote:
Also as mentioned, Gnome just wants something for 'all spells' (they he might show horn in Bardic Abilities and other such Spells as Powers effects). And a single Perk that did that for all spells would be way too potent. |
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11-16-2018, 01:02 PM | #13 | ||
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: [DF] extending Rule of 16 for high-point games
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I would agree, it should be a modifier on whatever supplied the ability. You simply apply it to the base Magery Advantage, or the Power. That does make it more expensive for Spells as Powers, but, if you're using Spells as Powers, you already know that. |
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11-16-2018, 05:45 PM | #14 | ||
Join Date: Feb 2011
Location: Cambridge, MA
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Re: [DF] extending Rule of 16 for high-point games
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There is a very strict limit on the number of caster perks you can buy in standard DF, but I suppose I could lift that limit for this particular perk. That might actually make it too cheap and easy to buy a bunch of levels for your favorite spell. This is certainly a direction I could take things though. |
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11-17-2018, 01:10 AM | #15 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [DF] extending Rule of 16 for high-point games
Which is why (if you're going this route) you figure out how much to get the Enhancement on level 6 Magery and then separate it out as it's own Advantage the way Magical Stability works (DF 11 Power-Ups)
Of course if you've got DF 11 Power-Ups, you already know about the Magical Perk 'Rule of 17'. Quote:
But even so, at 1 Perk per 20 points in Spells* your Wizards still have a lot of wiggle room at 700+ points in their characters. Unless they are Johnny Twenty-Spell. * I long ago shifted it to "One Magical Perk per Spell per point spent in that spell". I did this to get the PCs to spend more than one point per spell. It worked. They tended to spend 2-3 points in a small handful of spells... and 1 point per spell for all the other spells they didn't care as much about. |
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11-17-2018, 03:14 AM | #16 |
Join Date: Sep 2016
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Re: [DF] extending Rule of 16 for high-point games
How about a semi rule of 16? For every two points above 16 increase max save by 1. So a wizard with 25 iq and talent 6, will have 31-16=15. 15/2=7,5 rounded down to 7. 7+16=23. So that wizard will have a rule of 23.
You could use a semi cosmic advantage to represent this. Instead of +50% an ignore rule of 16, use +25% and semi ignore rule of 16. I also believe luck advantage is basically borked. I suggest halfing the cost of all luck advantages and applying the game time limitation as well as the normal one. So luck is limited by game time and real time both. |
11-18-2018, 09:54 AM | #17 | |
Join Date: Sep 2016
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Re: [DF] extending Rule of 16 for high-point games
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Also how do you reward cp, are you slowly giving more and more of them? |
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11-20-2018, 08:22 AM | #18 | ||
Join Date: Feb 2011
Location: Cambridge, MA
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Re: [DF] extending Rule of 16 for high-point games
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ST 25 DX 15 IQ 9 HT 18 Will 14 Per 14 Move 11 Weapon Master, High Pain Threshold, Combat Reflexes, Ridiculous Luck, Extra Attack 2, Very Fit, DR (tough skin) 3, Supertough Sinews (this is a house advantage that delays the "reeling from wounds" to -1*HP), 2Hsword-30 ... (this is all off the top of my head, so close to right but probably off in some details and definitely missing a whole boatload of skills like Armoury, Stealth, Climbing, Fast-Draw, etc.) The leprechaun druid/cleric/wizard has something like ST 6 DX 13 IQ 23 HT 20 FP 25+ PI6 (druidic), PI6 (love-god), Magery 2 (he just got started on being a wizard recently), Ridiculous Luck (he's a leprechaun, so duh), ER 20, Leprechaun Charms (Blink, Flight, Invisibility), Blocking Spell Mastery (Blink), and a whole bunch of spells and skills of course. Quote:
Even though we've been playing the game for years (~60 sessions so far), in game only about six months have passed (combats can take a long time to play out), and in that time they've already gone from "zero to hero." The game is strongly D&D inspired, so one of the fundamental absurd premises is that through adventuring you can radically and transformatively change in a short period of time (130 to 700+ points!). This is similar to progressing from, say, 2nd level to 14th level in 60 sessions, which is close to the typical advancement rate when I played D&D. Last edited by Gnome; 11-20-2018 at 08:32 AM. |
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11-20-2018, 01:48 PM | #19 |
Join Date: Jan 2016
Location: Italy, Rome
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Re: [DF] extending Rule of 16 for high-point games
i 'm playing a DF campaign as DM. I'm give them 2-5 points per session.
Greatly because i don't know how to handle a 500 points players. I wish to go one step at time. By the way, how did you handle the rules of 16 in the end? |
11-20-2018, 02:11 PM | #20 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [DF] extending Rule of 16 for high-point games
Are you running mixed play (IE you might end up with 350+ experienced Characters and 250 point newbys) or 'fixed lockstep'?
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