02-03-2016, 03:27 PM | #51 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Partial Fix of Magic: Fire College
I mean setting energy reductions to things like Spell (IQ), Spell (IQ+3), Spell (IQ+6) or whatever relative skill levels you want the breakpoints at instead of Spell-15, Spell-20, and Spell-25. Some say number of points spent on the spell but I think Magery should have an impact on magical efficiency.
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02-03-2016, 06:33 PM | #52 | |||
Join Date: Oct 2015
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Re: Partial Fix of Magic: Fire College
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By having fewer spells (especially in the core book), we have fewer potential obstacles in terms of trying to reimage the spells so everything works on the same rules and costs as Powers does. Quote:
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I see, but that doesn't change the focus in the "one stat" problem. I remember one of the players in the fantasy game thought that things like range, area, maximum damage should be reflected by the spell's relative skill level. As it is now, the only effect is the energy reduction at 20. |
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02-03-2016, 07:00 PM | #53 | |
Join Date: Jun 2006
Location: On the road again...
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Re: Partial Fix of Magic: Fire College
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Magery 1+, of course, is still treated as a power talent for spells.
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02-03-2016, 08:54 PM | #54 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
|
Re: Partial Fix of Magic: Fire College
My fix for that is simply to make some spells based on different controlling attributes like Per, Will, or Dexterity.
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