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Old 12-27-2019, 10:43 AM   #1
hcobb
 
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Location: Pacheco, California
Default Slight tweeks to reign in Molly witches

  • Thrown Spell maximum range is Caster's base ST in hexes so she doesn't try Control Person miles away twenty times a day.
  • Berserk is a warrior perk. Therefore it is only for Heroes, not Wizards.
  • Aid can't grant bonus fatigue while also boosting DX. If DX, IQ and/or ST are boosted then the rule of five applies with max adjDX 14.
  • Casting is done only from innate fatigue, Aid boosted fatigue and Mana. Powerstones only recover fatigue already spent (and Mana doesn't).
  • Apply my divination restriction rule to keep her from using different spells on the same subject in a single day.
  • Don't let starting characters start with IQ 15 or higher spells.
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Old 12-27-2019, 09:08 PM   #2
Nils_Lindeberg
 
Join Date: Jul 2018
Default Re: Slight tweeks to reign in Molly witches

Quote:
Originally Posted by hcobb View Post
  • Thrown Spell maximum range is Caster's base ST in hexes so she doesn't try Control Person miles away twenty times a day.
  • Berserk is a warrior perk. Therefore it is only for Heroes, not Wizards.
  • Aid can't grant bonus fatigue while also boosting DX. If DX, IQ and/or ST are boosted then the rule of five applies with max adjDX 14.
  • Casting is done only from innate fatigue, Aid boosted fatigue and Mana. Powerstones only recover fatigue already spent (and Mana doesn't).
  • Apply my divination restriction rule to keep her from using different spells on the same subject in a single day.
  • Don't let starting characters start with IQ 15 or higher spells.
Agree
Agree
It might be a problem with normal casters that creates gates and such and might need both ST and a DX boost. I kind of like the idea of a clumsy professor who needs help with both steady hands and mana.
Powerstone nerfs will increase the need for Aid-bots. Is that a good thing? I don't know. Wizard circles will be more common than lonely wizards in a tower.
Agree
Semi agree, high level magic spells from the start should be discussed with the GM, and up for GM approval. The risk is that players will never get those high-level spells otherwise. But the main problem is that nobody will start with a higher IQ than 15. I would rather have that as a player choice. But it is very campaign dependent.

I don't think everyone sees the potential problems that can arise, and the potential a Molly character has. But either way, it is a little bit like starting as a prince. That status will affect the whole campaign, especially if it is a sandbox campaign, so it should be cleared with the GM and the rest of the party.
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Old 12-27-2019, 09:50 PM   #3
JimmyPlenty
 
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Default Re: Slight tweeks to reign in Molly witches

Hold up...

What is a Molly witch?
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Old 12-27-2019, 11:50 PM   #4
hcobb
 
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Default Re: Slight tweeks to reign in Molly witches

Molly is the main character here and is oddly the least munchkin character in her adventuring party.

https://www.hcobb.com/tft/necropus/
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Old 12-28-2019, 08:23 AM   #5
Shostak
 
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Default Re: Slight tweeks to reign in Molly witches

Quote:
Originally Posted by hcobb View Post
  • Thrown Spell maximum range is Caster's base ST in hexes so she doesn't try Control Person miles away twenty times a day.
Who would even allow such metagamey behavior at their table?
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Old 12-28-2019, 09:42 AM   #6
hcobb
 
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Default Re: Slight tweeks to reign in Molly witches

Note the note at the top of the right column of ITL page 9 for spamming thrown spells at impossible ranges. This just takes out the first attempt's 4.63% chance of success.
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Old 12-28-2019, 10:11 AM   #7
Skarg
 
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Default Re: Slight tweeks to reign in Molly witches

But who would even allow even that?

Even if some GM actually wanted it to be possible for wizards to attempt extreme-range no-line-of-sight Control Person and/or Possession and/or Death spells at thrones or guildmasters or other foes that were nowhere nearby... why would they choose this gamey exploitative almost-certainly unintended interpretation of the RAW as the mechanic to use for it?

If more long-range attack spell options (other than things like Astral Projection, Summon Demon, Long-Range Teleport, Gates, etc) and techniques are wanted, why not make a nice house rule about it that's designed to make that a possibility in more interesting and balanced ways?
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