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Old 07-14-2013, 07:23 AM   #6
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Alternate Spells-as-Skills-as-Powers Riff

Quote:
Originally Posted by Refplace View Post
OK, so what about the bigger point spells like say Warp or Jumper?
How do you determine their cost? Skill + a UB premium?
A bigger penalty to the skill roll?
The point budget given is based on the skill difficulty. So a spell that requires a greater budget to afford its' advantage + enhancements than given by a Very Hard skill would need to be based on a skill difficulty harder than Very Hard. So I'd either not allow them at all or I'd want to expand the skill difficulty chart.

Something like:
Code:
Difficulty		Attribute Penalty		Point Budget
Easy			-0				> 10
Average			-1				> 15
Hard			-2				> 25
Very Hard		-3				> 45
...			-4				> 65
...			-5				> 85
...			-6				> 105
...			-7				> 125
...			-8				> 145
...			-9				> 165
...			-10				> 185
...			...				...
... maybe.

Quote:
Originally Posted by Refplace View Post
For Enchantment Afflictions with perm have a terminating condition so coudl be considered temp magic and they can be counter magiced away.
Gadgets could represent a more permanent method of enchantment and also allow more flexibility as your not having to spend points on a spell.
I think both could work together in the campaign.
Possibly. I've built enchanting systems based on Afflictions before. It gets messy; fast. I've not tried building an enchanting system out of the gadget limitations before ... I suspect it'll get messy too. Heh.

Last edited by Sunrunners_Fire; 07-14-2013 at 07:34 AM.
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