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Old 08-28-2020, 11:48 PM   #11
kirbwarrior
 
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Default Re: would Cancellable make sense for all persistant abilites, not just Affliction?

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Originally Posted by Plane View Post
Something like (let's say if we were basing it on the Continuous Mana idea from Thaumatology that each hex can hold a certain amount of mana.
I've tried it. It is vastly more of a nuisance than you likely think it will be. Further applying it to 'cancel out' cost reductions (which, why?) is only adding more complications to it. I don't mean to shut you down, I just remember both how annoying it is to do without a map program (even with one!) and how little it actually impacts.
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Old 08-29-2020, 04:01 PM   #12
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Default Re: would Cancellable make sense for all persistant abilites, not just Affliction?

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Originally Posted by kirbwarrior View Post
I've tried it. It is vastly more of a nuisance than you likely think it will be. Further applying it to 'cancel out' cost reductions (which, why?) is only adding more complications to it. I don't mean to shut you down, I just remember both how annoying it is to do without a map program (even with one!) and how little it actually impacts.
it'd definitely be a huge amount of work. the impact it had would depend on how much it could store, how fast it renewed, and how it was situated relevant to other geographical features.

Given the idea of energy not leaking into No Mana zones I could see some casters using Drain Mana around an area they wanted to keep energy from leaking out of.
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Old 08-29-2020, 04:20 PM   #13
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Default Re: would Cancellable make sense for all persistant abilites, not just Affliction?

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it'd definitely be a huge amount of work. the impact it had would depend on how much it could store, how fast it renewed, and how it was situated relevant to other geographical features.
The most important part that sticks out to me is the 'per hex' part. Step is such a non-thing to do and movement is already crucial to combat. A given fight won't likely be in an area with less than 10 hexes and often vastly more meaning players can basically ignore this, especially if it only applies to cost reductions.

Now, a much simpler idea is if it's just a cap on cost reductions. That would mean that you effectively have spells cost 15less in VHM and Low Mana can effect people who would normally get 6+ cost reductions for high skill.

Again, though, I don't see a need to cap or limit cost reductions. It's like the one thing I found good in GURPS Magic.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 08-29-2020, 04:28 PM   #14
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Default Re: would Cancellable make sense for all persistant abilites, not just Affliction?

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The most important part that sticks out to me is the 'per hex' part. Step is such a non-thing to do and movement is already crucial to combat. A given fight won't likely be in an area with less than 10 hexes and often vastly more meaning players can basically ignore this, especially if it only applies to cost reductions.
Could be a narrow hallway where even though there's "mana in the walls" you can't walk and touch it unless you're insubstantial.

This could help explain why some casters will design labyrinths, to starve incoming mages, while there will be some large place in the middle the wizard occupies with lots of energy.
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Old 08-29-2020, 04:38 PM   #15
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Default Re: would Cancellable make sense for all persistant abilites, not just Affliction?

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This could help explain why some casters will design labyrinths, to starve incoming mages, while there will be some large place in the middle the wizard occupies with lots of energy.
That could just be a unique trait of certain dungeons. The walls cut off mana flow and implement this rule. It's basically another form of anti-magic so it fits.
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Old 08-29-2020, 07:13 PM   #16
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Default Re: would Cancellable make sense for all persistant abilites, not just Affliction?

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That could just be a unique trait of certain dungeons. The walls cut off mana flow and implement this rule. It's basically another form of anti-magic so it fits.
Walls containing "No Mana" gaps are definitely the ultimate implementation of the idea.

For those not capable of doing it though, I was just thinking if there was a "time delay between equalization" (ie a 0/10 normal mana next to a 10/10 normal mana doesn't IMMEDIATELY balance out to 5/10 + 5/10) then you would need to wait some time for the wall-mana-capacity to replenish the hallway-mana-capacity, since you couldn't reach a hand/staff (or step into) the wall to get that mana sooner.
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Old 08-29-2020, 10:35 PM   #17
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Default Re: would Cancellable make sense for all persistant abilites, not just Affliction?

Where is Cancellable from? A quick word search in Basic, Powers and PU didn't get any matches.
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Old 08-30-2020, 12:10 AM   #18
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Default Re: would Cancellable make sense for all persistant abilites, not just Affliction?

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Where is Cancellable from? A quick word search in Basic, Powers and PU didn't get any matches.
Cancellation is on Psionic Powers p13. Also, reading it again I forgot it needs either a touch or second successful activation roll. I wonder how much more it would be to be able to be able to turn it off with a simple Ready with no restrictions.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 08-30-2020, 12:31 AM   #19
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Default Re: would Cancellable make sense for all persistant abilites, not just Affliction?

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Originally Posted by kirbwarrior View Post
Cancellation is on Psionic Powers p13. Also, reading it again I forgot it needs either a touch or second successful activation roll. I wonder how much more it would be to be able to be able to turn it off with a simple Ready with no restrictions.
I'm thinking something like Cosmic No Roll Required +100% but just to the value of Cancellation, turning it from +10% to +20%. "enhanced enhancement"
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Old 08-30-2020, 04:42 AM   #20
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Default Re: would Cancellable make sense for all persistant abilites, not just Affliction?

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I'm thinking something like Cosmic No Roll Required +100% but just to the value of Cancellation, turning it from +10% to +20%. "enhanced enhancement"
That's a good point. I was further thinking that +50% could do it overkill, letting the player Cancel it whenever instead of the character. Cancellation could then be a leveled enhancement of +10/20/50%.
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