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Old 05-06-2024, 07:35 AM   #14
Christopher R. Rice
 
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

Quote:
Originally Posted by KeplerMine View Post
My player found one problem with Incantations mechanics while reading the book.

The problem is that the caster can prepare a complex ritual, which for example will be cast at 6 (because of modifiers), and even if he fails it, he still attaches it, even if in a normal situation he would not have been able to create it.
He can then cast that ritual with only a -3 modifier instead of say -10. And that looks like a bug.

Was it intended that way, and if not, how can it be fixed?
Yes, it attaches, then you roll at your skill at -3. If your skill is a 6 and you have to roll for the spell it's a 3 or less meaning your critically fail on 13 or more. That's...not great.

You can absolutely raise the penalty higher, I originally used -5 but the playtesters thought that was too harsh.
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