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10-31-2019, 01:33 AM | #41 | |||
Join Date: Aug 2018
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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There isn't any base amount of >1 dice options that I can see, as compared to say: I think that's why M9's "Magery and Effect" uses Major Healing as an example... The upper limit is the higher of the standard number of levels or the caster’s Magery level.I don't think there IS a higher of the two? The "standard number of levels" is already defined by magery from the outset (1 to Magery) it isn't like Minor/Major Healing or Shield/Armor where you have the option for >1 levels from the outset without needing Magery to buy a level-2 version. Quote:
I just don't see the "higher than 1" starting levels for any missile spells in Basic Set of Magic. Quote:
Which seems to be what pg 12 is talking about? |
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10-31-2019, 04:31 PM | #42 | |||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
Quote:
"Talented mages may exceed the usual limits for spells that allow a finite number of “levels of effect” (dice of damage, bonuses to skill, etc.). The upper limit is the higher of the standard number of levels or the caster’s Magery level." Quote:
[EDIT] Sigh. I'm wrong, as I finally realize and note below. [/EDIT] Quote:
Minor Healing has 3 levels, cost 1-3, 1 FP, 2 FP, or 3 FP. If you have Magery 5, you can also cast it at 4 Fp and 5 FP. The 'higher of the two' is either 3 (Minor Healing's maximum base cost) or your Magery. This is the same for Fireball. --screeching sound-- Hang on. I was looking at the casting time. Dammit. Okay... Yup. You're right, with Skill 20 and Magery 1 there is a "cost reduction waste" on the first turn.* I have no idea why every time I looked at Fireball I saw "1 to 3" as the casting cost. I blame insomnia. * So the lesson here is by RAW, don't outpace your skill over your Magery if you're a missile mage. Last edited by evileeyore; 10-31-2019 at 04:36 PM. |
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11-01-2019, 01:12 AM | #43 |
Join Date: Aug 2018
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
Pg 7 of Artillery Spells is probably more clearly phrased:
Who knows if that's written with -1 to cost from skill 15 in mind though? What if the maximum dice was 3*Magery+discount rather than 3*Magery? IE magery controls how much energy THE MAGE puts in, but the discount reflects energy a mage directs into a spell from the surrounding mana (rather than himself) so what if he could always put in his 3*Magery amount and then the discount was an additional amount on top of it? That way you'd never have to waste that discount unless you wanted a lower-damage spell. That would also operate like an interesting substitute if you don't like the idea of all Magery 0 guys being able to use missile spells like Concussion: maybe they'd need concussion at 15 (the -1 to cost allowing them to pump 1 energy into the spell from the mana, even though they can't personally contribute) to use it? |
11-01-2019, 09:42 AM | #44 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
Decent houserules, but they seem overly complex.
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11-02-2019, 03:30 PM | #45 |
Join Date: Aug 2018
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
Given that it's a perk ("Power Casting") to basically get +1 to magery only for one spell ONLY for the purpose of determining the energy you can invest in it (ie effectively a -90% limitation) we could compare that to the idea of getting variable amounts of power casting tied to your skill level in the spell...
Such a perk would be of no help at all if skill was below 15, equal to Power Casting at 15-19, to two levels of Power Casting at skill 20-25, and so on... The idea that cost deductions are 1 per (skill-10)/5 rounded down... I'm not entirely sure how to price it, or if maybe the way "Margin-Based" works on leveled enhancements for Afflictions could be of some help. Power Casting 5 (Requires Skill Roll -10%; Takes Extra Time -10%) [4] is one thing that comes to mind, but that seems very all-or-nothing (either you can put in +4 energy, or no extra at all) so there should be a way where the MoS on your skill roll determines the extra energy which can be put in. Affliction (Margin-Based Advantage: Power Casting (Fireball) +30% Mana-Sensitive -10%) [12] would give (since it's a Beneficial Affliction) a mage the ability to invest MoS more energy/second into Fireballs for MoS minutes, basically? Contact Agent -20% would bring that down to [10] if you had to shoot a mage's skin to impart this benefit... you could probably also take Reduced Duration 1/30 -30% so that it only lasts MoS*2 seconds instead of MoS minutes. That would bring price down to [7]... Then you have a couple options for range... 1) take -50% from Reduced Range 1/10 -30% Inaccurate2 -10% Blockable -5% Parryable -5% 2) take -35% from Melee Attack -30% That would reduce it to either [2] or [4]. Not sure if that would require "Affects Self +50%" like Healing does (P51) if you wanted to self-buff with it, if so that'd add 5 points. |
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