05-21-2021, 11:56 AM | #1 | |
Join Date: Aug 2018
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the almost (x3) v constantly (x4) FoA gap for Summonable Allies
B36 has the FOA modifiers
B38 mentions this about taking Summonable for allies: On a failure, you cannot attempt to summon him again for one full day.This seems like a pretty huge gap in functionality. If you took a 100% point ally (base 5 cost) the difference would be 15 points (15 or less) vs 20 points (always) doubled to 30 or 40 for the +100% summonable... If you just took B116's Unreliable for 8 or less (-40%) then this would reduce 20 to 12 points, but since you wouldn't have the one-day embargo you could in theory just brute-force (once per second) until you passed the roll at the cost of some FP, so long as you kept above 3 FP. "If I fail I can't try again for an entire day" seems like it would fall somewhere between... 1) Limited Use (B112: -40% except that's one SUCCESS per day)I'm wondering if something like these should maybe apply like limitations to the Summonable enhancement to make it cheaper, since that's a pretty big drawback. The first alternative option for Summonable was seen in 2006/2008 (P41/T198) which eventually got a distinct named "Conjured" in Jan2010/Dec2013 (DF9p4/Z29) which basically had to do with trading off ally loyalty (you make a reaction roll) and education (no long-term education/training) for replaceability (you only need to wait 1 day to get a new ally if they die, not whatever-the-GM-decides) A second alternative option was discussed in August 2010 by Kromm though which seems very interesting and useful. It appears to be a variant on the classic Summonable since the ally dying is discussed as a problem, but gives clearer parameters as to arrival time and duration. http://forums.sjgames.com/showthread...55#post1029855 Quote:
This huge benefit being offset by trading permanent duration for 1 minute... something people might otherwise think they'd need "Maximum Duration" to do. In the case of FOA "always" you never suffer than 24-hour ban (since it never fails to summon) so the only benefit you would be getting is the instant-arrival. It makes me wonder if it might be more balanced to use Kromm's 1s/60s baseline (ignoring the classic variations of summonable/conjured) and build from there, as it seems like the only way to get clear "time to arrival" mechanics. To get delayed-arrival from an "instant" baseline, we could either extend prep (Takes Extra Time or Immediate Preparation Required) or maybe use the "Onset" limitation? A third approach might be, if allowing allies to be summoned in a hex other than your own (not sure if that needs Ranged +40%) to allow the Inaccurate limitation, in which case you might "miss" and summon an ally in an inconvenient spot which creates a travel time delay for them to move from where you mistargeted them to where you intend them to be. B105's "Drifting" or "Mobile" wouldn't really make sense for Allies usually (they'd follow their own rules for movement once they arrive) but maybe if you took these on an "Onset" ally then your initially targeted position for the ally's arrival could change? |
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05-21-2021, 05:26 PM | #2 |
Join Date: Apr 2013
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Re: the almost (x3) v constantly (x4) FoA gap for Summonable Allies
I'll point out that the 24 hour ban doesn't apply to FOA rolls, just summoning rolls. This may be the same thing, but maybe the Demon Cat who is ignoring your summons likes to "hunt" mice in the barn and could be persuaded if you walked over with snacks.
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05-21-2021, 06:00 PM | #3 | |
Join Date: Aug 2018
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Re: the almost (x3) v constantly (x4) FoA gap for Summonable Allies
Quote:
Game Time +0% changes "per session" to "per week" so it might be monthly if it's per adventure? Being able to try each day for the ally makes them a lot more available in that case (30x as often?) but I guess that's why it's a 100% enhancement. |
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Tags |
conjured, drifting, mobile, onset, summonable |
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