Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip > The Fantasy Trip: House Rules

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 01-17-2020, 01:57 PM   #1
Shostak
 
Shostak's Avatar
 
Join Date: Oct 2015
Location: New England
Default Nerfing Staff

With the powerful mana reservoir capability now in the higher staff spells, I've found some of their other powers to make staves too potent, and have adopted some standard house rules to nerf them:
  1. Staves must be held as a ready item in order to be used for any purpose.
  2. Staff II+ are no longer immune to Drop Weapon, Break Weapon, or critical failures. If you want immunity to Drop and/or Break Weapon spells, add them as enchantments.
  3. Staff III+ occult attacks to targets out of the wizard’s field of view are at a -6DX, consistent with attacking an invisible foe.
  4. Staff IV+ like Staff III but occult attack does 1d+1 damage. No free occult attack action.
  5. Staff V merely adds extra mana capacity and does not break when “exploding.”
How do you weaken the staff spells (if at all) in your games?
Shostak is offline   Reply With Quote
 

Tags
enchanted items, house rules, staff, wizards

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:54 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2025, vBulletin Solutions, Inc.