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Old 08-12-2024, 07:16 AM   #11
Bill_in_IN
 
Join Date: Dec 2021
Location: Indiana
Default Re: Buffing Slippery Floor

Quote:
Originally Posted by Axly Suregrip View Post
Yikes, this is a bit much. Start counting range after the adjacent hex. That is, 1 hex less.
That's an interesting idea. I've never liked that there is a -1 DX for the adjacent hex for Thrown Spells. I have allowed something that was suggested by Henry--allow no DX minus for the adjacent hex if the wizard touches them via hand or staff. Your suggestion could turn that into a +1 DX.

Also, why is their no Spell or magical equivalent to Thrown Weapons skill where one gets a +2 DX?

Last edited by Bill_in_IN; 08-12-2024 at 08:27 AM.
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Old 08-12-2024, 07:23 AM   #12
Bill_in_IN
 
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Default Re: Buffing Slippery Floor

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Originally Posted by Shostak View Post
I know what you mean. The GM in the Saturday night game I play in suggested that Sticky Floor could give a DX bonus to attacks made against the figure stuck, which is a nice reversal
It would seem that if one is stuck via a Sticky Floor, it would impede or eliminate their ability to dodge while they should still be able to defend. Whether or not that translates to added DX for an incoming attack can be debated.
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Old 08-12-2024, 09:43 AM   #13
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: Buffing Slippery Floor

I would say these are the most heavily used combat spells by PCs:

Illusions
Summons
Fires
Missile Spells (Fireball & Lightning)
Staff3 occult attack

Sometimes used in combat:

Sleep
Freeze
Blur
Iron/Stone Flesh
Rope


Doing things to promote other combat spells, by buffing them makes sense. It may be fun to have a wizard class that cannot learn missile spells, illusions & summons; but may start with 2 spells per IQ point. This would allow them to be more creative by trying a lot more of the other spells, like Slippery Floor.
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Old 08-12-2024, 12:07 PM   #14
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Default Re: Buffing Slippery Floor

Has anyone thought about a positive effect from SLIPPERY FLOOR? Rather than using the spell to hinder a figure's movement, I can see several advantages to it's use if the figure is prepared for it. Sliding thru obstacles, bowling other figures over, getting away from an enemy quickly, etc.
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Old 08-12-2024, 12:30 PM   #15
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Default Re: Buffing Slippery Floor

Need to move a stone idol blocking (or to block) a door? Slippery Floor and a rope to the rescue!
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Old 08-12-2024, 01:18 PM   #16
Axly Suregrip
 
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Location: Durham, NC
Default Re: Buffing Slippery Floor

Slippery Floor effectively halves the weight on things being dragged across it.

ITL pg 65, characters can shift a weight (ST^2)x5. So, a ST 10 fighter can push or pull 500 lbs.

With Slippery Floor under the object but not under the character, make it double (eg. 1000 lbs).
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Old 08-12-2024, 02:06 PM   #17
Axly Suregrip
 
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Default Re: Buffing Slippery Floor

BTW, I do give figures trying to hit a Frozen victim (via Frozen spell; during combat) a +4 DX.
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Old 08-13-2024, 02:22 AM   #18
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Buffing Slippery Floor

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Originally Posted by Bill_in_IN View Post
That's an interesting idea. I've never liked that there is a -1 DX for the adjacent hex for Thrown Spells. I have allowed something that was suggested by Henry--allow no DX minus for the adjacent hex if the wizard touches them via hand or staff. Your suggestion could turn that into a +1 DX.

Also, why is their no Spell or magical equivalent to Thrown Weapons skill where one gets a +2 DX?
All agreed. However I came up with a slightly different way to word the rule for an identical effect:

For the -DX penalty, count only the intervening hexes between caster and target.

That comes down to the same +1DX change, but there's no need to mention "except" where adjacent figures are concerned, because there are no intervening hexes to begin with :)

[I've corrected the following part of my own post:]

Also for casting a thrown spell on oneself, an adjacent willing figure, or an adjacent incapacitated figure you are touching (with hand or Staff), I give that wizard a +2 DX. "Hold still Fergie! I'm giving you Iron Flesh."

Additionally, when casting a thrown spell on an object the wizard can hold or touch with their hand or Staff, the wizard also attempts the spell at +2 DX. The danger here comes in that if it's a trapped item, touching it may well be enough to set off that trap before you even cast anything.
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Last edited by Steve Plambeck; 08-14-2024 at 02:05 AM.
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Old 08-13-2024, 06:44 AM   #19
Axly Suregrip
 
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Default Re: Buffing Slippery Floor

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Originally Posted by Steve Plambeck View Post
Also for casting a thrown spell on an adjacent willing figure you are touching (with hand or Staff), I deem that an automatic success without a need to roll. "Hold still Fergie! I'm giving you Iron Flesh."

This means used Lock/Knock to open a trapped chest will always succeed. Given the normal circumstance of being able to touch such a chest.

Or is it that inanimate objects are deemed "unwilling"?

Interesting, this means ST 15, DX 8, IQ 9 apprentices with Aid spell will become the desired hire for adventuring. :-)

Last edited by Axly Suregrip; 08-13-2024 at 06:49 AM.
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Old 08-13-2024, 10:22 AM   #20
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Default Re: Buffing Slippery Floor

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Originally Posted by Axly Suregrip View Post
Interesting, this means ST 15, DX 8, IQ 9 apprentices with Aid spell will become the desired hire for adventuring. :-)
ST 17, DX 6, IQ 9 Dwarven apprentices to carry more than a mule can. (Put in steel plate armor to keep them safe.)
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