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Old 12-31-2020, 05:05 AM   #1
Anders
 
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Default Imbuement variant

So here's what I want: You make a skill roll to activate your Imbuement, roll your skill, and pay 1 FP. It then lasts for 30 seconds, during which you cannot change your Imbuement. After that, you can't activate your Imbuement for 5 minutes. My original plan was to use Extended Duration and Maximum Duration. That's apparently not allowed.

Is there any way you can see building this with the existing rules or do I have to come up with my own?
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Old 12-31-2020, 05:55 AM   #2
RedMattis
 
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Default Re: Imbuement variant

You can of course build it with advantages and use skills for the activation roll. Different imbuements can be Alternate Abilities to each other given that they are similar enough that counting them as AAs wouldn't be Munchikin'-y.

You could of course also use the existing Imbuement System as a basis and just decide out how much stronger/weaker you think it is than the standard system. Regarding that I'd figure your version is stronger, 30 seconds is longer than most fights, and unless you're completely locked out of using ALL imbuements for 5 minutes afterwards that part doesn't sound like more than a light inconvenience which can be worked around in most cases.

Or just making your own system, as you said.
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Old 12-31-2020, 06:05 AM   #3
Anders
 
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Default Re: Imbuement variant

Quote:
Originally Posted by RedMattis View Post
You could of course also use the existing Imbuement System as a basis and just decide out how much stronger/weaker you think it is than the standard system. Regarding that I'd figure your version is stronger, 30 seconds is longer than most fights, and unless you're completely locked out of using ALL imbuements for 5 minutes afterwards that part doesn't sound like more than a light inconvenience which can be worked around in most cases.
You are locked out of all other imbuements for those 5 minutes.
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Old 12-31-2020, 06:21 AM   #4
Varyon
 
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Default Re: Imbuement variant

I came up with something similar for my Different Take on Imbuements - essentially, a character can pay 1 FP and take a -1 to a Will-based skill roll per +5% of Enhancement value to add an Enhancement to their weapon (or unarmed attacks) for 1 minute (with options to double the penalty by paying no FP, or reduce it by paying extra). Of course, the primary build in that system was to instead take -1 to your attack roll per +10% worth of Enhancements added to that one attack.

For your suggestion, I feel the above is fairly balanced (it's based on Godlike Extra Effort from P161), so simply applying Maximum Duration, 30 seconds to the Enhancement value would likely be fair (if that's -50%, then the above changes from -1 per +5% to -1 per +10%, essentially). You may need to adjust the value of that Limitation, however, as it's intended to be used on abilities that normally last indefinitely, while the above only lasts for a minute.
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Last edited by Varyon; 12-31-2020 at 06:25 AM.
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Old 12-31-2020, 08:12 AM   #5
lvalero
 
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Default Re: Imbuement variant

I have a different variant. I don't like very much having to roll each attack for the imbuement to work. In my opinion it doesn't model very well the "imbuement-like" powers seen in fiction works.

In my DF campaign imbuements are based on Chi (-10%). Imbuements are AA bought as separate "advantages" instead of "skills". Each one is built as: Imbuement (level 1,2 or 3) plus Chi (-10%), No roll required (+100%), Limited Skill Acces: Single Skill (-80%), Alternate Ability. +1 Skill Point. [1]

You don't have to roll your skill as long as your final skill level is equal or greater than 3. With the single 1 skill point you have access to the "imbuement skill" covered by the advantange.

You can buy additional level of the skill if you want. They are only used to achieve greater difficulty levels written in the imbuement description, such as "Avoid FP Cost" (-5 to final skill level)
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Last edited by lvalero; 12-31-2020 at 08:58 AM.
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Old 12-31-2020, 09:59 AM   #6
Anders
 
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Default Re: Imbuement variant

Thank you all. I think I'll do what I usually do - put it in a game and see if it breaks anything.
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