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#21 |
Join Date: May 2015
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#22 | |
Join Date: Jun 2008
Location: Boston area
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There's a comment about Aid on ITL 162 that I find a bit puzzling.
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So, I guess that so long as the recipient is not wearing an attribute enhancing magical item, a single Aid spell can give as much benefit as the caster's ST. I guess also that if one is wearing a ring of clumsiness, then he can receive six points of DX from Aid? A bit unusual... |
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#23 |
Join Date: Jul 2018
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Interesting point. I don't read that as a limitation on Aid to +5 (I also wouldn't restrict to a maximum adjusted stat of 14 as per the Attribute Enhancer items), but instead a limitation on the Attribute Enhancer's contribution. Example: The Attribute Enhancer at +3 adds only 2 of its points to the 3 Aid, because the Attribute Enhancer can't take you over 5. So if I had 4 Aid, I'd only get 1 of the 3 points from the Attribute Enhancer. At 5 or more Aid, the Attribute Enhancer has no effect.
If it is intended as a limitation on Aid, it should really be mentioned in the spell description, but given the way Aid is suggested to be used for magic item creation and very high ST spells (many of which are well over a normal human + 5 ST) I think it has to allow for more than +5, at least for the purposes of ST for spellcasting. And, honestly, most die rolls against attributes don't care about how high your stat is once the only possible failure is an auto-failure, so I don't see why a limitation would be necessary. |
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#25 | |
Join Date: May 2015
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Limiting boosts from enchantments and Aid to the lower of +5 or 14, heads off some excessively strong stacking effects, and preserves the value of actual exceptional ability of characters, while still letting such magic be extremely useful. But as Henry suggested, Aid ST can let you cast spells with more than +5 ST. It just doesn't let you have unlimited muscle-power. As for 15 being the highest useful DX, um, no . . . there are many things that much higher DX is useful for, many of which can mean the difference between life or death for foes. |
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#26 |
Join Date: Aug 2004
Location: Pacheco, California
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adjDX 27, minus 2 for range, minus 6 for taking the head shot with your dagger, for a net 19 or less on four dice to take out the dodging target. (Hopefully they won't act before you that turn.)
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-HJC |
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#27 |
Join Date: Jul 2018
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Can you get more than +5 from Aid to counteract negative modifiers?
I think this should be in the Aid spell rather than only references with regard to magic items; it should be referenced in the errata. It would offer the opportunity to clarify that the restriction is on the bonus to rolls and not on ST for the purposes of casting. I don't mind such a restriction on Aid, by the way - I think it is a good idea - I just don't think it matters *most* of the time whether you have a DX of 20 or 25. I do see how you could game having an insanely high (but easily attainable with a quick Aid, if someone is willing to give all of their ST) DX to get nigh on guaranteed headshots against Dodgers and the like. |
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#28 | ||
Join Date: Jun 2008
Location: Boston area
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Indeed, this just raises more questions for me. Can this excess ST also be used to keep a person alive from wounds (at least temporarily), beyond the +5 muscle power limitation? Quote:
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#29 | ||
Join Date: May 2015
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It wasn't. It was about what Jack wrote. |
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#30 | ||
Join Date: May 2015
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Tags |
aid, duration, fantasy trip wizards, megahex sleep |
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