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#11 | |
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Join Date: Jun 2008
Location: Boston area
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Quote:
Analyze magic still might show that the roll was flubbed, but that's a 4 fatigue spell. It's a dawdle if you're not on adventure, however. One problem in-game with spells like that is that a player can just cast Analyze Magic and Detect Magic repeatedly so that failures are not caught unless, as some have suggested, that failures have a way of fixing themselves in the mind of the caster. |
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#12 |
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Join Date: Jun 2008
Location: Boston area
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This question was motivated, by the way, by a recent encounter where I gave one bad guy a 2d explosive gem. Turns out that he missed his throw, even with the Thrown Weapons talent, but I wondered why I settled on such a low damage gem.
Obviously, in metagame terms, I wanted the gem to hurt but not to derail everything. Bill has raised a good point that going from 2d to 3d usually requires an apprentice, but in this context (dreadful goblin army with lots of wizards), that's not a big deal. However, if quality gems are in short supply and if 3d requires a better gem, at least that gives me an in-game explanation for my metagame criterion. |
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#14 |
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Join Date: Dec 2021
Location: Indiana
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Being alive at a net financial loss is usually better than the alternative.
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#15 |
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Join Date: Dec 2021
Location: Indiana
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If one pursues that the cost of each stone doubles for each die of damage, I would find it a little bit more acceptable if included the actual explosive enchantment. Of course, that would cause the proposed geometric increases for the first few gems to have an increase for the wizard's time and effort. After that,the cost increase is so draconian that it really doesn't matter but, it would be nice if it, at least, included the explosive enchantment.
I still say that in my game, the ability to get an explosive gem above 3 Dice of damage is limited by available magic power. So, the need to come up with an impossible to achieve cost chart that is much like the XP to attribute cost chart is not needed unless someone just really likes being a miser on multiple fronts when it comes to such things. On average, I give out XP at 20-100 per session (per ITL) and I don't throw treasure and coin around like candy. I would say that what I have stated would apply to any game that is similar in that respect. Therefore, there is no need to extreme and excessive when it comes to the cost of such things. Yes, they don't need to be made too easy to get but making impossible is just being a _____. I admit that the cost chart that I posted is on the light side even for my game. Last edited by Bill_in_IN; 10-02-2023 at 11:54 AM. |
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#17 |
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Join Date: Dec 2021
Location: Indiana
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#18 | |
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Join Date: Sep 2023
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Quote:
Grand Wizard "Now my appretices, give me your strenth so I can create a most powerful Explosive Gem the world has seen!!!" Appretices all take one step further back and decide for the extra -1 DX. |
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#19 |
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Join Date: Dec 2021
Location: Indiana
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LOL! I'm used to seeing that. I work with voltages in excess of 50,000 volts. The less brave take a step or two back.
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#20 |
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Join Date: Oct 2015
Location: New England
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The fights my characters seem to find themselves in are ones in which they both might die and might not make a profit.
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