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Join Date: Aug 2004
Location: Seattle, WA
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The following reference is for Monster Hunters' ritual path magic. It is aimed at GMs: It gives a scope for the usual energy levels players and enemies are likely to achieve, given a particular skill level, which the GM can use as a guide when planning. Players may find it useful for estimating how risky a given spell will be, although no results are guaranteed :-).
(There is also a way to use this information to compress off-screen casting to a single roll at the end.) This list uses final skill level. Adepts raise energy faster and are less prone to reduced skill level than non-adepts, but these summaries apply to both equally well. The format looks like this: Skill: average energy for each roll (total so far and cumulative risk of critical failure at the 5% and 10% mark). Note that for skill 8 or less, it's not worth casting unless you're gonna die anyway. You average one energy per accumulation roll, and your risk goes up fast. So I won't be listing that, because friends don't let friends ritual cast at skill 8 or less. 9: 1.3, 1.3, 1.1 (3.7 at 5.5%), 1.1, 1.1, 1.1 (7.1 at 10.6%). 10: 1.6, 1.6, 1.3 (4.4 at 5.5%), 1.3, 1.3, 1.1 (8.2 at 10.6%). 11: 11: 1.9, 1.9, 1.6 (5.4 at 5.5%), 1.6, 1.6, 1.3 (9.9 at 10.7%). 12: 12: 2.4, 2.4, 1.9 (6.7 at 5.5%), 1.9, 1.9, 1.6 (12.1 at 10.7%). 13: 3.1, 3.1, 2.4 (8.6 at 5.5%), 2.4, 2.4, 1.9 (15.3 at 10.7%). Mana reserve 3. 14: 3.8, 3.8, 3.1 (10.7 at 5.5%), 3.1, 3.1, 2.4 (19.3 at 10.7%). Mana reserve 6. 15: 4.6, 4.6, 3.8 (13 at 5.5%), 3.8, 3.8, 3.1 (23.7 at 10.7%). Mana reserve 9. Max starting Sage. 16: 5.6, 5.6, 4.6, 4.6 (20.4 at 4.6%), 4.6, 4.6, 3.8 (32.6 at 9.8%). Mana reserve 12. 17: 6.5, 6.5, 5.6, 5.6, 5.6, 4.6 (34.4 at 4.3%), 4.6, 4.6, 3.8 (47.4 at 9.5%). Mana reserve 15. Max starting Witch. 18: 7.5, 7.5, 6.5, 6.5, 6.5, 5.6, 5.6, 5.6, 4.6 (55.9 at 5.6%), 4.6, 4.6, 3.8 (68.8 at 10.7%). Mana reserve 18. 19: 8.5, 8.5, 7.5, 7.5, 7.5, 6.5, 6.5, 6.5, 5.6, 5.6, 5.6 (75.8 at 5.0%), 4.6, 4.6, 4.6 (89.6 at 10.2%). Mana reserve 21. Above 19, I am only listing summary information, because there are too many rolls :-). 20: 11 rolls (86.5 at 5.0%); 16 rolls (112.5 at 9.6%). Mana reserve 24. 21: 11 rolls (97.5 at 5.0%); 18 rolls (138.4 at 9.1%). Mana reserve 27. 22: 11 rolls (108.5 at 5.0%); 21 rolls (171.9 at 10.3%). Mana reserve 30. 23: 11 rolls (119.5 at 5.0%); 23 rolls (203.8 at 9.8%). Mana reserve 33. Above skill 23, it is always 11 and 23 rolls for 5% and 9.8% cumulative risk of critical failure (darn those 18s!). The two cumulative energy amounts are: 24: 130.5, 226.5. Mana reserve 36. 25: 141.5, 249.5. Mana reserve 39. 26: 152.5, 272.5. Mana reserve 42. 27: 163.5, 295.5. Mana reserve 45. 28: 174.5, 318.5. Mana reserve 48. 29: 185.3, 341.3. Mana reserve 51. 30: 196, 364. Mana reserve 54. 31: 206.7, 386.7. Mana reserve 57. 32: 217.4, 409.4. Mana reserve 60. 3: 228.4, 432.1. Mana reserve 63. 34: 239.4, 454.8. Mana reserve 66. 35: 250.4, 477.5. Mana reserve 69. 36: 261.4, 500.2. Mana reserve 72. 37: 272.4, 523.2. Mana reserve 75. 38: 283.4, 546.2. Mana reserve 78. 39: 294.4, 569.2. Mana reserve 81. 40: 305.4, 592.2. Mana reserve 84. And since 40 covers a skill of 30 and +10 in bonuses, I'll stop there :-) Off-Screen Casting You can use this as the basis for a cut-to-the-chase roll for enemy casters who are casting "off-screen." Instead of rolling a dozen times, make one roll, with the following considerations: 1. Decide what level of risk the caster finds acceptable (5% or 10%). 2. Find the average energy for the caster's skill level at that level of risk, and the typical number of rolls. 3. Determine if the caster is trying for a set energy level and just wants to shave down the time, or if the caster is trying for as much energy as possible within that risk level. 4. Roll against skill 10, with the following special rules: At 5% risk, the caster critically fails on a 15 or worse. At 10% risk, on a 14 or worse. A critical failure always occurs at the mid-point in the average number of rituals, because we're trying to streamline here. If trying to shave down the total time, reduce the total number of accumulation attempts by half the margin of success; increase the number by the margin of failure. If trying to max out the energy, add +10% to the energy per margin of success, or subtract -10% to the energy per margin of failure. These rules are not a perfect match to the results you would get if you actually rolled the dice, but they're close enough for "off-screen" casting.
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seasong Last edited by seasong; 04-26-2011 at 08:15 PM. Reason: errata in the numbers |
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| Tags |
| monster hunters, ritual path magic |
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