Showing posts with label effect. Show all posts
Showing posts with label effect. Show all posts

Monday, August 30, 2010

broken mechanics in new spells.....

heh. Who is a nerd ? I'm a nerd. Y'know why ? I woke up in the midddle of the night with the clear thought running through my head: "the rules for the new alchemy spells are broken because difficulty modifies effect, and taking a high difficulty means taking a lower effect, so why bother." Granted I didn't shout it out loud, waking wife and kids, nor did I dash to the keyboard in unstockinged feet; but I did jot it down on the notepad by the bed, the existance of which, I admit is further proof of my nerdiness.

So, I'll be fixing the rules presented in the last post. Stay tuned.

Tuesday, August 24, 2010

Addition to summon animal spell. Comments ?

I'm liking the use of effect points to determine effect of a spell -however, is this making it too fiddly ? (ie giving the caster more options that he has to specify when casting slows things down, potentially).  Thoughts ?

Add to spell description for summon animal:

If desired, effect points may be spent to increase duration or numbers summoned. For both cases, square the number of points allocated (up to a maximum of 5) to determine the number of extra hours duration, or the number of creatures summoned in addition to the first one. All extra creatures will be duplicates of the first as regards Stats.