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1001 Adventures :: Player/GM Discussions :: Partis Captus :: Dueling Mages
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Gamemaster
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 Dueling Mages
« Thread Started on May 14, 2008, 7:54am »
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Case 1: Standard Risus conflict
Battle of attrition

Case 2: Affect vs Affect
Evil Mage[3] casts Pain, Good Mage[3] casts Holy Choke (assume each roll meets required TN)
EM[3] rolls 11, GM[3] rolls 12
Before either can act again, they must overcome their affects.

EM[3] rolls 10, failing, and subject to the effects of Holy Choke.
GM[3] rolls 8, failing, and subject to the effects of Pain.
Likely result: neither can maintain spells and the duel continues, EM[3] vs GM[3], each free of conditions.

Next round. (each casting same spell)
EM[3] double pumps 1, becoming EM[5], rolls 14
GM[3] pumps becoming GM[4] rolls 13

EM[2] (lost one die from double pump) rolls 7, subject again to Holy Choke.
GM[3] rolls 9, subject again to Pain.

Result: neither can maintain spells and the duel continues, EM[2] vs GM[3], each free of conditions.

Next round:
EM[2] double pumps 1, becoming EM[4] casting Blistering Blindness; rolls 18
GM[3] double pumps 2, becoming GM[7] casting Evil Flesh to Holy Stone; rolls 22

Result: Evil Mage[1], unable to roll high enough to overcome the condition, turns to stone until he recovers enough dice to turn himself back.

Good Mage[1], unable to roll high enough to overcome the condition, wanders away blinded by eye blisters until healed or recovering enough dice to remove condition.


Case 3: Standard vs Affect
Evil Mage[3] casts Blistering Blindness(assume roll meets required TN)
Good Mage[3] uses standard attack, describing it as desired.

EM[3] rolls 4, GM[3] rolls 12. Note: GM[3] attack is unopposed and reduces Evils Mage[3] by 1 die.

But, blisters are starting to form on GM[3]. GM[3] rolls 14 and overcomes them. (needed a 4 or greater)

EM[2] double pumps 1, now EM[4] casts Lead Testicle, rolling 17.
GM[3] continues with standard attack, rolling 12.

Evil Mage[2] drops to Evil Mage[0] -1 for pump, -1 for the Good Mage[3]'s attack.

The Good Mage[3] rolls 8, failing to overcome Lead Testicle, drops to knees, incapacitated until able to overcome his awkward condition.

« Last Edit: May 14, 2008, 7:58am by Gamemaster »Link to Post - Back to Top  IP: Logged
Ya'qub
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 Re: Dueling Mages
« Reply #1 on May 14, 2008, 11:56am »
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I really need to read this when I have more time....
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Waleed Ibn Alurah
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 Re: Dueling Mages
« Reply #2 on May 14, 2008, 6:53pm »
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Case 2 and 3, don't like them.

Too much work for something that is supposed to be simple and straightforward, i.e. high roll wins.

Mage battles, sword battles, whatever battles should stay with one roll, high roll winning. example...

Mage 1 casts spell, rolls 11 (makes TN).
Mage 2 casts spell, rolls 12 (makes TN).

Mage one takes 1 die of damage and Mage 2 averts, repels Mage 1's spell, even though both make it.

Example 2:

Mage 1 casts spell, rolls 11 (makes TN)
Mage 2 casts spell, rolls 15 (fails TN)

Mage 1 takes no damage cause the spell misfired, but Mage 2 takes no damage cause he rolls high enough to avery, repel Mage 1's attack.

Example 3:

Swordsman 1 attacks, rolls 12
Swordsman 2 rolls to disarm, rolls 15

Swordsman 1 is disarmed and takes no damage cause the attack is to disarm, not harm.

Anyways, what I'm trying to say is, I like the standard streamline rules where 1 roll decides your fate.
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 Re: Dueling Mages
« Reply #3 on May 14, 2008, 10:01pm »
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Quote:
Anyways, what I'm trying to say is, I like the standard streamline rules where 1 roll decides your fate.


True, it's nice to have it that cut and dried. The problem is, standard Risus conflicts are abstract. They're a series of rolls with the victor describing the outcome of the conflict. Around a table its a quick series of rolls similar to "Paper, Scissors, Rock" followed by "tell us what happened."

In our case, I need to account for mages casting hold spells on magic-staff-wielding Yakmen. I need to figure out how rule on a levitating mage attacking an earth-bound opponent.

Take Waleed's first attack- it was a spell cast with the intent to steal Lady Mabruk's voice. Standard Risus conflict ignores all such effects- its pass/fail.

Still, its all behind the curtain. That's why I prefer a fat stack of rolls from each player. Then I can handle all the mechanics outta sight and not trouble players with the details. If Waleed wants to try and silence his opponent, that's all he should worry about... I'll handle the rest. :)
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Waleed Ibn Alurah
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 Re: Dueling Mages
« Reply #4 on May 14, 2008, 10:10pm »
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May 14, 2008, 10:01pm, Gamemaster wrote:
Take Waleed's first attack- it was a spell cast with the intent to steal Lady Mabruk's voice. Standard Risus conflict ignores all such effects- its pass/fail.


I think they do take effects into account, it's all up to the person and how they describe their actions. Violently attacking someone to remove their ability to speak isn't the same as "I attack" ;) and that's what I like about Risus, it leaves it open to descriptive eloquence, as much or as little as the GM and players want.
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