Post by Waleed Ibn Alurah on Mar 27, 2005 23:11:26 GMT -7
Each player with a spellbook works out spell combinations to aid the GM. ...based on a table such as the "Difficulty Levels" table at: homepage.mac.com/unearthed/risus/ars.html
Example, our Fire mage has the "Fireball" spell. She designs some variations she wants to use.
Casting Time: instant -- 10
Duration: instant -- 0
Range: 30' -- 4
Area of Effect: 10' -- 2
The Target number in this case: 16
"Firewall" (designed to obstruct a standard hallway)
Casting Time: instant -- 10
Duration: 1/2 hour -- 2
Range: 5' -- 2
Area of Effect: 10' --2
Again TN = 16
I actually like this, it makes sense and adds to customizing a spell the way a mage really wants it. What I don't like on the table/rules he suggests are the three modifiers for knowing a spell really well (-3), somwhat well, etc... it's pretty suggestive, unless during the course of gameplay Mike comes out and says, hey, you've cast that spell enough you know it pretty well... but that makes for more book keeping. How often do you have to cast a spell to know it well? Can I just sit one night and keep casting a spell until I know it well? See, don't like it, it's too subjective.
I do like the other modifiers for using spellbooks, etc... those are cut and dry. You want to get a bonus for using a spellbook, you have to pull it out and read from it. I like that.
I do not like Botches. A bad roll means death basically, either quick or slow. A warrior who misses his roll to hit with a bow and arrow, doesn't botch, does he? if we use botches for spells, we should use botches for all cliches.
I don't like cliches for the various topics (?) and modes. The example they give has a guy with more than 10 cliche points and only knows magic in that one area. Ugh.
I do think that mages that specialize, like elementalist, should get a -3 bonus for casting spells in their element cause they cannot cast spells outside their element.
I do like the idea of a focus, like a wand. it should be a permanent magic item made for that purpose. You can't just pick up a stick and call it a focus. I however think that if you lose it, you can still cast normally, just without the -50% bonus, but that may be too powerful. Of course you could make a focus, like a wand or whatever, a -3 bonus. The -50% bonus should be for just those that take the hook: Cannot cast without a focus. With the magic casting rules above, even a [1] mage could, after a long time, create a focus. I would think that all starting mages would have a focus, just like starting warriors have a weapon and armor.
I don't like the rules for Safe Haven, because you can spend money and build something like that. However, if magic locks, walls, etc were to be built I could see it happening (i.e. you hire a magic order to reinforce your walls, locks, etc...) but I find it unlikely.
Concerning Hold spells... I would surmise that with the new rules under consideration, the mage could outline the parameters of her spell and figure out her TN (duration being critical) and make her roll. The target would get a resist roll since you are not trying to do damage and subtract his cliche roll from the mages roll and if the resultant is equal to or higher than the TN, the spell works. i.e.
Keesha the insanely beautiful, vivacious, ajami sorceress casts Hold on a withered, disgustingly repulsive, Hag:
Casting Time: instant -- 10
Duration: 1/2 hour -- 2
Range: 5' -- 2
Area of Effect: 10' --2
TN 16. But if the Hag rolls 4d6 and gets a 12, Keesha would need a 28 to succeed. This is without any modifiers by Keesha. Say she has a spellbook or scroll out, speaking the words, making gestures and even uses a material component (okay'ed by the GM), or a Focus. With those modifiers, she could get her TN down to around 9, so she would need a 21 to succeed then. Changing the parameters of the spellscould help too... if she didn't mind touching the thing and also changing the area of effect to only affect the Hag, it would still be lower. All in all, I like it.
What I do NOT want to see is the player saying "I cast wind wall. What do I need to roll Mike?" This makes more book keeping for Mike and I know Mike, this is not what Mile wants... I want story from Mike, so we must not give Mike more rules looking up, etc...
What I would like to see is when a mage casts a spell, he highlights everything he or she is doing and then summarize it in the TN table above, for example:
Waleed was scared out of his mind, he was always afraid of clowns and then the cannibal clown was coming at him, his teeth reddened on the blood of dead cats, Waleed proceeded to cast his spell 'Death to Smoochy'. Pulling forth his scroll, he began to read aloud, gesturing the arcane symbols in the air with his magic wand and aimed the spell at the smiling atrocity coming to eat his funny bone.
Casting Time: instant -- 10
Duration: instant -- 0
Range: 5' -- 2
Area of Effect: 10' -- 2
Scroll -3
Reading Aloud -1
Gestures -1
Focus -3
TN = 14 - 8 = 6.
Now this would only do 1 point of damage. There are no instant death spells in Risus, which is probably a good thing. I think however, if a spell were pumped, then 3 points of damage could be done, but you could run the risk of botching....
Botching revisted... how about Botches for when spells are pumped (all mages must purchase mage skills as double pumped, hence they are more powerful) and they fail... make sense? No botches for non-pumped spells. Yes botches when they are and fail...
Okay, time for me to go to something else...