Yamo
Apr 13th, '03, 07:00 AM
Question for the GMs:
Most magic-using Fantasy HERO characters I've seen have at least one Power Skill tied-in to their spellcasting ability. Usually called Magic, Faith, or something similar. Obviously, these often serve as the basis for Required Skill Rolls relating to the character's spells, but what else do you allow and encourage them to be used for in terms of "power stunts?" Given the following scenarios, where would you draw the line?
1. Cantrips. Incredible minor spells with no real combat application or measurable "power." These tend to be useful mostly for narrative purposes, as they either let character do things with no tangible effect on their environments whatsoever (like blowing colored smoke rings, making eyes change color, etc) or do things that they'd normally be able to do anyway in more interesting ways (starting campfires with a wave of a hand, making pancakes flip themselves, etc).
2. New Advantages. The wizard needs his Firebolt spell to roast that dragon NOW or he's toast (literally). He requests a Magic Roll to apply Armor Piercing to the attack just this once.
3. Entirely new, minor Powers. The wizard is trapped in a cell. Through the bars, he can spy the skeleton key that works the lock dangling from a hook on the wall not twenty feet away. He doesn't have anything resembling a Telekinesis spell, but he figures that a Magic Roll for short range 1 STR TK just this once isn't too unresonable.
So what do you think? What would you be comfortable allowing? And what other ways besides these (if any) have you used magic Power Rolls for?
Most magic-using Fantasy HERO characters I've seen have at least one Power Skill tied-in to their spellcasting ability. Usually called Magic, Faith, or something similar. Obviously, these often serve as the basis for Required Skill Rolls relating to the character's spells, but what else do you allow and encourage them to be used for in terms of "power stunts?" Given the following scenarios, where would you draw the line?
1. Cantrips. Incredible minor spells with no real combat application or measurable "power." These tend to be useful mostly for narrative purposes, as they either let character do things with no tangible effect on their environments whatsoever (like blowing colored smoke rings, making eyes change color, etc) or do things that they'd normally be able to do anyway in more interesting ways (starting campfires with a wave of a hand, making pancakes flip themselves, etc).
2. New Advantages. The wizard needs his Firebolt spell to roast that dragon NOW or he's toast (literally). He requests a Magic Roll to apply Armor Piercing to the attack just this once.
3. Entirely new, minor Powers. The wizard is trapped in a cell. Through the bars, he can spy the skeleton key that works the lock dangling from a hook on the wall not twenty feet away. He doesn't have anything resembling a Telekinesis spell, but he figures that a Magic Roll for short range 1 STR TK just this once isn't too unresonable.
So what do you think? What would you be comfortable allowing? And what other ways besides these (if any) have you used magic Power Rolls for?