View Full Version : Rules Question: spells and active cost
CTaylor
Feb 10th, '09, 11:01 AM
At present, magic skill roll modifier and mana (END) cost are based off of active cost (active cost/10). That's standard for Hero rules, but it brings up a few oddities. For example, a spell that is incredibly limited and has very few possible uses will still be hard to cast and cost a lot of mana if it has a large active cost. For example a 10D6 blast that only works on albino whales during midnight on a full moon. That's unbelievably specific and specialized, but still really tough to cast.
As I conceptualize magic, the more specific and limited a spell is, the less difficult it ought to be to cast. In addition, the more focus type components a spell's casting has, the easier it should be to cast. So if a spell has few limitations it should be harder to cast than one with gestures, incantation, some powder that burns up when its used, extra time, etc. In superheroic games it makes more sense to use active cost, because generally speaking you won't have a ton of limitations and the concept is different than magic.
So it seems to me that spells maybe ought to have their mana cost and skill roll modifier based on the REAL cost (after all limitations) rather than the active cost. The real cost is what you get after all those limitations. Sure, Albino Whale Bane it still is a 10D6 blast, and technically it is a 50 active cost spell but conceptually it shouldn't be hard to cast or expensive. If you used the real cost (as paid for by the mage, so /3 in most systems) as the magic skill roll modifier and mana cost, you'd make the magic somewhat easier to use, but it would reflect the above ideas.
The problems I could foresee would include:
-people purchasing 87 boutique spells (THIS one only works on elf mages, and THIS one only works on elf rangers and THIS one only works on...) but since you have to pay actual character points each spell, that seems like it would be a limited concern.
-the power level of mages would grow. You could have a 9D6 fireball because you could get the cost of something like that down to around 10 points, which translates to about 3 mana and -3 skill roll.
-the active cost really is the actual power level of the spell: a 3D6 Killing attack with armor piercing and autofire really is worth 90 points, even if it only works once a day and requires a host of limitations.
Just wondered what your thoughts were on the matter.
Hyper-Man
Feb 10th, '09, 11:10 AM
skill roll modifier based on the REAL cost (after all limitations) rather than the active cost.
This seems counterintuitive. It's a basically making the effect of more Limitations decrease the actual effect of a limitation (RSR) on a character.
When I run into the situations you described I just either take the lower form of RSR (-1 per 20 active) or don't take it at all. If the GM still insists on some 'chance of spell failure' as a campaign benchmark you can ask to take Activate Roll -15 (-1/4) instead.
CTaylor
Feb 10th, '09, 12:08 PM
It might be worth dropping the Requires Skill Roll limitation entirely (or give it zero limitation) and just consider it a campaign feature for magic.
Curufea
Feb 10th, '09, 12:15 PM
Aren't there versions of RSR that aren't modified by active cost? I'm sure I've seen them around.
Hyper-Man
Feb 10th, '09, 12:17 PM
Aren't there versions of RSR that aren't modified by active cost? I'm sure I've seen them around.
Yes but it's a -0 Limitation
Killer Shrike
Feb 10th, '09, 01:02 PM
Magecraft (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/magecraftSystem.aspx)
And,
Spellweaving (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/Spellweaving.aspx)
Also,
Magic Systems (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/ShrikeMagicSystems.aspx), Magical Effect Limitations (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/GeneralSpellRestrictions.aspx), Magic System Design (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/shrikeMagicDesign.aspx)
Etc
ghost-angel
Feb 10th, '09, 01:09 PM
Just switch easy to cast spells over to Activation Roll if you need to change it.
Shadowsoul
Feb 10th, '09, 01:56 PM
One possibility is to offer a Custom Advantage to Magic Users called 'Style Bonus'.
In terms of background one could say that e.g. a 20d6 Energy Blast 'Only To Destroy Spoons' would still require as much raw energy as a normal 20d6 Energy Blast and so would require just as much skill to control.
Disadvantages may make the spell cheaper but do not reduce the sheer amount of power that must be controlled to allow for casting.
If however if a mage learns to cast the spell in question through a particular style e.g. 'Cimmerian Witchery' then they can use the rituals/conditions involved to channel that power more easily or more efficiently. It's the magical equivalent of using a tool like a bottle opener to channel the energy of your muscles more efficiently into the task of taking a bottle cap off. To put it another way it's like learning the tricks of a particular martial art style.
In game terms the character can take the Advantage 'Style Bonus' +1/2 and so spend the extra points on learning the spell in a particular style, (the character has to have the relevant skill, knowledge skill or background of course), in order to gain the benefit of being able to base the Casting Difficulty on the Actual Points Cost rather than the Active Points Cost.
(You could of course forget all this flavour text and just allow Magic Users to take the Advantage 'Casting Difficulty based on Actual Point Cost' +1/2.
PhilFleischmann
Feb 10th, '09, 06:00 PM
You could also use Penalty Skill Levels against the Active Point penalty for the RSR. This is the method used in Valdorian Age.
This way, you could have a 14- Roll plus say 4 PSLs, thus giving a 14- roll for any spell up to 40 Active points, 13- for 50 Active, 12- for 60 Active, etc. Which is a decent chance, but still allows for some chance of failure, even for low-power spells.
Blue Jogger
Feb 10th, '09, 07:50 PM
In mine, I add bonuses and penalities to the Skill Roll based on materials and situational circumstances.
Good idea: Doing necromantic spells in a graveyard at midnight, that's definately a bonus.
Bad idea: Doing necromantic spells at a children's birthday party at noon (living children, sunny day), that's definitely a penalty.
Although, this may mean that the players will have to work really hard to justify a slaying spell that only slays albino whales at midnight under the full moon. Unless they happen upon the teeth of vamperic lunar weresharks who natural prey is albino whales. Then the spell would "naturally summon" vamperic lunar weresharks to spring forth and bite into whales until they disappear a second later into the loam.
You could also modify the END cost with a similar system. Using the hair of a golden maiden (who was slained by an albino whale at midnight) might reduce the cost of the spell. (You're calling on the vengeful spirit to assist your noble goal.)
AND if your player flubs the rolls, well you got an extremely angry and vengeful spirit and hungry weresharks to explain the Side Effects... No more generic backlash for spells. :eg:
Hugh Neilson
Feb 11th, '09, 05:11 AM
This seems counterintuitive. It's a basically making the effect of more Limitations decrease the actual effect of a limitation (RSR) on a character.
When I run into the situations you described I just either take the lower form of RSR (-1 per 20 active) or don't take it at all. If the GM still insists on some 'chance of spell failure' as a campaign benchmark you can ask to take Activate Roll -15 (-1/4) instead.
Hmmm...
12d6 EB, RSR (-1 per 5 points; -1) = 30 RP = -6 magic roll
9d6 EB, RSR (-1 per 10 points; -1/2) = 30 RP = -3 magic roll
7 1/2d6 EB, RSR (-1 per 20 points; -1/4) = 30 RP = -1 Magic Roll [EDIT to fix dice]
There's still a difference. Under the current rules, those penalties would be -12, -4 and -2, so it reduces the impact of RSR considerably. Maybe the RSR penalties, as a baseline, would need to be increased. Double them and RSR gets back to its old impact at the ends, but is more limiting at the standard -1 per 10 points level.
Markdoc
Feb 11th, '09, 06:51 AM
In mine, I add bonuses and penalities to the Skill Roll based on materials and situational circumstances.
This what I do. After all, an RSR is simply a skill roll and should be subject to all the various bonuses/penalties for skill rolls. In fact the magic system in my current game has a series of built-in modifiers (http://www.rpglibrary.org/settings/gothick_empires/racesandpeoples/suuvenaya/magic.htm) to encourage players to use them.
If you do this, then RSR only really becomes an issue for powerful spells cast in emergency situations. If you can afford to assemble the required magical apparatus and take an extra minute or two, you can reduce the RSR penalty enormously.
cheers, Mark
CTaylor
Feb 11th, '09, 07:50 AM
Sure, situational and ritual-based roll modifiers are pretty common for hero (the right tools, etc) and that's good, but what about the mana cost? And what about the concept that the point of most limitations (gestures, incant, concentrate, etc) are to make the spell easier to cast rather than just cheaper?
Hyper-Man
Feb 11th, '09, 07:58 AM
Hmmm...
12d6 EB, RSR (-1 per 5 points; -1) = 30 RP = -6 magic roll
9d6 EB, RSR (-1 per 10 points; -1/2) = 30 RP = -3 magic roll
5 1/2d6 EB, RSR (-1 per 20 points; -1/4) = 30 RP = -1 Magic Roll
There's still a difference. Under the current rules, those penalties would be -12, -4 and -2, so it reduces the impact of RSR considerably. Maybe the RSR penalties, as a baseline, would need to be increased. Double them and RSR gets back to its old impact at the ends, but is more limiting at the standard -1 per 10 points level.
Don't you mean...
7 1/2d6EB (instead of 5 1/2)
-6, -4 and -2 vs. -3 across the board (CTaylor's original suggestion)
Hugh Neilson
Feb 11th, '09, 08:45 AM
Don't you mean...
7 1/2d6EB (instead of 5 1/2)
-6, -4 and -2 vs. -3 across the board (CTaylor's original suggestion)
Fixed that math error - thanks
But why would it be -3 across the board? RSR -1/5 should still divide the real cost by 5, shouldn't it?
Hyper-Man
Feb 11th, '09, 10:25 AM
Fixed that math error - thanks
But why would it be -3 across the board? RSR -1/5 should still divide the real cost by 5, shouldn't it?
I was focusing on the arithmetic error too much.
Your numbers are otherwise correct. However, my original point in this exercise was to highlight what the effect of further Limitations (besides that of RSR) would have on the actual roll when using such a system.
Building upon your original example:
12d6 EB, RSR (-1 per 5 points; -1 & OAF; -1) = 20 RP = -4 magic roll
9d6 EB, RSR (-1 per 10 points; -1/2 & OAF; -1) = 18 RP = -2 magic roll
7 1/2d6 EB, RSR (-1 per 20 points; -1/4 & OAF; -1) = 17 RP = -1 Magic Roll
Why should the addition of the OAF Limitation make the RSR easier?
sbarron
Feb 11th, '09, 11:51 AM
Why should the addition of the OAF Limitation make the RSR easier?Because the power of the Dark Crystal (OAF) focuses the magical energies, making them easier to control? I don't necessarily agree with his take on magic, but its easy enough to explain this stuff away.
As for the OP, maybe you can just create your own system for calculating Mana Use and RSR for your game. Something like...
Mana Use/RSR Modifier
For this magic system, calculate Mana Use/RSR normally. Then, take the result and apply it to the following chart...
Revised Mana Use/RSR Modifier
If Limitations = 0.00 - 1.0, then Normal Mana Use/RSR Modifier * 1.00
If Limitations = 1.25 - 2.0, then Normal Mana Use/RSR Modifier * 0.75
If Limitations = 2.25 - 3.0, then Normal Mana Use/RSR Modifier * 0.50
If Limitations = 3.25 - 4.0+, then Normal Mana Use/RSR Modifier * 0.25
So, a standard 50 point power, no limits, still costs 5 Mana and -5 to RSR.
50 pt power with -2.25 in lims, would be 5*0.5 = 2.5, Hero rounding making it 2 Mana and -2 RSR.
50 pt power with -5 in lims would be 5*0.25 = 1.25, or 1 Mana and -1 RSR.
Obviously, you can set the break points where you want. Its an extra step, but a pretty easy one that should approximate what you want, I think.
PhilFleischmann
Feb 11th, '09, 02:31 PM
In mine, I add bonuses and penalities to the Skill Roll based on materials and situational circumstances.
Also a very good point that I think people often forget about. A Skill Roll can be modified. RSR without modifiers to the roll is a pretty sucky Limitation. It's only -1/2 (the same as 14- Activation), and yet drops the likelihood of success far more than 14- would. And on top of that, you have to spend more points on a skill, and you usually have to buy that skill up to have a decent chance of success.
For Constant powers, you only have to roll once, unlike with Activation, so that's one mitigating factor. But what about Instant powers?
Even for a fairly low-level game, an 8 DC attack is 40 Active. Assuming no other limitations (unlikely for most FH games), RSR saves you 13 points. At least 3 of those points have to be spent on a Skill. Thus, you have a base roll of 11-, with a -4 penalty. That's about a 16.2% chance (down from 100%) for a maximum savings of 10 points! Let's say you spend those 10 points on your Skill. Now you've got about a 26% chance of failure for *NO* net savings!
Granted, you can use the same Skill for more than one RSR spell, but it's still a pretty bad buy. And it's even worse when other limitations are added to the spell, because the savings from RSR are even less.
Say the 40 AP spell has -1 worth of other common limitations on it (such as Focus, Gestures, Incantations, Concentration, Extra Time). Then the RSR only saves you 4 points (20 down to 16). Even if you have three 40-AP spells which use the same Skill, you're still much better off simply buying off the RSR limitation on all of the spells!
Even an expenditure of 2 points can reduce the RSR from -1/10 points to -1/20 points, thus reducing the Active Point penalty from -4 to -2.
The point is: RSR is pretty harsh for very little point savings, so be generous with the circumstance modifiers. Bonuses should be much more common than penalties. As a general guideline, I'd say don't impose any penalties at all, unless the character is doing something obviously stupidly incompatible with the spell he's trying to cast, such as trying to summon demons in the temple of the goddess of purity.
Hugh Neilson
Feb 12th, '09, 05:14 AM
Because the power of the Dark Crystal (OAF) focuses the magical energies, making them easier to control? I don't necessarily agree with his take on magic, but its easy enough to explain this stuff away.
I can already make the Dark Crystal focus the magic. It buys the RSR down to -1/20 AP or off. Now I can cast the spell with or without the Dark Crystal. If the spell has OAF, the focus must make it easier to cast since it won't work at all without the crystal.
Hyper-Man
Feb 12th, '09, 08:21 AM
I can already make the Dark Crystal focus the magic. It buys the RSR down to -1/20 AP or off. Now I can cast the spell with or without the Dark Crystal. If the spell has OAF, the focus must make it easier to cast since it won't work at all without the crystal.
Are you referring to a Variable Limitation?
CTaylor
Feb 12th, '09, 11:06 AM
OK so let me refocus on my original concept then, to try to get some ideas.
The spell system I have in mind is essentially wish-based. If you are sufficiently powerful with magic (and this would mean demon lords and the most vastly powerful creatures, not PCs) you merely exert your will and reality changes to match what you desire, to a limited degree.
Yet all mages work this way: you exert your will, fueled by mana, and start a fire, or protect your friend with armor made of bark, or heal a wound. Because this is very difficult, mages use tools to help focus their will and facilitate the power. In practice, that means spells have casting times, material components, gestures, incantations, concentration, and so on.
In other words: at least some basic limitations should do more than make a spell cheaper (and thus easier to learn) but actually easier to cast. That translates into reduced mana cost and magic skill roll in my mind.
So how to best represent that, how can I with a simple device make the magic system represent this concept?
Killer Shrike
Feb 12th, '09, 12:07 PM
OK so let me refocus on my original concept then, to try to get some ideas.
The spell system I have in mind is essentially wish-based. If you are sufficiently powerful with magic (and this would mean demon lords and the most vastly powerful creatures, not PCs) you merely exert your will and reality changes to match what you desire, to a limited degree.
Yet all mages work this way: you exert your will, fueled by mana, and start a fire, or protect your friend with armor made of bark, or heal a wound. Because this is very difficult, mages use tools to help focus their will and facilitate the power. In practice, that means spells have casting times, material components, gestures, incantations, concentration, and so on.
In other words: at least some basic limitations should do more than make a spell cheaper (and thus easier to learn) but actually easier to cast. That translates into reduced mana cost and magic skill roll in my mind.
So how to best represent that, how can I with a simple device make the magic system represent this concept?
Again:
Magecraft (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/magecraftSystem.aspx)
And,
Spellweaving (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/Spellweaving.aspx)
Also,
Magic Systems (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/ShrikeMagicSystems.aspx), Magical Effect Limitations (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/GeneralSpellRestrictions.aspx), Magic System Design (http://www.killershrike.com/FantasyHERO/HighFantasyHERO/shrikeMagicDesign.aspx)
Etc
Are you not seeing that both Magecraft and Spellweaving work like that, in their own different ways?
Magecraft: Each distinct spell is built and bundled up into a skill which is paid for rather than the base effect. The RC/10 of an individual spell skill = a penalty to its roll. More limitations = easier to cast.
Spellweaving: rather than buy skills for individual spells, Spellweavers buy skills for individual BASE POWERS, which act like mini-VPP's for effects built with that base power. Every -1/4 limitation grants +1 to the roll. More limitations = easier to cast.
Hugh Neilson
Feb 12th, '09, 12:13 PM
Are you referring to a Variable Limitation?
That would be another approach. I'm referring to buying down (or off) the RSR limitation with an OAF limitation on the buydown only.
A spell might be 6d6 Explosive EB 45 AP, RSR (-1/5 AP) Real Cost 22
Reduce skill penalty to -1/10 AP if you Gesture and Incant. 45 AP with a -1/2 limitation costs 30 points, an 8 point difference. Gesture and Incant is -1/2, so that costs 8/1.5 = 5
If you gesture, incant and hold the OAF Dark Crystal, the spell requires a skill roll at -1/20 AP. That would cost 36 points, 9 more than RSR -1 per 10 AP. Gesture, Incant and OAF is -1 1/2, and 9/2.5 = 4 more points.
Total cost 31 points. If I'm tied and gagged, I can cast the spell at a -9 skill penalty. If I can move around and incant, I can cast at -4. If I get my hands on the Crystal, my penalty drop to -2.
CTaylor
Feb 12th, '09, 12:21 PM
Shrike those are similar ideas, and thanks for the input, anyone else have any thoughts?
Blue Jogger
Feb 12th, '09, 02:46 PM
There really isn't a simple device (that I know of). I managed to hodgepodge a working magic system out of Hero, but it was very kludgy. On the other hand, it was fairly easy for the players to use and it represented the flavor of magic that I wanted fairly easily.
ghost-angel
Feb 12th, '09, 03:51 PM
There really isn't a simple device (that I know of). I managed to hodgepodge a working magic system out of Hero, but it was very kludgy. On the other hand, it was fairly easy for the players to use and it represented the flavor of magic that I wanted fairly easily.
I wouldn't call something that players found easy to use and captured the flavor as "kludgy" - I call that successfully using the Hero System to fit your vision.
NuSoardGraphite
Feb 12th, '09, 04:33 PM
A very simple and quick fix for this would be to base the RSR penalty on Active points as normal, but then to apply a modifier to that penalty based on the number of limitations the spell posseses.
For example a Fireball spell of 60 active points with -2 worth of Limitations would have a natural -6 skill penalty, however because of the -2 in limitations, that is reduced to -4 skill penalty. Round the fractions up. Thus:
.25 to 1 (-1)
1.25 to 2 (-2)
2.25 to 3 (-3)
3.25 to 4 (-4)
And so on and so forth.
Very simple and quick to figure out.
CTaylor
Feb 12th, '09, 06:06 PM
Well not all of the limitations necessarily should make the spell easier to cast: a spell that only affects wolves isn't going to help focus the magic, but concentration would. Almost like there are two different kinds of limitations. Some advantages might not even increase the magic skill roll, and others would.
Markdoc
Feb 13th, '09, 05:39 AM
Variable limitation. I'd suggest requiring that at base all magic spells take a (-3/4) variable limit. That means you need a total of -1 1/2 in limitations.
You could do that with "Requires a hard Skill roll: Active Point penalty to Skill Roll is -1 per 5 Active Points" plus gestures and incantations or you could take an easier skill roll with gestures and incantation and concentration, or you could, if you had the right foci did a little chanting and wiggling about and took a little extra time, avoid a skill roll altogether. If you were really desperate, you could take a side effect.
Since the rules state that "The GM may define which Limitations characters can use to satisfy the Variable Limitation" you can decide - incantations, gestures concentration, extra time, foci, side effect - they all sound good. Only works on Whales, probably not. "Only works on the grave of a twice-killed necromancer" might well.
This gives you a great deal of freedom as a GM and lets players decide how much of a penalty they are going to take and mix it around on the fly.
cheers, Mark
Hugh Neilson
Feb 13th, '09, 05:54 AM
Variable limitation. I'd suggest requiring that at base all magic spells take a (-3/4) variable limit. That means you need a total of -1 1/2 in limitations.
This is also an excellent way of achieving the desired result for a specific magic system.
(Of course...you must spread Rep around... :()
CTaylor
Feb 13th, '09, 10:38 AM
That's not exactly what I had in mind. The limitations are focal efforts to make the magic easier to cast, so the mana and magic skill roll are better - not just things people can do optionally in whatever order or combination they wish.
BrilliantHelm
Feb 13th, '09, 09:54 PM
This what I do. After all, an RSR is simply a skill roll and should be subject to all the various bonuses/penalties for skill rolls. In fact the magic system in my current game has a series of built-in modifiers (http://www.rpglibrary.org/settings/gothick_empires/racesandpeoples/suuvenaya/magic.htm) to encourage players to use them.
If you do this, then RSR only really becomes an issue for powerful spells cast in emergency situations. If you can afford to assemble the required magical apparatus and take an extra minute or two, you can reduce the RSR penalty enormously.
cheers, Mark
I don't use RSR. It's not worth the hassle and rarely found in fantasy literature. When did Gandalf fail a skill roll or Merlin?
The -1/2 may make 1 point of difference in cost per spell with other limitations (incantations, gestures, foci, use limitations, etc.).
I can just imagine: "Gandalf hurls fire at the worgs, then turns to face the other wargs, and the fire fizzles in his hand." Not very heroic.
NuSoardGraphite
Feb 13th, '09, 11:43 PM
I don't use RSR. It's not worth the hassle and rarely found in fantasy literature. When did Gandalf fail a skill roll or Merlin?
The -1/2 may make 1 point of difference in cost per spell with other limitations (incantations, gestures, foci, use limitations, etc.).
I can just imagine: "Gandalf hurls fire at the worgs, then turns to face the other wargs, and the fire fizzles in his hand." Not very heroic.
Gandalf and Merlin are perfect examples of master mages with Magic Skill Rolls of 25 or less. They are both mages of the highest order who have achieved a level of skill other mages can only dream of.
An apprenticed mage, however, absolutely could flub a spell under stressful conditions. In fact, I've read several fantasy novels where that very thing happens. Most PC's begin closer to the apprentice level than they do to the uber-mage level. I believe that Requires a Skill Roll is far more in genre than the typical D&D style automatic casting method.
ghost-angel
Feb 14th, '09, 12:03 AM
Earthsea is an example of source material where Mages could be built with RSR.
NuSoardGraphite
Feb 14th, '09, 12:07 AM
The Wheel of Time's The One Power utilizes a skill roll mechanic as well.
Nolgroth
Feb 14th, '09, 12:38 AM
The Wheel of Time's The One Power utilizes a skill roll mechanic as well.For the neophyte yes. Over time, the characters who were new to channeling in the beginning were able to do so later with apparent routine. The could be simulated with a high Skill roll, but it could just as easily be simulated by buying off the RSR limitation completely.
Oooh. Seems like old times. Arguing the Wheel of Time channeling system. :D
NuSoardGraphite
Feb 14th, '09, 07:02 AM
For the neophyte yes. Over time, the characters who were new to channeling in the beginning were able to do so later with apparent routine. The could be simulated with a high Skill roll, but it could just as easily be simulated by buying off the RSR limitation completely.
Oooh. Seems like old times. Arguing the Wheel of Time channeling system. :D
True, but even an old pro could Still themselves if they tried something too big and pulled in too much of the One Power...
Thats not even bringing up the fact that the author continuously talks about various characters "skill" with different aspects of the One Power.
sbarron
Feb 14th, '09, 07:49 AM
Well not all of the limitations necessarily should make the spell easier to cast: a spell that only affects wolves isn't going to help focus the magic, but concentration would. Almost like there are two different kinds of limitations. Some advantages might not even increase the magic skill roll, and others would.CTaylor, mechanically speaking, you're wandering off the HERO reservation here. Personally, I think its great that you're thinking outside the box. I hope you can find a solution, even if it violates some of the core definitions of the HERO system. But most HERO gamers are instinctivley going to try to steer you back into the mainstream.
You've seen the response to your RSR Mod = Real Points/10 method. If you don't think that method will work for you now, you might have better luck designing another system for calculating RSR, and asking how everyone thinks that one works.
My new suggestion is that you make a list of each group of limits and advantages that you envision, and figure out how each group is going to effect the calculation of RSR. Then design a formula that gets you a RSR modifier that you think is appropriate.
It looks like you need a list for...
1) Limits that decrease the MSR.
2) Limits that don't decrease the MSR.
3) Advantages that increase the MSR.
4) Advantages that don't increase the MSR.
The formula itself could be anything. So long as it generally returns values that you think are appropriate for the MSR modifier and Mana use. NuSoard's straight subtraction system seems to work pretty well. Just be sure to only include advantages that increase difficulty, and limits that decrease it.
Or any other formula you might think up...
Good luck. :thumbup:
CTaylor
Feb 14th, '09, 08:06 AM
I think you're basically right about the instinct of Hero players, and that's not a bad thing.
I'm trying to figure out a way of doing it without needing to go through and re-figure every single spell by hand, since I have over 400 worked up and in print. Oh well.
NuSoardGraphite
Feb 14th, '09, 08:29 AM
I think you're basically right about the instinct of Hero players, and that's not a bad thing.
I'm trying to figure out a way of doing it without needing to go through and re-figure every single spell by hand, since I have over 400 worked up and in print. Oh well.
Did you see my suggestion of simply subtracting the level of the Limitations (rounded up) from the normal Skill roll modifier? Its very simple and the more limitations makes the skill roll easier, which is what you were complaining about in your original post.
Rapier
Feb 14th, '09, 09:42 AM
I understand what you are trying to do, and I applaud your effort.
But if you are trying to come up with some hard and fast rule, I'm afraid you are doomed to failure.
To my mind, the main problem you are going to run into is not the "12d6 EB" vs "12d6 EB Only vs Fanfare Pattern Spoons" but instead the "12d6 EB" vs the "150 Active Point Let me talk to my mother regardless of where she is on the planet."
Anyone that has spent any time in Dark Champions has realised the disparity in some simple effects. A Taser is built on considerably more points than an assault rifle. It just kind of happens. Does the 'Speak to Mum' spell really warrant an Active Point cost two or three times as high as a spell that will, in all likihood turn a person into a fine ashy powder?
I think your best bet would be to classify a few 'levels' of spells. Call them I through IV. Class I spells are -1 RSR per 20 Active. Class II spells are -1 RSR per 10, Class III -1 RSR per 5 Class IV -1 per 2. Then just go through the spell lists and decide which is which.
I would also give situational modifiers. A PS: Combat Mage may allow a decreased penalty (or even a bonus) while casting spells in the thick of combat. Necromancy spells in a graveyard? +2! Casting Noxious Cloud in a chilli-dog stand? +6!
CTaylor
Feb 14th, '09, 10:59 AM
Did you see my suggestion of simply subtracting the level of the Limitations (rounded up) from the normal Skill roll modifier?
I did, but as he pointed out, onlysome of the limitations would gain that benefit, so I'd have to go through every spell and check which apply and which do not which is more than I'd rather do. Probably no way to do it without a crapload of work.
And like Rapier points out, active costs of abilities in hero don't always give real equivalent power. I can make a really big area sunny and comfortable or show a movie in the sky to thousands of people... or for the same price mind control the president of the US or defend myself from a tank shell. Sometimes active cost is misleading, but its the simplest way to handle an issue.
ghost-angel
Feb 14th, '09, 01:46 PM
This isn't a nice easy formula, but you could just give every Spell a Side Effect (Requires Skill Roll at -X) instead of the RSR itself.
You have to manually figure out the X though, so it's not exactly a useful solution.
AmadanNaBriona
Feb 14th, '09, 07:14 PM
An errant keystroke just wiped out everything I'd written.
Let me sum up.
Do it as a campaign level ground rule. (Examples abound among Steve's sample magic systems in FH). If you buy a spell with a "Casting" type Limitation, you've learned the spell easier (it costs less points) because you've learned using a crutch to make it easier. So you don't change the way spells are bought. Just say that any of those "Casting" limitations can be used for any spell to make the spell easier. Say, a +1 to the Magic Roll or -1 End Cost per -1/4 (if you're feeling generous) or -1/2 (if not) worth of these "Voluntary" Limitations.
So an apprentice magician might buy all his spells with RSR, Concentrate, Extra Time, Gestures, and Incantations. His spells are cheap, but power hogs and rather difficult. As he buys off some of the limitations, his SR and END cost for the spell remain the same, but now he isn't required to use all of his "crutches" and so when he chooses to do so it makes the spell either easier or more efficient.
Done and done.
NuSoardGraphite
Feb 14th, '09, 07:18 PM
I did, but as he pointed out, onlysome of the limitations would gain that benefit, so I'd have to go through every spell and check which apply and which do not which is more than I'd rather do. Probably no way to do it without a crapload of work.
And like Rapier points out, active costs of abilities in hero don't always give real equivalent power. I can make a really big area sunny and comfortable or show a movie in the sky to thousands of people... or for the same price mind control the president of the US or defend myself from a tank shell. Sometimes active cost is misleading, but its the simplest way to handle an issue.
I see. Well then there isn't an easy answer for this "problem". I personally do not have a problem with the rules for Requires Skill Roll as they are written. I tend to see it as either;
A) Manipulating assloads of power (raw active points)
or
B) The amount of power may be lesser, but requires extremely complex manipulation (such as in the case of creating a large and complex Image to show to onlookers)
In either case, the active point penalty is reasonable.
As others have pointed out, I allow for various modifiers to the Magic Skill Roll such as taking extra time to cast (+1 per additional step on the Time Chart...this works great for Ritual Magic), adding Spell Components (for spells that don't require them) or higher quality components, Focusing crystals/gems and other implements (staves and wands etc), Circles of Power, Material Links...the list is fairly exhaustive.
Markdoc
Feb 15th, '09, 01:59 AM
I don't use RSR. It's not worth the hassle and rarely found in fantasy literature. When did Gandalf fail a skill roll or Merlin?
The -1/2 may make 1 point of difference in cost per spell with other limitations (incantations, gestures, foci, use limitations, etc.).
I can just imagine: "Gandalf hurls fire at the worgs, then turns to face the other wargs, and the fire fizzles in his hand." Not very heroic.
Earthsea is an example of source material where Mages could be built with RSR.
Or The Dragon Waiting (where RSR is coupled with Side efefct) - or any one of a dozen other fantasies. RSR seems to be fairly common in fantasy literature. That said, RSR rarely fizzles when it would be unheroic, in fiction, because it's a novel. Heroes rarely die from a lucky hit by an unnamed opponent early in the adventure, either, for the same reason.
"Huh. The troll killed Frodo."
"Yeah that spear went right through him. OK, Boromir, I guess you wanted the ring, right?" :D
cheers, Mark
ghost-angel
Feb 15th, '09, 01:09 PM
"Huh. The troll killed Frodo."
"Yeah that spear went right through him. OK, Boromir, I guess you wanted the ring, right?" :D
You've been reading my edits haven't you?
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