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Thread: Magic system opinions

  1. #31
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    Re: Magic system opinions

    That was the one I was referring too in my post. I just don't use the Talents for it, but that's because of how I'm handling it IMC.

    mudpyr8 - you're saying (if I understand correctly) that for every modifier beyond the base set (I use a charge system and a variable -1 pool (-1/2)) so that anything beyond that base -1 forces a skill roll, and that the roll is affected by those things which alter the composition of the spell against the player. So a +2 to an 11- DC would be a roll of 13-, yes?

    That may be too brutal, but 1/2 may not be enough. Hrm. That might work, and it would certainly give players food for thought before casting, but I also think it may be 'too' different from d20 (and there's a look & feel of reliability I don't want to sacrifice). This is an awesome suggestion, and one which will likely make its way into my Urban Fantasy.

    Thanks!
    LCpt. Thia Halmades, Designer: HERO: Combat Evolved

    Holy Ice Cream Cone Of Smiting: HA +10d6, Penetrating (+1/2) (75 Active Points); OIF (returns to the mighty hands of Thia Halmades if taken away; -1/2), Hand-To-Hand Attack (-1/2) (total cost: 37 points) plus HA +6d6 (30 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/2), Only Versus The Avowed Enemies Of Thia Halmades (-1) (total cost: 10 points). Total cost: 47 points. Created by Steven S. Long - Thanks Steve!

  2. #32
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    Re: Magic system opinions

    Quote Originally Posted by Thia Halmades
    you're saying (if I understand correctly) that for every modifier beyond the base set (I use a charge system and a variable -1 pool (-1/2)) so that anything beyond that base -1 forces a skill roll
    Yes and no. Yes you consider everything beyond the -1, no it does not force a roll. It is simply a modifier to the roll should it ever be needed, based on the system you are playing (e.g. roll every time vs. roll under duress). It's just a modifier.

    and that the roll is affected by those things which alter the composition of the spell against the player. So a +2 to an 11- DC would be a roll of 13-, yes?
    DC in Hero terms means damage class, and if by against the player you mean "things that limit the effect of the spell", then yes. So, think "Disrupt Undead". It is a simple energy blast that only affects undead (-1), so this would be +4 to casting.
    That may be too brutal, but 1/2 may not be enough.
    Don't understand.

    This shouldn't be any more or less different from d20, just a way of accounting for the limitations should a, to use a d20 mechanic, Concentration Check be needed. Think of it as a bonus to the Concentration Check because the spell is limited in some way and thus "easier" to cast.

    Another idea to enhance your quasi d20 esque system. Require a roll every time. If the roll is successful, they don't use a charge, otherwise they use a charge. If they are under duress (i.e. concentration check circumstances), a failed roll means failure and a success means it costs a charge. Just some ideas. You could even have crits (less than half the skill level) grant max effect normally or no charge when under duress. The spells are still reliable it's just a question of how efficient. This would make spells with limitations which grant bonuses to a skill roll attractive as well as encourage characters to develop their skill levels.
    Legendsmiths presents: Narosia * Sea of Tears, a complete fantasy setting for the Hero System.
    ... plus a pretty good Fallout conversion as well.

  3. #33
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    Re: Magic system opinions

    Sorry, mea culpa, when I say "DC" I usually still mean Difficulty Check, not Damage Class, which is rough for people who are using HERO, because I just borked their flow of the passage. Oops.

    Quote Originally Posted by mudpyr8
    This shouldn't be any more or less different from d20, just a way of accounting for the limitations should a, to use a d20 mechanic, Concentration Check be needed. Think of it as a bonus to the Concentration Check because the spell is limited in some way and thus "easier" to cast.
    Okay, so I have the gist of it then; when going to cast a spell while under duress (which I'm already using) then any additional lims (things that limit the spell, but are not 'time' based) make the spell easier to cast. I can get behind that. I'd read it backwards originally, and that really wasn't making sense.

    Thanks!
    LCpt. Thia Halmades, Designer: HERO: Combat Evolved

    Holy Ice Cream Cone Of Smiting: HA +10d6, Penetrating (+1/2) (75 Active Points); OIF (returns to the mighty hands of Thia Halmades if taken away; -1/2), Hand-To-Hand Attack (-1/2) (total cost: 37 points) plus HA +6d6 (30 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/2), Only Versus The Avowed Enemies Of Thia Halmades (-1) (total cost: 10 points). Total cost: 47 points. Created by Steven S. Long - Thanks Steve!

  4. #34
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    Re: Magic system opinions

    Quote Originally Posted by hancock.tom
    I think Killer Shrike has an example of this on his website, under framework based magic systems.
    I don't think there's anything that hasn't already been done by KS and posted on his website.
    ...and that's when the destruction began.

  5. #35
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    Re: Magic system opinions

    I wouldn't go that far. KS offers a nice selection of options but they are not the only solutions.
    Legendsmiths presents: Narosia * Sea of Tears, a complete fantasy setting for the Hero System.
    ... plus a pretty good Fallout conversion as well.

  6. #36
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    Re: Magic system opinions

    Quote Originally Posted by mudpyr8
    I wouldn't go that far. KS offers a nice selection of options but they are not the only solutions.
    True enough, but I do try to provide some coverage of as many things as I can think of that I feel have reusability.

    The site isnt there to stifle creativity; it is there to serve as inspiration to those that want to do their own thing, and as a ready made, usable as is block of content for those who don't want to reinvent the wheel.

    You can run multiple types of campaigns directly off the material provided, or borrow from it buffet style, or use some core of it and extend to fit, or just use it as an example / template of things to think about, or totally disregard it and everything in between.
    A complex system that works is invariably found to have evolved from a simple system that worked.
    - John Gall

    KillerShrike.com, wiki

  7. #37
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    Re: Magic system opinions

    Absolutely, and I think you have done an outstanding job, and service to the Hero community. They are an excellent spot to review and avoid reinventing the wheel as it were, with many wheels to choose from.
    Legendsmiths presents: Narosia * Sea of Tears, a complete fantasy setting for the Hero System.
    ... plus a pretty good Fallout conversion as well.

  8. #38
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    Re: Magic system opinions

    Which is why he's so apprecaited, and well and consistently referenced, even among my own group as a launch pad for how we get it done. Cause he done got it done.
    LCpt. Thia Halmades, Designer: HERO: Combat Evolved

    Holy Ice Cream Cone Of Smiting: HA +10d6, Penetrating (+1/2) (75 Active Points); OIF (returns to the mighty hands of Thia Halmades if taken away; -1/2), Hand-To-Hand Attack (-1/2) (total cost: 37 points) plus HA +6d6 (30 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/2), Only Versus The Avowed Enemies Of Thia Halmades (-1) (total cost: 10 points). Total cost: 47 points. Created by Steven S. Long - Thanks Steve!

  9. #39
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    Re: Magic system opinions

    Another question, let's say I want a spell to create a force field around one of my allies. Am I right in saying I should use Usable On Others (+1/4), Persistent (+1/2), Costs END only to activate (-1/4)? And, if this is in a framework then it eats up points in the framework to lockout other spells right? Is there an option to use lingering/uncontrollable instead? (This is still a bit confusing to me.)

  10. #40
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    Re: Magic system opinions

    Quote Originally Posted by Erkenfresh
    "Meditation to gain mana" sounds like UO. Did you ever play it? I played mainly on Siege Perilous.
    Well, yes, actually I did. I played on Pacific.

    But the idea came from ShadowRun first...and it referred to reducing STUN damage.
    "Toute nation a le gouvernement qu'elle merite [Every country has the government it deserves]." --Josephe de Maistre, Lettres et Opuscules Inedites (1851) vol.1, letter 53 (15 August 1811)

    "I've had a hell of a lot of fun and I've enjoyed every minute of it." --Errol Flynn, d. October 14, 1959

  11. #41
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    Re: Magic system opinions

    Quote Originally Posted by Erkenfresh
    Another question, let's say I want a spell to create a force field around one of my allies. Am I right in saying I should use Usable On Others (+1/4), Persistent (+1/2), Costs END only to activate (-1/4)? And, if this is in a framework then it eats up points in the framework to lockout other spells right? Is there an option to use lingering/uncontrollable instead? (This is still a bit confusing to me.)
    Er, depends on your Framework design. If you're using END, then the only time it's consuming power in the Framework is during the casting. Once it's up, unless it's a Constant effect and you're still paying for it, the ability to cast a new spell is suddenly available, even though the shield is up, because the effect is a variation on Instant, IIRC.

    If you're using a Charge system, then once you've cast Force Wall the spell is consumed, and can't be cast again unless you have another copy of the spell memmed. In a Multipower, same thing - if you have multiple charges on the framework, foom, easy. Burn charge, toss spell, next phase, new charge, new spell.

    Lingering is for people who aren't using Continuing Charges, and yes, you can apply Lingering, but you shouldn't need too. I believe the power Force Wall by itself will remain standing once its been coughed into existence until it gets knocked down, or after its normal duration has passed (although HERO is intentionally sketchy about Duration, I'm still casting around for a way to make sure people can't Fly all day).

    Does that answer the question?
    LCpt. Thia Halmades, Designer: HERO: Combat Evolved

    Holy Ice Cream Cone Of Smiting: HA +10d6, Penetrating (+1/2) (75 Active Points); OIF (returns to the mighty hands of Thia Halmades if taken away; -1/2), Hand-To-Hand Attack (-1/2) (total cost: 37 points) plus HA +6d6 (30 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/2), Only Versus The Avowed Enemies Of Thia Halmades (-1) (total cost: 10 points). Total cost: 47 points. Created by Steven S. Long - Thanks Steve!

  12. #42
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    Re: Magic system opinions

    I think I've got it figured out. I'll probably go for using Lingering and Only Costs END to Activate. Since the spellcaster isn't maintaining it, he can move on to using other spells then, but he can only use this particular spell on one person at a time.

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