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Bobby Walker

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  1. Re: Commentary on a magic system Alright, let me give an example. This should only apply to spells cast in combat. Out of combat, there generally should be sufficient time that there are no quick casting penalties. So, I am just considering how to handle timed events, such as battles. This is my thought process. First of all, for memorization, this is the equivalent of studying a spell so that its fresh in memory (gaining a bonus to casting the spell of 2). The next day the wizard finds herself in the midst of battle, where the first thing she does is to spend her first action entering a casting stance (Battle Focus), and by doing so she gets a bonus to casting the spell of 2. At this stage she has a net of +4 to cast the spell. This results in a total casting penalty of -5 + 4 = -1 per step up the time chart. So, to cast a spell to finish on the next segment (3 steps up the time chart), the character would take a -3 on their casting roll. So, that could be a -9 or a -15 if the memorization and/or concentration were not used. If the wizard successfully casts the spell, then the spell remains available to cast again. If the wizard fails the check, the spell is cast and the wizard cannot cast the spell again until they spend time studying again. The initial limit on skills would most likely be 13-15, so the character would at best have a 10-12 as the casting roll. A decent chance of success. The thing is that more powerful spells would take longer to cast, and thus incur larger penalties. So that even an advanced wizard would most likely still need a 10-12 to successfully cast their spells. The other thing is that Skill Levels would not be applicable to the magic system.
  2. I'm working on a magic system for my fantasy campaign, and I've got a good idea of how it should work. The problem is, I've never really run a Hero game before. So, I was curious if those more knowledgeable than I might take a look at, and offer up some pointers on where the flaws may be that I can't see. Thanks, in advance! This is the ability to create magic by following predefined formulas, or spells. Each wizard begins the game knowing a few select spells, up to five, as those that are allowed to instruct magic may only imbue their students with enough knowledge to become wizards. Beyond that, each wizard is encouraged to seek out others and trade, research, and share their knowledge with other wizards. In reality, this practice has been encouraged, because it prevents elder spell casters from having to divulge more of their favorite incantations. What was meant to challenge the young has managed to serve the older generation quite well. Formulaic Magic consists of these skills: Magic (Formulaic), Memorization, and Battle Focus. Magic (Formulaic) is the skill needed to cast a spell. Each formulaic spell will generally require 1 Minute to cast, however this becomes impractical at best. Most wizards have enough knowledge to speed the process up, and for each step up the time chart the wizard may take a -5 penalty on their roll. This may seem excessive, but when combined with the other skills, the prepared Wizard can be a force to be reckoned with. Memorization is the skill needed to give a caster the spells needed, when they are needed. Casters that spend time memorizing spells, can recall those specific formulas with better accuracy. The spell caster rolls a memorization skill roll, for each spell beyond the first, the caster must take a -1 modifier. The player should list out the spells they intend to memorize and in what order, noting that they only need to memorize a spell once. For each point the caster succeeds the roll by, they are able to memorize one spell from their list. If the caster fails this roll, then none of the spells are memorized, and the memorization bonus is lost for the following day. Casting a memorized spell reduces the casting penalty by 2. Even still, once a Wizard enters battle, those that maintain their focus can control the flow of the battle. Nothing is as fearsome as two wizards, both focused on the other. When entering combat, a Wizard may elect to spend their first combat phase in Battle Focus. This skill, is the Wizard's ability to assess their surroundings, and to understand where interruptions to their casting may come from. A Wizard that is aware of their surroundings, and has set themselves into a battle position, may find that casting spells become quite the simple task. A Wizard that successfully makes a Battle Focus roll may reduce their casting penalty by 2. Each time, however, that the Wizard takes damage they must spend a phase in Battle Focus. Casting spells generally involves only one roll, the Magic (Formulaic) roll, followed by any dice rolls that are required by the spell itself. Spells in Arythia are very effective, and this system tries to reflect that. If a critical success is rolled when casting a spell, then the caster has demonstrated the perfect pattern of incantations and gestures. The magical formulas are such that one spell can flow into another, and the next spell the caster uses (must be a different spell from the one cast), can be cast with no penalties. If the skill roll is a failure, then the spell is cast as normal, however, the spell becomes unavailable to the caster. Generally this is simply the stress of magical forces coursing through the body has shifted. Realigning the patterns and formula to the casters style takes time (generally half an hour per point the roll is missed by). Critical failure means that the character, and possibly those nearby, may suffer a random magical effect (not specifically a beneficial effect either). Spells are generally built with the following advantages and limitations: Time Limit (For non-instant powers) Expendable Focus (Components) Gestures Incantations Requires a Roll
  3. Re: Solar Hero timeline Well, I thought of that too, except with the monetary investment I considered that they might make sure an outpost was somewhat viable before making a roundtrip to mars. Which is why I went with the man on Mars occurring shortly after the lunar colony is established.
  4. Re: Solar Hero timeline Space Exploration Man returns to moon - 2020 (Last I heard, this was the plan) Establishes lunar outpost - 2050 Lunar colony - 2100 1st man on Mars - 2101 Martian outpost - 2120 Martian colony - 2190 Manned expedition to moons of Jupiter - >2200 Colony in asteroid belt - >2200 Affordable commercial travel into outer space - 2110
  5. Re: Regeneration Potion Ah, here we go. Potion of Regeneration: Regeneration (2 BODY per Turn), Can Heal Limbs (37 AP); Time Limit (1 Minute; -2), OAF Fragile (Potion Bottle; -1 1/4, Expendable Difficult to Obtain; -1/4) Cost: 8 Unless of course, the item is easy to obtain (Which would be a -0 limit, or possibly +1/4 if the item were very easy to obtain) The problem with the 60 charges version of the potion is that it works on phases, which works out fine if a SPD 12 character drinks it. But when, let's say, a SPD 2 character drinks it then the potion could feasibly last 6 minutes. That is, and I just had this thought, unless the charge only expends when the regeneration fires off (segment 12), in which case only 5 charges would really be needed (for the 5 phases that the Regeneration itself acts in).
  6. Re: Regeneration Potion That's why the continuing charge may not be the best application for this build. The single charge (-2) should be applicable for the potion portion, but the Time Limit advantage best simulates the effect. The recipient of the potion gains regeneration for 1 minute, which fulfills the requirements for the potion (the liquid form of the spell).
  7. Re: Regeneration Potion Except that, as the desired effect read, the healing would apply just over time instead of instantaneous. So I'm not sure the "Stopped by taking additional damage" limit should be applied to the potion.
  8. Re: Political/Religious Space Colonies? I would consider this, that it probably shouldn't be cheap to colonize because then you basically have a multitude of different groups out there. Instead, I'd consider a situation where several groups, each intent on colonizing a separate part of a new world would all pool their resources to fund such a venture. Over the course of time, such groups may become a blended single type group, or several such groups that aren't easily recognizable to their original counterparts. That to me seems the more likely outcome, and a much more manageable one at that, giving a situation and reasoning for groups having merged and transformed into something different.
  9. Re: Creating a "campaign doc" for players in a new/original campaign setting...feedba Aside from the character creation aspects, you should explain the genre/sub-genre/tone of the campaign. This will allow players to consider concepts that fit within the campaign style. Aside from the general setting, you might point out some basic things that everyone would know. Examples might include: ten years ago a service laser pistol became standard military issue, magic has resurfaced and everyone can tap into its power without training, etc. This will also help players to shape their characters by their environment, and they should in turn be able to provide much better concepts. There's nothing that can ruin a game faster for a player than creating a character and then finding out the character doesn't fit the game at all.
  10. Re: Online VOIP game (Interest Check) Still looking for that GM.
  11. Re: Creating a "campaign doc" for players in a new/original campaign setting...feedba Another thing, especially for players new to the group, is keep it simple. I'd actually just stick a primer up front, and then stick all the details in the back. This way the player that only wants the barebones can get it quick, then later when not gaming can take the time to browse through the rest of the document and get a better feel for the setting.
  12. Re: The Theory of Intersteller Trade by Paul Krugman I would even postulate that it would not only have to be a cheap FTL drive, but that in order to transport perishables, it'd have to be fast and cheap. That would, in most circumstances, be a cornerstone of an interstellar society. Without the ability to move perishables around quickly colony locations would most likely be hampered further.
  13. Re: Online VOIP game (Interest Check) Dunno, haven't had anyone step forward yet.
  14. Re: Online VOIP game (Interest Check) Me too
  15. Re: Fantasy Hero could certainly use some reviews online I'll gladly try my hand at one, once I've finished reading the book. Into the second chapter now, loving it though. It's definitely, to me, very worth the $$.
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