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dcbecker

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  1. Re: Change Environment and Time Dilation First, thanks for the discussion! It has given me some great insight into what I need to tweak in my spell concept. Second [and please excuse my ignorance], what does "IIRC" and "FREd" stand for? I have a 5e book, but could not find mention or reference to them. Let me see if I can clarify what I'm looking for... * I'm applying magic to a limited area or zone. This is not an Attack. People and objects can pass freely into and out of the zone affected by the spell. There is no barrier to prevent crossing in either direction. There are only cosmetic effects for crossing the "event horizon" (ie butterflies in the stomach). * No one is shifting dimensions; no one is traveling through time; no one is altering reality. Within a small area, Time flows at a different rate. * People inside the zone will observe people outside moving faster. People outside the zone will observe people inside moving slower. Sound waves will be distorted in the appropriate direction. Even the speed of Thought adjusts (ie no gaining an initial/extra Mental Attack on targets inside the zone). [Fun Side Effect of a High Dilation Ratio -- If you throw a punch through the "event horizon", your hand and arm will vanish from sight on the way in, and become visible again when you pull it out. Once out of the zone, you will feel the impact on your hand. Then you can watch your hand and arm appear inside the zone and travel slowly towards your opponent. You will see his instant armour slowly appear. And you get to watch your fist smash flat on impact. Your oppenent will then slowly grin at you. ] * If 10 seconds of "normal" time outside the zone have passed, and someone or something inside the zone has only experienced 5 seconds (the spell was cast once and END was spent to maintain the 2:1 ratio), the missing 5 seconds are simply lost to the person or object when they exit the zone. Now to address some of the concepts presented... The new power solution If my GM wants to go this route, I'd probably want to create a "Time Manipulation" power with seperate custom Advantages for "Increase Time Rate" and "Decrease Time Rate". I'd want to combine the inherent AoE characteristics of the CE power. I'm not sure what all the ramifications would be. But it is definately more game system mechanics than I want to get into just at the moment. The EDM solution If the mechanism for adjusting the time rate were technology based, this solution would have more appeal to me. It certainly provides a better platform for addressing the scientific aspects of time travel. And I agree that Time can reasonably be treated as a dimension, so the concept could be applied. I also agree that EDM could be used (and abused) as a "Reality Shift" mechanism. See "The Number of the Beast" by R. Heinlein for numerous examples. But this is way off the mark for purposes of my initial posting. The CE solution This has the most appeal to me. I maintain that the spell is affecting the environment of an area, not a specific object or person (or group thereof). It is also the most vague description (at least to me) of how to describe and cost out the desired effect. Hence my OP. The Suppress solution This seems to have the best game balance / explaination for working the effects I'm looking for. I still need to work out all the Advantages and Disadvantages, but I understand how to apply them better to Suppress than I do Change Environment. I suspect the cost will still be higher than I want as well. So my mage will have some defacto upper limits on the size of the area, the maximum time flow ratio, and the duration in "normal" time the spell can be maintained. But hey, real life isn't perfect either. Thanks again for the discussion!
  2. Re: Change Environment and Time Dilation The idea is to be able to observe rapid movement by slowing it down. Anything entering the affected hex slows down to the time flow ratio of the hex. Anything leaving the hex speeds up to "normal" time flow. If two combatents are in the hex, they both move/react normally with respect to each other. The concept is to cause a temporary "sticky" zone, not to cause damage.
  3. Re: Change Environment and Time Dilation I thought of trying something along the Drain approach, but that is cost prohibative and is more of a "Attack" power than I'm looking for, which is why I went for a single targeted hex instead of an [N]PC. I'd even be willing to give up the cumulative dilation.
  4. My mage character wants create a "Slow Time" spell that can be cast as a Change Environment power. Time within the target 1" hex passes at a reduced rate (1:2). With each consecutive phase the spell is cast, the ratio increases (1:3, 1:4, etc.). Casting the spell costs END, and requires continuous concentration (1/2 DCV). Being a spell, it also requires Incantations & Gestures (both hands). Once casting is stopped, the ratio remains the same as long as END is paid to maintain it. Once END is no longer paid, the ratio decreases each segment until "normal" time (a 1:1 ratio) is achieved. Anything/everything in (or entering) the 1" target hex is affected as long as it remains in the hex. My problem is I can describe the effect, but I'm not savvy enough to write it up and calculate the cost. Can anyone out there help me? Thanks in advance!
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