[Tripper] Re: Magic thoughts
Bryan Blackwell
bryan at skiblack.com
Wed Aug 17 14:14:05 EDT 2005
Hi Shawn,
Just you and I on this list, but I thought we could start using it.
On Aug 16, 2005, at 8:48 PM, Shawn De Arment wrote:
> Mentalist Disciplines
> I really like the idea of a master scaleable spell table,.
> But I was thinking, when a character learns a Mentalist Discipline,
> like Electrokinesis, it would make more story sense if it took time to
> figure out all the applications. Just because he can cause lightning
> to jump from a transformer, he would have do some work to figure out
> how to "talk" to computers, or become invisible. These applications
> would be like spells/powers and would still have to be researched.
> What do you think?
I kind of like the idea of being able to have general stuff that you
can meld on the fly. We could have modifiers:
- Range to source
- Accuracy
- Energy potential
- Spectrum
- Familiarity of action (player would note down previous successes)
So, lightning from a transformer 20 feet away to hit a truck 100 yards
distant would have easy range for source (+5, touch would be +10)),
moderate accuracy (-10), medium energy (makes it 3rd level), narrow
spectrum (+10). The character has never done this, so maybe a -25 for
that. I don't want to get too complicated about this, so maybe once
you've done it the first time, that goes away.
>
> Cantrips
> I noticed that cantrips have a save of 3xMS (tripper p.47)
> I think it would be better if cantrips don't work against resistant
> targets.
> It would be balanced. They automaticly go off, but a resistant target
> automaticly saves.
> What do you think?
>
It's there for pranks :-)
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