[Tripper] Let's Start
Shawn De Arment
sdearment at earthlink.net
Wed Aug 17 20:02:56 EDT 2005
I decided to start a Tread around this idea:
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.
The Familiarity clause would satisfy me. I agree that once it is
successful the penalty can be dropped. You could also practice in no
stress situations (getting the double skill bonus) to become familiar
with an application of a power.
To be specific, I would only feel you need that clause in very diverse
applications of a power (like a lightning thrower first using
invisibility). For Healing, the scaleable spell, I wouldn't think it
would be need for any application. But when it would be needed could be
handled by the Gm of the game.
I think we should try to tackle a few simple scalable spells at first
and build from there. For instance Animate Dead.
The square of the level would be the number of hit points of creatures
animated.
The modifiers would include:
duration of animation
control of creations
decomposition of the creations
Intelligence of creation
To bind the mind/spirit of the departed to its corpse would be another
spell(?)
But how are the modifiers used?
In mentalism, i had them changing the level of the spell.
Above, you have them modify the casting roll.
When I was at your house, we talked about there being a fixed amount
extras based on the level of spell.
I am obviously comfortable with the level adjustment, but lets explore
them all.
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