Boost Mechanic

Do you have suggestions? Questions? Are there mechanical or balance problems?

Boost Mechanic

Postby TheMatt » Sun Mar 30, 2014 3:42 am

Don't like it. Whole thing could go away. Or be added to elemental system.

Original concept was to make spells plastic, so you could boost all sorts of different elements (range, duration, etc) of the spell. Made balancing spells hell.

Actual spells have lots of Greater/Less and ranks (II, III, V)

Create one spell. Spell can be 'boosted' by casting it as a higher circle spell.

Example: Temporal Flash I-V
I: With a flash of light, any target within range is immediately moved to any unoccupied space in range.
II: With a flash of light, up to two targets are immediately teleported to any unoccupied spaces within range.
III: With a flash of light, up to three targets are immediately teleported to any unoccupied spaces within range.
IV: With a flash of light, up to four targets are immediately teleported to any unoccupied spaces within range.
V: With a flash of light, up to five targets within range is immediately moved to any unoccupied space in range.

More Examples:
Black Healing I and II
Command Creature I-IV
Counterspell I-IV
Perfect Perception IV
Sublime Luck III
Countercure IV
Abjure V
Stasis Binding IV
Arcane Armor IV
Energy Barrier IV
Arcane Ward IV
Arcane Shield IV
"I can't tell if what you are saying is too profound for me to understand, or just insane".
TheMatt
 
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Re: Boost Mechanic

Postby TheMatt » Sun Mar 30, 2014 4:06 am

There are currently 198 boosts, on all spells.

Ignoring costs, there are 125.
Eliminating non-exact duplicates...(affects one more individual=affects one additional individual)...

an-->one
extra-->additional
this spell--> _____
the duration-->duration
extend-->increase
duration increases by-->increase duration by
may be cast in response-->may be cast as a free action in response

Still 113 of them....
which are:

+1 Technique Bonus
add a +1 technique bonus to the attack
add a +3 technique bonus to the attack
adds 1 meter to maximum vertical jumping distance and 2 to the horizontal
affect all individuals within 1 meter of the target May be boosted again to affect all targets wihtin another meter up to 5 meters
affect one additional adjacent hex
affect one additional target
Affect twice as many targets
affects a small house
affects one additional ally
affects one additional hex
affects one additional individual
affects one additional individual or ojbect
affects one additional object
affects one additional ring of hexes
affects one additional target
affects one additional target Make a single attack roll
after the illusion disappears it reappears once
alarm is auditory
animates more than one skeleton
animates one additional skeleton
Calls one additional meteorite No single target may be struck with more than 5 meteorites
can affect one attended object Autonomy or dodge negates
Cast as a free action in response to any spell cast within range
change the direction of the tornado once
change the direction of the whirlwind once
connect one additional person into the link
create one additional image of another person
creates one additional light
delay the action by one additional round
determine one additional skill
Difficulty increased by 1
disregard spell’s recoil
Double duration
duration and recoil become 1 day
duration and recoil become 1 hour
duration becomes permanent but casting time becomes 1 hour
duration extended to 24 hours
increase duration by 1 hour
increase duration by 20 minutes
duration increases to 1 hour
duration is permanent This effect can be reversed with a casting of the same spell
effects one additional target
extends screen three more meters
fire one additional Void Shot No target may be affected by more than two Void Shots
fires one additional Void shot
grant a +1 bonus to the caster power check Maximum +4 technique bonus
include one more individual in the division
increase damage by 1d6
increase difficulty to reduce by 2
increase duration by 2 rounds
increase duration by 3 rounds
increase duration by 6 hours to a maximum of 2 days
increase duration of effect by 3 rounds
increase length of effect by 2 meters
increase potential bolts by 2
increase radius by 1
increase radius of effect by 1 meter
increase resist difficulty by 1
increase spell power by 1
increase spell power by 2
increase the length of the tornado by 2 meters
instead affects a large house or inn
lasts 1 additional day
lettering may scribed directly to the air locked in place instead of on one object
may affect a ward of one circle higher
may affect a willing target other than the caster
may affect one additional target
may affect one attended object Autonomy or Dodge negates
may affect one unwilling target but only if that target is unconscious or otherwise incapacitated They still get one Autonomy check to resist this effect
may be cast as a free action
may be cast as a free action even while casting another spell of their own
may be cast as a free action generally in response to one individual becoming invisible
may be cast as a free action in reaction to a melee attack
may be cast as a free action in reaction to any perception check
may be cast as a free action in reaction to any skill check
may be cast as a free action in response to any attack
may be cast as a free action in response to any attack arcane or martial
may be cast as a free action in response to any noise as a free action
may be cast as a free action in response to any spell being cast within range
may be cast as a free action in response to falling
may be cast as a free action in response to one attack of any sort
may be cast as a free action in response to one individual’s movement
may be cast as a free action when something dies within range
may be cast as anything dies
may be cast as one instant action
may be cast as one instant action If one attack is made against the target within this or the next segment of the combat wheel that attacker may use their surprise attack bonus This only functions for one attack
may be cast at any time as a free action
may be cast to protect any ally within 10 m
may be cast to transfer a target other than self
may be cast whenever any target in range needs to make a Grit or Autonomy check
may look back roughly 10 times farther
must be boosted one additional time for each other Sentry Rune spell the caster currently has in effect
on the next round the Acid again deals 1d10 damage and the grit penalty extends 1 round This can be boosted up to 3 times dealing damage over 3 rounds
Provides enough food to feed one additional person
pull water from the air making a water source unnecessary
recall one additional summon to lower feedback
re-scramble the targets This may be paid after the spell has resolved
specify the size of creature required to discharge the spell
summon one additional Archer Minion to a maximum of 4
summon one additional Batswarm heading in a different line Overlapping areas are not affected twice
summon one additional shade Each shade may attach itself to a different target or to the same target to affect a different attribute
Summon one additional Shield Minion to a maximum of 4
the caster may set some condition for the mark’s trigger such as a specific word or action done by the target or in their presence
the object created is so convincing as to act just as a real object would with substance and effect Objects with magical or supernatural properties cannot be made in this way
the object created is so convincingly as to act just as a real object would with substance and effect This cannot mimic arcane objects
The object is animated permanently This object may no longer be commanded by the caster and will attack them just as it would attack anyone else
the radius of effect for increases by one meter
the surface is only transparent one way
the whirlwind moves one additional 3 meters
these vines can launch themselves across up to a 10 meter space even vertically to grip onto a surface
this lettering becomes permanent
to a maximum of 4
Travel one additional round into the future
"I can't tell if what you are saying is too profound for me to understand, or just insane".
TheMatt
 
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Re: Boost Mechanic

Postby Maugh » Thu Apr 10, 2014 2:05 pm

I've seen a lot of systems do away with spell levels, (notably shadowrun and dresden files,) just having specific effects that can get a lot tougher for higher up-front costs, kind of like you're describing. It makes the spell abilities more iconic to the characters, and forces a little more creativity in application. While there is a danger in making things too vague, I do think this is a great approach, and if I do another full fantasy rpg, I'll probably move that direction.

On the other hand, it does lose some crunch that way. Buying specific spell levels as abilities and mixing them up in different ways makes the spells interesting, and having to wait to buy them when you have a different spell level adds some nice progression to characters. Systems that lose that do lose some of the heuristic structure to character development, which would have to be created in a different way.

I do re-use spells a lot for different tiers, but sometimes that's hard to get away from. Some schools are just eaiser to come up with more effects than others, and I do like having the same number of spells available in each school. Sometimes those spell tiers are really natural progressions, (especially in summoning talismans and critter spells,) so it just makes sense to tier them. There are other ways that could be done, but the spell circle/level system is an easy way to just lay them out.
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Re: Boost Mechanic

Postby TheMatt » Thu Apr 10, 2014 10:07 pm

Less talking about doing away with levels than redoing boost:

"May cast as a 2nd circle spell for <additional effect>"
"May cast as a 3rd circle spell for <additional effect>"
"I can't tell if what you are saying is too profound for me to understand, or just insane".
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