PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Oct 30, 2018 20:23:52 GMT
Name: Chokehold Range: Touch Casting Time: 1 Round MP Cost: 6 Duration: Concentration
You reach out and "wrap" your ghostly hands around a "real" creature's throat. Make an ESS x3 roll. If you succeed, you choke the target for 1 round, following the normal rules for suffocation. If the target moves out of your range and you cannot catch up to them in the same round, the spell ends. The target feels a chill but otherwise cannot feel your hands around their throat, only that they are inexplicably choking.
[Not sure what kind of a roll it should be so I just put that in.]
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Scott
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Post by Scott on Oct 31, 2018 19:18:08 GMT
I would think you'd need to hold them for 10-20 rounds before suffocation comes into play.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Oct 31, 2018 19:50:19 GMT
Hmm. D3 Stun Damage then? Or D3 mana drain (knocks them out at 0 (you don't gain any of it))?
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Scott
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Post by Scott on Nov 1, 2018 17:53:39 GMT
I could see it doing a d6 stun each round if you make a grapple roll.
I would change the range though. The way Logan reads "Touch" range is "Turn 1: cast spell. Turn 2: roll to touch them"
Name: Chokehold Range: 1m Casting Time: 1 Round MP Cost: 6 Duration: Until the target breaks free or passes out
You reach out and "wrap" your ghostly hands around a "real" creature's throat. You choke the target for 1 round, dealing a d6 stun damage. In each subsequent round, make an opposed Grapple roll. If you succeed, the target takes another d6 stun damage. If the target wins the roll, they have broken free; they take no further damage and the spell ends. If they do not break free, you may keep choking them until they pass out. You can't actually kill anyone with this spell. The target feels a chill but otherwise cannot feel your hands around their throat, only that they are inexplicably choking.
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Post by logan9a on Nov 1, 2018 19:00:23 GMT
Interesting.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
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Post by PotatoJedi on Nov 1, 2018 20:23:22 GMT
I like the change. I'm for it. Maybe make the damage D4 though? Don't know.
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Post by logan9a on Nov 1, 2018 20:26:38 GMT
With the heavy MP cost, I'm OK with a 'defeatable' d6 damage going off. Spending 6mp to do a d6 (we can make it stun only) damage is a pretty heavy cost. And few will keep it up for more than two rounds.
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Scott
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Post by Scott on Nov 5, 2018 23:09:48 GMT
With the heavy MP cost, I'm OK with a 'defeatable' d6 damage going off. Spending 6mp to do a d6 (we can make it stun only) damage is a pretty heavy cost. And few will keep it up for more than two rounds. You're reading that as 6mp per round? That's not what was intended.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Nov 5, 2018 23:16:41 GMT
Yeah it was intended as a 6 MP cast and then continuous grapple checks until you fail.
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Post by logan9a on Nov 6, 2018 0:34:34 GMT
I'd totally put that at 6mp per round.
That way it is balanced.
Ghost stuff - more for horror and san loss and show than 'competent attack'.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
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Post by PotatoJedi on Nov 6, 2018 1:41:11 GMT
Maybe drop it to 4 MP?
Also, how does stun damage work? Is it the same as normal damage except you go unconscious when you reach 0? Is it based off Willpower?
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Post by logan9a on Nov 6, 2018 14:51:39 GMT
Stun damage makes you go unconscious (rather than dead) at 0 hp. Also, after a good night's sleep it all comes back.
Still kind of digging 6mp.
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Scott
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Post by Scott on Nov 6, 2018 23:02:15 GMT
I'd totally put that at 6mp per round. That way it is balanced. Ghost stuff - more for horror and san loss and show than 'competent attack'. I'm not seeing it. Especially when you have to invest MP in becoming a ghost first. In my experience, 1d6 fire damage at range, that they couldn't HERO for a miss, at 1 MP per round never really felt powerful...considering all of the alternatives that deal way more damage while not costing MP. Single target damage spells are the easiest thing in the world to balance when your melee and ranged damage dice are already set in stone. It's those open-ended effect type spells that you have to guard against being OP.
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Post by logan9a on Nov 6, 2018 23:09:20 GMT
"Especially when you have to invest MP in becoming a ghost first."
Sometimes - sometimes you just are one.
All of the ghost stuff should be hard to do and expensive. More so that when people are not a ghost.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 13, 2019 14:16:06 GMT
Name: Chokehold Range: 1m Casting Time: 1 Round MP Cost: 6/round Duration: Until the target breaks free or passes out
You reach out and "wrap" your ghostly hands around a "real" creature's throat. You choke the target for 1 round, dealing d6 stun damage. In each subsequent round, make an opposed Grapple roll and spend another 6 MP. If you succeed, the target takes another d6 stun damage. If the target wins the roll, they have broken free; they take no further damage and the spell ends. If they do not break free, you may keep choking them until they pass out. You can't actually kill anyone with this spell. The target feels a chill but otherwise cannot feel your hands around their throat, only that they are inexplicably choking. Target takes 1 San Loss towards Ghost when the spell is successfully cast and on each subsequent round of choking (0 on successful Sanity Roll).
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