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Post by logan9a on Feb 21, 2019 9:54:09 GMT
Not bad - thoughts?
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Post by Fantômas on Feb 22, 2019 2:11:34 GMT
Changed wording from foe to target as part of standardising
Reworded it to encompass the intent of it being a martial arts attack (not just any weapon attack) due to the nature of the tree and the merging with Telekinetic Punch.
Telekinetic Martial Arts (one Shot)
Casting time: 1 Round Range: 10m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4
Description: This is a once only occurrence. Your successful attack with Martial Arts has a range of up to 10m as waves of telekinetic energy strike your target. If the target is within 3m parry and dodge suffer no penalties. If the target is 3m or more away, any parry* or dodge is at a -30 (if in addition to other penalties the target is at a negative greater than 60, the attack cannot be parried nor dodged). Cover applies as normal. *The target suffers no penalties from this spell attack if they are using a shield.
Telekinetic Martial Arts (Entire Combat)
Casting time: 1 Round Range: 10m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6
Description: This lasts for the entire combat. ie the effect can occur multiple time within one combat. Your successful attacks with Martial Arts have a range of up to 10m as waves of telekinetic energy strike your target. If the target is within 3m parry and dodge suffer no penalties. If the target is 3m or more away, any parry* or dodge is at a -30 (if in addition to other penalties the target is at a negative greater than 60, the attack cannot be parried nor dodged). Cover applies as normal. *The target suffers no penalties from this spell attack if they are using a shield.
Telekinetic Martial Arts (Day)
Casting time: 1 Round Range: 10m Duration: next sunup or sundown - whichever comes first MP cost: 8
Description: This lasts until sunset or sunrise. ie you can use this effect across multiple combats. Your successful attacks with Martial Arts have a range of up to 10m as waves of telekinetic energy strike your target. If the target is within 3m parry and dodge suffer no penalties. If the target is 3m or more away, any parry* or dodge is at a -30 (if in addition to other penalties the target is at a negative greater than 60, the attack cannot be parried nor dodged). Cover applies as normal. *The target suffers no penalties from this spell attack if they are using a shield.
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Post by logan9a on Feb 25, 2019 14:22:13 GMT
On second thought, I think we're overly complicating these.
Instead of all that text for stuff,
"Assuming the target is not within melee range, this turns the unarmed/melee attack of the target into a ranged attack while allowing the caster to retain their weapon - they just project the force of the attack up to 10m."
Unless you have a shield, within the standard rules you cannot parry a ranged attack - only dodge it.
Done.
Thoughts?
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 25, 2019 14:48:18 GMT
Looks good.
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Post by docfullton on Feb 25, 2019 15:08:08 GMT
which makes sense bringing it in line with the boom boom list... though we just using the MA/MA weapon skill to attack or a new skill? Would throw magic be used here as well... like... MA/Throw magic instead of MA/weaponskill or is it a MA/weaponskill/throw magic to get it all going? which is a lot of rolls but I believe it can be macor'd
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Post by logan9a on Feb 25, 2019 15:13:23 GMT
I'm torn between throw magic (nice, standardized) or throw martial arts.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 25, 2019 15:52:03 GMT
I think just having it be Throw Magic for everything keeps it a lot simpler and easier to understand.
Attack with sword. Throw Magic.
Obviously if you fail either of them, you miss. This does mean it requires one extra roll over the other elemental attacks at range, but it means you can potentially be doing a lot more damage as well. Strength bonus applies instead of dexterity since you're still using a "melee attack" just with a longer range. Someone like Alex Kinley could be doing like 2d8 damage with this spell, whereas the "normal" ranged spells cap at 1d8 (Before dexterity bonuses).
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