|
Post by logan9a on Feb 21, 2019 20:11:54 GMT
Thinking about knocking all of the elemental damage spells that are currently in trees out and replacing with these - but you can use them to do d6. Possible branch up on the side for higher damage. Note - names to be changed, obviously and some in the description. Range double to 20m? Telekinetic Punch (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 attack with Martial Arts (Unarmed) have a range of up to 10m as waves of telekinetic energy strike your foe. 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 Punch (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 attacks with Martial Arts (Unarmed) have a range of up to 10m as waves of telekinetic energy strike your foe. 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 Punch (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 attacks with Martial Arts (Unarmed) have a range of up to 10m as waves of telekinetic energy strike your foe. 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. Like this, inserted into all elemental trees that it would make sense for (not wood/stone/iron)
|
|
PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
|
Post by PotatoJedi on Feb 21, 2019 21:54:36 GMT
I like the idea of this but I see a bit of a problem. It would require some sort of secondary skill to "attack" with. Let's say you're using the fire spell Flame Jet, which at the moment is just a simple d6 Damage. With this update, you would cast the spell and then what? How do you attack your opponent the next round? We would need a whole new skill like "Spell Attack" or something. Unless you just want to have them recast the spell again but have it cost no mana.
Cast spell. Spend mana. Recast spell next round to see if you hit – no mana.
|
|
|
Post by logan9a on Feb 21, 2019 22:35:15 GMT
I was thinking about 'throw' for that.
Thoughts?
People could dodge it (if they want to give up their action) or you could miss.
You can fire a bow for more damage but that uses two skills to do so - fast draw arrow and shoot bow. And you're limited to the number of arrows you can reasonably carry.
|
|
PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
|
Post by PotatoJedi on Feb 21, 2019 22:43:15 GMT
Does it make sense for all the current spells to be throwable? I don't know what we have.
|
|
|
Post by logan9a on Feb 21, 2019 22:56:10 GMT
Not all current - but the elemental ones, sure. With the water (example) you just throw a globe of blue stuff that after it hits it goes away, etc.
|
|
|
Post by Fantômas on Feb 21, 2019 23:10:06 GMT
If using throw or some other type of missile skill, eg Shoot Magic (start with same base as Throw?), using the KISS principle, then higher levels of dex (80/110) give dam boost?
|
|
|
Post by logan9a on Feb 21, 2019 23:12:18 GMT
The only things that give a damage boost currently are STR or DEX - if you are shooting pistol and have a high pistol skill, you don't get a boost to damage (currently) but you would get one for having a high DEX.
If we go with that, yes - throw DD magic (direct damage) could be a good skill, bump for high DEX?
|
|
|
Post by Fantômas on Feb 21, 2019 23:22:41 GMT
Keep it as just Throw Magic, as I could see spells that are not damage dealing that could also be thrown, such as where you are throwing a sticky ball or web or some such that would cause hindrance or grapple or something like that.
|
|
|
Post by logan9a on Feb 21, 2019 23:26:24 GMT
Makes sense to me. Does the damage seem OK?
|
|
|
Post by Fantômas on Feb 21, 2019 23:48:17 GMT
Puts it on par with light/medium pistol, so not over powering. Could have an additional branch off to d10 dam, same as heavy pistol. No ability to double tap (unless you add an branch off from each spell ie from d6, either double tap or d8 dam) or have a meta spell that allows double tap or just don't allow it at all.
|
|
|
Post by logan9a on Feb 21, 2019 23:57:41 GMT
Thinking if someone had the meta spell that allowed the bigger damage (meta spell) they've got it.
|
|
|
Post by Fantômas on Feb 22, 2019 2:46:40 GMT
To see if it looks to work, modifying
Flame Jet
Casting time: 1 rnd Range: 10m Duration: Instantaneous MP cost: 4mp
Shoots a d6 worth of fire at a single foe.
to
Flame Ball (one Shot)
Casting time: 1 Round Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a small ball of flame at your target, doing 1d6 damage if it strikes. If the target has a weakness to flame, the damage is bumped up one on the damage track. If the target has a resistance to flame, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
Flame Ball (Entire Combat)
Casting time: 1 Round Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6
Description: This lasts for the entire combat. ie can be used for one combat. Using the skill 'Throw Magic', you throw a small ball of flame at your target, doing 1d6 damage if it strikes. If the target has a weakness to flame, the damage is bumped up one on the damage track. If the target has a resistance to flame, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
Flame Ball (Day)
Casting time: 1 Round Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8
Description: This lasts until sunset or sunrise. ie you can use this across multiple combats. Using the skill 'Throw Magic', you throw a small ball of flame at your target, doing 1d6 damage if it strikes. If the target has a weakness to flame, the damage is bumped up one on the damage track. If the target has a resistance to flame, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
Enhanced Flame Ball (one Shot)
Casting time: 1 Round Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a small ball of flame at your target, doing 1d8 damage if it strikes. If the target has a weakness to flame, the damage is bumped up one on the damage track. If the target has a resistance to flame, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
Enhanced Flame Ball (Entire Combat)
Casting time: 1 Round Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6
Description: This lasts for the entire combat. ie can be used for one combat. Using the skill 'Throw Magic', you throw a small ball of flame at your target, doing 1d8 damage if it strikes. If the target has a weakness to flame, the damage is bumped up one on the damage track. If the target has a resistance to flame, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
Enhanced Flame Ball (Day)
Casting time: 1 Round Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8
Description: This lasts until sunset or sunrise. ie you can use this across multiple combats. Using the skill 'Throw Magic', you throw a small ball of flame at your target, doing 1d8 damage if it strikes. If the target has a weakness to flame, the damage is bumped up one on the damage track. If the target has a resistance to flame, the damage is bumped down one on the damage track. Dex bonus if any applies to the damage.
|
|
PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
|
Post by PotatoJedi on Feb 22, 2019 3:06:08 GMT
Ehh I'm not so sure about the dexterity bonus. When have wizards ever been dextrous? I'm thinking something more obscure like… Research or Memory or Analyse Magic or Prestidigitation.
|
|
|
Post by Fantômas on Feb 22, 2019 3:10:38 GMT
Ehh I'm not so sure about the dexterity bonus. When have wizards ever been dextrous? I'm thinking something more obscure like… Research or Memory or Analyse Magic or Prestidigitation. Using Dex falls in line with KISS principle. There are several manual missile skills that it could be be argued that having a high strength would cause more damage than having high dex, however for KISS purposes, only Dex is considered for missles of all types.
|
|
PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
|
Post by PotatoJedi on Feb 22, 2019 12:11:03 GMT
I get what you are saying. I don't think it's over-complicating to add in a third skill for damage bonuses just for magic. We are already considering adding in a brand-new skill for "throwing magic", so why not that as well?
Also, what happens if a spell is made that does melee damage? Sure you can use something like Unarmed in place of Throwing Magic, but then the dexterity bonus makes no sense.
|
|