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Post by logan9a on Feb 26, 2020 15:06:18 GMT
Willpower roll to cast, then EACH TIME YOU USE IT you roll a new willpower roll.
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PotatoJedi
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Alex. Apparently Freddy now.
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Post by PotatoJedi on Feb 26, 2020 21:10:32 GMT
So this also counts for things like Phase?
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Post by logan9a on Feb 26, 2020 21:44:49 GMT
Good question - I'm starting to wonder if things that are suppose to 'continue on' would act like magic items - ie unless the magic is 'unlimited' it would just fail.
Plus, it would make sense for the spell to fizzle 'at some point during the day'.
Simpler and consistent with magic items. I'm liking it.
While I realize that that would make many magic spells useless in zones that are under unlimited, the players will eventually (probably) fix the problem and there are some zones (still) where magic is unlimited.
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PotatoJedi
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Post by PotatoJedi on Feb 26, 2020 22:11:20 GMT
I wouldn't really say it's "continuing on". It's basically just "priming" the spell and then "setting it off". While primed, it's basically dormant and doesn't do anything until you invoke it. I think having it so that you make your Willpower roll whenever the spell's effect is "invoked" is reasonable. This will make it so that you can still cast your "day" spells and other until sunrise/sundown spells – you'll just need to make your Willpower roll when you want to use it.
It's the same as a flying car. The flying car is magic in nature, but you don't need to make any willpower rolls until you attempt to fly it. Then you're fine for the next 10 min after you make it. In fact, I would say that any "always on" magic items should still work per the 10 min rule if you make your Willpower roll. Otherwise the item just doesn't do anything. You could then extend this to spells and say that for your "day" spells, make one Willpower roll and you are fine for the next 10 min - continue using the effects of the spell.
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Post by logan9a on Feb 26, 2020 22:34:53 GMT
It couldn't be set off unless it was 'running'. In other words, unless the spell was running, how would it know when it was time to set off?
The flying car is different as you are actively concentrating on it chanting, 'stay afloat'. If someone was trying to do something other than fly it, I think it would immediately fall from the sky.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Feb 26, 2020 23:25:26 GMT
I see what you're saying. I feel like this is quite a hefty nerf to a lot of spells, though. I'm not even talking about zones in which magic we can "fix" to go back to being unlimited either. The way we've been handling it until now seems to work best. Willpower to cast, Willpower again to "make it do things". You can make up whatever reasoning you want for this working. Maybe your own mojo is what's "keeping it on" or whatever. You are special. Etc.
And I'm still thinking that "always on" magic items should work if you make your Willpower roll the same way that you make the car work. A cell phone for example is "always on", but it won't function at all until you make your Willpower roll in a non-unlimited tech zone. Same with a flashlight – turn it on, Willpower, it stays for 10 min while you're holding it.
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Post by logan9a on Feb 27, 2020 13:14:05 GMT
I agree that it is a bit of a nerf but:
a) it is consistent with internal world logic; nothing works (unless it is unlimited) unless concentrated on. I assume that when the players are flying a magic car (for example) that has their full and undivided attention - hence, they can keep that going. If they want to try other stuff the car will immediately act like a brick. There is no mojo that works 'just because it does stuff in the background'. b) it does not violate rule 1, unlike players trying to remember (or the GM for that matter) that because they are in a lower magic zone they need to make the willpower roll
And I disagree on magic items working for the 10min - if something has a 'instant effect that can be done and then it is done' it could be made to work for a round though even if it is a magic item.
For example - let's say we have a sword that (through magic) gives a bump to damage and can launch a d10 damage fire ball once per round.
Though the player could not get the bump in damage to work (that's something that is part of an 'always on' packet - you don't need to activate the damage each time for it to work) they could trigger the fireball (which is something that isn't automatically on - it's triggered).
As to ways to 'get around the nerf', either seeking out realms with a higher magic (only to watch it slowly drain away) or fixing the three plus season problem will hopefully resolve it.
Note that if this problem goes on long enough, magic items will all become (literal) dust and spells won't work and the problem will sort itself out. Which would be sad as a little magic is a nice thing.
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Post by logan9a on Mar 3, 2020 16:54:27 GMT
Tempted to have something like:
x5 on down: Only 1 round (or instant) effects can work from items.
x3 on down: No running spells on you at all - only one round or instant effects can work.
Problem - it's more complicated, players will forget and rule 1.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Mar 3, 2020 17:16:34 GMT
So long as you remember, it's fine. A lot of us have backgrounds in other, far more complicated systems than this. Remembering one or two extra things isn't a big deal. And if we forget – that's our problem anyway.
So are you proposing that x5 = running spells allowed? And x3 = no running spells at all?
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Post by logan9a on Mar 3, 2020 17:27:14 GMT
I'm thinking I won't remember and it's not really my job to remember what spells the PC's can't use. Leaving it up to the PC's is a bad idea because of rule 1.
"And if we forget – that's our problem anyway." - suddenly having access to powers and abilities the PC should not is a 'problem'? Problem for the GM I can see - problem for the PC's? Not so much. "Ooops!" And move on? I'd say if it suddenly drained 5 hero points when someone messed up and was reminded, then it's a problem but Logan cannot and should not rely upon his memory.
Which is why I'm thinking of sticking with the simple "If it's below unlimited, all you can do is 'instant' and 'one round effect' (ie cast boom done) spells."
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Mar 3, 2020 20:06:57 GMT
Would really like to hear others' thoughts.
Also, as I'm sure you're aware, this will affect NPCs too (ice torc dudes, for example. They'll effectively be rendered useless).
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Post by logan9a on Mar 3, 2020 20:11:00 GMT
Would really like to hear others' thoughts. Also, as I'm sure you're aware, this will affect NPCs too (ice torc dudes, for example. They'll effectively be rendered useless). They would have been any way since the item thing was already in effect. I'd be surprised if anyone came up with something as simple that actually fit into the way magic/tech etc works. So I'm not holding my breath on this one. Plus, magic all gone soon anyway...
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