Crazy Jerome
First Post
Another option in the arsenal of magic limits is to introduce targeting that isn't perfect. In a crude variant, make the wizard throw his fireball using whatever grenade rules are in place. If the fireball doesn't end up exactly where he wants, too bad.
Fantasy Hero has this built into its mechanics. It is not hard to get an area effect power to go off where you want, but it isn't a sure thing either. We had one campaign where the elven wizard kept missing with her mass lighting effect so often that in the midst of a crucial fight, the player of the tough but surrounded warrior suggested that she aim at him. That way, when she missed, she'd have a good shot of hitting the bad guys.
A "miss, but goes off anyway" option is not a bad choice for an interrupted casting mixed with rules to make interrupting easier. I prefer it to fizzle or wild magic random options. If the spell goes off, there is the possiblity that the caster still gets close to what they want. They merely need to balance that against the possibility that they might fry or paralyze a friend or three. The player can look at each situation, and then decide whether or not to risk it--as opposed to having the same set answer all the time. If they decide to risk it, something interesting will happen.
Generally, for a brake on magic, I prefer uncertainty instead of known but hard limits. Uncertainty preys on the mind of the caster's player--and all the other players, too.
Fantasy Hero has this built into its mechanics. It is not hard to get an area effect power to go off where you want, but it isn't a sure thing either. We had one campaign where the elven wizard kept missing with her mass lighting effect so often that in the midst of a crucial fight, the player of the tough but surrounded warrior suggested that she aim at him. That way, when she missed, she'd have a good shot of hitting the bad guys.

A "miss, but goes off anyway" option is not a bad choice for an interrupted casting mixed with rules to make interrupting easier. I prefer it to fizzle or wild magic random options. If the spell goes off, there is the possiblity that the caster still gets close to what they want. They merely need to balance that against the possibility that they might fry or paralyze a friend or three. The player can look at each situation, and then decide whether or not to risk it--as opposed to having the same set answer all the time. If they decide to risk it, something interesting will happen.
Generally, for a brake on magic, I prefer uncertainty instead of known but hard limits. Uncertainty preys on the mind of the caster's player--and all the other players, too.
