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<blockquote data-quote="GM Dave" data-source="post: 5815746" data-attributes="member: 6687992"><p>Just a few thoughts on spells;</p><p></p><p>1> Damage spells: I feel these already have a 'save' mechanic built into them with the rolling of the damage dice. A 5d6 fireball can do anywhere from 5 to 30 damage. A bad roll and the damage is poor and evidently the spell didn't do much in the world. There is no need to apply an additional 'save' on top of the damage roll. If 5d6 is considered too much damage to take in one 'blow' then change it to either less damage or increase the level that the spell is acquired to make 5d6 appropriate to the fight. It is faster ans simpler to handle in game play.</p><p></p><p>2> Save or Die/Petrify/FUBAR spells: Many of these spells have already have had the effects changed to be more a series of effects with multiple saves before the final effect is imposed. Sleep starts with slow and goes to unconscious. Petrify starts with slow, goes to immobilize, and ends with petrify. The multiple chances for recovery and rounds taken before final implementation allows the player and team to react with saving magics or techniques. I would suggest that 'solo' monsters only have portions of their bodies affected by these spells rather then their whole game value being decided on a couple of saves. Polymorph spells would render an area non-functional until 'healed' on a solo and require a Polymorph to be applied to every major area of the creature for a full transformation (dragons are hard to turn into sheep as a result while an ogre would be easy as it is only a single application).</p><p></p><p>3> Penalty Spells ~ Debuffs: They work on targets but only the biggest penalty of all types of effects applied is used for calculation. This means, Rash of Irritation for -1 to attack and Chains of Rapture for -3 to attack (Spell names made up) result in a total of -3 penalty to attack and not -4. Again, when dealing with solo opponents I would have the penalty only being applied to one set of attacks on the creature (players would have choice of wings, head, tail, and claws on a dragon as the different areas to apply modifiers). Group affecting modifiers would hit two areas on a solo but otherwise affect the normal limit for the spell on a regular group.</p><p></p><p>4> Other Spells (not damage, save or die, not penalty): These just work though they have obvious signs of magical nature unless specifically detailed in the spell (invisibility would be an example). This means that most spells have some way of being 'detected' if someone is looking for the effect (illusions spells might have a higher level of difficulty then a summoning spell to determine magic was being used).</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5815746, member: 6687992"] Just a few thoughts on spells; 1> Damage spells: I feel these already have a 'save' mechanic built into them with the rolling of the damage dice. A 5d6 fireball can do anywhere from 5 to 30 damage. A bad roll and the damage is poor and evidently the spell didn't do much in the world. There is no need to apply an additional 'save' on top of the damage roll. If 5d6 is considered too much damage to take in one 'blow' then change it to either less damage or increase the level that the spell is acquired to make 5d6 appropriate to the fight. It is faster ans simpler to handle in game play. 2> Save or Die/Petrify/FUBAR spells: Many of these spells have already have had the effects changed to be more a series of effects with multiple saves before the final effect is imposed. Sleep starts with slow and goes to unconscious. Petrify starts with slow, goes to immobilize, and ends with petrify. The multiple chances for recovery and rounds taken before final implementation allows the player and team to react with saving magics or techniques. I would suggest that 'solo' monsters only have portions of their bodies affected by these spells rather then their whole game value being decided on a couple of saves. Polymorph spells would render an area non-functional until 'healed' on a solo and require a Polymorph to be applied to every major area of the creature for a full transformation (dragons are hard to turn into sheep as a result while an ogre would be easy as it is only a single application). 3> Penalty Spells ~ Debuffs: They work on targets but only the biggest penalty of all types of effects applied is used for calculation. This means, Rash of Irritation for -1 to attack and Chains of Rapture for -3 to attack (Spell names made up) result in a total of -3 penalty to attack and not -4. Again, when dealing with solo opponents I would have the penalty only being applied to one set of attacks on the creature (players would have choice of wings, head, tail, and claws on a dragon as the different areas to apply modifiers). Group affecting modifiers would hit two areas on a solo but otherwise affect the normal limit for the spell on a regular group. 4> Other Spells (not damage, save or die, not penalty): These just work though they have obvious signs of magical nature unless specifically detailed in the spell (invisibility would be an example). This means that most spells have some way of being 'detected' if someone is looking for the effect (illusions spells might have a higher level of difficulty then a summoning spell to determine magic was being used). [/QUOTE]
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