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EoM-R Questions Continued...
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<blockquote data-quote="sirwmholder" data-source="post: 2955801" data-attributes="member: 41558"><p>Thank you so much for your responses... I love this type of discussion on game mechanics... ok I'm weird <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I would treat the creature as grappling with the sod... each round the creature stays inside the swirling mass he takes 3d8 of damage and displaces that much earth... effectively weakening the spell each round he is there... each round he makes opposed strength checks... if the creature fails he is pushed out of the mass. Conversely a creature can choose to end his grapple early and retreat out of the mass without sustaining further damage. Since the creature is being treated as grappling he still doesn't threat the caster... all in all a creature could do it... but I wouldn't do it.</p><p></p><p>I'm not opposed to magic breaking the rules... but I like cohesion... besides I used the numbers for Max Lift... if a player character or a creature were to have that much strength and lift that much weight all they could do would be staggering around at a 5' movement as a full round action... the spell still allows movement at a base speed of 30'.</p><p></p><p>I see your point though to be honest the spell is just too good as is... for example... Move Force 8/ Move Air 4 / General 3 [Area/Range]... 15 MP spell... PC Mage ~ "That evil wizard has built a fortress on the top of a mountain... watch this! I'll ignore weight... that castle is Colossal sized ( since nothing is bigger than Colossal )... so I'll lift the castle and move it 150' over the edge of the mountain and end the spell... better yet... the mountain it's on is Colossal sized... so I'll lift the entire mountain rotate it until it's upside down with the castle at the bottom and drop it back down..." As a DM I don't mind world changing magic at very high levels (20+) but I'd rather not let a PC have that much power at level 15. Since I was upping the MP cost for the size I threw a carrot and increased the amount of strength that the spell generated as well... if you notice a lot of the numbers are close (2MP will still effect 800lbs. up to medium sized... 4MP will still give 35 strength)... I dropped the 3MP and 6MP entries and continued to scale it up at 2MP per 5 strength... but I grouped it together in 3's so you would only have entries when the size category changes... there is also a logic to the way I calculated the lower cost MP... I started with 1 and doubled to 2, doubled to 4, doubled to 8 and then went to six per increase... which works out pretty fairly in my honest opinion.</p><p></p><p>Thanks so much for the comments! On a side note I sent an e-mail to RangerWicket but haven't heard back on this yet.</p><p></p><p>Thanks so much for your time,</p><p>Wm. Holder</p></blockquote><p></p>
[QUOTE="sirwmholder, post: 2955801, member: 41558"] Thank you so much for your responses... I love this type of discussion on game mechanics... ok I'm weird :) I would treat the creature as grappling with the sod... each round the creature stays inside the swirling mass he takes 3d8 of damage and displaces that much earth... effectively weakening the spell each round he is there... each round he makes opposed strength checks... if the creature fails he is pushed out of the mass. Conversely a creature can choose to end his grapple early and retreat out of the mass without sustaining further damage. Since the creature is being treated as grappling he still doesn't threat the caster... all in all a creature could do it... but I wouldn't do it. I'm not opposed to magic breaking the rules... but I like cohesion... besides I used the numbers for Max Lift... if a player character or a creature were to have that much strength and lift that much weight all they could do would be staggering around at a 5' movement as a full round action... the spell still allows movement at a base speed of 30'. I see your point though to be honest the spell is just too good as is... for example... Move Force 8/ Move Air 4 / General 3 [Area/Range]... 15 MP spell... PC Mage ~ "That evil wizard has built a fortress on the top of a mountain... watch this! I'll ignore weight... that castle is Colossal sized ( since nothing is bigger than Colossal )... so I'll lift the castle and move it 150' over the edge of the mountain and end the spell... better yet... the mountain it's on is Colossal sized... so I'll lift the entire mountain rotate it until it's upside down with the castle at the bottom and drop it back down..." As a DM I don't mind world changing magic at very high levels (20+) but I'd rather not let a PC have that much power at level 15. Since I was upping the MP cost for the size I threw a carrot and increased the amount of strength that the spell generated as well... if you notice a lot of the numbers are close (2MP will still effect 800lbs. up to medium sized... 4MP will still give 35 strength)... I dropped the 3MP and 6MP entries and continued to scale it up at 2MP per 5 strength... but I grouped it together in 3's so you would only have entries when the size category changes... there is also a logic to the way I calculated the lower cost MP... I started with 1 and doubled to 2, doubled to 4, doubled to 8 and then went to six per increase... which works out pretty fairly in my honest opinion. Thanks so much for the comments! On a side note I sent an e-mail to RangerWicket but haven't heard back on this yet. Thanks so much for your time, Wm. Holder [/QUOTE]
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