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Fantasy Concepts: An OGL Fantasy Saga Project
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<blockquote data-quote="Flynn" data-source="post: 3698627" data-attributes="member: 1836"><p>Remember that the average encounter lasts 2-4 rounds (maybe more at lower levels), and so that's only a few chances to actually gain a penalty per encounter.</p><p></p><p>If the chance to fail and be penalized is approximately 25%, for example, then one round out of four, you will gain a penalty. The first is -1 on all d20 checks, so that's not bad. The second is -2, so it gets a little bit harder now. The third penalty step is -4 (double the last one, or in Saga terms, a -5). That bumps the chance to fail from that point forward to 50%, essentially, and the next one (doubled again, or Saga -10) takes it to 75% chance to fail. After that, you pass out.</p><p></p><p>Most casters will leave an encounter at -1 to cast, sometimes -2. If encounters are too close together, with no time for recovery, then a caster may actually pass out from casting too much, and will likely be ineffective towards the end of their ordeal.</p><p></p><p>We're still juggling around the numbers, but we intend that what we come up with will scale well, making it a little difficult in the beginning to get a lot of spells off, reflecting the young apprentice/Wiz1 approach, while being easier at higher levels.</p><p></p><p>We'll update you guys more as we can. In the meantime, suggestions are welcome.</p><p></p><p>With Regards,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3698627, member: 1836"] Remember that the average encounter lasts 2-4 rounds (maybe more at lower levels), and so that's only a few chances to actually gain a penalty per encounter. If the chance to fail and be penalized is approximately 25%, for example, then one round out of four, you will gain a penalty. The first is -1 on all d20 checks, so that's not bad. The second is -2, so it gets a little bit harder now. The third penalty step is -4 (double the last one, or in Saga terms, a -5). That bumps the chance to fail from that point forward to 50%, essentially, and the next one (doubled again, or Saga -10) takes it to 75% chance to fail. After that, you pass out. Most casters will leave an encounter at -1 to cast, sometimes -2. If encounters are too close together, with no time for recovery, then a caster may actually pass out from casting too much, and will likely be ineffective towards the end of their ordeal. We're still juggling around the numbers, but we intend that what we come up with will scale well, making it a little difficult in the beginning to get a lot of spells off, reflecting the young apprentice/Wiz1 approach, while being easier at higher levels. We'll update you guys more as we can. In the meantime, suggestions are welcome. With Regards, Flynn [/QUOTE]
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