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[Iron Heroes] Magic oddities.
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<blockquote data-quote="Particle_Man" data-source="post: 2480026" data-attributes="member: 892"><p>Got another idea on a simple way to make evocation more powerful (potentially) while keeping the risk factor high.</p><p></p><p>"Double or nothing".</p><p></p><p>Before the channeling roll is made, (And thus way before damage is rolled), but after the mana has been gathered, the arcanist has an option to roll "double or nothing" on an unmodified d20. 11 or higher means x2 damage. 10 or lower means a special effect that does absolutely no damage. And so long as the arcanist does not roll 10 or lower (getting nothing) the arcanist can keep making "double or nothing" rolls. Unlike most "double-doubles" in D20 games, here a twice doubled spell would do 4x damage, a thrice doubled spell would do 8x damage, etc. The character can stop the doubling rolls at any time, but cannot make any further doubling rolls after getting the "nothing" result. A consolation prize is that the "nothing" result won't fry you on a bad channelling roll.</p><p></p><p>The "doubling" would not affect the channeling DC in any way. And win or lose, you still spent the mana points.</p><p></p><p>The risk of getting a great series of doublings, but screwing up the channeling and frying yourself, remains.</p><p></p><p>A more modest "double or nothing" rule would run as above, but apply the standard d20 doubling rule (so a twice doubled roll does x3 damage, a thrice doubled roll does x4 damage, etc.). But I think that is mathematically less viable. The original "double or nothing" does the same damage on average, I think. Hmmm...maybe modify that d20 roll a bit? Give a greater chance for a "double" and less for a "nothing"? But I have no idea where to set it. 6 or higher? 8 or higher? Maybe leave it at 11 or higher, but let you add your Evocation Mastery to the d20 roll (using the weaker standard of "double doublings"), with a natural 1 always being "nothing"? But then lvl 20 evokers get insanly good at high levels.</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 2480026, member: 892"] Got another idea on a simple way to make evocation more powerful (potentially) while keeping the risk factor high. "Double or nothing". Before the channeling roll is made, (And thus way before damage is rolled), but after the mana has been gathered, the arcanist has an option to roll "double or nothing" on an unmodified d20. 11 or higher means x2 damage. 10 or lower means a special effect that does absolutely no damage. And so long as the arcanist does not roll 10 or lower (getting nothing) the arcanist can keep making "double or nothing" rolls. Unlike most "double-doubles" in D20 games, here a twice doubled spell would do 4x damage, a thrice doubled spell would do 8x damage, etc. The character can stop the doubling rolls at any time, but cannot make any further doubling rolls after getting the "nothing" result. A consolation prize is that the "nothing" result won't fry you on a bad channelling roll. The "doubling" would not affect the channeling DC in any way. And win or lose, you still spent the mana points. The risk of getting a great series of doublings, but screwing up the channeling and frying yourself, remains. A more modest "double or nothing" rule would run as above, but apply the standard d20 doubling rule (so a twice doubled roll does x3 damage, a thrice doubled roll does x4 damage, etc.). But I think that is mathematically less viable. The original "double or nothing" does the same damage on average, I think. Hmmm...maybe modify that d20 roll a bit? Give a greater chance for a "double" and less for a "nothing"? But I have no idea where to set it. 6 or higher? 8 or higher? Maybe leave it at 11 or higher, but let you add your Evocation Mastery to the d20 roll (using the weaker standard of "double doublings"), with a natural 1 always being "nothing"? But then lvl 20 evokers get insanly good at high levels. [/QUOTE]
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