Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic system touch-up
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GMMichael" data-source="post: 6281988" data-attributes="member: 6685730"><p>In Modos RPG, a character casting a spell uses one or more actions to do so. So I'm tackling the question: during which action does the spell take place?</p><p></p><p>Characters get three actions per round, which can be used during their turn, or in response to other characters' actions. A spell requires one action per spell level.</p><p>Spells higher than level 3:[sblock]Higher level spells can be cast by raising ability scores, which grant an extra action for every 5 points above 10. Also, the Haste spell grants an additional action in the following round.[/sblock]</p><p>Spell damage:[sblock] is kept comparable to weapon damage by allowing only one die of damage per action. Swing a sword, deal one die of damage. Cast a three-action spell, deal three dice of damage. Spells can deal damage to multiple targets by increasing the ease in which the damage is avoided. For example, a three-action, three-damage dice spell can affect all nearby targets (dealing 3 dice of damage to each) by taking a 4 point casting penalty, making it about 20% easier for each target to avoid.[/sblock]</p><p></p><p>The original spell list had two types of spells:</p><p>1) Continuous damage. As a fire spell is cast, it does damage during each action that the caster spends casting it (allowing the defender to defend during each casting action as well).</p><p>2) Non-damage effect. These spells still require one defense action for each casting action, but the first successful defense action halves the effect, and the (half) effect does not end until one defense has been successful per casting action. For example, a charm spell might have two actions, and cause its target to become a thrall. When the target defends successfully once, the effect changes to making the target generally nice. When the target defends successfully again, the effect ends.</p><p></p><p>Now, it seems normal for a caster to cast a multiple-damage-dice spell like fire3, and instead of oozing fire for five actions, the caster spends five actions casting, and a fireball destroys everything after the casting is done (after the last casting action). The problem with this is that defenders can use only one response action per opponent action, so as the last action creates the spell, a defender would get only one action to defend against the spell, and thus be able to prevent only one die of damage.</p><p></p><p>So the ultimate question: how, in this by-the-action system, should a spell deal multiple dice of damage to a target, while still giving the target a chance to fully defend (in the same way a defender would attempt to block multiple attacks from a weapon-wielding opponent)?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6281988, member: 6685730"] In Modos RPG, a character casting a spell uses one or more actions to do so. So I'm tackling the question: during which action does the spell take place? Characters get three actions per round, which can be used during their turn, or in response to other characters' actions. A spell requires one action per spell level. Spells higher than level 3:[sblock]Higher level spells can be cast by raising ability scores, which grant an extra action for every 5 points above 10. Also, the Haste spell grants an additional action in the following round.[/sblock] Spell damage:[sblock] is kept comparable to weapon damage by allowing only one die of damage per action. Swing a sword, deal one die of damage. Cast a three-action spell, deal three dice of damage. Spells can deal damage to multiple targets by increasing the ease in which the damage is avoided. For example, a three-action, three-damage dice spell can affect all nearby targets (dealing 3 dice of damage to each) by taking a 4 point casting penalty, making it about 20% easier for each target to avoid.[/sblock] The original spell list had two types of spells: 1) Continuous damage. As a fire spell is cast, it does damage during each action that the caster spends casting it (allowing the defender to defend during each casting action as well). 2) Non-damage effect. These spells still require one defense action for each casting action, but the first successful defense action halves the effect, and the (half) effect does not end until one defense has been successful per casting action. For example, a charm spell might have two actions, and cause its target to become a thrall. When the target defends successfully once, the effect changes to making the target generally nice. When the target defends successfully again, the effect ends. Now, it seems normal for a caster to cast a multiple-damage-dice spell like fire3, and instead of oozing fire for five actions, the caster spends five actions casting, and a fireball destroys everything after the casting is done (after the last casting action). The problem with this is that defenders can use only one response action per opponent action, so as the last action creates the spell, a defender would get only one action to defend against the spell, and thus be able to prevent only one die of damage. So the ultimate question: how, in this by-the-action system, should a spell deal multiple dice of damage to a target, while still giving the target a chance to fully defend (in the same way a defender would attempt to block multiple attacks from a weapon-wielding opponent)? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Magic system touch-up
Top