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Microlite20 : the smallest thing in gaming
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<blockquote data-quote="greywulf" data-source="post: 3269814" data-attributes="member: 4285"><p>Mark, I'm in your hands and ready when you are <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>Pilsnerquest, I'm thinking about spells where there's more than one variable. Taking your example of the ball of fire - it's got area of effect, damage, range and possibly duration if you want the magical flames to continue beyond a round. </p><p></p><p>A wise magic user would need a table of standard spell effects so he can just pick what happens with one point of effect, two, three, etc. otherwise combat is going to grind to a halt while we decides how to juggle the points. Of course, he can cast anything on the fly, but a prepared list would speed things up most of the time.</p><p></p><p>Also, I'd suggest clarifying what happens to any unstated variable. So if a magic user casts ball of fire and only gets a 6, it'll do damage 1, range touch, area of effect none, duration instant. It he rolls over 10, he could add an extra point of damage, increase the range to 1, make it area effect 1 or duration 1 round. </p><p></p><p>It's not clear what happens if he rolls under 5 - does the spell fail due to insufficient power?</p><p></p><p>Thinking about it, this system would also work well if you drop in this rule we've been playing with for M20:</p><p></p><p>If a d20 rolls a natural twenty, add and roll again. If further natural twenties are rolled, continue adding and rolling. </p><p></p><p>That way a mage with MIND bonus +3 could roll 3+20+16 = 39 for 7 points of effect. Which is nice. </p><p></p><p>Hope that helps <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></blockquote><p></p>
[QUOTE="greywulf, post: 3269814, member: 4285"] Mark, I'm in your hands and ready when you are :) Pilsnerquest, I'm thinking about spells where there's more than one variable. Taking your example of the ball of fire - it's got area of effect, damage, range and possibly duration if you want the magical flames to continue beyond a round. A wise magic user would need a table of standard spell effects so he can just pick what happens with one point of effect, two, three, etc. otherwise combat is going to grind to a halt while we decides how to juggle the points. Of course, he can cast anything on the fly, but a prepared list would speed things up most of the time. Also, I'd suggest clarifying what happens to any unstated variable. So if a magic user casts ball of fire and only gets a 6, it'll do damage 1, range touch, area of effect none, duration instant. It he rolls over 10, he could add an extra point of damage, increase the range to 1, make it area effect 1 or duration 1 round. It's not clear what happens if he rolls under 5 - does the spell fail due to insufficient power? Thinking about it, this system would also work well if you drop in this rule we've been playing with for M20: If a d20 rolls a natural twenty, add and roll again. If further natural twenties are rolled, continue adding and rolling. That way a mage with MIND bonus +3 could roll 3+20+16 = 39 for 7 points of effect. Which is nice. Hope that helps :) [/QUOTE]
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