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Modos RPG: Third Playtest, v.1.30
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<blockquote data-quote="GMMichael" data-source="post: 6617054" data-attributes="member: 6685730"><p><strong>Public Opinion Hearing</strong></p><p></p><p>Corello backed into the corner, feeling the cobwebs there on his exposed neck. The only sounds were the clack of his plate hitting the stone wall and the scuffling of the zombies moving toward him. Their silhouettes closed in, backlit by the torch he had dropped in the middle of this burial chamber. His spirit might withstand one more spell, or perhaps he had no more soul to sell and this last spell would be his end. Taking the chance, he lifted his amulet and began the prayer that he called "Hurtmore."</p><p></p><p>For version 1.3, Modos RPG includes a rule that spell contests must be at least 11, or the spell doesn't take effect (and the caster takes no spellcasting damage). The foundation of this rule is that a terrible roll shouldn't have an awesome outcome - it takes a minimum quality performance to cast a spell. I picked 11 because if a caster has at least one skill point or attribute bonus, he can take half (10) and get an auto-success, which makes spellcasting somewhat reliable while preventing someone from casting, say, "Meteo" after a contest of 3.</p><p></p><p>In play, however, this seems to make spellcasting an exceptionally unattractive option if you need to roll to beat that 11, and you have a significant chance of failure. Better to attack from defensive posture with your staff, and deal half damage on your 1d6 than risk casting a spell and getting nothing at all.</p><p></p><p>So what's a better plan than minimum 11 (or greater than 10), that still impresses upon casters that spellcasting isn't a given?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6617054, member: 6685730"] [b]Public Opinion Hearing[/b] Corello backed into the corner, feeling the cobwebs there on his exposed neck. The only sounds were the clack of his plate hitting the stone wall and the scuffling of the zombies moving toward him. Their silhouettes closed in, backlit by the torch he had dropped in the middle of this burial chamber. His spirit might withstand one more spell, or perhaps he had no more soul to sell and this last spell would be his end. Taking the chance, he lifted his amulet and began the prayer that he called "Hurtmore." For version 1.3, Modos RPG includes a rule that spell contests must be at least 11, or the spell doesn't take effect (and the caster takes no spellcasting damage). The foundation of this rule is that a terrible roll shouldn't have an awesome outcome - it takes a minimum quality performance to cast a spell. I picked 11 because if a caster has at least one skill point or attribute bonus, he can take half (10) and get an auto-success, which makes spellcasting somewhat reliable while preventing someone from casting, say, "Meteo" after a contest of 3. In play, however, this seems to make spellcasting an exceptionally unattractive option if you need to roll to beat that 11, and you have a significant chance of failure. Better to attack from defensive posture with your staff, and deal half damage on your 1d6 than risk casting a spell and getting nothing at all. So what's a better plan than minimum 11 (or greater than 10), that still impresses upon casters that spellcasting isn't a given? [/QUOTE]
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