towerwarlock said:
That was not a rude post, I used no profanity. Besides now Guido can go anoy his favorite victims: the IRS.
Being German, I simply don't know what is hidden profanity or accepted colloquial language. Yet it looks to me like the use of the f-word. But I leave it to RW, what he thinks about this post. And regarding the joke about Guido: Can you explain it to me?
So, a question to RangerWickett: I thought recently about the extra damage, which a creature receives, if the type of damage is from the opposing element of creature, 1.5 times of normal, isn't it? Does this function like the SRD?
"
Vulnerability to Energy: Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure."
Regarding the spell database: The spells taken from the SRD won't probably match in all there parameters their core images. So every spell could be translated to one of two versions - the first one is the 1:1-translation, as much as possible and could have a higher MP-cost than the core spell level allows, and the second one is a spell with the same power level as the core spell, with the damage/effect closely followed as possible. I believe, people looking for a replacement want it identical in power level and in damage, so area, range and duration have to suffer. But the superficial similarity could possibly delude players for taking them identical, what is never true alone for the fact, that the caster level doesn't improve damage dice.
Hmm, that inspires me: The conversion (or other invented spells) should have a kind of template or base version - simply the minimum version for having the wanted effect, which needs only to be adapted for better versions by spending a higher amount of MP - and a sample, which could be the same power level-variant.
One example:
[Element/Alignment]ball
Base version:
Evoke [Element/Aligment] 1/Gen 1
Minimum MP: 2
Range: Short (30 ft.)
Duration: One round
This spell surrounds the target shortly with a ball of [Element/Alignment] and does 1d6 damage. Costs: 1 MP damage, 1 MP range.
Improvements: Increased damage (1 MP for 1d6, can be from other element/alignment), increased range (up to 2 MPs for long range), contingency (up to 8(?) MPs, used for delay or as trap trigger).
Sample:
Fireball
Evoke Fire 3/Gen 2
Total MP: 5
Range: Medium (150 ft.)
Duration: One round
This spell surrounds the target shortly with a ball of fire and does 3d6 damage. Costs: 3 MP damage, 2 MP range.
The improvement entries are the most likely used enhancements with included values, what will be changed, and if applicable, the upper range of the enhancement (there could be used more MPs on such an enhancement, but such situations would be rare) and specific use. This example defines not only a Fireball, but also a Delayed Blast Fireball and a Fire Trap in all varieties, including other elements and aligments. Cool, isn't it?
I don't know, for how many spells this schema is applicable, but at least the most basic spells would profit from it. In the end, the base/sample schema follows more the modularity of EoM, allows still a swift adaption in the midst of combat (as long other players distract the GM ) and reduces the variants of the same theme (e.g. iceball), while unique spells remain valid entries. Oh, suggestions for a better schema are welcome!