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Put a number on free will (magic)
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<blockquote data-quote="Cerbie" data-source="post: 2253165" data-attributes="member: 26675"><p>OK, here's what I've got so far:</p><p>1. I'll be using a WP/VP system, spending VP for magic.</p><p>2. There are currently four magic-specific skills:</p><p>Presence</p><p>Empathy</p><p>Charge</p><p>Discharge</p><p></p><p>Magic used will have a power level and difficulty class, based on minimum features. I haven't decided whether to go with DCs or not, as just dividing rolls by 5 (rounding down), and using the small number, will probably be easier in play--it pretty much amounts to the same thing. Anyway, the associated skill will be rolled. If meeting the difficulty class, the effect goes off; if it is not met, nothing happens. If going above it, the effect can be enhanced, effectively spending the extra.</p><p></p><p>So, a basic fireball, because nobody can get tied of those <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>Skill: charge</p><p>Time: 1 action</p><p>Range: long (+3)</p><p>Area: radius 20ft (+1)</p><p>Effect: fire damage in area (d6).</p><p>Save: reflex half</p><p></p><p>Range</p><p>Touch or self are nothing.</p><p>Touch and self will add 1 to the power level.</p><p>Close adds 1.</p><p>Medium adds 1 more.</p><p>Long adds 1 more.</p><p></p><p>Area</p><p>Single target is nothing.</p><p>Cone adds 1.</p><p>20ft radius adds 1.</p><p>40ft radius adds 1 more.</p><p>...haven't gotten beyond that.</p><p></p><p>Save: all fire area of effect spells will be reflex for half.</p><p></p><p>Damage:</p><p>Minimum dice/bonuses will be based on ranks in the associated skill. I'm currently working with +1 per two ranks (though that may be too much for low levels).</p><p>For increases, 2 dice per power level.</p><p></p><p>Cost:</p><p>I haven't come to a real decision. I'm not sure whether to make for blanket costs, or make more powerful stuff cost more, but have reasonable DCs. Making the cost equal to the base power level would work, but with the DCs as well, doesn't make things too good for the players.</p><p></p><p>DC:</p><p>(power level - 1)*5.</p><p></p><p>So, let's say a level five character with all that can be put into the charge skill:</p><p>8 ranks, 4 base dice.</p><p>Taking a +10 for the skill as a whole, the spell will typically go off (72.5%), and usually with some added effect to spare. With a modified 20, that's 5 more than the required, so there could be one power level worth of effect added. Two more dice(4d6->6d6) or more area (20ft->40ft), in this case (I haven't decided if adding to the DC should be allowed w/o a feat).</p><p></p><p>The above's actual stats aren't set in stone (though they appear to work quite well, ATM), of course.</p><p></p><p>How would this be applied to enchantments that affect the behavior of a target? Ultimately, such enchantments directly affect the target's ability to exercise free will. Yet, in what way or ways is that, for example, Suggestion is that much more powerful than Charm Person? For the most part, a Charisma check seems to be most of the two-level difference.</p></blockquote><p></p>
[QUOTE="Cerbie, post: 2253165, member: 26675"] OK, here's what I've got so far: 1. I'll be using a WP/VP system, spending VP for magic. 2. There are currently four magic-specific skills: Presence Empathy Charge Discharge Magic used will have a power level and difficulty class, based on minimum features. I haven't decided whether to go with DCs or not, as just dividing rolls by 5 (rounding down), and using the small number, will probably be easier in play--it pretty much amounts to the same thing. Anyway, the associated skill will be rolled. If meeting the difficulty class, the effect goes off; if it is not met, nothing happens. If going above it, the effect can be enhanced, effectively spending the extra. So, a basic fireball, because nobody can get tied of those :): Skill: charge Time: 1 action Range: long (+3) Area: radius 20ft (+1) Effect: fire damage in area (d6). Save: reflex half Range Touch or self are nothing. Touch and self will add 1 to the power level. Close adds 1. Medium adds 1 more. Long adds 1 more. Area Single target is nothing. Cone adds 1. 20ft radius adds 1. 40ft radius adds 1 more. ...haven't gotten beyond that. Save: all fire area of effect spells will be reflex for half. Damage: Minimum dice/bonuses will be based on ranks in the associated skill. I'm currently working with +1 per two ranks (though that may be too much for low levels). For increases, 2 dice per power level. Cost: I haven't come to a real decision. I'm not sure whether to make for blanket costs, or make more powerful stuff cost more, but have reasonable DCs. Making the cost equal to the base power level would work, but with the DCs as well, doesn't make things too good for the players. DC: (power level - 1)*5. So, let's say a level five character with all that can be put into the charge skill: 8 ranks, 4 base dice. Taking a +10 for the skill as a whole, the spell will typically go off (72.5%), and usually with some added effect to spare. With a modified 20, that's 5 more than the required, so there could be one power level worth of effect added. Two more dice(4d6->6d6) or more area (20ft->40ft), in this case (I haven't decided if adding to the DC should be allowed w/o a feat). The above's actual stats aren't set in stone (though they appear to work quite well, ATM), of course. How would this be applied to enchantments that affect the behavior of a target? Ultimately, such enchantments directly affect the target's ability to exercise free will. Yet, in what way or ways is that, for example, Suggestion is that much more powerful than Charm Person? For the most part, a Charisma check seems to be most of the two-level difference. [/QUOTE]
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