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<blockquote data-quote="Kinematics" data-source="post: 7344950" data-attributes="member: 6932123"><p>OK, I've gone back and done some tweaking and reviewing.</p><p></p><p>On spell areas: I've recalculated the thresholds for area size converted to map unit areas based on a slightly more conservative measure. I redid manual counts of everything, both for requiring all map squares to have an outer corner inside the circle, and to have more than half of the map square inside the circle. The latter is what I ended up using, slightly rounding off for simplicity when I put it in the level table.</p><p></p><p>On spell ranges: I did another regression on my analyzed spells in order to get a feel for how much room was left to improve the spell, given the other spell properties. I found that I actually can fit in a proper scaling cost for range.</p><p></p><p>Range cost now uses 30' as a baseline. At 30', there's no cost. Range of Self also has 0 cost, since those spells tend to work differently. Aside from that:</p><p></p><p>5'/Touch — -2 points (enemy can immediately hit you; you have to be in range of potential risks when targeting an ally)</p><p>15' — -1 point (can reach and hit you this round, even in difficult terrain)</p><p>30' — 0 points (can reach and hit you this round)</p><p>60' — +1 points (can reach you this round, hit you next round)</p><p>90' — +1.5 points (can reach and hit you next round)</p><p>120' — +2 points (takes two rounds to reach you)</p><p>150' — +2.5 points (can reach and hit you two rounds from now)</p><p>300' — +3 points (hella gone)</p><p></p><p>This brings most spells very close to their available spending points. Since range was the last major factor that wasn't accounted for, this feels like a mostly complete system, now — aside from the costs of the special effects, which are very difficult to judge.</p><p></p><p>The Word document has been updated with the new stuff.</p><p></p><p></p><p>Points available to a spell are 2*Level + 1 + VSM (1 point each)</p><p></p><p>A baseline AOE spell, with level-appropriate area (or single target) and damage, and 120' range, would cost:</p><p></p><p>0 (AOE) + 2*Dmg + 2 (range)</p><p></p><p>That would leave 2 points to spend for extra features for a full VSM spell. Many damage spells include some minor rider, which would come from those leftover points.</p><p></p><p></p><p>Overpowered Fireball spends 14 points on a 10 point budget. It would actually fit 10 points exactly if it used level 3 damage instead of level 5 damage.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7344950, member: 6932123"] OK, I've gone back and done some tweaking and reviewing. On spell areas: I've recalculated the thresholds for area size converted to map unit areas based on a slightly more conservative measure. I redid manual counts of everything, both for requiring all map squares to have an outer corner inside the circle, and to have more than half of the map square inside the circle. The latter is what I ended up using, slightly rounding off for simplicity when I put it in the level table. On spell ranges: I did another regression on my analyzed spells in order to get a feel for how much room was left to improve the spell, given the other spell properties. I found that I actually can fit in a proper scaling cost for range. Range cost now uses 30' as a baseline. At 30', there's no cost. Range of Self also has 0 cost, since those spells tend to work differently. Aside from that: 5'/Touch — -2 points (enemy can immediately hit you; you have to be in range of potential risks when targeting an ally) 15' — -1 point (can reach and hit you this round, even in difficult terrain) 30' — 0 points (can reach and hit you this round) 60' — +1 points (can reach you this round, hit you next round) 90' — +1.5 points (can reach and hit you next round) 120' — +2 points (takes two rounds to reach you) 150' — +2.5 points (can reach and hit you two rounds from now) 300' — +3 points (hella gone) This brings most spells very close to their available spending points. Since range was the last major factor that wasn't accounted for, this feels like a mostly complete system, now — aside from the costs of the special effects, which are very difficult to judge. The Word document has been updated with the new stuff. Points available to a spell are 2*Level + 1 + VSM (1 point each) A baseline AOE spell, with level-appropriate area (or single target) and damage, and 120' range, would cost: 0 (AOE) + 2*Dmg + 2 (range) That would leave 2 points to spend for extra features for a full VSM spell. Many damage spells include some minor rider, which would come from those leftover points. Overpowered Fireball spends 14 points on a 10 point budget. It would actually fit 10 points exactly if it used level 3 damage instead of level 5 damage. [/QUOTE]
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