Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Sympathetic Magic System
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GMMichael" data-source="post: 6141347" data-attributes="member: 6685730"><p>Let me clarify real quick, in case it helps: most spells do 1d8 Metaphysical damage to the caster. This is transforming his MP power into a spell, so "damage" is a little misleading. A caster is most likely to dedicate his ability points to Metaphysical first, then Mental, last Physical. So he'll have lots (maybe 16 at first level) of MP points for casting spells, but relatively diddly (8 or less) in Physical. Also note that spells with physical results do Physical damage. So even if this caster is heavily armored, a spell that deals 2d8 Physical damage will, bare minimum, put him at 3/4 Physical health. Which is bad news if he has arrows and ogres to dodge as well.</p><p></p><p>Let's say he survived the last fight, and he did it by casting two spells in one round. He took an average of 9 MP damage (2d8 / 2). He doesn't need to DMmayI yet, because he still has 7 MP health, which is probably 1 or 2 spells. The party is welcome to say, "we wait for 9 hours." The GM just has to snap his fingers and that goes by. Or they say, "let's keep exploring," and the caster might get 1 point back before something interesting happens.</p><p></p><p>If this is disrupting to the game, I'm seeing it as a GM problem, not a system problem. Maybe I'm wrong.</p><p></p><p></p><p>Crazy, isn't it? I feel like there are lots of armored mages in video games, maybe it's time that RPGs caught up. Modos has plenty of room for adding Spell Failure rules.</p><p></p><p></p><p>You could be right. I'm hoping some playtesting will suss that out.</p><p>But consider:</p><p>- the "fighter" can just as easily take the Cast Spell skill as the "mage" can.</p><p>- What the mage offsets with protection, his targets are offsetting as well.</p><p>- If a mage wants a spell to last longer than a round, he must use a Mental action to maintain it. And if he wants to defend against Physical attacks, he needs actions for that too. So the choice to go whole-hog on a spell is a tricky one, since it could mean ending previous spells, not having defense ready (although protection still applies), or taking just as much damage as he's dealing.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6141347, member: 6685730"] Let me clarify real quick, in case it helps: most spells do 1d8 Metaphysical damage to the caster. This is transforming his MP power into a spell, so "damage" is a little misleading. A caster is most likely to dedicate his ability points to Metaphysical first, then Mental, last Physical. So he'll have lots (maybe 16 at first level) of MP points for casting spells, but relatively diddly (8 or less) in Physical. Also note that spells with physical results do Physical damage. So even if this caster is heavily armored, a spell that deals 2d8 Physical damage will, bare minimum, put him at 3/4 Physical health. Which is bad news if he has arrows and ogres to dodge as well. Let's say he survived the last fight, and he did it by casting two spells in one round. He took an average of 9 MP damage (2d8 / 2). He doesn't need to DMmayI yet, because he still has 7 MP health, which is probably 1 or 2 spells. The party is welcome to say, "we wait for 9 hours." The GM just has to snap his fingers and that goes by. Or they say, "let's keep exploring," and the caster might get 1 point back before something interesting happens. If this is disrupting to the game, I'm seeing it as a GM problem, not a system problem. Maybe I'm wrong. Crazy, isn't it? I feel like there are lots of armored mages in video games, maybe it's time that RPGs caught up. Modos has plenty of room for adding Spell Failure rules. You could be right. I'm hoping some playtesting will suss that out. But consider: - the "fighter" can just as easily take the Cast Spell skill as the "mage" can. - What the mage offsets with protection, his targets are offsetting as well. - If a mage wants a spell to last longer than a round, he must use a Mental action to maintain it. And if he wants to defend against Physical attacks, he needs actions for that too. So the choice to go whole-hog on a spell is a tricky one, since it could mean ending previous spells, not having defense ready (although protection still applies), or taking just as much damage as he's dealing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Sympathetic Magic System
Top