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Community
General Tabletop Discussion
*TTRPGs General
What abilities are abusable if reusable?
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<blockquote data-quote="RangerWickett" data-source="post: 2904157" data-attributes="member: 63"><p>In my planning for an update of <em>Elements of Magic</em>, I'm trying to identify possible problem effects, things that won't easily fit into a "pay x magic points, get y effect" model. </p><p></p><p>Where this typically becomes a problem is scaling between short duration and long-duration effects, and the difference between single-use abilities and infinite-use ones. For instance, gaining +4 AC for a minute, dealing 1d6 damage with a bolt of energy, healing 1d6 damage, and creating water for one person might all be about the same power level, somewhere around a 1st level spell.</p><p></p><p>However, consider how different their power becomes if you change the number of times they can be used, or their duration. Giving +4 AC to hundreds of people one at a time isn't useful if the spell only lasts a minute, but healing 1d6 damage hundreds of times is amazing. Dealing 1d6 damage hundreds of times isn't much better than swinging a sword hundreds of times, but no mundane effect can simply <em>create</em> enough water for an entire village.</p><p></p><p>I mean, my players always joke that they just need enough GP to buy a lyre of building and a decanter of endless water, and they could go off and start their own kingdom. So what sorts of magic is problematic if you can use it a lot, or if you can make it last a long time? I've got a few in mind:</p><p></p><p>healing</p><p>teleportation</p><p>divination (one question a day is hard to abuse, but with twenty questions it's hard not to solve any mystery)</p><p>creation or building effects</p><p></p><p>What are others?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2904157, member: 63"] In my planning for an update of [i]Elements of Magic[/i], I'm trying to identify possible problem effects, things that won't easily fit into a "pay x magic points, get y effect" model. Where this typically becomes a problem is scaling between short duration and long-duration effects, and the difference between single-use abilities and infinite-use ones. For instance, gaining +4 AC for a minute, dealing 1d6 damage with a bolt of energy, healing 1d6 damage, and creating water for one person might all be about the same power level, somewhere around a 1st level spell. However, consider how different their power becomes if you change the number of times they can be used, or their duration. Giving +4 AC to hundreds of people one at a time isn't useful if the spell only lasts a minute, but healing 1d6 damage hundreds of times is amazing. Dealing 1d6 damage hundreds of times isn't much better than swinging a sword hundreds of times, but no mundane effect can simply [i]create[/i] enough water for an entire village. I mean, my players always joke that they just need enough GP to buy a lyre of building and a decanter of endless water, and they could go off and start their own kingdom. So what sorts of magic is problematic if you can use it a lot, or if you can make it last a long time? I've got a few in mind: healing teleportation divination (one question a day is hard to abuse, but with twenty questions it's hard not to solve any mystery) creation or building effects What are others? [/QUOTE]
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What abilities are abusable if reusable?
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