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General Tabletop Discussion
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What Should Magic Be Able To Do, From a Gameplay Design Standpoint?
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<blockquote data-quote="Lanefan" data-source="post: 9617908" data-attributes="member: 29398"><p>Replying to three posts in one here... <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></p><p>You're correct about the table. If a spell is interrupted there's a roughly 50-50 risk of a wild magic surge (WMS). If a surge occurs due to an interrupted spell, one of the more likely options on a rather extensive chart is "Spell reverses, if possible (if not, roll again)". Not all spells have an obvious reverse function, and for some the reverse function is trivial (e.g. an interrupted <em>Light</em> might get you <em>Darkness</em> instead), but sometimes it can be a real nuisance as in the Cure-turned-to-Cause Wounds example.</p><p></p><p>As for the "lesson learned" piece, to me the lesson is to <em>spend a round dragging the fallen ally away from melee before starting a cure</em>, meanwhile hoping another ally can keep trouble off your back. Corollary lesson: use a potion rather than a spell in this situation, if you have one, because potions can't usually be interrupted (reality tells us an unconscious person can and will still swallow liquid if administered by another). If that's not possible, often the best remaining option is to continue fighting, hope the fallen ally holds out long enough, and leave the curing until after the combat is over.</p><p></p><p>The specific intention behind all this is to prevent spellcasting in melee (and thus rein in caster power some) by simply making it more risky than it's worth, as any disturbance blows the spell*. Sometimes they'll take the risk anyway; and when it goes wrong, that's what the WMS table is for. <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></p><p>* - in hopeless situations it also gives casters one last quasi-nuclear option: cast anything, let it be interrupted, and hope for a surge that somehow bails you out. I've seen this tactic go very very right and also very very wrong, and it's always good entertainment. <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></blockquote><p></p>
[QUOTE="Lanefan, post: 9617908, member: 29398"] Replying to three posts in one here... :) You're correct about the table. If a spell is interrupted there's a roughly 50-50 risk of a wild magic surge (WMS). If a surge occurs due to an interrupted spell, one of the more likely options on a rather extensive chart is "Spell reverses, if possible (if not, roll again)". Not all spells have an obvious reverse function, and for some the reverse function is trivial (e.g. an interrupted [I]Light[/I] might get you [I]Darkness[/I] instead), but sometimes it can be a real nuisance as in the Cure-turned-to-Cause Wounds example. As for the "lesson learned" piece, to me the lesson is to [I]spend a round dragging the fallen ally away from melee before starting a cure[/I], meanwhile hoping another ally can keep trouble off your back. Corollary lesson: use a potion rather than a spell in this situation, if you have one, because potions can't usually be interrupted (reality tells us an unconscious person can and will still swallow liquid if administered by another). If that's not possible, often the best remaining option is to continue fighting, hope the fallen ally holds out long enough, and leave the curing until after the combat is over. The specific intention behind all this is to prevent spellcasting in melee (and thus rein in caster power some) by simply making it more risky than it's worth, as any disturbance blows the spell*. Sometimes they'll take the risk anyway; and when it goes wrong, that's what the WMS table is for. :) * - in hopeless situations it also gives casters one last quasi-nuclear option: cast anything, let it be interrupted, and hope for a surge that somehow bails you out. I've seen this tactic go very very right and also very very wrong, and it's always good entertainment. :) [/QUOTE]
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