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Message no. 1
From: Justin Pinnow <vanyel@*******.NET>
Subject: Re: On the fly spellcasting, etc.
Date: Mon, 22 Sep 1997 18:31:46 -0400
On the topic of on the fly spellcasting, I feel that low force spells deal
with most desired low-end spell effects (aka cantrips, etc.). I also feel
that you should learn a spell before being able to cast it, etc.

Now, as far as saving your butt in a really bad situation, I have always
allowed players the option of Last Ditch Spellcasting (aka Oh Shit!
spellcasting). I never tell my players what the rules are, because it's
supposed to be mysterious and very risky. Basically, if they so desire,
their spellcasting PC can choose to attempt a last ditch effort to wipe out
the opposition/save his/her butt, etc. HOWEVER, there is a large price
involved: the PC may very well die or be very wounded/go insane, etc.
during the process. I forewarn all the PCs of this option, and let them
know that fate (i.e. the dice) will determine the result, not I. And that
if their PC dies a horrible death that it's par for the course.

Now, for what I actually do:

I roll 2d6. I add that to the Force of the spell being cast. If the
number rolled on the 2d6, I go ahead and roll a third d6. Then, you figure
the Force of the spell as if it were what the player was casting PLUS the
total of the dice I rolled. Drain is figured on this number, but you don't
tell the player what the Drain TN is (that would be too easy). Then see if
the player dies, etc. After all, the Drain is definately going to be
Physical. I also increase the area of effect of the spell a bit, if
necessary to attack all the nearby enemies, etc. However, any friendlies
caught in the area of effect are also damaged (no picking and choosing -
it's all or nothing with this).

Then, if I feel the player deserves it, I may give him a Flaw of some sort
that might fit the situation (assuming he/she survives the
experience...which isn't always likely). This Flaw usually is more for fun
and roleplaying, than inconvenience. And I only use it if it makes sense.

Basically, I treat this as what Hart did in the SR trilogy. She grabbed
some extra mana (there was a surge nearby at the time) and stuffed it into
the spell she was casting and let loose. She survived. Barely.

The whole idea here is to give the PC the option to go out with a bang of
glory (I always make this very spectacular). Once they make the decision
to try last ditch spellcasting, it's in the hands of the Fates. The PCs
should never know the rules behind this, nor should they feel they could
ever do this and definately live through the experience. It should be
unpredictable and highly lethal.

Well, that's my idea for you all to take or leave. :)

Justin :)
Message no. 2
From: "Wendy Wanders, Subject 117" <KGGEWEHR@******.ACS.MUOHIO.EDU>
Subject: Re: On the fly spellcasting, etc.
Date: Mon, 22 Sep 1997 20:21:50 -0500
You wrote:
> Now, as far as saving your butt in a really bad situation, I have always
> allowed players the option of Last Ditch Spellcasting (aka Oh Shit!
> spellcasting).

Me, I've always figured if the PC magician ended up in a situation where she
didn't know what she was going to do, couldn't get out of it without deus ex
machina, she would die. I will add the grain of salt myself and say that I
prefer cyberpunk genre SR as opposed to a fantasy-genre-in-modern-times SR. I
don't see any reason to give PCs ways out of situations that mean their death,
or other nasty consequences, just because they are mages. The penalty for
getting yourself killed, is death, eh? And please realize, I've only ever
seen a few characters ever die in an RPG.

losthalo

Further Reading

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