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Message no. 1
From: Sandman <SANDS@******.JUNIATA.EDU>
Subject: Barriers and Spells with Pools
Date: Sun, 4 Dec 1994 23:24:22 -0500
Good Sir Zach Weenig wrote:

>Like I wrote before the easiest way to protect spell locks is to spell
>lock a nice mana barrier. It works just about the same.

Ah, but there is one problem you may have overlooked. (There is
always a problem; programmers have always known this. It cannot
be avoided. :) ) The Mana Barrier will help to block incoming
spells from reaching your lock, but the Barrier will just as
strongly block your outgoing spells. So, in essence, this plan
is fine, so long as you aren't planning on casting any spells.
However, all the mages I've seen played have just _loved_ playing
with their Mana Bolts and Magic Fingers... :)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Master Whistler wrote:

>The actual affect of the spell is that for every TWO successes versus a
>target number of 6, you gain one point of both Ballistic and Impact
>armors. And you cannot get more points of armor than you have as the
>Force of the Spell (so chumps who learn the spell at only force 1 can't
>throw a gagillion dice into it and get 10 points of armor, or something
>equally ridiculous). This also puts a clear limit on the spell, keeping
>it from getting out of hand. Hell, even with 24 dice to roll, chances
>are you will only be getting, on average, four 6's (I think).
>
>Comments?

Well, since you asked... :) I see one blatant area where people will
misunderstand you. Many people on this list (perhaps even most) play
that you can only add magic pool dice less than or equal to the force
of the spell. This may be a SRII rule; I'm not sure. This mirrors
the inability to add more combat pool dice than you have in Firearms
when attempting to add to a target's holiness. :) You seem to use
the rule (SRI, I believe) that you can add as many pool as you wish,
up to the limit of what you have available. Both are ways to play;
the SRI rule allows for somewhat more power in the game, especially
on spells that do not take the force of the spell into account for
their results, just the successes.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Enough from me I think. So, has anyone else had ideas about what to
do if a character botches an initiative roll? (ie. all ones) I've
gotten some rather interesting ideas; I may have to put them together
to send to NERPS or somesuch. :)

: Jon Sands aka Sandman ^ "The bigger they are, :
: sands@******.juniata.edu ^ The more pieces they make." :
: Snail: 1168 Juniata College ^ -Wolverine :
: Huntingdon, PA 16652 ^ Dark Phoenix Saga :
: **** "He hits and... I think I'm going to need more dice..." **** :
Message no. 2
From: wadycki andrew m <wadycki@***.CSO.UIUC.EDU>
Subject: Re: Barriers and Spells with Pools
Date: Sun, 4 Dec 1994 22:32:24 -0600
On Sun, 4 Dec 1994, Sandman wrote:

> Ah, but there is one problem you may have overlooked. (There is
> always a problem; programmers have always known this. It cannot
> be avoided. :) ) The Mana Barrier will help to block incoming
> spells from reaching your lock, but the Barrier will just as
> strongly block your outgoing spells. So, in essence, this plan
> is fine, so long as you aren't planning on casting any spells.
> However, all the mages I've seen played have just _loved_ playing
> with their Mana Bolts and Magic Fingers... :)
>

If I remember correctly, the mana barrier does not effect a mage's own
spell casting. I have to check the books, but I think that is true.
Before people ask, the logic: you cast the spell, so you know its
workings and it is being sustained by you so you can let things slip through.

> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>
> Well, since you asked... :) I see one blatant area where people will
> misunderstand you. Many people on this list (perhaps even most) play
> that you can only add magic pool dice less than or equal to the force
> of the spell. This may be a SRII rule; I'm not sure. This mirrors
> the inability to add more combat pool dice than you have in Firearms
> when attempting to add to a target's holiness. :) You seem to use
> the rule (SRI, I believe) that you can add as many pool as you wish,
> up to the limit of what you have available. Both are ways to play;
> the SRI rule allows for somewhat more power in the game, especially
> on spells that do not take the force of the spell into account for
> their results, just the successes.
>

The actual rule from SRII is that you can add a number of dice equal to
your magic rating.


> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>
> Enough from me I think. So, has anyone else had ideas about what to
> do if a character botches an initiative roll? (ie. all ones) I've
> gotten some rather interesting ideas; I may have to put them together
> to send to NERPS or somesuch. :)
>

Neither the rule of 6's or the rule of 1's apply to initiative rolls.

-Andrew
Message no. 3
From: Death Incarnate <Zach.Weenig@*.CC.UTAH.EDU>
Subject: Re: Barriers and Spells with Pools
Date: Mon, 5 Dec 1994 17:49:26 -0700
On Sun, 4 Dec 1994, Sandman wrote:

> Good Sir Zach Weenig wrote:
>
> >Like I wrote before the easiest way to protect spell locks is to spell
> >lock a nice mana barrier. It works just about the same.
>
> Ah, but there is one problem you may have overlooked. (There is
> always a problem; programmers have always known this. It cannot
> be avoided. :) ) The Mana Barrier will help to block incoming
> spells from reaching your lock, but the Barrier will just as
> strongly block your outgoing spells. So, in essence, this plan
> is fine, so long as you aren't planning on casting any spells.
> However, all the mages I've seen played have just _loved_ playing
> with their Mana Bolts and Magic Fingers... :)
>

Remember though the mana barrier disperses magic around you while when
you cast a spell the magic actually doesn't geound into this world until
it actually hits the target therfore your barrier would not block it.
Message no. 4
From: pran r mukherjee <pran@*****.UMICH.EDU>
Subject: Re: Barriers and Spells with Pools
Date: Tue, 6 Dec 1994 16:55:38 -0500
The mana barrier may block incoming spells, but it also blocks insects,
people, recently-living food, etc. It would also make assensing total
hell.

On Mon, 5 Dec 1994, Death Incarnate wrote:

> On Sun, 4 Dec 1994, Sandman wrote:
>
> > Good Sir Zach Weenig wrote:
> >
> > >Like I wrote before the easiest way to protect spell locks is to spell
> > >lock a nice mana barrier. It works just about the same.
> >
> > Ah, but there is one problem you may have overlooked. (There is
> > always a problem; programmers have always known this. It cannot
> > be avoided. :) ) The Mana Barrier will help to block incoming
> > spells from reaching your lock, but the Barrier will just as
> > strongly block your outgoing spells. So, in essence, this plan
> > is fine, so long as you aren't planning on casting any spells.
> > However, all the mages I've seen played have just _loved_ playing
> > with their Mana Bolts and Magic Fingers... :)
> >
>
> Remember though the mana barrier disperses magic around you while when
> you cast a spell the magic actually doesn't geound into this world until
> it actually hits the target therfore your barrier would not block it.
>

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