From: | Sandman <SANDS@******.JUNIATA.EDU> |
---|---|
Subject: | Barriers and Spells with Pools |
Date: | Sun, 4 Dec 1994 23:24:22 -0500 |
>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..." **** :