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Power question


Lloyd Dupont

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I am a little confused by the intended rule for Arcane power.

Say I have a Wizard with knowledge: 30% arcane knowledge, concentration 50%, range, might, shapechange (sparrow), project (lightning), 1 free spot

- an electric touch 1D6 attack can be done for 1RP (and close combat?)
- a lightning bolt at close range (1, 30m) can be up to 5d6 (might 4) will cost 6RP.  can be dodge or parried with 1 penalty. it is unclear if the defence is total or remove a number of dice.
- a shapechange at close range (+1) against a human might (+2) +base of 1 = 3, cost 2 RP (2 manipulations). and the follows a Will conflict. i.e. the victim is .. transforming.. and resisting.. 

now I am going to rid it a bit more.. but my understanding of parralel conflict, in case of spell. it cost 5SR to 'attack' (at normal skill) and one can defend for free without bonus, or with a trait/stun (if has one, such has willpower) by spending 5SR.
the first one to drop to 0 resolution point lose (shape change complete or failed)
note that the wizard should allocate at least 5SR each round on the spell to take effect or it fizzle out...

Edited by Lloyd Dupont
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18 hours ago, Lloyd Dupont said:

- an electric touch 1D6 attack can be done for 1RP (and close combat?)
- a lightning bolt at close range (1, 30m) can be up to 5d6 (might 4) will cost 6RP.  can be dodge or parried with 1 penalty. it is unclear if the defence is total or remove a number of dice.

 

Yes. You may want to look at the Red Moon Rising package in the download section for more ideas about non-ranged elemental projection. In RMR you can even use it defensively.

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- a lightning bolt at close range (1, 30m) can be up to 5d6 (might 4) will cost 6RP.  can be dodge or parried with 1 penalty. it is unclear if the defence is total or remove a number of dice.

Correct, except that it is Might +4 (total 5), not 4. Defence is total, but if you allow combat effects on Projection spells (not specified in this version of the rules, and in any case it depends on the setting) then the spellcaster can attempt a Glancing Blow with the attack, doing 1d6 damage.

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- a shapechange at close range (+1) against a human might (+2) +base of 1 = 3, cost 2 RP (2 manipulations). and the follows a Will conflict. i.e. the victim is .. transforming.. and resisting.. 

Yes.

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now I am going to rid it a bit more.. but my understanding of parralel conflict, in case of spell. it cost 5SR to 'attack' (at normal skill) and one can defend for free without bonus, or with a trait/stun (if has one, such has willpower) by spending 5SR.
 

You defend with your Traits in any case. The defender uses the Concentration Action only to accrue a Bonus with an unrelated Trait, if one exists.

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the first one to drop to 0 resolution point lose (shape change complete or failed)
 

Yes, but you may also use the Quick Exit rules, and in fact this is recommended for Parallel Conflicts. The defender has no drawbacks in case of Quick Exit, while the attacker has the spell effectiveness reduced, with the exact effects depending on the spell. For instance, Disruption does half damage, and Confusion requires using Channelling to keep the target befuddled.

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note that the wizard should allocate at least 5SR each round on the spell to take effect or it fizzle out...

Why? The rule is that you must not go below 0 SR, if you do not roll for one round the spell makes no progress against the target, but it does not end.

Details about Projection spells will vary from setting to setting. Also, the new quickstart will introduce the concept of "charging" powers, which makes spells more unpredictable.

Consider also that arcane magic is meant for earth-shaking magicians. You can easily create Dr. Strange with these rules. If you want to avoid overpowered magicians you better use just cantrips. A magician with a high Concentration and a simple Disruption 4 or Confusion is already very effective.

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42 minutes ago, RosenMcStern said:

Consider also that arcane magic is meant for earth-shaking magicians. You can easily create Dr. Strange with these rules. If you want to avoid overpowered magicians you better use just cantrips. A magician with a high Concentration and a simple Disruption 4 or Confusion is already very effective.

well... It might seem that I try to use the arcane magic concept of powerful sorcerer then complain about it...

but what I am really trying to come up with is a NOT a super powerful sorcerer (I am not after that at all) but one that can still do lightning bolt, shapechange and teleport...
i.e. think of a level 7 D&D wizard power level. It's by no means a power house, but he can still fireball, dimension door, polymorph...

Now I am just trying to find a way to go about that....

I think I came up with something workable in my other newest question. sorry about flooding the forum! :D

Edited by Lloyd Dupont
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