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Lloyd Dupont

The Conspiracy Theory casting rules

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Basically one gain D10 channeling point (+1~2) per concentration action (the ten die of the concentration roll).

With an INT of 15 one can cast 3 spell per round, is that correct?

It's way faster and deadlier than the 10SR for Project Energy in the base rule...

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1d10-1 (+1~2) per concentration action, as you may roll aa 0 on the tens die.

It is potentially deadlier, but on average you will "charge" 5,5 points per Concentration action including INT / WIL bonus. A huge blast of energy will usually require two Actions, or in some cases a decision about whether to unleash a suboptimal spell in one round. And the final rules will contain a micro-nerfing of this rule, requiring a couple more points per casting.

So the overall effect is that it is slightly deadlier, but quite unpredictable. As magic should be.

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0 is ... 0, haha, silly me, didn't think of that! 😮

I do find it a bit fast though

But the I just realise, as written on the conspiracy theory rule, that on can use take cover to dodge without malus... mmm...

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I might give it a go, my players are used to me changing my mind by now, and I also preface many game with "sill working things out"! 😅

I am thinking to add a "-1" modifier though, or something, or maybe 8SR instead of 5, or something....

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A -1 is more or less the equivalent of the rules as they will appear in the International Edition. You can also enforce the fuelling of the first point of Might and of the default 1 Target, which is what will be in the definitive form of the rules. On average a 7d6 blast of energy will take two Actions, but a lucky roll may allow you to obliterate one enemy with one single Action. OTOH, if you roll low twice...

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Out of curiosity.. I wonder why you mention 7D6....

Not accounting for magical protection, shouldn't a 4D6 firebolt be (on average) deadly enough (14 damage)?!

Or maybe 5D6 against leather armour?

Could I be missing something? 😮

Edited by Lloyd Dupont

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On 10/12/2019 at 12:25 AM, RosenMcStern said:

A -1 is more or less the equivalent of the rules as they will appear in the International Edition. You can also enforce the fuelling of the first point of Might and of the default 1 Target, which is what will be in the definitive form of the rules. On average a 7d6 blast of energy will take two Actions, but a lucky roll may allow you to obliterate one enemy with one single Action. OTOH, if you roll low twice...

Just reading this carefully and thinking of it.. I like the final version where, might, targets (even 1) and range should all be provided and accounted for... :) 

I have a new player coming tomorrow (and new to Revolution D100!).. and he will have to test play it! 😮 

For the record I am still keeping elemental damage to D4 instead of D6...

 

Edited by Lloyd Dupont

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The International Edition will be in four languages, including English. It will include some rule polishings and rebalances, the casting rules being one of the more impactful. However, it will mainly be a rewriting of those chapters which are too "wargamey" in style, that is they are precise but rather difficult to understand.

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