QuintensK Posted January 11 Share Posted January 11 (edited) https://www.reddit.com/r/BRP/s/dOH3QUekMX Here is my reddit post. They told me to ask Newt here. In short : The problem is the description of Holdfast wich add rules that are never explained anywhere in the whole book. It says this : HOLDFAST Touch This spell causes two adjacent ten centimetres by ten centimetre surfaces (roughly the size of a person’s palm) to commingle into one. The basic bond has a STR of 1. Each additional point of magnitude will either increase the STR of the bond by +1 or double the area affected. This spell can affect organic and inorganic substances. If the caster is attempting to bond a living being with this spell, the spell gains the Resist (Resilience) trait. What are those strengh increasing. There is no explanation on why we should raise the strengh by spending magnitude. The magnitude has no Influence on the difficulty to the check for escarpins wich is just Resilience if cast on a creature. The magnitude has no Influence on how it would be more difficult to break the glued item as its explained on the GLUE version of the spell in Personal magic. While Glue said all this : GLUE Touch, Area This spell covers an area of one centimetre square for each magnitude with extremely sticky glue. If a creature steps on the glue, it must make an Athletics roll vs. the magnitude x 10% to avoid being stuck for one round. On subsequent rounds, it must make the same roll to break free. This spell can also make conventional repairs, for example repairing a broken sword, with magnitude x 10% being the chance that the item won’t break again if used in circumstances that would cause it to. Edited January 11 by QuintensK Quote Link to comment Share on other sites More sharing options...
Scotty Posted January 12 Share Posted January 12 @Newt Quote Link to comment Share on other sites More sharing options...
Newt Posted January 12 Share Posted January 12 OK. The Sorcery spell is obviously broken in 3rd Edition. It's a holdover from 1st edition, where the rulings about inanimate objects were different. Let me put my thinking cap on and post a fixed version. 1 Quote Head Honcho of D101 GamesPublisher of Crypts and Things/Monkey/OpenQuest/River of HeavenThe Sorcerer Under the Mountain Link to comment Share on other sites More sharing options...
Newt Posted January 21 Share Posted January 21 Ok here we are. Current Holdfast Touch This spell causes two adjacent ten-centimetre by ten-centimetre surfaces (roughly the size of a person’s palm) to blend into one. The basic bond has a STR of 1. Each additional point of magnitude will either increase the STR of the bond by +1 or double the area affected. [This line refers to an old ruling that no longer exists]. This spell can affect organic and inorganic substances. If the caster is attempting to bond a living being with this spell, the spell gains the Resist (Resilience) trait. New Version Holdfast Touch This spell causes two adjacent ten-centimetre by ten-centimetre surfaces (roughly the size of a person’s palm) to blend into one. Any character trying to break this bond must take a successful skill test at hard difficulty. If the caster spends additional points on the magnitude, it modifies the athletics skill test by a further -5% per magnitude point. If the spell is being used to repair an inorganic item (such as a broken sword), take away the magnitude times five from a hundred to give the item the chance to break again in a stressed situation (such as combat). This spell can affect organic and inorganic substances. If the caster is attempting to bond a living being with this spell, the spell gains the Resist (Resilience) trait and the target gets a Resilience skill test Explanation So, Glue (Personal Magic) and Holdfast (Sorcery) are effectively the same spells. If Sorcery didn’t have the requirement that a magician who practices sorcery must forget any personal magic (see page 134), I’d say delete Holdfast and use Glue. But because Sorcery is meant to be more powerful than Personal Magic, I’ve rewritten Holdfast to be so and make sense in the current rules. The first paragraph is a quick summary and gives a basic description of how the spell works. The second paragraph is new and covers both the basic effect of the spell and what happens if you boost the magnitude of the spell. The basic effect now makes it more powerful than Glue, and spending extra magic points on magnitude makes it even more powerful. Note you can also boost the spell’s duration and range, which is where Sorcery, which, despite taking longer to learn, really shines compared to Personal and Divine. The third paragraph is also new, too, and explains how you can repair items and how they break if used. This is something that Glue has, but Holdfast in its current form doesn’t. 3 1 Quote Head Honcho of D101 GamesPublisher of Crypts and Things/Monkey/OpenQuest/River of HeavenThe Sorcerer Under the Mountain Link to comment Share on other sites More sharing options...
QuintensK Posted January 26 Author Share Posted January 26 Thanks for your answer. 1 Quote Link to comment Share on other sites More sharing options...
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