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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,651 Joined: 23-September 05 From: Marietta, GA Member No.: 7,773 ![]() |
I was curious the other day about what it'd take to be an unequipped spellcaster with the capacity to, under average dice rolls, one-shot pretty much anyone with a single Stunbolt. I chose Stunbolt because A) Generally Stun tracks are shorter than Physical tracks, so it'll likely be more globally effective and B) if this is going to be a caster's primary and signature spell, it should have a low drain code so it can be cast more often. So my target of choice is a Dwarf with Exceptional Attribute: Willpower. You're looking at a Willpower of 8, which gives a Stun track of 12 boxes. Working backwards, we can assume that a Willpower of 8 will generate about 2.66 hits per roll. I'm going to bump that up to an even 3 to give us a mild safety margin and keep the math simple. This means our target will likely negate 3 boxes of incoming Stun per spell. Since we're looking to drop him from fresh to a net of 12 boxes, that means our casting needs to do an average of 15S. A tall order. Let's construct our mage with the Qualities of Magician (15), Aptitude: Sorcery (10), and Mentor Spirit (5). The Mentor will be someone/something that gives +2 to Combat spells, of course. We'll max out our Spellcasting at 7, then Specialize in Combat spells (2). That leaves our mage throwing an impressive 11 dice on Combat spells. So now the question becomes: At what Force should the Stunbolt be cast to insure that bullheaded dwarf drops? To answer that, we need to decide one more thing first: What the caster's Magic attribute is. Let's assume that the caster doesn't like the idea of taking Physical drain, so the maximum Force of the Stunbolt will equal the caster's Magic. That, too, makes the math easy to chew on.
So basically the Force needs to be 9, as cast by someone with a 9 Magic. Plugging those numbers back in, we see:
Note that if we tossed in 1 extra Spellcasting die (like from a focus), we could actually cast the spell at Force 8 and get an average of exactly 15S out of the deal. But, since casting a spell at Force 8 or at Force 9 has an identical drain code then you may as well cast it at your full Magic rating. While it's brought up, the drain code for this whammy would be 3S. This means that on average you'd need to be throwing at least 9 dice on your drain test to negate the drain. For most serious casters, this isn't going to be a problem. So what happens if we construct this guy without Aptitude, a Combat mentor, and without a Specialization? That is, keeping the rest the same but giving him a Spellcasting skill of 6?
Clearly he's going to come up short when knocking out the target dwarf (pun intended). So he'll have to bump his Force (and therefore, Magic) up some. Magic 10 will do the job.
I bring this up to illustrate that the Aptitude, Mentor bonus, and Specialization bonus weren't really needed if you wanted to wait to initiate one more time (or got your hands on an appropriate power focus). It takes 3 more dice during the Spellcasting test to equal to what 1 more in your Magic rating gets you. Of course, casting at 10 means the drain code is 4S and would require an average of 12 dice to negate that. To have a Magic of 10 you're probably an initiate anyway, so Centering will likely make the drain irrelevant. ~~~~~ Feel free to pick that apart. Did I leave any holes? |
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Lo-Fi Version | Time is now: 11th July 2025 - 03:45 AM |
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