Spell force and overcasting |
Spell force and overcasting |
May 19 2007, 08:08 PM
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#1
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Moving Target Group: Members Posts: 633 Joined: 23-February 06 Member No.: 8,301 |
I find I like that with combat spells, a mage can push himself harder, risking his health, to make his spell more powerful and do more damage. The temptation to overcast exists, and I like that.
But it seems like that is missing from most other spells. Force is mostly just a hit-limiter; you only cast at higher force if you think you're going to get more hits. I'd like to change that, at least a little. Not like a complete overhaul, or anything. Just modifying a few spells here and there. Mostly, I've been thinking about the barrier spells, which seem like great candidates for this. (Imagining the group surrounded by heavily armed guards, someone yelling "We're boned!" and then the mage overcasts his Phys Barrier to F10 at the last moment, deflecting the barrage of bullets while bleeding out his face.) So anyway, I figured I could do this by linking the Armor of the barrier (not the Structure) directly to Force, rather than hits. Does this seem like it'd be good? Too powerful? Are there any other types of spells that'd be good for this kind of update? |
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May 19 2007, 08:11 PM
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#2
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Well I'd have to playtest it before coming down one way or the other, but if I remember correctly last time the Barrier spells were brought up someone made the point that if you tied their results to Force instead of Hits then you'd make spilting a Mage's Dicepool to cast two spells at once not nearly as painful as it currently is...
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May 19 2007, 08:21 PM
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#3
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Moving Target Group: Members Posts: 633 Joined: 23-February 06 Member No.: 8,301 |
I'd still have Structure tied to Hits. I don't want spellcasting success to cease to matter entirely.
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May 19 2007, 08:24 PM
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#4
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Aye, thats why I'd have to playtest it before having an opinion. :cyber:
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May 19 2007, 11:37 PM
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#5
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Moving Target Group: Members Posts: 615 Joined: 26-February 02 Member No.: 1,895 |
An alternative: How about: overcasting gets you extra 'points' these can be used to raise the cap, OR as extra dice. Force 6 - Overcast 6 you could chose to be a force 12 spell, or a force 6 spell with 6 extra dice on your spellcasting test. This allows spell casters to boost any spell, and gives a chance for a little extra bang. |
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May 20 2007, 01:07 AM
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#6
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Moving Target Group: Members Posts: 410 Joined: 5-April 07 From: Vancouver, BC Member No.: 11,383 |
You could do that with every spell, not just overcast ones, to simply rules. Make it so you can reduce the effective force of the spell by 1 to add 1 die to your spell casting test. The actual force of the spell is used for drain. Example: Cast a force 6 spell with an effective force of 3 (3 max hits, any numerical values based on force are at 3) add 3 dice to spell casting test, resist drain as a force 6 spell.
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May 20 2007, 02:36 AM
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#7
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Moving Target Group: Members Posts: 615 Joined: 26-February 02 Member No.: 1,895 |
Though I have to admit my way of fixing it is to bring all the spells down a bit. (though mostly combat).
To me overcating doesnt 'promise' extra force. Overcasting generates the possiblity of extra force, but you need to channel the energy efectively. Overcasting raises the potential force of the spell but the force is equal to magic + hits. (capped at potential force So a magic 5 mage overcasting a bit for a for 8 heal. Makes a spell casting roll, as long as they get atleast three hits, then the spell is force 8. (magic (5) + hits (3). More then likely going to get the 'full effect', what this is intended to limit is the extreme overcasting. magic 6 casting force 12 spell. (mage would need to get 6 hits to get the full force. If important enough to be spending edge, very likely to get 6 hits, however, unless spell casting is in the 24+ range, is more then likely 'wasting' some of the overcast and taking drain for no extra effect. |
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May 22 2007, 04:54 PM
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#8
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Moving Target Group: Members Posts: 633 Joined: 23-February 06 Member No.: 8,301 |
I actually prefer that overcasting guarantees extra power. I like the idea of being able to get extra power at a price. It creates dramatic moments where our heroes succeed, but at great cost.
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May 22 2007, 07:06 PM
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#9
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Moving Target Group: Members Posts: 749 Joined: 28-July 05 Member No.: 7,526 |
sounds good for a metamagic to me.
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May 22 2007, 07:10 PM
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#10
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jacked in Group: Admin Posts: 9,028 Joined: 26-February 02 Member No.: 463 |
Well, Barrier is working kinda weird, anyways, with such a low Rating unless you roll extraordinarily well.
Bye Thanee |
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