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> Infusion and Magic
Ranarion
post Nov 23 2010, 11:02 PM
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Today i Took Infusion as a Metamagic for my Adept.. But the problem ist the Drain.. i can't imagine to use Infusion for more than one COmbat, and COmbats most likely ends in a couple of Rounds in our Game.. Or if i want to boost freefall or Facial Sculpt, i nearly never need infusion for more then one Round...

The strange thing about the Infusion:

The effect is based on my Initant-grade.
The duration is Based on Magic (Magic = DV)
The Time is based on Magic (Magic = Minutes)

So, the Drain is directly conectet to the time, one damage point per Minute.

What do you guys think about allowing the Adept to set a Time for this MEtamagic, aka: I want to aktivate it for X Minutes, and after that i get X Drain and X minutes the bad effect.
Or have you alternativ MEthodes to Handle that? Must it even be Changed?
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Karoline
post Nov 23 2010, 11:32 PM
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I don't see any problem with allowing an adept to limit the time the switch lasts to X in order to keep drain at X and the burnout at X. Otherwise you are punishing adepts with high magic, and rewarding adepts with low magic, which seems wonky at best.
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Thanee
post Nov 24 2010, 06:18 PM
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I always thought you can voluntarily end the effect in order to keep the downtime low.

Not sure about the Drain. On one hand, it can get pretty rough, when your Magic is high. On the other hand, choosing a low value would make the Drain irrelevant, and the effect nearly the same. That would be a bit too cheap, IMHO.

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Thanee
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Karoline
post Nov 24 2010, 07:45 PM
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QUOTE (Thanee @ Nov 24 2010, 01:18 PM) *
I always thought you can voluntarily end the effect in order to keep the downtime low.

Not sure about the Drain. On one hand, it can get pretty rough, when your Magic is high. On the other hand, choosing a low value would make the Drain irrelevant, and the effect nearly the same. That would be a bit too cheap, IMHO.

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Thanee

Yeah, but consider an adept who isn't allowed to use optional rules to get extra power points. They could have a magic of 9 or 10 or something, which makes the metamagic entirely useless to them, because they're likely to take more damage from using it than they'll save by bossing any of their powers. This metamagic basically encourages an adept to grab a few points of ware and use the optional rules to get power points instead of actually improving their magic.
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Thanee
post Nov 24 2010, 08:03 PM
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QUOTE (Karoline @ Nov 24 2010, 08:45 PM) *
Yeah, but consider an adept who isn't allowed to use optional rules to get extra power points. They could have a magic of 9 or 10 or something, which makes the metamagic entirely useless to them, ...


Yep, that's basically my "On one hand, ..." point. (IMG:style_emoticons/default/smile.gif)

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Thanee
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Karoline
post Nov 24 2010, 08:44 PM
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QUOTE (Thanee @ Nov 24 2010, 03:03 PM) *
Yep, that's basically my "On one hand, ..." point. (IMG:style_emoticons/default/smile.gif)

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Thanee

What's on the other hand though? You could maybe set it to be a minimum drain of 3 or something like that if you're worried about people boosting all kinds of combat stuff for a minute to avoid drain.
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Thanee
post Nov 25 2010, 09:05 AM
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Yep, I think it should be somewhere in the middle. (IMG:style_emoticons/default/smile.gif)

Maybe half Magic (for spells it's half Force, too, after all)?

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Thanee
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Karoline
post Nov 25 2010, 02:07 PM
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QUOTE (Thanee @ Nov 25 2010, 04:05 AM) *
Yep, I think it should be somewhere in the middle. (IMG:style_emoticons/default/smile.gif)

Maybe half Magic (for spells it's half Force, too, after all)?

Bye
Thanee

Yes, and mages get to choose the force of their spells. They aren't stuck at a drain directly based on their magic.

Perhaps adjust it so that you have to pick duration beforehand, and have a dead period after the power drain occurs where you can't activate the metamagic again.
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Ascalaphus
post Nov 25 2010, 02:14 PM
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QUOTE (Karoline @ Nov 25 2010, 04:07 PM) *
Yes, and mages get to choose the force of their spells. They aren't stuck at a drain directly based on their magic.

Perhaps adjust it so that you have to pick duration beforehand, and have a dead period after the power drain occurs where you can't activate the metamagic again.


I like that.
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Neraph
post Nov 25 2010, 04:14 PM
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I was going to mention it as an Advanced Metamagic that requires Infusion, but how about allowing the Adept to change the duration/damage +/- his Initiate Grade? That follows how other meta-magicky things work a bit.
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