Magick's, etc.

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Postby Rev. Sylvanus » Wed May 04, 2011 1:49 pm

Thanks for the tid-bit Stubby. Very helpful. Questions, though.

6. Does a supernatural effect count as an action? Or can a fig (or whatever) attempt multiple supernatural effects in the same turn depending on his/her dice pool? [For instance, would infusing a sword with magic cost an action {thereby necessitating multitasking in order to also attack with that sword}?].

7. Does the fact that lasting effects no longer exist mean that a wizard buffing a squad would have to cast that buff every turn [instead of devoting a supernatural die for "duration"]?
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Postby stubby » Wed May 04, 2011 2:35 pm

Rev. Sylvanus wrote:Thanks for the tid-bit Stubby. Very helpful. Questions, though.

6. Does a supernatural effect count as an action? Or can a fig (or whatever) attempt multiple supernatural effects in the same turn depending on his/her dice pool? [For instance, would infusing a sword with magic cost an action {thereby necessitating multitasking in order to also attack with that sword}?].

7. Does the fact that lasting effects no longer exist mean that a wizard buffing a squad would have to cast that buff every turn [instead of devoting a supernatural die for "duration"]?

6. Yes, but a magician enchanting his own sword and swinging it can be combined into a single Action (with a combined Use rating).

7. As it stands right now, yes. There are no duration dice; the wizard has to actively maintain a buff from turn to turn.

I'm looking at an alternative to Duration where he can cast a buff and then just leave that die or dice with the recipients for as many turns as he likes; this would mean he only had to spend the Action on the turn of the casting and could then focus on other things. That die would then be "locked up" with the buffed units to use once per turn, so he wouldn't be able to use it until the enchantment ended. Depending on how the balancing works out in playtesting, he may take a -1 to Skill for each of his dice which are active out in the field, so he won't want to keep enchantments going if they're not being used.
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Postby Quantumsurfer » Fri May 06, 2011 4:28 am

That sounds nifty. I don't know of too many games that take that particular approach, so it feels unique. It also adds an interesting tactical element in that it gives casters finer control over their effects and forces them to choose not only decent placement but also face the risk factor of moderating the spell's power levels. Mechanically, it doesn't look complicated on the face of it either, so it wouldn't slow the game. Looks like fun if you can balance it out right.
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