Kublai
04-25-2005, 11:42 AM
Last night, during our campaign, our sorcerer nearly once again destroyed the world with an abstraction. This was the same player (but not the same character) that caused the permanent 100s of leagues huge storm of magic and lightning that rendered a large portion of our map useless!
He created an abstraction to summon all the caribou within 100s of leagues to come to him. His final obstacle was 11 and he had 16 dice to cast it with. Well, he got 11 successes, so only 1 track on the Wheel of Magic needed to be spun. Unfortunately, he then rolled two 6s in a row, which meant two more circles were going to be spun! :shock:
It was sick and we were all very worried. The outcome wasn't so bad, but now it means my character has to fight a giant in single combat. Great. Thanks, sorcerer. :evil:
Anyway, the point of this post was that things need to change. Technically, he succeeded in casting his spell. So why was he punished so harshly? We thought about it for some time as we walked home and ate bagels.
This is what we came up with. Players shouldn't be punished for succeeding. Therefore, variance of the Wheel of Magic will only occur if the casting fails. The number of wheels that vary will be determined by how much the caster failed by. Which wheel and which direction will still be randomly determined by a flip of the die.
For instance, take our Caribou Call spell. If cast again with 11 successes, he would have had no variance! If cast with 10 successes, only 1 wheel spins; 9 successes and 2 wheels spin, 8 successes and 3 wheels spin; etc. until a maximum of 5.
Abstractions are difficult enough that success should not be punished with absolute failure. Try this new mechanic and give us some feedback.
Also, there is some consideration of allowing sigils to be used on-the-fly. With the above example, the result of the facets he used could have been used to do much more powerful things than merely call caribou. He could've controlled the minds of every living thing within the same radius! Therefore, he is worthy of a minoris sigil to reflect the curbed results of the facets.
He created an abstraction to summon all the caribou within 100s of leagues to come to him. His final obstacle was 11 and he had 16 dice to cast it with. Well, he got 11 successes, so only 1 track on the Wheel of Magic needed to be spun. Unfortunately, he then rolled two 6s in a row, which meant two more circles were going to be spun! :shock:
It was sick and we were all very worried. The outcome wasn't so bad, but now it means my character has to fight a giant in single combat. Great. Thanks, sorcerer. :evil:
Anyway, the point of this post was that things need to change. Technically, he succeeded in casting his spell. So why was he punished so harshly? We thought about it for some time as we walked home and ate bagels.
This is what we came up with. Players shouldn't be punished for succeeding. Therefore, variance of the Wheel of Magic will only occur if the casting fails. The number of wheels that vary will be determined by how much the caster failed by. Which wheel and which direction will still be randomly determined by a flip of the die.
For instance, take our Caribou Call spell. If cast again with 11 successes, he would have had no variance! If cast with 10 successes, only 1 wheel spins; 9 successes and 2 wheels spin, 8 successes and 3 wheels spin; etc. until a maximum of 5.
Abstractions are difficult enough that success should not be punished with absolute failure. Try this new mechanic and give us some feedback.
Also, there is some consideration of allowing sigils to be used on-the-fly. With the above example, the result of the facets he used could have been used to do much more powerful things than merely call caribou. He could've controlled the minds of every living thing within the same radius! Therefore, he is worthy of a minoris sigil to reflect the curbed results of the facets.