Subject | Re: [dq] Agony |
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From | flamis@ihug.co.nz |
Date | Sun, 22 Jul 2001 13:19:54 +1200 |
At 22:38 21/07/01 +1200, you wrote: >The spell has been in it's current form 5 or 6 years now IIRC and there >have been >no compalints about it. All I can say is that there has been a fair bit of comment on the spell recently, although obviously you haven't heard it. The version I posted came out of a long discussion with Jason and various others. Why the flaws in the spell description didn't show up earlier I don't know. Perhaps it was assumed that the spell worked one way, when If you read it carefully it clearly doesn't. Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Windstorm |
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From | AndrewW@datacom.co.nz |
Date | Sun, 22 Jul 2001 17:20:21 +1200 |
I like the idea of windstorm being weakened so that it works exactly as is now if you try to move, but otherwise you can stand and do stuff (I think that's the summary of Jacqui's rewording). I've felt this spell is too tough for a EM 200 spell for a while now. Andrew -----Original Message----- From: Jacqui Smith [mailto:flamis@ihug.co.nz] Sent: Saturday, 21 July 2001 4:28 p.m. To: dq@dq.sf.org.nz Subject: [dq] Windstorm Windstorm (S-16) Range: 30 feet + 30 / Rank Duration: 10 seconds + 10 / Rank Experience Multiple: 200 Base Chance: 40% Resist: None Storage: Investment, Ward, Magical Trap Target: Area Effects: The Adept creates a windstorm of Force 9 centred on the Adept and extending out to the full range of the spell. Once cast the Windstorm will not move. The winds in the area of a windstorm are random and violent, they do not prevail in a particular direction. All entities within this area except the Adept and those in the same hex must check against 2 ? (Physical Strength + Agility) - 2 ? Rank, every pulse, to regain their feet and/or remain upright. Every time an entity within the area falls prone, they take [D - 2] damage. This damage is physical. For the duration of this spell they have their TMR halved. All entities attempting to use missile or thrown weapons through or inside the area of effect have their Base Chance reduced by 5 per every 2 hexes of Windstorm travelled through. The "we all fall down spell". Against an easily achievable (EM=200) Rank 10 in the spell, with average strength and agility, say a total of 30, a character will fall down on a roll of 40 or worse, take damage, and have to do it again. A character with good stats, total 40, will fall down on 60 or worse. To make matters worse, consider what happens when the spell is cast on sand or snow, ruining visibility as well. We won't mention the huge area of effect. 330ft radius at rank 10! The problems with this spell have been exacerbated with the decision to prevent mages from casting in a prone position. This means the only real way to combat the Air mage is to crawl close enough and grapple! I'm going to suggest that this spell be modified as follows: Windstorm (S-16) Range: 30 feet + 5/Rank (so it doesn't take out entire armies) Duration: Concentration; Maximum of 10 seconds + 10 / Rank (so that if you stun the adept it goes away) Experience Multiple: 200 Base Chance: 40% (perhaps this should be reduced) Resist: None Storage: Investment, Ward, Magical Trap Target: Area Effects: The Adept creates a windstorm of Force 9 centred on the Adept and extending out to the full range of the spell. Once cast the Windstorm will not move. The winds in the area of a windstorm are random and violent, they do not prevail in a particular direction. All entities within this area except the Adept and those in the same hex must check against 2 ? (Physical Strength + Agility) - 2 ? Rank, every pulse, to move from hex to hex, or engage in melee combat. If an entity fails this check, it falls prone. Every time an entity within the area falls prone, they take [D - 4] damage. This damage is physical. For the duration of this spell these entities have their normal TMR halved (crawling is unaffected). All entities attempting to use missile or thrown weapons through or inside the area of effect have their Base Chance reduced by 5 per every 2 hexes of Windstorm travelled through. Any entity other than the adept attempting to cast a spell within the area must make a concentration check. Now, if you stay put you can act, even though you're penalised when it comes to missiles and spells. Try and move, though, and the falling down still happens. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Agony |
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From | AndrewW@datacom.co.nz |
Date | Sun, 22 Jul 2001 17:32:03 +1200 |
Those who fail may only take pass actions - which means moving 2 TMR, not full movement. Many people say this is crawling. This is almost the same speed of movement as a slowed person: (ignoring dwarves/elves) AG 2 pass TMR ===================== 3-4 2 2 5-8 2 3 9-12 4 4 13-17 4 5 18-21 4 6 22-25 6 7 26 8 8 Failing to resist has no advantage unless you have to move the very next pulse, and that can be avoided by allowing slowed people to move 1/2 TMR each pulse rather than TMR every second pulse - which is GM style, not a rule. Everyone should try to leave the area of effect of agony if they have the choice, but resisting gives you options to defend/attack on the way out, or to be heroic and press on in to the necro. Of course, you could make those who failed to resist Slowed AND take pass actions, but then Agony becomes even less fun for those players whose character resisted - they now get to crawl once an hour, not twice. Its a tough spell for its EM, but PCs don't get to cast it often because the party isn't immune - its a good EM for PC Necros, and who cares about the EM for NPC Necros?. Hmm - that weakens my windstorm argument of 15 minutes ago. <remove foot from mouth> Andrew -----Original Message----- From: Jacqui Smith [mailto:flamis@ihug.co.nz] Sent: Saturday, 21 July 2001 4:22 p.m. To: dq@dq.sf.org.nz Subject: [dq] Agony The current write-up of Agony is as follows: <snip> Entities who fail to resist may only take Pass actions for the duration of the spell, or until such time as they leave the area of effect. Entities who successfully resist reduce all Strike Chances by 30, and take twice as long to perform any action. The bizarre thing about this spell is the number of people you find deliberately failing to resist - because then they can run away! At full TMR and not slowed. Once out of range they can shoot back with relative impunity. Of course those who did resist have probably been killed by the necromancer's undead minions - who, of course, do not feel pain, aren't slowed, and don't have 30% off their strike chances. Heroic? Not! -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Agony |
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From | salient@kcbbs.gen.nz |
Date | Sun, 22 Jul 2001 21:26:36 +1200 |
At 16:22 21/07/01 +1200, you wrote: >The current write-up of Agony is as follows: [snip] >Entities who fail to resist may only take Pass actions for the duration >of the spell, or until such time as they leave the area of effect. >The bizarre thing about this spell is the number of people you find >deliberately failing to resist - because then they can run away! At full >TMR and not slowed. This is not correct. Under section 3.6 "Unengaged Actions" it states : "Pass - An unengaged figure may move two hexes and change facing while performing a pass action". What makes you think that they can move full TMR ? >Once out of range they can shoot back with relative impunity. Section 7.8 "Magic Resistance" states under "Passive Resistance" : "If an entity re-encounters an area effect magic, they must re-resist, whether they successfully resisted last time or not." Hence, they may have to spend a few pulses on the edge crossing in and out before they successfully resist. Then they are in the same state as the people who successfully resisted, only quite some distance from the action. To return to where they were is going to take awhile at half TMR since all actions (such as Move) take twice as long to perform. This does not seem to be anything like be able to "shoot back with relative impunity". Brent. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |