Subject | [dq] Slightly and a little bit late too. |
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From | struan@sjudd.com |
Date | Tue, 28 Aug 2001 13:05:24 +1200 |
Anyone who'd like to see me off this afternoon is welcome to meet up with me at the upstair bar at Auckland International Airport from about 4:45. I imagine I'll have to leave to board the plan a little bit before 6pm as my flight is at 6:35pm. I'd love to see any of you there who can make it. But I do realise that I'm leaving this rather late. For you further information I'm arriving back at the ungodly hour of 6am on Thursday the 6th of September. TTFN ---- Struan Judd <*> "And so it begins ..." ICQ: 4498196 http://neongraal.sf.org.nz mailto:struan@sjudd.com Voicemail and Fax: +1 (201) 305-1011 x1006 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Agony |
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From | flamis@ihug.co.nz |
Date | Tue, 28 Aug 2001 21:40:22 +1200 |
I am still keen to see this spell modified - if there is agreement that it= =20 is broken. Agony (S-1) Range: 15 feet + 5/Rank Duration: Concentration; maximum of 10 seconds + 10 / Rank Experience Multiple: 350 Base Chance: 10% Resist: Active, Passive Storage: Investment, Ward, Magical Trap Target: Area Effects: This spell causes all entities in the affected area, except the=20 Adept, to suffer extreme agony. Entities who fail to resist must reduce their initiative by 20, and make a= =20 once times willpower check to take any action other than a pass action for= =20 the duration of the spell, or until such time as they leave the area of=20 effect. In addition their chance to successfully perform any action is=20 reduced by 30. Mind Mages gain a bonus to this willpower check equal to 10%= =20 + 2 =D7 Rank with their Talent of Resisting Pain. Entities who successfully resist must reduce their initiative by 10, and=20 must reduce their chance to successfully perform any action by 20. The numbers are still fairly arbitrary - but I think initiative should be=20 affected directly, rather through being slowed. And after seeing two=20 characters leaping around Matrix-style while under the effect of a resisted= =20 agony, I've come to the conclusion that it isn't just strike chances that=20 should be affected. Jacqui=20 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Windstorm |
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From | flamis@ihug.co.nz |
Date | Tue, 28 Aug 2001 21:44:19 +1200 |
I'm also keen to have this spell be modified as follows: Windstorm (S-16) Range: 30 feet + 5/Rank Duration: Concentration; Maximum of 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= =20 extending out to the full range of the spell. Once cast the Windstorm will= =20 not move. The winds in the area of a Windstorm are random and violent, they= =20 do not prevail in a particular direction. All entities within this area=20 except the Adept and those in the same hex must check against 2 =D7= (Physical=20 Strength + Agility) - 2 =D7 Rank, every pulse, to move from hex to hex, or= =20 engage in melee combat. If an entity fails this check, it falls prone.=20 Every time an entity within the area falls prone, they take [D - 4] damage.= =20 This damage is physical. For the duration of this spell these entities have= =20 their normal TMR halved (crawling is unaffected). All entities attempting=20 to use missile or thrown weapons through or inside the area of effect have= =20 their Strike Chance reduced by 5 per every 2 hexes of Windstorm travelled=20 through. Any entity other than the adept attempting to cast a spell within= =20 the area must make a concentration check. There were no complaints last time... Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Agony |
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From | kharsis@ihug.co.nz |
Date | Tue, 28 Aug 2001 23:40:51 +1200 |
No the spell does not need "fixing" it is not broken. It is one of the spells that make necro's hated and reviled. Stop making changes for changes sake Scott Jacqui Smith wrote: > I am still keen to see this spell modified - if there is agreement that it > is broken. > > Agony (S-1) > Range: 15 feet + 5/Rank > Duration: Concentration; maximum of 10 seconds + 10 / Rank > Experience Multiple: 350 > Base Chance: 10% > Resist: Active, Passive > Storage: Investment, Ward, Magical Trap > Target: Area > Effects: This spell causes all entities in the affected area, except the > Adept, to suffer extreme agony. > Entities who fail to resist must reduce their initiative by 20, and make a > once times willpower check to take any action other than a pass action for > the duration of the spell, or until such time as they leave the area of > effect. In addition their chance to successfully perform any action is > reduced by 30. Mind Mages gain a bonus to this willpower check equal to 10% > + 2 × Rank with their Talent of Resisting Pain. > Entities who successfully resist must reduce their initiative by 10, and > must reduce their chance to successfully perform any action by 20. > > The numbers are still fairly arbitrary - but I think initiative should be > affected directly, rather through being slowed. And after seeing two > characters leaping around Matrix-style while under the effect of a resisted > agony, I've come to the conclusion that it isn't just strike chances that > should be affected. > > Jacqui > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Windstorm |
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From | kharsis@ihug.co.nz |
Date | Tue, 28 Aug 2001 23:43:00 +1200 |
So long as that concentration check is at WP - 2 per rank of spell (or some other number to make it extremely hard to cast) Scott Jacqui Smith wrote: > I'm also keen to have this spell be modified as follows: > > Windstorm (S-16) > Range: 30 feet + 5/Rank > Duration: Concentration; Maximum of 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 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 Strike 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. > > There were no complaints last time... > > Jacqui > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |