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Oversasting spells/psionics Expand / Collapse
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Posted Thursday, August 24, 2006 1:54 PM
Wag

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nesciomancer (8/23/2006)
Marios (8/23/2006)
Not drastically more complex than normal casting.
*shudders*


Oh - sorry. Not drastically more complicated than normal casting _was_. With the new hit and damage system (and the different foci), as you say, most mages can generally cast without taking damage and the damage is tabulated (I think it's something like casting with a skill level equal to the spell level means one hit to the chest).
Marios
Post #11555
Posted Thursday, August 24, 2006 2:59 PM


Wag

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I remember the trap systems horribly and pointlessly complex system whereby you lost 'body hits' each time you cast a spell. It struck me as unecessary and underbalanced mages too much. But that is a discussion for another thread...

Marios is right about a distinction between a rules system and a narrative system for overcasting. Personally, I'd prefer a narrative system but I can see where players may take the piss with it. But then I suppose my psionics system is already pretty much a 'trust' system as you can regen points as you go - one hour of 'nothing save talking and light walking' gives you a point back. Unless you have a ref for every player who is a psion standing over their shoulder counting you have to be on trust...

I suppose it is possible to put a system in place where you can burn a hit for every level/spell point cost of the spell/psionic effect you are trying to overcast. So, if a spell cost 2 points and you have enough to cast a one point spell you can burn one hit and be in a lot of pain until it is healed through 'mana burn' or 'psionic drain' or whatever. If a spell cost 12 points and you have none left then you can burn up all 12 of your body hits (one per location, including the head) and be incredibly screwed for a while afterwards. I'd say a coma until treated by someone who knows what they are doing...

You see, I like the idea of heroic sacrifice and last minute 'pulling the saving grace out of the hat' deals. I think it is a nice LRP concept. If a player can save the day but lose something, die or otherwise really mess up thier character in the process (sanity is another good thing to lose... ) all the better... However, I like it to be simple and quick to admin.

I suppose 'talk to a ref' is a useful idea as it means that the consequences are variable and dependent upon the whim of the ref. There is no predictable consequence that the player can look up in a book and work out if he can afford it. You do the overcast, the effect happens, standard consequence is that you fall unconscious until the ref comes over and tells you what happened to you - bit of a headache, maybe, or something more dangerous like coma, insanity, loss of magical ability, memory loss, severe scarring through burns from mana burn... A bead bag could be used even. The 'cure' for the consequences could even form part of the plot for the rest of the event or even the next event. Maybe the other players need to travel into the mages head to 'bring thier spirit' back. Perhaps they have to find a famous healer who knows how to deal with the problem. Maybe the mage has to quest to recover his power or find the ingredients to a potion which restores it. Lots of nice possibilities.

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Post #11569
Posted Thursday, August 24, 2006 6:03 PM
Prodigal

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balor (8/24/2006)
I remember the trap systems horribly and pointlessly complex system whereby you lost 'body hits' each time you cast a spell. It struck me as unecessary and underbalanced mages too much. But that is a discussion for another thread...

  Just to make it clear: I think that the current incarnation of the Treasure Trap rules that we use at DUTT is more complicated than, say, the Maelstrom magic rules, but it's vastly less complicated than it was a few years ago.  If you're someone like me, who would prefer to limit the amount of mental maths they have to do in order to cast magic, then it's currently entirely possible to play a mage without ever overcasting and burning into body hits.  But the option is there, if you want to use it.

  /off-topic

balor (8/24/2006)
If a spell cost 12 points and you have none left then you can burn up all 12 of your body hits (one per location, including the head)

  How many hit locations do players have in this hypothetical system?  In all the locational hit systems I've come across there are 6 different locations (two legs, two arms, head and torso).

  Allowing people to pool hits from different locations in order to overcast sounds relatively complex- at DUTT, the hits you lose from overcasting always come off the torso.

balor (8/24/2006)
 and be incredibly screwed for a while afterwards. I'd say a coma until treated by someone who knows what they are doing...

You see, I like the idea of heroic sacrifice and last minute 'pulling the saving grace out of the hat' deals. I think it is a nice LRP concept. If a player can save the day but lose something, die or otherwise really mess up thier character in the process (sanity is another good thing to lose... ) all the better... However, I like it to be simple and quick to admin.

  Yes, if you can create a simple mechanic then hideous maiming is often more fun than instant death.  I personally would steer away from IC comas, though- they sound like they would be really dull for the victim.  If there's some reason why the medical staff can't or won't treat my character immediately, then an hour of IC agony (or even better, IC madness) sounds quite fun, whereas lying very still and quiet and trying to ignore any people discussing plot information nearby does not.

balor (8/24/2006)
I suppose 'talk to a ref' is a useful idea as it means that the consequences are variable and dependent upon the whim of the ref. There is no predictable consequence that the player can look up in a book and work out if he can afford it. You do the overcast, the effect happens, standard consequence is that you fall unconscious until the ref comes over and tells you what happened to you - bit of a headache, maybe, or something more dangerous like coma, insanity, loss of magical ability, memory loss, severe scarring through burns from mana burn... A bead bag could be used even.

  I reckon it's largely a matter of personal taste, but in most cases I think I'd prefer a situation where the refs don't make the final call on what the effect is.  If the effect of overcasting is loss of magical ability then I'd prefer that to be because that's always the effect of this type of overcasting, or because the refs drew a blue bead and then looked that up in a pre-written effects table, or something.  Rather than because the ref tried to think of things that overcasting might do to you, and then decided on loss of magical ability because they figured it would be cool.  I don't think it fundamentally matters, though- so long as you make it clear to the players whether effects are based on soulless mechanics or refs' personal judgement I think either approach is viable.

  I personally would also steer away from memory loss as an effect, simply because I often find forgetting certain things IC to be both difficult and irritating- but again, that might just be me.

  I like the idea of a really unpredictable effect, though.

 

balor (8/24/2006)
The 'cure' for the consequences could even form part of the plot for the rest of the event or even the next event. Maybe the other players need to travel into the mages head to 'bring thier spirit' back.

  That sounds like it would be cool (read: an ego-trip for attention-seekers like me  )


  WARNING: the information above may have been subjected to dangerously high levels of ignorance.

OOC (and on Pagga): Carrie
Post #11586
Posted Thursday, August 24, 2006 6:38 PM
Wag

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balor (8/24/2006)
Marios is right about a distinction between a rules system and a narrative system for overcasting. Personally, I'd prefer a narrative system but I can see where players may take the piss with it.


I'm assuming the ref is the narrator (person who decides when and how far to bend the rules/where not to bother writing rules), not the players. If the players have the ability to just decide when to override rules and what the consequences are, I'd call that semi-freeform (or doomed hybrid).

balor (8/24/2006)

I suppose it is possible to put a system in place where you can burn a hit for every level/spellpoint costof the spell/psionic effect you are trying to overcast.


I think it's a pretty bad idea to try to create rules to encourage narrative effects, because you'll find people using in a perfectly sensible and sound fashion ("my left is my 'mana battery'! ", "- legs? They are just enough to power a teleport to the temple of healing", "I can overcast a healing spell which puts me on more hits than before"). If you have an image in mind - rather than a generic utility (this mechanism is here to allow players to interact with this) then I think you'll find it frustrating.

balor (8/24/2006)

There is no predictable consequence that the player can look up in a book and work out if he can afford it.


If it's a bead bag draw from a fixed table, then they'll be able to use observation and precedent - what you gain in 'reality' you lose in 'mystery'.

balor (8/24/2006)

The 'cure' for the consequences could even form part of the plot for the rest of the event or even the next event.


I don't think that's a particularly good idea if the consequence is incapacitating. It would suck to be comatose while the other players faff around you (which they would if it's going to be plot). Also, they might not want to. Or they might not want to, right now. Depends on setup, but it might not be convenient for you to keep your character on hold until you can play them.

It could probably be worked around - perhaps I just don't like the idea of narrative injuries which can only be fixed by narrative cures.

Marios
Post #11588
Posted Thursday, August 24, 2006 7:07 PM
Heroic Knight

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How many hit locations do players have in this hypothetical system? In all the locational hit systems I've come across there are 6 different locations (two legs, two arms, head and torso).


BUTT had seven - torso was divided into chest and abdomon. Nobody knows why...

(chris)
Post #11593
Posted Thursday, August 24, 2006 7:10 PM
Prodigal

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Marios (8/24/2006)
I don't think that's a particularly good idea if the consequence is incapacitating. It would suck to be comatose while the other players faff around you (which they would if it's going to be plot). Also, they might not want to. Or they might not want to, right now. Depends on setup, but it might not be convenient for you to keep your character on hold until you can play them.

  This is true- I can certainly think of situations where there have been characters who would have loved an opportunity to bundle a particular person out of the way without having to explain to their god or local law enforcement why they'd murdered an innocent person.

  In that situation, there may be an IC incentive for doctors to lie and say that the coma victim is a total vegetable and can never be revived ("so tragic, but we'll leave the respirator on and do everything we can...  now, about those presidential elections...")  But it's a bit OOC sucky for the player of the coma victim.  I don't mind outright character death, but I'd rather avoid situations where a character is alive but unplayable and might in theory become playable again at some stage in the future, but probably won't.  It's like how IC executions are more OOC humane than IC life imprisonment.


  WARNING: the information above may have been subjected to dangerously high levels of ignorance.

OOC (and on Pagga): Carrie
Post #11594
Posted Thursday, August 24, 2006 7:31 PM
Prodigal

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CUTT almost had two torso locations, but thankfully after some testing we ditched it as impractical.



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CUTT: Kerriville the Ninth, previously Ref 07/08
EOS: Study the Venin
Post #11596
Posted Friday, August 25, 2006 10:04 AM
Heroic Knight

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nesciomancer (8/24/2006)
I don't mind outright character death, but I'd rather avoid situations where a character is alive but unplayable and might in theory become playable again at some stage in the future, but probably won't.  It's like how IC executions are more OOC humane than IC life imprisonment.

I had a character who was unplayable without being in the direct physical presence of another character.  When that other character died, he turned into a quivering wreck in the corner.  Didn't bother me in the least.

What was the topic again?


You're entitled to your opinion as long as you realise it's wrong.

Post #11617
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