From: Jeff Okamoto (okamoto@hpccc.hp.com)
Date: Thu 15 Jun 1989 - 09:56:33 EEST
>From: abbott%dean.Berkeley.EDU@berkeley.edu (=Mark Abbott)
>Subject: Re: Roundless combat
>This is a system for roundless combat which we've been using here
>for about 4 years now. I'll give the mechanics of the system without
>the actual data tables for the weapons. If anybody is interested,
>I can pass on the details.
The Chaosium game Ringworld used a system much like this. Presumably the SR's for magic spells correspond to your RAR units...
>From: bell@cs.unc.edu
>Subject: Sorcery spell: (Element) Bolt
>
>Here's a possible sorcery spell:
>
>(Element) Bolt
>ranged, instant (and temporal), passive
>
>This spell causes a bolt composed of the given element to shoot
>from the caster's hand. Whatever target is hit takes 1 point of
>damage per level of intensity of the spell,
YIKES! Just guess what munchkin PC sorcerer will build: spell matrices containing intensity of this spell!
>plus possible additional effects as noted below. Protection spells
>will reduce the damage by 1 point per point of protection. Armor has
>no effect against this damage. The caster must make a skill roll
>to hit the target, which is treated as a missile skill and can be
>increased by experience or training. The missile skill is the same
>regardless of the element.
At MINIMUM, the caster should have to overcome the target's MP's.
>Fire: This may set fire to papers and other flammable materials.
Presumably with intensity equal to the spell's intensity.
>Darkness: This may freeze liquids.
Unfortunately, there are no rules in RQ3 for freezing. I suppose a table could be drawn up.
>Earth: This form of bolt can do knockback.
Presumably at one point of "knockback potential" per point of intensity.
>Storm: This form (lightning bolt) is +30% to hit metal-clad targets.
> Lightning does not stay stable enough to be manipulated
> after the initial strike.
YIKES! As if this didn't already overpower the Rune spell Lightning. Now you get +30% to hit!
>Water: Waterbolts do only half damage, but do knockback equal to the
> full intensity.
Thank goodness there's no chance of it filling the target's lungs as an undine does.
>Chaos: If the intensity of the spell overcomes the target's magic
> points, the target gets a reverse chaos feature for the duration
> of the spell. This effect works as a spell, and thus
> countermagic and spell resistance work against it.
Umm, chaos isn't an Element, it's a Form. Pocharngo (or is it Thed, I don't have GoG here at work) already has a Rune spell that's similar, but you roll to see if you get a "normal" Chaotic Feature, or one of Thed's Reverse Chaotic Features.
[Thed has a 2-point Reverse Chaos Feature spell]
>Lune: The spell also acts as a madness spell, where the intensity
> of the spell is matched against the target's magic points.
Does the madness go away when the spell wears off?
>Learning the Chaos Bolt spell will give the caster a Chaos taint, and
v>thus it is never taught in civilized societies. The Lune Bolt spell is
>very rare except among certain sects of lunar magicians.
>
>If you see problems with this spell, or can think of better elemental
>effects, by all means let me know.
The problem I see with this spell is that it GREATLY exceeds already existing Rune spells at little cost. What takes Pocharngo/Thed a 2-point Rune spell, I can do the same with an Intensity 1 spell.
This spell seems to me to easy to abuse. A sorcerer can create a spell matrix containing Intensity in this spell. Bingo, instant damage creation! Don't need to overcome the target's MP's or anything! Got a low missile skill? Don't worry! Use Lightning as your element! +30% to the auto-damaging crystal against metal-armored targets!
Major question: is this spell REALLY necessary? A hot-spit sorcerer can be hell on wheels at times. I know, I've played a couple. They've already got a heck of lot of offensive spells: Venom, Palsy, Stupefy, Form/Set, Diminish, Dominate, Enhance, and of course, Damage Boost for your friends. Why give them an even more powerful spell, one that doesn't need to overcome magic points? Every other offensive spell requires this, except this one.
In a nutshell: TOO POWERFUL, not really needed. Thumbs down.
Jeff
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