MAGIC: SPIRIT COMBAT RANT

From: boris (mabeyke@batman.b11.ingr.com)
Date: Sat 12 Jun 1993 - 20:23:19 EEST


  TO: The RQ4 Gang of Six
  I knew there were holes in spirit combat, but didn't realize how big
  they were, or how hard it was to get around in them, until my players
  found the Thantari head chamber and were facing a bunch of mad head
  ghosts (really, it's just a coincidence they're fighting Thanatari just
  after SotB was released. Honest).

  Umm, guys, can we make this a *lot* simpler, please? Jumping back and
  forth between five (thats *5*) tables is something I expect from
  Chartmaster, not dear old RQ. My players gave up in disgust, after I
  corrected myself about ten times (let's see, results of attacks from both
  the Attack and All Out Attack tables [I assume mad head ghosts all out
  attack in spirit combat?], results of defense on both defend and all out
  defend tables, damage on the spirit combat damage table, oy vey!),
  because the "no, wait, you weren't drained that much" results were so bad.

  Also, what happened to Spirit Screen and Spirit Block? Used to, if you
  were lucky enough to have 8-10 points of Spirit Screen and were going
  against a spirit around your level, you were pretty safe (SS 4-5 was as
  good, if you could cast from MP storage); your effective MPs to defend
  would be 8-10 higher than normal. Granted, no one I've played RQ with
  except proto-shamen ever had more than 2-3 points. But one points of
  Spirit Block worked just as well. But now, you'd need enough to ensure
  frequent specials on the Spirit Combat Defense tables to ward MP drain,
  which would have to be *twenty* points of Screen, or four points of Block!
  So my players nearly got nickled and dimed to unconsciousness and
  possession, and would have barring GM fiat. Not a good thing for a GM to
  be blindsided with, I tell you!

  (Rant Mode Off) How about this for simplicity. Normal attacks are
  pretty much on the Attack table you have now; I can look up the damage
  and treat it like a slashing weapon (rolled damage, max damage, max plus
  rolled damage for normal, special, and critical success, respectively).
  Normal defense works just like Dodge; each level of success reduces one
  attack by one level, a fumbled defense improves the attack one level,
  maybe even allow a defense against all attacks from one opponent. All
  out attack just gives an additional attack, perhaps with the opportunity
  to bind or possess if either is a crit. All out defend lets you defend
  against all spirits, with a -10% penalty to each additional one, just like
  Dodge. And with this the mechanics for Spirit Block and Spirit Screen
  don't need to be changed from the current RQ4 draft. A normal success
  with defense will prevent damage from one normal attack.

  Now maybe you don't want SS10 or SB1 to be so effective (I can see your
  point with SB; two points or so would be better, but ten points of spirit
  magic is a BIG spell). However, there should be some level of spell
  where a character is reasonably safe from spirits roughly their level.
  What level do you want it to be?

  Oh, if you don't like this fix for spirit combat, or already have another
  you like better, how about posting it. My players still have a head room
  to clear.

----
  (*)  ZZ  []  (.)  @  e  K|  o8-  |>  oK  <><  )o  3  8  <|
  If you can't stand the heat, you'll hate my Sunspear!
                  Yelmic proverb.
  Boris
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