Re: [RQ-Rules] Sorcery spells2

From: MurfNMurf@aol.com
Date: Sun 30 Dec 2001 - 18:01:37 EET


In a message dated 12/30/01 3:53:02 AM Central Standard Time, Steve wonders
about the Hinder spell:

> Not sure how this would work with similar Quest Rules spells. And of course
> I don't use Strike Ranks, but simply reducing DEX would do the same job.
> Would you say the immobilizing into steel happens only after all the DEX is
> gone?
>
   Well, after a glitch froze one of the Quake baddies into an indestructible
statue--effectively a piece of the background that happened to man-shaped, I
wondered at a spell that could do the same thing. I figured Hinder would be a
good place to start, but it stopped at reducing DEX SR to 10. While looking
through stuff, I noticed that Joint Rot completely immobilized someone at
SR20. The "hard as steel" was an attempt to reflect the indestructibility of
the Quake badguy. On thinking about it, I'd put the petrified individual's AP
at 30 or so, actually. Also, I didn't want the spell to be used to petrify a
target who could then simply have his throat slit.
   So there! lol!
  -Ken-

--- StripMime Report -- processed MIME parts ---
multipart/alternative
  text/plain (text body -- kept)
  text/html

---

This archive was generated by hypermail 2.1.7 : Sat 05 Jul 2003 - 20:36:05 EEST