mwsasser said:These are good points. I'm leaning toward not allowing crafting or magic skills to be prepped in that way. Thinking that I'd rather give add difficulty to crafting in the field though instead of making it a higher quality. And with magic prep, what does that mean for sorcery anyway... you'd just be reading slower?
alex_greene said:I'd go for allowing the scale of effect to go up as well, based on the fact that you might have to take your time in order to scale up beyond what you're normally capable of. Reaching beyond your capacity is one hallmark of sorcerers, after all ...
Yup.mwsasser said:alex_greene said:I'd go for allowing the scale of effect to go up as well, based on the fact that you might have to take your time in order to scale up beyond what you're normally capable of. Reaching beyond your capacity is one hallmark of sorcerers, after all ...
But isn't that the purpose of increasing your skill?
Simulacrum said:This one has come up a few times - consensus so far is the casting chance goes up with extra time spent, but not the scale of effect, which is based on raw skill.
Well, it does say "the skill's value is modified accordingly", so that implies that it does. I'm reluctant to allow it though, but I would for craft skills.alex_greene said:I want to know if the bonus can apply to Sorcery (Grimoire) skill - and if so, whether it affects the casting of a sorcery spell...
I do like the idea of a potent sorcerer taking an hour or four to work up Form/Set, then using it to sculpt a Mount Rushmore-sized display of faces in the side of a cliff, or pulling a Magneto trick with a suspension bridge a la X3: The Last Stand with the Golden Gate.PhilHibbs said:Well, it does say "the skill's value is modified accordingly", so that implies that it does. I'm reluctant to allow it though, but I would for craft skills.alex_greene said:I want to know if the bonus can apply to Sorcery (Grimoire) skill - and if so, whether it affects the casting of a sorcery spell...
I like it too, but I'd prefer to have it tied to a special location (that provides extra power), another ritual, or some other factor. I'm ok with the chance of success going up, just not the power: I don't want the characters uber-buffed when they have a lot of time to prepare. Having them get normal buffs is benefit enough.alex_greene said:...I do like the idea of a potent sorcerer taking an hour or four to work up Form/Set, then using it to sculpt a Mount Rushmore-sized display of faces in the side of a cliff, or pulling a Magneto trick with a suspension bridge a la X3: The Last Stand with the Golden Gate.
Then why do you give them legendary abilities?sdavies2720 said:alex_greene said:I don't want the characters uber-buffed when they have a lot of time to prepare. Having them get normal buffs is benefit enough.
mwsasser said:Hmmm....What about with crafting? I'd have to assume there might be limits to using extra time crafting an item. Wouldn't it already be assumed you have plenty of time in your work area to make something? What do you guys do?
Hmm. Well, the tone of the game is different. My campaign does not have a lot of Heroic Abilities, in part because they require quests (going to specific places in the world typically) to get. The heroic battles typically happen at power spots (notice a theme going on here), they don't happen just because the characters happen to have extra time to cast before the battle.alex_greene said:Then why do you give them legendary abilities?sdavies2720 said:alex_greene said:I don't want the characters uber-buffed when they have a lot of time to prepare. Having them get normal buffs is benefit enough.
They don't always have to take the time to cast a spell. They don't always have the time. And there are many compensations for casting megabuffed spells.
For one thing, beings may notice the character. For another thing, the character would become a trouble magnet, drawing the hostility of individuals and whole groups who would make it their life's work to take the character down a peg or two.
And he can always roll a natural 00 and bomb his spell and half his magic points to oblivion.
The aim is for the characters to write legends.Your aim as Referee is not to drag them down, but give them space to rise, and fall, by their own actions. If that means megabuffed spells that incidentally draw half the character's magic points, leaving him vulnerable to an attack while he is recovering those magic points, well so be it. That's the nature of challenge.
mwsasser said:mwsasser said:Hmmm....What about with crafting? I'd have to assume there might be limits to using extra time crafting an item. Wouldn't it already be assumed you have plenty of time in your work area to make something? What do you guys do?
So... about the crafting. I don't see any time frames for crafting in the MRQ2 book. I see the Arms book has crafting times for buildings but I didn't see anything for weapons, armor, wood carving, basket-weaving for example.
It's hard to say something took 5 times as long for example when I can't find a basis to multiply 5 against.