PhilHibbs said:So what prevents a spirit from attempting possession once per round until it wins?
PhilHibbs said:So what prevents a spirit from attempting possession once per round until it wins?
Vadrus said:PhilHibbs said:So what prevents a spirit from attempting possession once per round until it wins?
Nothing, except for a kind GM :lol:
The spirit rules do seem very weak and incomplete so far.
Vadrus
gamesmeister said:I have to say, the jury's still out on the new Spirit Combat rules, and I'm not really sure why they changed them.
RosenMcStern said:Maybe these rules aren't the best they could devise, but RQ3 spirit combat was rather colorless and boring, so I will not miss it.
I liked the fact that in RQ3 you had three completely seperate axes of attack/defence : Physical combat, magical attacks and spirit combat. You also has sperate magic to augment or protect against these types of attack. It made for a very interesting set of tactics and character development options.
Having magical defences against spirits uses exactly the same magic (protection/Shild spells) as against swords and arrows just feels wrong, IMHO.
I'd agree with the colourless bit, certainly. The down to the wire fights were never really boring though. Well, not always.RosenMcStern said:Maybe these rules aren't the best they could devise, but RQ3 spirit combat was rather colorless and boring, so I will not miss it.
RosenMcStern said:Maybe these rules aren't the best they could devise, but RQ3 spirit combat was rather colorless and boring, so I will not miss it.
And you find one single opposed persistence roll colorful and exciting?
Trifletraxor said:RQ3 spirit combat was based on willpower for both parties.
MRQ spirit combat is based on persistence rolls & weapon skills (if you have damage-enhancing spells, otherwise you're toast).
The RQ3 rules sounds much, much more natural to me.
I can't really understand how someone thought the RQ3 rules where boring. If you got posessed by a ghost, you where usually dead. I ran one MP vs. MP roll every SR, so the spirit combat didn't take a lot of game time. My players have always been extremely afraid of ghosts.
SGL.
I can't really understand how someone thought the RQ3 rules where boring.
RosenMcStern said:I can't really understand how someone thought the RQ3 rules where boring.
Because you never ran battles between a POW 15-fetch 30 PC shaman and a POW 30 spirit, that required a 05% roll on the part of BOTH contestants to do damage. My, we even found ourselves in the need to recast Spirit Screen 'cause the 25 round duration had expired. And the time when the shaman was engaged by five spirits, each with a 01% or 05% chance to hit, and we had to run the entire combat, that was another nightmare. And in case you wondered, the shaman did not want to flee the combat, even though it was allowed by the rules, and I could not rule an automatic win because the spirit had some chance of success.
RosenMcStern said:I can't really understand how someone thought the RQ3 rules where boring.
Because you never ran battles between a POW 15-fetch 30 PC shaman and a POW 30 spirit, that required a 05% roll on the part of BOTH contestants to do damage.
RosenMcStern said:I can't really understand how someone thought the RQ3 rules where boring.
Because you never ran battles between a POW 15-fetch 30 PC shaman and a POW 30 spirit, that required a 05% roll on the part of BOTH contestants to do damage. My, we even found ourselves in the need to recast Spirit Screen 'cause the 25 round duration had expired. And the time when the shaman was engaged by five spirits, each with a 01% or 05% chance to hit, and we had to run the entire combat, that was another nightmare. And in case you wondered, the shaman did not want to flee the combat, even though it was allowed by the rules, and I could not rule an automatic win because the spirit had some chance of success.
Of course having to roll each SR speeds the thing a little, but this is unfair because the PCs have less time to use magic to fight back. If they know Befuddle or Demoralize or whatever, they can turn the tides of battle this way.
Rurik's idea of "wasting" MPs per possession attempt is nice, BTW. Maybe 1d6? Half POW would be contrary to the "use the least maths possible" principle of MRQ.
simonh said:RosenMcStern said:I can't really understand how someone thought the RQ3 rules where boring.
Because you never ran battles between a POW 15-fetch 30 PC shaman and a POW 30 spirit, that required a 05% roll on the part of BOTH contestants to do damage.
The RQ3 system was far from ideal, but that't not necesserily a reason to toss out the whole concept and go to physical combat for spirits. It's a good rason to fix the system. Let's see what they come up with for Shamans.