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Re: [Slope: Ch 10] Thrown Spell talent - change?
At 10:31 AM 5/4/2018, Jack wrote:
I agree that some thrown spells can "automatically mess up" a foe.
But only if successfully cast!
So if the two Thrown spell resolution mechanics are "nicely
balanced" as you say, Peter, why replace caster DX with target
"resistance"? Why lose the tactical calculations behind getting your
glass canon in close enough to have an effect without him
shattering? Why convert player guile to a die roll?
(Full disclosure: I hate saving throws. Too abstract. Too nebulous.
Too anti-Appendix N. Robert E Howard never wrote about Conan's
"resistance" to some spell. I don't recall a single Tarzan story
where "resistance" played a role. HPL would have had to throw out
the Mythos if he'd have had to contend with "resistance": "And Great
Cthulhu rose from the waves, casting sanity-blasting shadows in the
gibbous moon. But Bob just laughed, his resistance to fear holding...")
Meh, just thinking out loud. What a wonderful game!
Well, saving throws are an option, and I don't think they're
necessary or objectively better than TFT's lack of them. TFT magic
has always been my reference magic system, and one of my favorites,
and the knockout thrown spells have a charm to them that I also like.
And I totally get wanting a magic system with absolute and reliable
effects. It's really a preference, though I tend to prefer less
reliable magic, and for non-wizards to have more chances not to get
taken out by spells regardless of their abilities.
What I meant was that I think Rick's combination of adding something
that extends the range of Thrown spells, with something that makes
thrown spells less reliable, seems (not having playtested it, though
I do like the resistance rolls in GURPS Magic, which use a somewhat
similar mechanic) a nice balance compared to just increasing the
range of Thrown spells for some casters. That is, it would be a major
balance shift to have some casters have several more hexes' range
than would be expected (by people who understand the risk of standing
near a wizard with Thrown spells). It changes the power dynamics of
what wizards are likely to be able to do in what circumstances. But
by adding another roll that adds an independent chance that the spell
might fail even if the caster makes their roll, it shifts the balance
in the other direction.
I like that the resistance roll is a separate independent roll from
the caster's roll, because it means that while caster skill adds
range, a lot of skill can't overpower than chance of resistance, so
it shifts those near-certain knockout spells to a less certain outcome.
And, I also mainly like the reduced reliability of spells that have
little recourse and take almost anyone out of action. And I like that
it's a gradually increasing chance that takes the target's attributes
into account, because I tend to like taking game stats into account
and I like having it matter what the target is.
Seems interesting. There could also be charms, spells, and/or talents
that affect how likely that resistance roll is.
(As for Conan and Tarzan, maybe they didn't resist, but I imagine
they didn't have people casting Freeze on them and then cutting their
throats, or Stop and then filling them full of spears & arrows, eh?)
(As for Cthulu, he can do fine in systems with resistance, as he has
an abundance of power and patience.)