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Spell Tweak: Weakness

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8 réponses à ce sujet

#1
berelinde

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WTF, this is one of the most useful spells in the game, but in the PnP version, it's pretty trivial. Drops the target's Strength and Dexterity by 1? Worthless! Totally not worth 3 mana points.

 

Bump that penalty up to the caster's level and it means something. It increases the longevity of the spell in terms of character development. Yeah, at 1st level, a warrior will notice a -1 drop to Strength, but at 4th level, not so much. They would notice a -4 penalty to strength, though, and rue the day they ever crossed a mage.

 

Plus, this spell has awesome RP potential. It's a great spell for buff/heal casters, and makes that build more viable over the long term.



#2
Mahumia

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I guess it would not stack? I have to admit I am not aware how mages work and how 'expensive' their mana pool is, but I guess that it would hurt like mad if several mages would cast weakness on a target.



#3
TreeHuggerHannah

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Mahumia, 3 mana points is quite a significant investment for a mage. It's a cost equivalent to the highest tier heal spell (which has the potential to heal back up to 18 HP.) So I have to agree with Berelinde here that as it stands, the benefit is not at all proportional to the mana cost.

 

I think the new version makes more sense, but if people think that makes it too powerful another option would be simply to drop the mana cost.



#4
berelinde

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Or maybe make it a sliding scale, with 1 Strength/Dex point per mana point? That would give mages the option of making it even more powerful as their mana pool grows. I'm open to suggestions.

 

Plus, it's great to have spells that don't do damage but are still bloody effective. I'm going to look into introducing a Paralyze spell too, apart from the mostly-useless Glyph of Paralysis.



#5
TreeHuggerHannah

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I like the sliding scale idea.



#6
berelinde

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If we went with a sliding scale, I'd want to cap it at caster magic. I can see how a first-level mage with a magic score of 3 could dump in 3 mana points and reduce the warrior's effective strength to 0 (better have a backup weapon, you 2-handers!) but I wouldn't let a first level mage dump 5 mana in and drop strength to -2 (where the warriors are pretty much crushed under the weight of their own armor). Hmm, need to think about it some more. But let's continue the discussion.



#7
TreeHuggerHannah

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Well, with Heal no matter how much mana you have, you can only use three points of it, so capping it at three would make it sort of equivalent.



#8
berelinde

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That makes sense. The spell doesn't really last all *that* long, so capping it at 3 works :)



#9
BFace

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Wait. This means stupid enemy mages get it upgraded, too, doesn't it?

 

I hate that part. I like it when *OUR* mages are OP. Not theirs.:D

 

(I'll be fine with whatever everyone decides about this. :)