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13:24, 29th March 2024 (GMT+0)

out of character 11.

Posted by NarratorFor group 0
Narrator
GM, 10053 posts
DM says
roll for initiative!
Wed 9 Mar 2022
at 22:10
  • msg #1

out of character 11

oops, marked all as read

also injured my back again...
Grohm'Tahl
player, 47 posts
Wed 9 Mar 2022
at 22:13
  • msg #2

out of character 11

First!
Virgilio Hohlfeld
player, 144 posts
Apprentice wizard
Tall and very thin
Thu 10 Mar 2022
at 00:19
  • msg #3

out of character 11

And once more Jareth('s player) has inflicted a "too complex ruleset" headache...

Couldn't quote the message about perks vs. enhancements vs. limited Luck (thread closed), but as I'm reading it, Stabilizing Skill would (by the time I bought up a suitable skill for each important college) wind up costing more than plain unmodified Luck or even one of the upgraded forms of Luck with shorter cool-down -- and even then it only converts crit fail to ordinary fail.

Increasing skill in spells I use a lot would cost 1 cp per spell (assuming recommended Base Skill 15) to get to the point where only an 18 is a crit, except for Very Hard spells.  Ordinary failures are treated as critical, though, when casting in Very High mana, and there's still that 1/216 chance of something "spectacular" happening.

Yes, I knew this (except those complex and deeply buried compensators) when I built the character.  Part of the fun of this kind of limitation is finding a non-cheaty, world-compatible and in-character way to work around it.  A guy with Bad Vision might work up Blind Fighting and Echolocation and adventure without lights or even get a Darkness amulet; one with No Arms might become a kick boxer (of sorts, there are kicking techniques for a couple of the unarmed fighting skills) or invest in custom made spurs to do cutting damage with kicks (or get blades on his stumps like the X-Men Origins: Wolverine version of Deadpool/Project X).

Best bet might be to seek out a Blessing.  Raise important spell skills to 16 (equivalent to what I've been doing with taking Extra Time), and have a Blessing that modifies rolls by 1, and I should be able to avoid genuine crit fails, and only have to worry about normal fails (=> critical due to Very High mana state) when there's a skill penalty in force (footprint, for instance).
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