[Rq-rules] Re: Potency of Disruption Spell
Brad Furst
esoteric2723 at comcast.net
Fri Feb 23 11:34:48 PST 2007
I find "Disruption" sufficiently balanced - or perhaps even leaning
toward puny.
Under certain specific occasions (with a magical artifact, for
example), I've included a spell that I call (nods to the old Tunnels
& Trolls game) "Take That, You Dastard" - where damage is variable
according to Magic Points spent. that is,
1 MP does 1d3 HP damage,
2 MP does 1d4 HP damage,
3 MP does 1d6 HP damage,
4 MP does 1d8 HP damage,
5 MP does 1d10 HP damage, and
6 MP does 1d12 HP damage.
In practice, this is usually utilized by a primary nemesis of the
player character party, for as long as I can before they defeat the
nemesis and capture the item for themselves.
On Feb 23, 2007, at 7:27 AM, Steve Davies wrote:
> ... So my question is: Has anyone changed the Disruption
> spell to either lower damage to 1 point, or by making
> the damage affect total hit points instead of
> location-specific hit points? If so, how did it work
> and do you recommend it?
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