[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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