[Runequest] POW or MP?
alanjrichards at googlemail.com
Tue Jul 22 18:32:08 EST 2008
Lance (and possibly others)
I want a simple(ish) mechanic which does away with (what I see) as the
shortcomings with Mp vs. MP
As such I have no concerns over 'anybody can boost with MPs' in fact I see
it as a Good Thing.
I cannot see me putting the work in to tie it up with caster's/defender's
skill and/or reduction in skill.
If you make great use of casting skill and everybody is prepared to learn
the rules then good luck with the more complex/sophisticated version.
> From: Lance Dyas <lancelot at inetnebr.com>
> Subject: Re: [Runequest] POW or MP
> To: RuneQuest Rules <runequest at rpgreview.net>
> Message-ID: <48847D42.9020201 at inetnebr.com>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
> Love extra choices.. and adds interest to magic resistance process.
> One impact is that those mp batteries can let you blow through
> resistance fast.. instead of wearing it out
> kind of a balanced option since in some cases the points are wasted and
> this lets you fatigue your casting ability faster.
> Being able to spend mp on your resistance as a choice feels very enabling
> If everyone can do this.. maybe you have to make a magical perception roll
> to be able to apply the MP defensively
> Allocating magic points towards penetration or warding.
> in some ways it feels like raw magic use without need for a spell. hmmm ?
> I always liked magical skills...
> And maybe it takes a skill roll for the Art of Penetration to be used to
> increase the spells effect versus resistance.
> Or what about Having 2 Magical skills which could improve
> the efficiency of MP spent. One on Penetration and another could
> improve the efficiency when spent on Warding.
> Or how about other less generic effects
> Binding Chaos into a spells casting makes it slippery and penalizes the
> chance... but makes it harder to grasp by your enemy... it also makes
> spell failure wierd.
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