<div dir="ltr">Lance (and possibly others)<br><br>I want a simple(ish) mechanic which does away with (what I see) as the shortcomings with Mp vs. MP<br><br>As such I have no concerns over 'anybody can boost with MPs' in fact I see it as a Good Thing.<br>
<br>I cannot see me putting the work in to tie it up with caster's/defender's skill and/or reduction in skill.<br><br>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.<br>
<br><br>Al<br><br><br><div class="gmail_quote"><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"><br>
From: Lance Dyas <<a href="mailto:lancelot@inetnebr.com">lancelot@inetnebr.com</a>><br>
Subject: Re: [Runequest] POW or MP<br>
To: RuneQuest Rules <<a href="mailto:runequest@rpgreview.net">runequest@rpgreview.net</a>><br>
Message-ID: <<a href="mailto:48847D42.9020201@inetnebr.com">48847D42.9020201@inetnebr.com</a>><br>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed<br>
<br>
Love extra choices.. and adds interest to magic resistance process.<br>
<br>
One impact is that those mp batteries can let you blow through<br>
resistance fast.. instead of wearing it out<br>
kind of a balanced option since in some cases the points are wasted and<br>
this lets you fatigue your casting ability faster.<br>
<br>
Being able to spend mp on your resistance as a choice feels very enabling<br>
If everyone can do this.. maybe you have to make a magical perception roll<br>
to be able to apply the MP defensively<br>
<br>
Allocating magic points towards penetration or warding.<br>
in some ways it feels like raw magic use without need for a spell. hmmm ?<br>
I always liked magical skills...<br>
<br>
And maybe it takes a skill roll for the Art of Penetration to be used to<br>
increase the spells effect versus resistance.<br>
<br>
Or what about Having 2 Magical skills which could improve<br>
the efficiency of MP spent. One on Penetration and another could<br>
improve the efficiency when spent on Warding.<br>
<br>
Or how about other less generic effects<br>
Binding Chaos into a spells casting makes it slippery and penalizes the<br>
casting<br>
chance... but makes it harder to grasp by your enemy... it also makes<br>
spell failure wierd.<br>
<br><br>
</blockquote></div><br></div>