<div dir="ltr">Well dang, that might explain the strange lack of response....posting again here:<br><br>OK, I'm curious about the various readers' responses and opinions to mechanistically using disrupt or other trivial spirit magic spells to try to get POW gain rolls to raise one's POW?<br>
<br>Example: character has a rough experience of divine intervention, leaving him with POW of 2. Assuming he had the spirit spell Disrupt before this happened, what's to prevent him sitting at the entrance to the city sewers, and casting (POW-1) disrupts every day (casting chance 10%) on visible rats (I'm ruling they have typically POW 1d6 or 3) thus a 45% chance to overcome the target's POW and therefore a 4.5% chance per day of getting a POW gain roll.<br>
<br>This is pretty easy to brute-force out on a spreadsheet. What I found is that while the numbers are totally against the character to start (low chance to cast, low chance to overcome target) it's quite sensitive to hitting the extremely low rolls early. Once a character gets up in the 5-6 POW range, they're able to cast the spell a few times a day (assuming only 1 POW gain roll/day), with a decent chance of casting and a good chance of overcoming the target. It very roughly seems to average about 30-40 days to get one's POW to the 9-10 range (from 2), and another 20-30 days to get to POW 18 if one was that desperate. Am I missing something? Happy to send the spreadsheet to anyone that wants to see it.<br>
<br>On the one hand, it certainly seems like an exploitative mechanic.<br>On the other, how different is this than spending 12 weeks training (aside from being able to make some spare change for killing rats)? (And yes, I don't always let them get such stretches without interruptions.)<br>
<br>And no, to me it's a silly idea to say that they would run out of rats. I just can't think of any reason to disallow it on the face of it; I feel like I'm vaguely trying to screw my players by trying. (Truth statement: As a player decades ago, I had a Sword of Humakt who had a similar situation leaving him with POW 1, and my DM then let me do it to get up to POW 6 before interrupting me with world events and whispers of cowardice around town....)<br>
<br>(and added later) <br> <br>A further comment on this, the more I mull it over.<br><br>First, I don't think this can be disallowed on the grounds that it's somehow prima facie unreasonable. I thought there might have been some argument that the zapping of a rat is trivial, or didn't pose a hazard to the user in a way that would inspire real 'learning' to take place, but then again, what real hazard comes from swinging at butts or shooting at targets?<br>
<br>So then my next reasoning was regarding the challenge - a thief would learn NOTHING about lockpicking from picking open a Fischer-Price toy chest, and at a certain point a squire would learn nothing about swinging a sword by ONLY hacking at a wooden target post. At a certain point there has to be a challenge for learning to occur, in a sense, you only learn by failure and thus no chance of failure = no learning. Maybe you can ONLY get a POW gain roll where your chance of success is <75%, or is this calculated in that mechanic already? There's already 3 stages a character has to 'succeed' at to get the gain - casting chance, overcoming the target, and the power gain roll....does there need to be ANOTHER limit?<br>
<br>Finally, I took a step back and tried to review it in a more metagaming sense: if I sense that POW is gained to easily, why? Ultimately, and unless you insert game-world events or roleplaying restrictions, players' access to POW is the brake on them gaining divine magic (and being able to wield other magic more effectively). Does the ability to go from 2-4 POW to 18 POW in 60 days of rat-blasting hurt the game's presumed rate of skill advancement? I'd say it does indeed - one-use spells become a trivial limitation, Runelevel characters would have buckets of spells handy at all times, and sorcerers would need wagons to carry all their enchanted crap. <br>
<br>So from that respect, is it more efficient just to place some arbitrary cap on POW gain over time? 1 POW (one POW point or one gain roll) per week? 5 per season? Certainly YGMV, but what does Gloranthan RQ presume is 'normal' for an actively adventuring character?<br>
<br>At the end, we have what I feel is a mechanic that seemed for a long time to me to be reasonable, but when extrapolated it breaks the system. Am I right that this is broken? Any suggestions?<br></div>