Talk:Casting Roll

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Damage-dealing Spells

The way I see it, we have three kinds of damage-dealing spells.

  • The kind where you shoot a beam from your person and hit the opponent. Imagine making a gun with your hand—outstretched thumb and forefinger—and you fire a beam. Beamu da! Zettai beamu da!
  • The kind where you throw or fire something (e.g. Ball Lightning, Cannonball). Imagine Zuko firing fireballs at Aang.
  • The kind where you pick an area and madness ensues (Fire Storm, Acid Rain). Imagine the console RPGs where you pick a group of enemies and your spell wells up beneath them.

I think the Spell Attack roll should use one of three Weapon skills, so named for each of these three types of attacks. The actual names can be debated. Perhaps Beam Spell, Thrown Spell, Area Spell, etc. Then, the Spell Attack roll consists of:

Spell Attack (potential)
d10 + CUN + Weapon Skill (Beam/Thrown/Area Spell)

Then, if the poor sap who receives the effects didn't Dodge/Parry, the Spell Damage Roll can occur, which is opposed by the Spell Guard Roll. Thoughts?

Double Compile 11:29, 12 June 2011 (EDT)

This gives me a headache. I think it makes things complex in the wrong way. It would be hard to reason out why someone would be better with ALL "ray" spells across schools, but worse with area spells in their chosen specialty school. ―Blottonoir 19:57, 14 June 2011 (EDT)
Well, let's be honest, Magic in general gives you a headache. Any other ideas? Like we said recently, the Spell Damage roll needs to stay Spell Attribute + School Rank + listed Hurt. We just need to nail down what the aiming part of it should be ―Double Compile 13:04, 15 June 2011 (EDT)