Difference between revisions of "Talk:Casting Attribute"

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:✓ Violent, forceful, relies upon physicality and raw power.  Able to cast using only gestural elements; requires no incantation for spells, but cannot cast if physically restrained.
 
:✓ Violent, forceful, relies upon physicality and raw power.  Able to cast using only gestural elements; requires no incantation for spells, but cannot cast if physically restrained.
 
;Agility
 
;Agility
:Quick, fluid, tough to pin down.  +2 to Evade offensive spells.
+
:Quick, fluid, tough to pin down.  If the caster successfully dodges an attack spell, he gets +4 on his next Attack Spell.
 
;Endurance
 
;Endurance
 
:✓ Steadfast, sturdy, skilled at manipulating the flow of life energy.  Channeling Health into Mana has no Fate cost.
 
:✓ Steadfast, sturdy, skilled at manipulating the flow of life energy.  Channeling Health into Mana has no Fate cost.
Line 14: Line 14:
 
:✓ Intuitive, sensitive, adept at unraveling negative magic.  When this character makes a successful Dispel, she receives Mana equal to the original casting cost of the nullified spell.
 
:✓ Intuitive, sensitive, adept at unraveling negative magic.  When this character makes a successful Dispel, she receives Mana equal to the original casting cost of the nullified spell.
 
;Cunning
 
;Cunning
:Devious, pragmatic, excels at finding and exploiting weaknesses. '''Needs an interesting bonus'''
+
:Devious, pragmatic, excels at finding and exploiting weaknesses. Can identify a mage's Casting Attribute.
 
;Personality
 
;Personality
:Confident, charming, especially effective one-on-one.  +1 bonus to Casting roll against single targets.
+
:Confident, charming, especially effective one-on-one.  +1 bonus to Casting roll against multiple targets.
 
;Persuasion
 
;Persuasion
:Glib, loquacious, mesmeric. Able to cast using only incantations; requires no gestural component for spells, but cannot cast if muted.
+
:Glib, loquacious, mesmeric. +1 bonus to Casting roll against a single target.
 
;Presence
 
;Presence
:Charismatic, glamorous, best when addressing groups.  The caster acts as though he has one bonus rank in spells for the purpose of determining their Area of Effect (i.e. his rank 2 Fireball may affect an area equivalent to a rank 3 Fireball; all other aspects of the spell remain at rank 2).
+
:Charismatic, glamorous, best when addressing groups.  Able to cast using only incantations; requires no gestural component for spells.
 
;Courage
 
;Courage
:Needs associated casting traits and interesting bonus'''
+
:✓ Can counterspell spells targeted at allies, not just themselves.
 
;Psyche
 
;Psyche
 
:Needs associated casting traits and interesting bonus'''
 
:Needs associated casting traits and interesting bonus'''
 
;Self-Control
 
;Self-Control
:✓ Disciplined, meditative, trained to turn mystic energies inwards.  May channel Mana into Health '''(Needs conversion cost)'''.
+
:✓ Disciplined, meditative, trained to turn mystic energies inwards.  May channel MP into HP at the cost of 1:5.
  
 
--[[User:Tinscarecrow|Tinscarecrow]] 15:17, 27 January 2012 (EST)
 
--[[User:Tinscarecrow|Tinscarecrow]] 15:17, 27 January 2012 (EST)

Revision as of 01:23, 23 March 2012

Casting Attribute Selection

I'm very enamored of the player being able to choose ANY of the 12 base attributes as her casting attribute and receive a small magic bonus for it -- this allows greater customization, encourages tactical combat, and aids roleplaying. That said, at present our rough draft of this list is uneven -- some may be much more beneficial than others, and a few were hard enough to visualize that we haven't come up with any satisfactory bonuses.

Muscle
✓ Violent, forceful, relies upon physicality and raw power. Able to cast using only gestural elements; requires no incantation for spells, but cannot cast if physically restrained.
Agility
✓ Quick, fluid, tough to pin down. If the caster successfully dodges an attack spell, he gets +4 on his next Attack Spell.
Endurance
✓ Steadfast, sturdy, skilled at manipulating the flow of life energy. Channeling Health into Mana has no Fate cost.
Intellect
✓ Studious, scholarly, well-versed in recognizing and responding to the arcane. When this character makes a successful Counterspell, his opponent takes the difference in opposed rolls as Damage.
Insight
✓ Intuitive, sensitive, adept at unraveling negative magic. When this character makes a successful Dispel, she receives Mana equal to the original casting cost of the nullified spell.
Cunning
✓ Devious, pragmatic, excels at finding and exploiting weaknesses. Can identify a mage's Casting Attribute.
Personality
✓ Confident, charming, especially effective one-on-one. +1 bonus to Casting roll against multiple targets.
Persuasion
✓ Glib, loquacious, mesmeric. +1 bonus to Casting roll against a single target.
Presence
✓ Charismatic, glamorous, best when addressing groups. Able to cast using only incantations; requires no gestural component for spells.
Courage
✓ Can counterspell spells targeted at allies, not just themselves.
Psyche
Needs associated casting traits and interesting bonus
Self-Control
✓ Disciplined, meditative, trained to turn mystic energies inwards. May channel MP into HP at the cost of 1:5.

--Tinscarecrow 15:17, 27 January 2012 (EST)

  • I thought Courage had +1 to MDEFDouble Compile 11:16, 28 January 2012 (EST)
  • Also, I think we should switch Persasion and Presence. I like the idea of the singing of the spell for people who cast with Presence. ―Double Compile 14:08, 28 January 2012 (EST)
  • I vote to move the "speak; no gesture" note from Persuasion to Presence ―Kozak 15:32, 19 February 2012 (EST)
  • I vote Cunning is "+2 Casting offensive spells" ―Kozak 15:32, 19 February 2012 (EST)
  • I vote 1:5 Mana:Health for Self-Control conversions ―Kozak 15:32, 19 February 2012 (EST)
  • I vote Persuasion is "+2 Casting against single targets" because Persuasion involves understanding the behavior of others as much as your own ―Kozak 15:32, 19 February 2012 (EST)
  • I vote Personality is "+2 Casting against multiple targets" ―Kozak 15:32, 19 February 2012 (EST)
  • I vote Courage is +2 to Casting Utility spells ―Kozak 15:32, 19 February 2012 (EST)
  • I vote Psyche is +2 to Save versus Utility spells ―Kozak 15:32, 19 February 2012 (EST)
  • I vote that Courage is the ability to counterspell the spells coming in to an ally. ―Double Compile 00:08, 23 February 2012 (EST)
  • I vote that Psyche is the ability to roll a save for a party member targeted by a detrimental spell