Difference between revisions of "Talk:Casting Attribute"

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(Created page with "== 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...")
 
 
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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.
 
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.
+
;Muscle
 +
:✓ Aggressive, forceful, and relies upon physicality and raw power.  Able to cast using only gestural elements; requires no incantation for spells.
 +
;Agility
 +
:✓ Quick, fluid, and tough to pin down.  If the caster successfully dodges an attack spell, he gets +4 on his next Attack Spell.
 +
;Endurance
 +
:✓ Steadfast, sturdy, and skilled at manipulating the flow of life energy.  Channeling Health into Mana has no Fate cost.
 +
;Intellect
 +
:✓ Studious, scholarly, and 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, and 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, and excels at knowing the odds. Can identify other mages and their Casting Attributes on sight.
 +
;Charm
 +
:✓ Confident, personable, and at home addressing large groups.  +2 bonus to Casting roll against multiple targets.
 +
;Persuasion
 +
:✓ Glib, loquacious, and especially effective one-on-one. +2 bonus to Casting roll against a single target.
 +
;Presence
 +
:✓ Charismatic, glamorous, and mesmeric.  Able to cast using only incantations; requires no gestural component for spells.
 +
;Courage
 +
:✓ Selfless, protective, and skilled at mystically defending others.  Can Counterspell spells targeted at allies, not just themselves.
 +
;Psyche
 +
:Iron-willed, unflappable, and projects an aura of unbreakable resolve.  Nearby allies may use this mage's Saving rolls against harmful magic instead of their own.
 +
;Self-Control
 +
:✓ Disciplined, meditative, and trained to turn mystic energies inwards.  May channel MP into HP at the cost of 1:5.
  
'''Agility:''' Quick, fluid, tough to pin down.  +2 to Evade offensive spells.
+
--[[User:Tinscarecrow|Tinscarecrow]] 15:17, 27 January 2012 (EST)
 
 
'''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. '''Needs an interesting bonus'''
+
:*I thought Courage had +1 to [[Magic Defense|MDEF]] ―[[User:Doublecompile|Double 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. ―[[User:Doublecompile|Double Compile]] 14:08, 28 January 2012 (EST)
  
'''Personality:''' Confident, charming, especially effective one-on-one.  +1 bonus to Casting roll against single targets.
+
:*I vote to move the "speak; no gesture" note from Persuasion to Presence ―[[User:Kozak|Kozak]] 15:32, 19 February 2012 (EST)
 
+
:*I vote Cunning is "+2 Casting offensive spells" ―[[User:Kozak|Kozak]] 15:32, 19 February 2012 (EST)
'''Persuasion:''' Glib, loquacious, mesmeric.  Able to cast using only incantations; requires no gestural component for spells, but cannot cast if muted.
+
:*I vote 1:5 Mana:Health for Self-Control conversions ―[[User:Kozak|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 ―[[User:Kozak|Kozak]] 15:32, 19 February 2012 (EST)
'''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).
+
:*I vote Personality is "+2 Casting against multiple targets" ―[[User:Kozak|Kozak]] 15:32, 19 February 2012 (EST)
 
+
:*I vote Courage is +2 to Casting Utility spells ―[[User:Kozak|Kozak]] 15:32, 19 February 2012 (EST)
'''Courage:''' '''Needs associated casting traits and interesting bonus'''
+
:*I vote Psyche is +2 to Save versus Utility spells ―[[User:Kozak|Kozak]] 15:32, 19 February 2012 (EST)
 
+
:*I vote that Courage is the ability to counterspell the spells coming in to an ally. [[User:Doublecompile|Double Compile]] 00:08, 23 February 2012 (EST)
'''Psyche:''' '''Needs associated casting traits and interesting bonus'''
+
:*I vote that Psyche is the ability to roll a save for a party member targeted by a detrimental spell
 
 
'''Self-Control:''' Disciplined, meditative, trained to turn mystic energies inwards.  May channel Mana into Health '''(Needs conversion cost)'''.
 
 
 
--[[User:Tinscarecrow|Tinscarecrow]] 15:17, 27 January 2012 (EST)
 

Latest revision as of 22:00, 30 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
✓ Aggressive, forceful, and relies upon physicality and raw power. Able to cast using only gestural elements; requires no incantation for spells.
Agility
✓ Quick, fluid, and tough to pin down. If the caster successfully dodges an attack spell, he gets +4 on his next Attack Spell.
Endurance
✓ Steadfast, sturdy, and skilled at manipulating the flow of life energy. Channeling Health into Mana has no Fate cost.
Intellect
✓ Studious, scholarly, and 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, and 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, and excels at knowing the odds. Can identify other mages and their Casting Attributes on sight.
Charm
✓ Confident, personable, and at home addressing large groups. +2 bonus to Casting roll against multiple targets.
Persuasion
✓ Glib, loquacious, and especially effective one-on-one. +2 bonus to Casting roll against a single target.
Presence
✓ Charismatic, glamorous, and mesmeric. Able to cast using only incantations; requires no gestural component for spells.
Courage
✓ Selfless, protective, and skilled at mystically defending others. Can Counterspell spells targeted at allies, not just themselves.
Psyche
Iron-willed, unflappable, and projects an aura of unbreakable resolve. Nearby allies may use this mage's Saving rolls against harmful magic instead of their own.
Self-Control
✓ Disciplined, meditative, and 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