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
 +
: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.  +2 to Evade offensive spells.
 +
;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'''
 +
;Personality
 +
:Confident, charming, especially effective one-on-one.  +1 bonus to Casting roll against single targets.
 +
;Persuasion
 +
:Glib, loquacious, mesmeric.  Able to cast using only incantations; requires no gestural component for spells, but cannot cast if muted.
 +
;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).
 +
;Courage
 +
:Needs associated casting traits and interesting bonus'''
 +
;Psyche
 +
:Needs associated casting traits and interesting bonus'''
 +
;Self-Control
 +
:Disciplined, meditative, trained to turn mystic energies inwards.  May channel Mana into Health '''(Needs conversion cost)'''.
  
'''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'''
 
 
 
'''Personality:''' Confident, charming, especially effective one-on-one.  +1 bonus to Casting roll against single targets.
 
 
 
'''Persuasion:''' Glib, loquacious, mesmeric.  Able to cast using only incantations; requires no gestural component for spells, but cannot cast if muted.
 
 
 
'''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).
 
 
 
'''Courage:''' '''Needs associated casting traits and interesting bonus'''
 
 
 
'''Psyche:''' '''Needs associated casting traits and interesting bonus'''
 
  
'''Self-Control:''' Disciplined, meditative, trained to turn mystic energies inwards.  May channel Mana into Health '''(Needs conversion cost)'''.
+
:I thought Courage had +1 to [[Magic Defense|MDEF]] ―[[User:Doublecompile|Double Compile]] 11:16, 28 January 2012 (EST)
 
 
--[[User:Tinscarecrow|Tinscarecrow]] 15:17, 27 January 2012 (EST)
 

Revision as of 16:16, 28 January 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. +2 to Evade offensive spells.
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
Personality
Confident, charming, especially effective one-on-one. +1 bonus to Casting roll against single targets.
Persuasion
Glib, loquacious, mesmeric. Able to cast using only incantations; requires no gestural component for spells, but cannot cast if muted.
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).
Courage
Needs associated casting traits and interesting bonus
Psyche
Needs associated casting traits and interesting bonus
Self-Control
Disciplined, meditative, trained to turn mystic energies inwards. May channel Mana into Health (Needs conversion cost).

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

I thought Courage had +1 to MDEFDouble Compile 11:16, 28 January 2012 (EST)