Talk:Casting Attribute

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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.

✓ Aggressive, forceful, and relies upon physicality and raw power. Able to cast using only gestural elements; requires no incantation for spells.
✓ Quick, fluid, and tough to pin down. If the caster successfully dodges an attack spell, he gets +4 on his next Attack Spell.
✓ Steadfast, sturdy, and skilled at manipulating the flow of life energy. Channeling Health into Mana has no Fate cost.
✓ 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.
✓ 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.
✓ Devious, pragmatic, and excels at knowing the odds. Can identify other mages and their Casting Attributes on sight.
✓ Confident, personable, and at home addressing large groups. +2 bonus to Casting roll against multiple targets.
✓ Glib, loquacious, and especially effective one-on-one. +2 bonus to Casting roll against a single target.
✓ Charismatic, glamorous, and mesmeric. Able to cast using only incantations; requires no gestural component for spells.
✓ Selfless, protective, and skilled at mystically defending others. Can Counterspell spells targeted at allies, not just themselves.
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.
✓ 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