03-07-2011, 03:18 AM | #71 |
Shyguy
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All of my Thunder spells are powerful ones, thank you.
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It's such a funny story, really... |
03-07-2011, 05:32 AM | #72 |
OMG! WHAT SHOULD I DO NOW?
Join Date: May 2006
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Alternatively, we could try casting enhancing the melee attacker's weapons with holiness. That would probably spare the ring.
Of course, I'm curious to see if Bello would succeed decently enough. If I wasn't a 1 cha android, I might think that zombie had a chance to be negotiated with... |
03-07-2011, 10:31 AM | #73 | |
SOM3WH3R3
Join Date: Jun 2009
Posts: 4,606
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He makes a strength check, with a target number of thirteen (Cause that's just how Lock is). He has 10 STR, and he rolls 2d6. He adds the result to his strength. If the end result is equal or higher, he succeeds, if not, he fails. At least that's the way I interpret it. I'm not sure where you get a target number of 10, but I'm kinda sleep-deprived now, so maybe I'm horribly horribly wrong. |
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03-07-2011, 01:11 PM | #74 | |
Just sleeping
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Quote:
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Be T-Rexcellent to each other, tako.
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03-07-2011, 01:22 PM | #75 | |
SOM3WH3R3
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I see. Thanks, I had somehow totally missed that. Though, to be fair, the manual says almost nothing about game mechanics, and I'm not familiar with role-playing systems like this. Allright, Mauve. Apparently Elsa's only spell is useful after all and you went through all that emotional trauma for nothing! = D Though in that case, Lock should be nerfed. 2 mana, effectively stopping and immobilizing a humanoid enemy? That's a lot. Particularly since this isn't a status spell, so there's no opposed charisma check. And the only enemies who have a good chance of breaking it are those with 18 or more strength, or 6 ranks in escapse. It was fine when 6 strength would give you an even chance of breaking out, but if the attribute check is for the rating, then this spell is stronger than most first or even second-level spells. Edit: Or MAYBE I am just being super-silly, but this seems powerful. Should it be? Last edited by Geminex; 03-07-2011 at 02:42 PM. |
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03-07-2011, 02:31 PM | #76 | |
So Dreamy
Join Date: Apr 2005
Location: Someplace magical
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Quote:
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Yoo Hoo! |
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03-07-2011, 02:42 PM | #77 |
SOM3WH3R3
Join Date: Jun 2009
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NEVER
YOUR MISERY NOURISHES ME EDIT: KRYLO HAS TAUGHT ME WELL |
03-07-2011, 07:10 PM | #78 |
Political Studies Student
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Lock isn't weak, but it isn't terribly powerful either. For one, it doesn't scale with level. Additionally, It doesn't work on Large enemies, and I believe Small enemies get Escape roll bonuses on checks like this - effective targets are limited. The only nerf that seems fair would be the ability to add your character's Athletic Score to their Strength rating when trying to escape.
Sure, the spell discriminates against mages, but most stat spells discriminate against everything that doesn't have Cha. Considering that Stat is, according to the book anyway, mostly fluff, not many of our players have been inclined to use it. Having one spell that's designed to screw Low-Strength Characters seems fair. Not to mention it can be reflected, and doesn't build into any new spells either. Pretty situational, over all.
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03-07-2011, 07:19 PM | #79 |
OMG! WHAT SHOULD I DO NOW?
Join Date: May 2006
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Also, it's one of the few viable spells that a Dark Knight CAN have.
Seriously, one of the things that Dark Knights do is to physically hit things and hard. Spells like Lock make it easier to do that. Otherwise, if black magic was just CHA status spells and bolt type spells (which merely does damage, which Dark Knights already do but differently), then they aren't really a seperate class of themselves, but armored black mages. Spells like Lock make them viable melee classes and ensure their magic still have some use even if the character was not made to be very high in INT or CHA. So I think it's overall fair. Of course, being hit by a Lock from the enemy side will still be a pain in the ass. |
03-07-2011, 09:38 PM | #80 |
Feelin' Super!
Join Date: May 2009
Posts: 4,191
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Whelp lets ready the battle plans.
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