Missile Spells up to Skill-10. What does it break?

dimanche 22 février 2015

Magery is a Talent for casting spells. It adds to skill rolls. Whenever it does something else, it really grates on me, especially when it basically says "Missile spells are the province of the intuitive wizard, not of the skillful one."



What if the cap for Missile Spells was [Skill-10] dice? Make an absolute cap somewhere higher (20d at Skill 30?) if this seems relevant.



Specifically, I'm allowing wizards to build 1d per second by rolling at full skill, 2d at -1. 3d at -3, 4d at -6 and 5d at -10, and they can build this for as long as they'd like, to a maximum set by [Skill-10].



It seems a wizard with Skill 15 would have Magery 2 anyway, and one with Skill 20 would have bought it at the campaign limit anyway, so it seems this wouldn't change much aside from making Magery into a normal Talent again.



Am I breaking anything big? Thanks.

Missile Spells up to Skill-10. What does it break?

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