Viewing 6 posts - 16 through 21 (of 21 total)
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  • #272987
    Anonymous
    Inactive

    I like the idea of something like a trap applying a temporary flaw. I was also wondering if it would be viable to borrow a page from Shadowrun and house ruling that, rather than limiting the daily casts of a spell, saying that any given individual can only benefit from magical healing of wounds once per day.

    #273042
    Anonymous
    Inactive

    I like the idea of something like a trap applying a temporary flaw. I was also wondering if it would be viable to borrow a page from Shadowrun and house ruling that, rather than limiting the daily casts of a spell, saying that any given individual can only benefit from magical healing of wounds once per day.

    ^^ this is how traps should be in Arcanis, Brilliant!

    an Acid trap that reduces your max stamina, or creates a negative to a defense that dissipates in X hours. An arrow trap that makes you Lame, or a poison spray that makes you blind.

    you could even extend this idea to wounds, tho it would get pretty silly if you gave it out for every wound (not to mention taking up more time)

    #273106
    Anonymous
    Inactive

    I like the idea of something like a trap applying a temporary flaw. I was also wondering if it would be viable to borrow a page from Shadowrun and house ruling that, rather than limiting the daily casts of a spell, saying that any given individual can only benefit from magical healing of wounds once per day.

    I believe the rule in Shadowrun is (or at least was prior to SR5) that you can only use magical healing (and non-magical healing) once per set of wounds (each). The ridiculous part with the SR rules is (or at least was) that you had to do them in a particular order (either magic before mundane or vice-versa (I don’t remember which offhand)) or you lost your chance to do the other type.

    #273114
    Anonymous
    Inactive

    Its Mundane before Magic in Shadowrun.

    #275531
    Anonymous
    Inactive

    I would like to point out that unlike D&D, tier 3.6 ARPG characters don’t have access to a lot of powerful work around spells like an 11th level D&D heroes. Fly, Legend Lore, Wall of Stone, Disintegrate, Polymorph, Stone Shaph, and True Seeing (although invis isn’t a thing in ARPG) just to name a few. Very few ARPG spells give you access to the Batman Utility Belt style magic, both in power and number of spells. With mods being written for both systems, this needs to be taken into account when presenting challenges.

    #275532
    Anonymous
    Inactive

    I like the idea of something like a trap applying a temporary flaw.

    ^^ this is how traps should be in Arcanis, Brilliant!

    an Acid trap that reduces your max stamina, or creates a negative to a defense that dissipates in X hours. An arrow trap that makes you Lame, or a poison spray that makes you blind.

    you could even extend this idea to wounds, tho it would get pretty silly if you gave it out for every wound (not to mention taking up more time)I’m going to be honest, I’ve been doing traps and skill challenges like this already. Whenever they deal damage in a mod, I look ahead and see if the trap/skill challenge leads directly into combat afterwards. If they don’t, I usually give the player some kind of plenty/flaw. Sometimes I will still just do damage on 1 of the rolls in a skill challenge so people who I GM for a lot don’t catch on that no damage means no combat.

Viewing 6 posts - 16 through 21 (of 21 total)
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