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a couple spellcasting questions

 
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Red Mercy
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Joined: 22 Oct 2006
Posts: 177

PostPosted: Thu Dec 28, 2006 6:16 pm    Post subject: a couple spellcasting questions Reply with quote

Okay, I think this may have been touched on before, but I'm not sure. Anyway, regarding the raise/lower trait -- does that affect derived statistics, too? That is, if a player's vigor is raised, does his toughness also improve?

Also, I guess this really isn't an official "core rules" question, but I'd like some professional input on this matter: some time ago, I discussed on another board adding an acid trapping to the bolt spell. Now, the suggestions were either to reduce the damage each round or to do the same damage each round, but roll to see if the acid remains or dissipates. Which would be better and how should I go about implementing it? Also, how would that work when armor is introduced, such as plate, that the acid would have to eat through?

Thanks!
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Clint
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Joined: 13 May 2003
Posts: 17825

PostPosted: Fri Dec 29, 2006 2:42 am    Post subject: Re: a couple spellcasting questions Reply with quote

Red Mercy wrote:
Okay, I think this may have been touched on before, but I'm not sure. Anyway, regarding the raise/lower trait -- does that affect derived statistics, too? That is, if a player's vigor is raised, does his toughness also improve?


Yes it does. Raising Vigor or Fighting improves Toughness or Parry respectively.

Red Mercy wrote:
Also, I guess this really isn't an official "core rules" question, but I'd like some professional input on this matter: some time ago, I discussed on another board adding an acid trapping to the bolt spell. Now, the suggestions were either to reduce the damage each round or to do the same damage each round, but roll to see if the acid remains or dissipates. Which would be better and how should I go about implementing it? Also, how would that work when armor is introduced, such as plate, that the acid would have to eat through?


The final decision is really up to the GM; there isn't really a "better," just whatever is best balanced for that specific game.

That said, the Fantasy World Builder Toolkit provides recommendations for several common fantasy trappings, including acid. The basic option there is to reduce the damage one die type per following round.

As far as armor goes, it would simply work as normal. "Eating through" the armor is simply doing enough damage on the roll; it doesn't need to be any more complex than that.

Hope this helps.
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