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[dq-rules] WebRPG idea



The poster known as 'HeyOh' had the following idea posted on WebRPG:

>Subject: RE: Casting Spells in DQ
>Posted by: HeyOh
>Date: 03/22/2000 04:31 
>
>Your comment on the fact that the more potentially damaging the spell
is, the >lower the cast chance, and thus the greater risk of backfire
sparked an idea. 
>
>Compare these "big gun" spells to just that: big guns. A firsy time
shooter >trying to handle a .44 Magnum is asking for trouble.  The
rational approach is >to start small, with a .22, and work your way up. 
>
>Perhaps a way can be devised to voluntarily hold back the full force
of the >spell, casting only what can be handled safely.  Allow the same
low chance, >but reduce the damage, either to the target or the
backfire victim (whoever >ends up geting hit). 
>
>Another variation is to make this attenuation of the spell effect
mandatory >rather than up to the adept to decide. 
>
>Just an idea. I'll have to try it myself to see if it's feasable. 

I'd be interested in seeing a rule allowing this variant for
spell-casting.  Some other elements that might also get mixed into this
could include throwing extra fatigue into a spell for more kick (more
damage, range, etc.) but presumably with lowered cast chance and/or
increased chance of backfire.  

Anyone else have some initial thoughts on an optional rule like this?

  --Rodger Thorm