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 Post subject: Re: Question about Automatic Critical via Spellburn
PostPosted: Tue Oct 16, 2012 8:05 am 
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cthulhudarren wrote:
...
5 points: cut off a finger
10 points: cut off a hand
20 points: cut off a leg

What characters will be willing to cut off a limb for 20 points of spellburn?

Um. Isn't spellburn supposed to be healable? How do you heal a cut off leg (except by more magic)?

I'd think it'd be better to just nerf spellburn to a cap of x points, than to go this route.

_________________
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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 Post subject: Re: Question about Automatic Critical via Spellburn
PostPosted: Wed Oct 17, 2012 7:56 am 
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Joined: Mon Feb 09, 2009 11:14 am
Posts: 467
Location: Cube Farm of Alien Geometry
GnomeBoy wrote:
cthulhudarren wrote:
...
5 points: cut off a finger
10 points: cut off a hand
20 points: cut off a leg

What characters will be willing to cut off a limb for 20 points of spellburn?

Um. Isn't spellburn supposed to be healable? How do you heal a cut off leg (except by more magic)?

I'd think it'd be better to just nerf spellburn to a cap of x points, than to go this route.


Maybe not always. This way even high level characters may not want to burn 20!


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 Post subject: Re: Question about Automatic Critical via Spellburn
PostPosted: Wed Oct 17, 2012 9:43 am 
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cthulhudarren wrote:
GnomeBoy wrote:
Isn't spellburn supposed to be healable?

Maybe not always.

But this is a campaign choice (saying some burn is not healable) not RAW, yeah?

_________________
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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 Post subject: Re: Question about Automatic Critical via Spellburn
PostPosted: Wed Oct 17, 2012 10:36 am 
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Joined: Tue Sep 04, 2012 8:23 am
Posts: 6
I have to admit, I am somewhat baffled by this discussion. Spellburn is flavorful and awesome (just like the rest of DCC). I understand houseruling in more awesome (ie - more detail to what is actually happening during the spellburn, etc) I am a big fan of anything that turns the gaming experience up to 11.

I think that spellburn is pretty self limiting as it is, and gives wizards a go nuclear option that, combined with corruption, really give magic the feel of "dabbling with the primal forces of creation". No other game I have played has ever been able to capture that feeling.

Perhaps it is because of the amount of experience I have as a GM (25+ years), and having to deal with many groups of shameless powergamers during that time (D&D 3.5 anyone?). But I welcome a player trying to "game the system" using spellburn to gain some type of advantage (patron bond, invisible servant, or whatever else you think might be abuse able) Hey if a zero level wants to spellburn his way into being the mortal champion of his patron in the world, have at that. Does he want to walk around with an invisible force of nature that shreads his opponents - that wont freak out any of the common folk.

As a GM, you have to think outside the box too. You need to challenge your players based on their choices, not limit their choices.

Just my .02

Eric


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 Post subject: Re: Question about Automatic Critical via Spellburn
PostPosted: Thu Oct 18, 2012 2:15 pm 
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Joined: Wed Oct 17, 2012 11:59 am
Posts: 127
cthulhudarren wrote:
I'd also note that I would prefer some limit to spellburn via things like this:
(nicked from that linked thread)
1 point: cut on your forearm
2 points: notch on your cheek
4 points: pry all hair from head
5 points: cut off a finger
10 points: cut off a hand
20 points: cut off a leg



What characters will be willing to cut off a limb for 20 points of spellburn?


Unless the party wants to push the wizard around in a radial flyer wagon I can't imagine the wizard would ever use that much spellburn with those rules lol.


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 Post subject: Re: Question about Automatic Critical via Spellburn
PostPosted: Fri Oct 19, 2012 5:19 am 
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Joined: Sat Jun 16, 2012 9:25 am
Posts: 78
AQuebman wrote:
cthulhudarren wrote:
I'd also note that I would prefer some limit to spellburn via things like this:
(nicked from that linked thread)
1 point: cut on your forearm
2 points: notch on your cheek
4 points: pry all hair from head
5 points: cut off a finger
10 points: cut off a hand
20 points: cut off a leg



What characters will be willing to cut off a limb for 20 points of spellburn?


Unless the party wants to push the wizard around in a radial flyer wagon I can't imagine the wizard would ever use that much spellburn with those rules lol.


I see potential for a module called, "The Quest For Rosebud"!


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 Post subject: Re: Question about Automatic Critical via Spellburn
PostPosted: Fri Oct 19, 2012 10:01 am 
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Location: Left Coast, USA
Bilgewriggler wrote:
AQuebman wrote:
cthulhudarren wrote:
...What characters will be willing to cut off a limb for 20 points of spellburn?

Unless the party wants to push the wizard around in a radial flyer wagon I can't imagine the wizard would ever use that much spellburn with those rules lol.

I see potential for a module called, "The Quest For Rosebud"!

*insert Orson Welles slow clap gif here* :D

_________________
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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