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Inactive Forums => CRN Games => Topic started by: Hans on October 19, 2006, 08:27:00 PM

Title: [Donjon] Mind Control
Post by: Hans on October 19, 2006, 08:27:00 PM
Hi all:

Here is a quick question; how have you all dealt with people trying out Mind Control type effects.  Specifically, when a person makes a casting roll, and has successes over his opponents Save vs. Illusion and Confusion, what do those successes mean with regards to mind control? 

Has anyone done this, and how did you do it?  It came up in our game two weeks ago (through the back door of "Retrofit Technology" as the ability, "Adapt" as the word, and a robotic tank as the target). 

Hans
Title: Re: [Donjon] Mind Control
Post by: memolith on November 13, 2006, 03:44:14 PM
I think I'd go with the fourth option, and take a strict view of what constitutes a fact.

So, if your mind controller gets five successes, he can use two to make his victim attack his friend. He could reserve the other three for future actions, as long as they fell within the duration of the spell.

I don't think spending a success would use the caster's action.

This could be insanely powerful...but it uses the fact mechanic, so...who cares?
Title: Re: [Donjon] Mind Control
Post by: Markku Tuovinen on November 14, 2006, 05:08:37 PM
Sweet and simple order magic:
Each success is a fact.

Complex and crunchy chaos magic:
The spell establishes a control pool that the mind-controlled character rolls against on his every turn. If the mind-controlled character succeeds in his roll, every success decreases the mind-control pool, and he spends his turn opposing the spell. If he fails, the spell-caster states what the mind-controller character does on his turn, instead. Every success for the pool could be used for facts or for increasing the pool... semi-sentient chaos magic ;)

An analogous example from our pick-up game:
An occultist count summoned a swarm of imps (six successes) to take apart the Black Baron. The player paid one point for duration until the end of combat, so I chose to treat the successes as a damage pool that the Baron would have to resist every turn... had the Baron survived the first attack (he was at 0 flesh wounds at that point), he could have started attacking the swarm (Baron's to-hit against the damage pool; the imps are treated as always counter-attacking;if Baron hits, he then rolls a damage roll against the pool and it is reduced accordingly [if the swarm does not successfully resist the damage]; if the Baron does something else, the swarm hits the Baron directly and Baron tries to resist the damage). I found this solution aesthetic enough, and it was a new, interesting departure in Donjon interpretation for me (I like to derive improvised crunch like this; it satisfies my game design instincts quite nicely).