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Topic: Difficult Powers to handle mechanically?
Started by: Jason Pitre
Started on: 8/24/2010
Board: First Thoughts


On 8/24/2010 at 11:14pm, Jason Pitre wrote:
Difficult Powers to handle mechanically?

So, I am in the process of building the portion of my game system that deals with "Powers", including pretty much all things blatantly violating the laws of reality.  Magic, Thaumaturgy, Psionics, Hypertech, Weird Science, Rituals of the Elder Gods, Divine Theurgy and Metahuman Superpowers as a few examples.  At this point, I am looking to make certain that I can handle the variety of different kinds of effects that someone could dream up.  I know that when Evil Hat was working on Dresden, the Shield Bracelet was one of those elements which didn't quite fit properly and I want to detect any similar issues early. 

Are there any particular effects which I might not think of off the top of my head?  I currently deal with the following general kinds of effects, with magic examples in brackets.
1) Damage (Fireball)
2) Impeding a character in a specific way over duration (Daze spell)
3) Compelling a physical/social/mental action (Mind control)
4) Enhancing normal capabilities (strength spell)
5) Enhancing defensive capabilities  (armor spell)
6) Healing (Cure light wounds)
7) Transfer (Vampirism)
8) Automata (Animate skeletons)
9) Transformation (Polymorph spell)
10) Random unresisted effects (Detection spell, wall of stone)

Anything else you can think of that hasn't been covered?

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On 8/25/2010 at 6:52am, Moganhio wrote:
Re: Difficult Powers to handle mechanically?

Some more:

- Perception (increases senses)
- Illusion (though could be consider under mind control)
- Telekinesis
- Clairvoyance
- Weather, plants and environmental control
- Flying, moving fast, teleport
- Curses
- Astral travels and possession
- Improving temporally any stat
- Create objects, artifacts, create living objects, create new lifeforms

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On 8/25/2010 at 11:53am, Jason Pitre wrote:
RE: Re: Difficult Powers to handle mechanically?

Thanks!    I think I have most of those covered in various forms, but the movement, curses or astral travel/possession will take a bit more work.  Great! 

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On 8/27/2010 at 11:30pm, chronoplasm wrote:
RE: Re: Difficult Powers to handle mechanically?

Watch out for anything that stuns.
I just played in a game of D&D 3.5 recently. My fighting-man character got stunned by a devil for three rounds. We had a high-level druid in the party, so each round took about a half an hour. That's an hour and a half of me sitting around bored out of my skull because I wasn't allowed to do anything.

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On 8/27/2010 at 11:37pm, Jason Pitre wrote:
RE: Re: Difficult Powers to handle mechanically?

Believe it or not, stuns are the easiest thing to deal with in my system.  That won't pose a particular difficulty, I think.

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