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Re: Spells Needed

Posted: Thu Jun 21, 2012 5:20 pm
by SmootRK
Joe the Rat wrote:saves for resist and reflex, checks for action. Do they not get a save to begin with?

For escape I'd favor the str check (the d6 approach), or a similar dex check - the optional attribute check improves by level - this seems more a straight feat.
I think I will simply add an extra line to the spell description that says "If the Optional Ability Check Mechanism detailed in the core rules is utilized by the Game Master, then he should use that mechanism for the ability checks mentioned above."

That way, the mechanism is covered for those who use the mechanism, or for those that don't, either way.
Thoughts?

Re: Spells Needed

Posted: Thu Jun 21, 2012 5:26 pm
by Dimirag
Maybe we should ask Solo what he thinks is best for the spell resolution?

Re: Spells Needed

Posted: Thu Jun 21, 2012 7:06 pm
by MedievalMan
I like your idea Smoot, as an optional one. I would personally otherwise make it a simple 2 in 6 chance of breaking free if you spend and entire round attempting to do so.

Re: Spells Needed

Posted: Fri Jun 22, 2012 8:54 am
by SmootRK
OK, taking input into account here is the newest version of that spell:

Entangling Thorns
D 3
Range: 100 feet +10'/level
Duration: 1 round / level

The caster chooses one target creature (or object) within range, beneath which great thorny tendrils quickly grow up and around. If the subject fails its save vs. Spells, the subject is held immobile, suffering a -2 penalty to hit and a -4 penalty to its armor class. In addition, the thorny growths cause 1d4 points of damage to the target each round. An individual so entangled may only cast spells if a 1 on a d6 roll is achieved, modified by their primary spell casting ability score bonus. For instance, a +2 modifier gives 1-3 chance on d6.

An entangled creature can attempt to break free, ending the spell prematurely, by rolling a 1 on a d6, modified by their by their Strength or Dexterity ability score bonus (which ever is better). For instance, a +1 modifier gives 1-2 chance on d6. The process of breaking free takes the entire round, during which damage is still incurred. Additionally, the thorny growths can be directly attacked (against AC 11) with small bladed weapons such as daggers or hand axes. The vines have 22 hp and destroying them ends the spell. Immediately. Using other larger weapons or spells will damage the entangled creature as much as the thorns, splitting the damage between them equally.

If the Optional Ability Check Mechanism detailed in the core rules is utilized by the Game Master, then he should use that mechanism for the ability checks mentioned above instead of d6 rolls.
-----------------

relatively simple die roll checks, with the option to utilize the Ability Score Check mechanic and initial save thrown in there too.

And... First Post Updated with PDF of work so far.

Re: Spells Needed

Posted: Fri Jun 22, 2012 10:59 am
by Dimirag
I like it the way it ended, incorporating the d6 system to the spellcasting was a wise choice

Re: Spells Needed

Posted: Fri Jun 22, 2012 11:20 am
by MedievalMan
I agree that was some good thinking. Though it reads sort of funny, I made a few quick edits to the grammar. These are just suggestions.

The caster chooses one target creature (or object) within range, beneath which great thorny tendrils quickly grow up and around. If the subject fails its save vs. Spells, the subject is held immobile, suffering a -2 penalty to hit, and -4 penalty to its armor class. In addition, the thorny growths deal 1d4 points of damage each round to the target. An individual so entangled may only cast spells if a 1 on a d6 roll is achieved, modified by their primary spell casting ability score bonus. For instance, a +2 modifier gives 1-3 chance on d6.

An entangled creature can attempt to break free, ending the spell prematurely, by rolling a 1 on a d6, modified by their by their Strength or Dexterity ability score bonus (which ever is better). For instance, a +1 modifier gives 1-2 chance on d6. The process of breaking free takes the entire round, during which damage is still incurred. Additionally, the thorny growths can be directly attacked (against AC 11) with small bladed weapons such as daggers or hand axes. The vines have 22 hp and destroying them ends the spell prematurely. Using other larger weapons or spells will damage the entangled creature as much as the thorns, splitting the damage between them equally.

If the Optional Ability Check Mechanism detailed in the core rules is utilized by the Game Master, then he should use that mechanism for the ability checks mentioned above instead of d6 rolls.

Re: Spells Needed

Posted: Fri Jun 22, 2012 11:33 am
by SmootRK
MedievalMan wrote:I agree that was some good thinking. Though it reads sort of funny, I made a few quick edits to the grammar. These are just suggestions.

The caster chooses one target creature (or object) within range, beneath which great thorny tendrils quickly grow up and around. If the subject fails its save vs. Spells, the subject is held immobile, suffering a -2 penalty to hit, and -4 penalty to its armor class. In addition, the thorny growths deal 1d4 points of damage each round to the target. An individual so entangled may only cast spells if a 1 on a d6 roll is achieved, modified by their primary spell casting ability score bonus. For instance, a +2 modifier gives 1-3 chance on d6.

An entangled creature can attempt to break free, ending the spell prematurely, by rolling a 1 on a d6, modified by their by their Strength or Dexterity ability score bonus (which ever is better). For instance, a +1 modifier gives 1-2 chance on d6. The process of breaking free takes the entire round, during which damage is still incurred. Additionally, the thorny growths can be directly attacked (against AC 11) with small bladed weapons such as daggers or hand axes. The vines have 22 hp and destroying them ends the spell prematurely. Using other larger weapons or spells will damage the entangled creature as much as the thorns, splitting the damage between them equally.

If the Optional Ability Check Mechanism detailed in the core rules is utilized by the Game Master, then he should use that mechanism for the ability checks mentioned above instead of d6 rolls.
Very good suggestions. I will incorporate into the file.

Re: Spells Needed

Posted: Fri Jun 22, 2012 11:39 am
by Dimirag
Minor suggestion:
"If the subject fails its save vs. Spells, the subject is held immobile"
If the subject fails its save vs. Spells, he/it is held immobile

This is mostly to not repeat "subject twice in the same sentence".

Re: Spells Needed

Posted: Fri Jun 22, 2012 11:42 am
by SmootRK
Dimirag wrote:Minor suggestion:
"If the subject fails its save vs. Spells, the subject is held immobile"
If the subject fails its save vs. Spells, he/it is held immobile

This is mostly to not repeat "subject twice in the same sentence".
another good catch.

Re: Spells Needed

Posted: Fri Jun 22, 2012 11:56 am
by MedievalMan
I would personally change that specific wording to target simply because its more natural than he/it. Otherwise great catch.