erik@resonex.UUCP (06/07/84)
Looking for more in gaming is a reasonable thing. Assuming its avenues of possibility are as broad as the imaginations of those who play it, a great deal of creativity can be invested and rewards returned. My own experiences with frp have been very good, especially in the way my game has developed with the input of a group of enthusiastic artists. There are artists I know who paint scenes, characters, events... as part of their gaming. There are writers who use the situations and concepts developed in the game as direct inspiration for their writing, or their writing is part of their campaign. One thing that I have enjoyed most has been the development of rules which are more exciting, realistic and satisfying than those we started with, seven years ago. I am not interested in convincing anyone of their superiority. I would like to throw them out there, though, because maybe you'll have fun with some of these ideas. The time system that I use is not based on out-of-combat movement. It is a linear time scale, so that time starts at "0 seconds" at the beginning of a "melee" and progresses. Each action, or move, requires time to perform. The time to move is based on the distance moved and the rate. An individual moving at 12" would move (by my reconing of 6 second melee turns (time scale) and 1"=1' (distance scale)), 120' in six seconds at a full sprint. This would mean that an unarmored human would run at 13 and a third miles per hour. Granted, this is a little fast, but this speed could hardly by maintained very long. Armor and other encumbering factors subtract from this speed. So, if a dragon wanted to move 250' at 24" it would take him/her (250/240)*6 seconds or 6.2 seconds. This is a very simply way to determine not only how long any given move will take, but it allows one to know where, at any given in- stant, an individual is. This leads to amazing situations of people getting caught in crossfire while moving, and it allows you to figure out questions like "Does s/he get caught in the dragon breath, or did s/he run fast enough to be out of range?" To figure out the time a character or monster takes to act, I use a curve my friend Ethan Karp created. The TAQ (acronym for Timed Attack Quotient) is based on a character's dexterity. A character's dexterity is cross referenced with a TAQ, and the result is the number of tenths of seconds it takes to act. A melee then can be a sequence of time counted in seconds rather than abstractly defined as rounds or turns. This is quite useful for precise or mathematical applications in the game. It also allows you to solve many time related problems logically, rather than in the terms of jargon. For instance, one may say that a Magic Missile takes 10 seconds to cast -.3 seconds per level, and so forth. TAQ is an arbitrary curve on a graph. We have play-tested it for years and like a particular correspondence of dexterity to TAQ. You may have a diff- erent preference to the scale in this or the above rate-suggestion. If you find it too fast, use a different ratio. Our TAQ chart looks a bit like this: Remember: 1 TAQ = 0.10 seconds. dex: 30 -----> 20 TAQ dex: 16 ----> 56 TAQ dex: 9 ----> 112 TAQ 24 32 15 60 8 124 22 36 14 66 7 140 20 40 13 76 6 160 19 44 12 80 5 180 18 48 11 90 4 210 17 52 10 100 3 240 WIN! ta ta Zen-La, Erik Guttman
erik@resonex.UUCP (Erik Guttman) (06/12/84)
Time is such an interesting subject, and one meager spell "TIMESTOP" does it an injustice. Here's a bunch of time spells I use in my campaign, (good for specialty mages and the like...): Casting time is whatever standard you use per level of spell, with the exceptions noted below. Level 1: Then Threading: (PROJECTION) Range: sight, Duration: 1 melee turn per level. The caster can see a tenth of a second into the future, ( as a blur of probabilities,) and hence can see oncoming weapon's paths. This gives him/her +2 defense in general, +4 against a particular opponent and +6 versus a particular attack if 100% attention is focused on it for the entire melee round. The Withering Moment: (EXPEND DURATION) Range: self, duration: 1 minute. Any one spell effecting the caster with a duration is used up at twice the normal rate +1x per three levels of user, (i.e. a 4'th level mystic would use up the duration 3x as fast, etc.) Spell of Brief Ancientness: (TEMPORARY AGING) Range: 30', duration: 1 second per level. Target must be non-magic and not alive, of less than 15 lbs./level and less than 5 cubic inches/level. The said object acts as if it were 1d6 years older per level of caster. Absolute concen- tration is required. This spell is useful for breaking weapons, making dead wood brittle, rusting locks, etc. for just enough time to ... Decay: Range: 120', duration: permenant, saves: normal. The victim takes 2d4 damage, as part of his body becomes dead, as if for a long time. Half of the damage is poison, half is deterioration. Leaving No Tracks: Range: 3' radius per level. Duration: Permenant. The caster erases up to 1 individual per level's traces of passage, putting all as it was before the space was traversed. At higher levels it erases: caster is level (1) physical traces, (4) psychic impressions (7) magic impressions, (13) the soul/spiritual impressions [complete.] The mage must be one of the individuals whose tracks are being erased, and the erasing must be within the specified radius. The erasing can be done up to 10 mins./level. Clocking: Range: Self, Duration: 10 minutes per level squared. The caster has a time sense accurate within 10%, which allows him to know elapsed time. This is very good for precision countdowns or synchronizing attacks. Level 2: Decreasing the Difference: (EXTINGUISH) Range: 30', duration: 1 melee turn per level. The object enchanted will decrease its expendature of energy over time by one dice per three levels. This spell works 60% of the time, + 5% per level one is above the object, -5% per level below. This is useful to extinguish flaming swords, etc. If used on a living being they get a save. It may also be cast on magical processes, like a "WALL OF FIRE." Basic Recursion: (ECHO) Range: 45', duration: 1 action. A particular event is written down and the mystic begins to cast his spell. After 3 times the standard amount of time to cast a spell he begins to wait for that it to happen. If it does, it will recur a second time 1/10'th of a second later. For instance, one may wait for a certain warrior to hit a certian demon with a certian sword... Spheres of Synchronicity: Range: up to 1000' per level, duration: 1 hour per level. The mage creates 1 black shere (3 inches across) per level. These spheres are linked, so that if any one is destroyed, the others will be simultaneously, the SAME WAY. This is a terrific way to sig- nal one's friends or to tell if (and how) a buddy bit it. Restraining the Moment: (SPELL TRAP) Range: 10', duration: 1 minute per level. The mage may create a black circle 3' across, which will store any one of his/her other spells for up to the prescribed (user defined-preset) duration, then release it. A sort of time-bomb spell. Dating: Range: touch, duration:instant. The caster becomes aware of the age of the object he is touching. This is accurate to within 10%. More? I've got a lot where that came from. I'd really like to hear your favorite additions to the genre. Until again, Erik Guttman do_alot_of thinking | playtesting | group_responce | cool_feedback > progress
mr-frog@sdcsvax.UUCP (06/12/84)
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Most of those spells sound pretty nice, but I'd like to know the
level you rate them. And yes, I'd like to hear more!
Dave Pare